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Utilitarian algorithm configuration is a general-purpose technique for automatically searching the parameter space of a given algorithm to optimize its performance, as measured by a given utility function, on a given set of inputs. Recently introduced utilitarian configuration procedures offer optimality guarantees about the returned parameterization while provably adapting to the hardness of the underlying problem. However, the applicability of these approaches is severely limited by the fact that they only search a finite, relatively small set of parameters. They cannot effectively search the configuration space of algorithms with continuous or uncountable parameters. In this paper we introduce a new procedure, which we dub COUP (Continuous, Optimistic Utilitarian Procrastination). COUP is designed to search infinite parameter spaces efficiently to find good configurations quickly. Furthermore, COUP maintains the theoretical benefits of previous utilitarian configuration procedures when applied to finite parameter spaces but is significantly faster, both provably and experimentally.

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We propose a novel method for measuring the discrepancy between a set of samples and a desired posterior distribution for Bayesian inference. Classical methods for assessing sample quality like the effective sample size are not appropriate for scalable Bayesian sampling algorithms, such as stochastic gradient Langevin dynamics, that are asymptotically biased. Instead, the gold standard is to use the kernel Stein Discrepancy (KSD), which is itself not scalable given its quadratic cost in the number of samples. The KSD and its faster extensions also typically suffer from the curse-of-dimensionality and can require extensive tuning. To address these limitations, we develop the polynomial Stein discrepancy (PSD) and an associated goodness-of-fit test. While the new test is not fully convergence-determining, we prove that it detects differences in the first r moments in the Bernstein-von Mises limit. We empirically show that the test has higher power than its competitors in several examples, and at a lower computational cost. Finally, we demonstrate that the PSD can assist practitioners to select hyper-parameters of Bayesian sampling algorithms more efficiently than competitors.

Factor analysis is a statistical technique that explains correlations among observed random variables with the help of a smaller number of unobserved factors. In traditional full factor analysis, each observed variable is influenced by every factor. However, many applications exhibit interesting sparsity patterns, that is, each observed variable only depends on a subset of the factors. In this paper, we study such sparse factor analysis models from an algebro-geometric perspective. Under mild conditions on the sparsity pattern, we examine the dimension of the set of covariance matrices that corresponds to a given model. Moreover, we study algebraic relations among the covariances in sparse two-factor models. In particular, we identify cases in which a Gr\"obner basis for these relations can be derived via a 2-delightful term order and join of toric ideals of graphs.

Spatial intelligence is foundational to AI systems that interact with the physical world, particularly in 3D scene generation and spatial comprehension. Current methodologies for 3D scene generation often rely heavily on predefined datasets, and struggle to adapt dynamically to changing spatial relationships. In this paper, we introduce GraphCanvas3D, a programmable, extensible, and adaptable framework for controllable 3D scene generation. Leveraging in-context learning, GraphCanvas3D enables dynamic adaptability without the need for retraining, supporting flexible and customizable scene creation. Our framework employs hierarchical, graph-driven scene descriptions, representing spatial elements as graph nodes and establishing coherent relationships among objects in 3D environments. Unlike conventional approaches, which are constrained in adaptability and often require predefined input masks or retraining for modifications, GraphCanvas3D allows for seamless object manipulation and scene adjustments on the fly. Additionally, GraphCanvas3D supports 4D scene generation, incorporating temporal dynamics to model changes over time. Experimental results and user studies demonstrate that GraphCanvas3D enhances usability, flexibility, and adaptability for scene generation. Our code and models are available on the project website: //github.com/ILGLJ/Graph-Canvas.

Capturing the temporal evolution of Gaussian properties such as position, rotation, and scale is a challenging task due to the vast number of time-varying parameters and the limited photometric data available, which generally results in convergence issues, making it difficult to find an optimal solution. While feeding all inputs into an end-to-end neural network can effectively model complex temporal dynamics, this approach lacks explicit supervision and struggles to generate high-quality transformation fields. On the other hand, using time-conditioned polynomial functions to model Gaussian trajectories and orientations provides a more explicit and interpretable solution, but requires significant handcrafted effort and lacks generalizability across diverse scenes. To overcome these limitations, this paper introduces a novel approach based on a learnable infinite Taylor Formula to model the temporal evolution of Gaussians. This method offers both the flexibility of an implicit network-based approach and the interpretability of explicit polynomial functions, allowing for more robust and generalizable modeling of Gaussian dynamics across various dynamic scenes. Extensive experiments on dynamic novel view rendering tasks are conducted on public datasets, demonstrating that the proposed method achieves state-of-the-art performance in this domain. More information is available on our project page(//ellisonking.github.io/TaylorGaussian).

Sinkhorn algorithm is the de-facto standard approximation algorithm for optimal transport, which has been applied to a variety of applications, including image processing and natural language processing. In theory, the proof of its convergence follows from the convergence of the Sinkhorn--Knopp algorithm for the matrix scaling problem, and Altschuler et al. show that its worst-case time complexity is in near-linear time. Very recently, sequentially composed optimal transports were proposed by Watanabe and Isobe as a hierarchical extension of optimal transports. In this paper, we present an efficient approximation algorithm, namely Sinkhorn algorithm for sequentially composed optimal transports, for its entropic regularization. Furthermore, we present a theoretical analysis of the Sinkhorn algorithm, namely (i) its exponential convergence to the optimal solution with respect to the Hilbert pseudometric, and (ii) a worst-case complexity analysis for the case of one sequential composition.

Edge computing is emerging as a key enabler of low-latency, high-efficiency processing for the Internet of Things (IoT) and other real-time applications. To support these demands, containerization has gained traction in edge computing due to its lightweight virtualization and efficient resource management. However, there is currently no established framework to leverage both containers and unikernels on edge devices for optimized IoT deployments. This paper proposes a hybrid edge system design that leverages container and unikernel technologies to optimize resource utilization based on application complexity. Containers are employed for resource-intensive applications, e.g., computer vision, providing faster processing, flexibility, and ease of deployment. In contrast, unikernels are used for lightweight applications, offering enhanced resource performance with minimal overhead. Our system design also incorporates container orchestration to efficiently manage multiple instances across the edge efficiently, ensuring scalability and reliability. We demonstrate our hybrid approach's performance and efficiency advantages through real-world computer vision and data science applications on ARM-powered edge device. Our results demonstrate that this hybrid approach improves resource utilization and reduces latency compared to traditional virtualized solutions. This work provides insights into optimizing edge infrastructures, enabling more efficient and specialized deployment strategies for diverse application workloads.

Humans perceive the world by concurrently processing and fusing high-dimensional inputs from multiple modalities such as vision and audio. Machine perception models, in stark contrast, are typically modality-specific and optimised for unimodal benchmarks, and hence late-stage fusion of final representations or predictions from each modality (`late-fusion') is still a dominant paradigm for multimodal video classification. Instead, we introduce a novel transformer based architecture that uses `fusion bottlenecks' for modality fusion at multiple layers. Compared to traditional pairwise self-attention, our model forces information between different modalities to pass through a small number of bottleneck latents, requiring the model to collate and condense the most relevant information in each modality and only share what is necessary. We find that such a strategy improves fusion performance, at the same time reducing computational cost. We conduct thorough ablation studies, and achieve state-of-the-art results on multiple audio-visual classification benchmarks including Audioset, Epic-Kitchens and VGGSound. All code and models will be released.

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.

Embedding entities and relations into a continuous multi-dimensional vector space have become the dominant method for knowledge graph embedding in representation learning. However, most existing models ignore to represent hierarchical knowledge, such as the similarities and dissimilarities of entities in one domain. We proposed to learn a Domain Representations over existing knowledge graph embedding models, such that entities that have similar attributes are organized into the same domain. Such hierarchical knowledge of domains can give further evidence in link prediction. Experimental results show that domain embeddings give a significant improvement over the most recent state-of-art baseline knowledge graph embedding models.

We advocate the use of implicit fields for learning generative models of shapes and introduce an implicit field decoder for shape generation, aimed at improving the visual quality of the generated shapes. An implicit field assigns a value to each point in 3D space, so that a shape can be extracted as an iso-surface. Our implicit field decoder is trained to perform this assignment by means of a binary classifier. Specifically, it takes a point coordinate, along with a feature vector encoding a shape, and outputs a value which indicates whether the point is outside the shape or not. By replacing conventional decoders by our decoder for representation learning and generative modeling of shapes, we demonstrate superior results for tasks such as shape autoencoding, generation, interpolation, and single-view 3D reconstruction, particularly in terms of visual quality.

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