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Modern power systems will have to face difficult challenges in the years to come: frequent blackouts in urban areas caused by high power demand peaks, grid instability exacerbated by intermittent renewable generation, and global climate change amplified by rising carbon emissions. While current practices are growingly inadequate, the path to widespread adoption of artificial intelligence (AI) methods is hindered by missing aspects of trustworthiness. The CityLearn Challenge is an exemplary opportunity for researchers from multiple disciplines to investigate the potential of AI to tackle these pressing issues in the energy domain, collectively modeled as a reinforcement learning (RL) task. Multiple real-world challenges faced by contemporary RL techniques are embodied in the problem formulation. In this paper, we present a novel method using the solution function of optimization as policies to compute actions for sequential decision-making, while notably adapting the parameters of the optimization model from online observations. Algorithmically, this is achieved by an evolutionary algorithm under a novel trajectory-based guidance scheme. Formally, the global convergence property is established. Our agent ranked first in the latest 2021 CityLearn Challenge, being able to achieve superior performance in almost all metrics while maintaining some key aspects of interpretability.

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Much of software engineering research focuses on tools, algorithms, and optimization of software. Recently, we, as a community, have come to acknowledge that there is a gap in meta-research and addressing the human-factors in software engineering research. Through meta research, we aim to deepen our understanding of online participant recruitment and human-subjects software engineering research. In this paper we motivate the need to consider the unique challenges that human studies pose in software engineering research. We present several challenges faced by our research team in several distinct research studies, how they affected research, and motivate how, as researchers, we can address these challenges. We present results from a pilot study and categorize issues faced into three broad categories including participant recruitment, community engagement, and data poisoning. We further discuss how we can address these challenges and outline the benefits a full-study could provide to the software engineering research community.

This paper presents an approach to ensure conditions on Variable Impedance Controllers through the off-line tuning of the parameters involved in its description. In particular, we prove its application to term modulations defined by a Learning from Demonstration technique. This is performed through the assessment of conditions regarding safety and performance, which encompass heuristics and constraints in the form of Linear Matrix Inequalities. Latter ones allow to define a convex optimisation problem to analyse their fulfilment, and require a polytopic description of the VIC, in this case, obtained from its formulation as a discrete-time Linear Parameter Varying system. With respect to the current state-of-art, this approach only limits the term definition obtained by the Learning from Demonstration technique to be continuous and function of exogenous signals, i.e. external variables to the robot. Therefore, using a solution-search method, the most suitable set of parameters according to assessment criteria can be obtained. Using a 7-DoF Kinova Gen3 manipulator, validation and comparison against solutions with relaxed conditions are performed. The method is applied to generate Variable Impedance Controllers for a pulley belt looping task, inspired by the Assembly Challenge for Industrial Robotics in World Robot Summit 2018, to reduce the exerted force with respect to a standard (constant) Impedance Controller. Additionally, method agility is evaluated on the generation of controllers for one-off modifications of the nominal belt looping task setup without new demonstrations.

We propose the predictive forward-forward (PFF) algorithm for conducting credit assignment in neural systems. Specifically, we design a novel, dynamic recurrent neural system that learns a directed generative circuit jointly and simultaneously with a representation circuit, integrating learnable lateral competition and elements of predictive coding, an emerging and viable neurobiological process theory of cortical function, with the forward-forward (FF) adaptation scheme. Furthermore, PFF efficiently learns to propagate learning signals and updates synapses with forward passes only, eliminating key structural and computational constraints imposed by a backpropagation-based scheme. Besides computational advantages, the PFF process could prove useful for understanding the learning mechanisms behind biological neurons that use local signals despite missing feedback connections. We run experiments on image data and demonstrate that the PFF procedure works as well as backpropagation of errors, offering a promising brain-inspired learning algorithm for classifying, reconstructing, and synthesizing data patterns.

Procedural content generation (PCG) is a growing field, with numerous applications in the video game industry, and great potential to help create better games at a fraction of the cost of manual creation. However, much of the work in PCG is focused on generating relatively straightforward levels in simple games, as it is challenging to design an optimisable objective function for complex settings. This limits the applicability of PCG to more complex and modern titles, hindering its adoption in industry. Our work aims to address this limitation by introducing a compositional level generation method, which recursively composes simple, low-level generators together to construct large and complex creations. This approach allows for easily-optimisable objectives and the ability to design a complex structure in an interpretable way by referencing lower-level components. We empirically demonstrate that our method outperforms a non-compositional baseline by more accurately satisfying a designer's functional requirements in several tasks. Finally, we provide a qualitative showcase (in Minecraft) illustrating the large and complex, but still coherent, structures that were generated using simple base generators.

Object detection is a fundamental task in computer vision and image processing. Current deep learning based object detectors have been highly successful with abundant labeled data. But in real life, it is not guaranteed that each object category has enough labeled samples for training. These large object detectors are easy to overfit when the training data is limited. Therefore, it is necessary to introduce few-shot learning and zero-shot learning into object detection, which can be named low-shot object detection together. Low-Shot Object Detection (LSOD) aims to detect objects from a few or even zero labeled data, which can be categorized into few-shot object detection (FSOD) and zero-shot object detection (ZSD), respectively. This paper conducts a comprehensive survey for deep learning based FSOD and ZSD. First, this survey classifies methods for FSOD and ZSD into different categories and discusses the pros and cons of them. Second, this survey reviews dataset settings and evaluation metrics for FSOD and ZSD, then analyzes the performance of different methods on these benchmarks. Finally, this survey discusses future challenges and promising directions for FSOD and ZSD.

This book develops an effective theory approach to understanding deep neural networks of practical relevance. Beginning from a first-principles component-level picture of networks, we explain how to determine an accurate description of the output of trained networks by solving layer-to-layer iteration equations and nonlinear learning dynamics. A main result is that the predictions of networks are described by nearly-Gaussian distributions, with the depth-to-width aspect ratio of the network controlling the deviations from the infinite-width Gaussian description. We explain how these effectively-deep networks learn nontrivial representations from training and more broadly analyze the mechanism of representation learning for nonlinear models. From a nearly-kernel-methods perspective, we find that the dependence of such models' predictions on the underlying learning algorithm can be expressed in a simple and universal way. To obtain these results, we develop the notion of representation group flow (RG flow) to characterize the propagation of signals through the network. By tuning networks to criticality, we give a practical solution to the exploding and vanishing gradient problem. We further explain how RG flow leads to near-universal behavior and lets us categorize networks built from different activation functions into universality classes. Altogether, we show that the depth-to-width ratio governs the effective model complexity of the ensemble of trained networks. By using information-theoretic techniques, we estimate the optimal aspect ratio at which we expect the network to be practically most useful and show how residual connections can be used to push this scale to arbitrary depths. With these tools, we can learn in detail about the inductive bias of architectures, hyperparameters, and optimizers.

Bid optimization for online advertising from single advertiser's perspective has been thoroughly investigated in both academic research and industrial practice. However, existing work typically assume competitors do not change their bids, i.e., the wining price is fixed, leading to poor performance of the derived solution. Although a few studies use multi-agent reinforcement learning to set up a cooperative game, they still suffer the following drawbacks: (1) They fail to avoid collusion solutions where all the advertisers involved in an auction collude to bid an extremely low price on purpose. (2) Previous works cannot well handle the underlying complex bidding environment, leading to poor model convergence. This problem could be amplified when handling multiple objectives of advertisers which are practical demands but not considered by previous work. In this paper, we propose a novel multi-objective cooperative bid optimization formulation called Multi-Agent Cooperative bidding Games (MACG). MACG sets up a carefully designed multi-objective optimization framework where different objectives of advertisers are incorporated. A global objective to maximize the overall profit of all advertisements is added in order to encourage better cooperation and also to protect self-bidding advertisers. To avoid collusion, we also introduce an extra platform revenue constraint. We analyze the optimal functional form of the bidding formula theoretically and design a policy network accordingly to generate auction-level bids. Then we design an efficient multi-agent evolutionary strategy for model optimization. Offline experiments and online A/B tests conducted on the Taobao platform indicate both single advertiser's objective and global profit have been significantly improved compared to state-of-art methods.

Behaviors of the synthetic characters in current military simulations are limited since they are generally generated by rule-based and reactive computational models with minimal intelligence. Such computational models cannot adapt to reflect the experience of the characters, resulting in brittle intelligence for even the most effective behavior models devised via costly and labor-intensive processes. Observation-based behavior model adaptation that leverages machine learning and the experience of synthetic entities in combination with appropriate prior knowledge can address the issues in the existing computational behavior models to create a better training experience in military training simulations. In this paper, we introduce a framework that aims to create autonomous synthetic characters that can perform coherent sequences of believable behavior while being aware of human trainees and their needs within a training simulation. This framework brings together three mutually complementary components. The first component is a Unity-based simulation environment - Rapid Integration and Development Environment (RIDE) - supporting One World Terrain (OWT) models and capable of running and supporting machine learning experiments. The second is Shiva, a novel multi-agent reinforcement and imitation learning framework that can interface with a variety of simulation environments, and that can additionally utilize a variety of learning algorithms. The final component is the Sigma Cognitive Architecture that will augment the behavior models with symbolic and probabilistic reasoning capabilities. We have successfully created proof-of-concept behavior models leveraging this framework on realistic terrain as an essential step towards bringing machine learning into military simulations.

With the rise and development of deep learning, computer vision has been tremendously transformed and reshaped. As an important research area in computer vision, scene text detection and recognition has been inescapably influenced by this wave of revolution, consequentially entering the era of deep learning. In recent years, the community has witnessed substantial advancements in mindset, approach and performance. This survey is aimed at summarizing and analyzing the major changes and significant progresses of scene text detection and recognition in the deep learning era. Through this article, we devote to: (1) introduce new insights and ideas; (2) highlight recent techniques and benchmarks; (3) look ahead into future trends. Specifically, we will emphasize the dramatic differences brought by deep learning and the grand challenges still remained. We expect that this review paper would serve as a reference book for researchers in this field. Related resources are also collected and compiled in our Github repository: //github.com/Jyouhou/SceneTextPapers.

Deep learning has penetrated all aspects of our lives and brought us great convenience. However, the process of building a high-quality deep learning system for a specific task is not only time-consuming but also requires lots of resources and relies on human expertise, which hinders the development of deep learning in both industry and academia. To alleviate this problem, a growing number of research projects focus on automated machine learning (AutoML). In this paper, we provide a comprehensive and up-to-date study on the state-of-the-art AutoML. First, we introduce the AutoML techniques in details according to the machine learning pipeline. Then we summarize existing Neural Architecture Search (NAS) research, which is one of the most popular topics in AutoML. We also compare the models generated by NAS algorithms with those human-designed models. Finally, we present several open problems for future research.

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