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This paper provides an overview of the successive stages in the development of Charles Babbage's Analytical Engine, based on the blueprints held in the Babbage Papers Archive, accessible online through the Science Museum in London. The first person to decipher these schematics was Allan Bromley, whose contributions in the 1980s and 1990s significantly advanced our understanding of Babbage's pioneering work. The Science Museum's digitization of the Babbage Papers enables a chronological exploration of the evolution of Babbage's machines. The focus is on the Analytical Engine, shedding light on its lesser known but crucial transitional phases.

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This paper introduces an extension to the Orienteering Problem (OP), called Clustered Orienteering Problem with Subgroups (COPS). In this variant, nodes are arranged into subgroups, and the subgroups are organized into clusters. A reward is associated with each subgroup and is gained only if all of its nodes are visited; however, at most one subgroup can be visited per cluster. The objective is to maximize the total collected reward while attaining a travel budget. We show that our new formulation has the ability to model and solve two previous well-known variants, the Clustered Orienteering Problem (COP) and the Set Orienteering Problem (SOP), in addition to other scenarios introduced here. An Integer Linear Programming (ILP) formulation and a Tabu Search-based heuristic are proposed to solve the problem. Experimental results indicate that the ILP method can yield optimal solutions at the cost of time, whereas the metaheuristic produces comparable solutions within a more reasonable computational cost.

Generalized Category Discovery is a crucial real-world task. Despite the improved performance on known categories, current methods perform poorly on novel categories. We attribute the poor performance to two reasons: biased knowledge transfer between labeled and unlabeled data and noisy representation learning on the unlabeled data. To mitigate these two issues, we propose a Transfer and Alignment Network (TAN), which incorporates two knowledge transfer mechanisms to calibrate the biased knowledge and two feature alignment mechanisms to learn discriminative features. Specifically, we model different categories with prototypes and transfer the prototypes in labeled data to correct model bias towards known categories. On the one hand, we pull instances with known categories in unlabeled data closer to these prototypes to form more compact clusters and avoid boundary overlap between known and novel categories. On the other hand, we use these prototypes to calibrate noisy prototypes estimated from unlabeled data based on category similarities, which allows for more accurate estimation of prototypes for novel categories that can be used as reliable learning targets later. After knowledge transfer, we further propose two feature alignment mechanisms to acquire both instance- and category-level knowledge from unlabeled data by aligning instance features with both augmented features and the calibrated prototypes, which can boost model performance on both known and novel categories with less noise. Experiments on three benchmark datasets show that our model outperforms SOTA methods, especially on novel categories. Theoretical analysis is provided for an in-depth understanding of our model in general. Our code and data are available at //github.com/Lackel/TAN.

This paper introduces an extension to the Orienteering Problem (OP), called Clustered Orienteering Problem with Subgroups (COPS). In this variant, nodes are arranged into subgroups, and the subgroups are organized into clusters. A reward is associated with each subgroup and is gained only if all of its nodes are visited; however, at most one subgroup can be visited per cluster. The objective is to maximize the total collected reward while attaining a travel budget. We show that our new formulation has the ability to model and solve two previous well-known variants, the Clustered Orienteering Problem (COP) and the Set Orienteering Problem (SOP), in addition to other scenarios introduced here. An Integer Linear Programming (ILP) formulation and a Tabu Search-based heuristic are proposed to solve the problem. Experimental results indicate that the ILP method can yield optimal solutions at the cost of time, whereas the metaheuristic produces comparable solutions within a more reasonable computational cost.

This article examines the implicit regularization effect of Stochastic Gradient Descent (SGD). We consider the case of SGD without replacement, the variant typically used to optimize large-scale neural networks. We analyze this algorithm in a more realistic regime than typically considered in theoretical works on SGD, as, e.g., we allow the product of the learning rate and Hessian to be $O(1)$. Our core theoretical result is that optimizing with SGD without replacement is locally equivalent to making an additional step on a novel regularizer. This implies that the trajectory of SGD without replacement diverges from both noise-injected GD and SGD with replacement (in which batches are sampled i.i.d.). Indeed, the two SGDs travel flat regions of the loss landscape in distinct directions and at different speeds. In expectation, SGD without replacement may escape saddles significantly faster and present a smaller variance. Moreover, we find that SGD implicitly regularizes the trace of the noise covariance in the eigendirections of small and negative Hessian eigenvalues. This coincides with penalizing a weighted trace of the Fisher Matrix and the Hessian on several vision tasks, thus encouraging sparsity in the spectrum of the Hessian of the loss in line with empirical observations from prior work. We also propose an explanation for why SGD does not train at the edge of stability (as opposed to GD).

This paper explores the integration of Automated Guided Vehicles (AGVs) in warehouse order picking, a crucial and cost-intensive aspect of warehouse operations. The booming AGV industry, accelerated by the COVID-19 pandemic, is witnessing widespread adoption due to its efficiency, reliability, and cost-effectiveness in automating warehouse tasks. This paper focuses on enhancing the picker-to-parts system, prevalent in small to medium-sized warehouses, through the strategic use of AGVs. We discuss the benefits and applications of AGVs in various warehouse tasks, highlighting their transformative potential in improving operational efficiency. We examine the deployment of AGVs by leading companies in the industry, showcasing their varied functionalities in warehouse management. Addressing the gap in research on optimizing operational performance in hybrid environments where humans and AGVs coexist, our study delves into a dynamic picker-to-parts warehouse scenario. We propose a novel approach Neural Approximate Dynamic Programming approach for coordinating a mixed team of human and AGV workers, aiming to maximize order throughput and operational efficiency. This involves innovative solutions for non-myopic decision making, order batching, and battery management. We also discuss the integration of advanced robotics technology in automating the complete order-picking process. Through a comprehensive numerical study, our work offers valuable insights for managing a heterogeneous workforce in a hybrid warehouse setting, contributing significantly to the field of warehouse automation and logistics.

This paper introduces a learnable Deformable Hypothesis Sampler (DeformSampler) to address the challenging issue of noisy depth estimation for accurate PatchMatch Multi-View Stereo (MVS). We observe that the heuristic depth hypothesis sampling modes employed by PatchMatch MVS solvers are insensitive to (i) the piece-wise smooth distribution of depths across the object surface, and (ii) the implicit multi-modal distribution of depth prediction probabilities along the ray direction on the surface points. Accordingly, we develop DeformSampler to learn distribution-sensitive sample spaces to (i) propagate depths consistent with the scene's geometry across the object surface, and (ii) fit a Laplace Mixture model that approaches the point-wise probabilities distribution of the actual depths along the ray direction. We integrate DeformSampler into a learnable PatchMatch MVS system to enhance depth estimation in challenging areas, such as piece-wise discontinuous surface boundaries and weakly-textured regions. Experimental results on DTU and Tanks \& Temples datasets demonstrate its superior performance and generalization capabilities compared to state-of-the-art competitors. Code is available at //github.com/Geo-Tell/DS-PMNet.

This project proposes and compares a new way to optimise Super Mario Bros. (SMB) environment where the control is in hand of two approaches, namely, Genetic Algorithm (MarioGA) and NeuroEvolution (MarioNE). Not only we learn playing SMB using these techniques, but also optimise it with constrains of collection of coins and finishing levels. Firstly, we formalise the SMB agent to maximize the total value of collected coins (reward) and maximising the total distance traveled (reward) in order to finish the level faster (time penalty) for both the algorithms. Secondly, we study MarioGA and its evaluation function (fitness criteria) including its representation methods, crossover used, mutation operator formalism, selection method used, MarioGA loop, and few other parameters. Thirdly, MarioNE is applied on SMB where a population of ANNs with random weights is generated, and these networks control Marios actions in the game. Fourth, SMB is further constrained to complete the task within the specified time, rebirths (deaths) within the limit, and performs actions or moves within the maximum allowed moves, while seeking to maximize the total coin value collected. This ensures an efficient way of finishing SMB levels. Finally, we provide a fivefold comparative analysis by plotting fitness plots, ability to finish different levels of world 1, and domain adaptation (transfer learning) of the trained models.

The real-world data tends to be heavily imbalanced and severely skew the data-driven deep neural networks, which makes Long-Tailed Recognition (LTR) a massive challenging task. Existing LTR methods seldom train Vision Transformers (ViTs) with Long-Tailed (LT) data, while the off-the-shelf pretrain weight of ViTs always leads to unfair comparisons. In this paper, we systematically investigate the ViTs' performance in LTR and propose LiVT to train ViTs from scratch only with LT data. With the observation that ViTs suffer more severe LTR problems, we conduct Masked Generative Pretraining (MGP) to learn generalized features. With ample and solid evidence, we show that MGP is more robust than supervised manners. In addition, Binary Cross Entropy (BCE) loss, which shows conspicuous performance with ViTs, encounters predicaments in LTR. We further propose the balanced BCE to ameliorate it with strong theoretical groundings. Specially, we derive the unbiased extension of Sigmoid and compensate extra logit margins to deploy it. Our Bal-BCE contributes to the quick convergence of ViTs in just a few epochs. Extensive experiments demonstrate that with MGP and Bal-BCE, LiVT successfully trains ViTs well without any additional data and outperforms comparable state-of-the-art methods significantly, e.g., our ViT-B achieves 81.0% Top-1 accuracy in iNaturalist 2018 without bells and whistles. Code is available at //github.com/XuZhengzhuo/LiVT.

Graph Neural Networks (GNNs) have shown promising results on a broad spectrum of applications. Most empirical studies of GNNs directly take the observed graph as input, assuming the observed structure perfectly depicts the accurate and complete relations between nodes. However, graphs in the real world are inevitably noisy or incomplete, which could even exacerbate the quality of graph representations. In this work, we propose a novel Variational Information Bottleneck guided Graph Structure Learning framework, namely VIB-GSL, in the perspective of information theory. VIB-GSL advances the Information Bottleneck (IB) principle for graph structure learning, providing a more elegant and universal framework for mining underlying task-relevant relations. VIB-GSL learns an informative and compressive graph structure to distill the actionable information for specific downstream tasks. VIB-GSL deduces a variational approximation for irregular graph data to form a tractable IB objective function, which facilitates training stability. Extensive experimental results demonstrate that the superior effectiveness and robustness of VIB-GSL.

The time and effort involved in hand-designing deep neural networks is immense. This has prompted the development of Neural Architecture Search (NAS) techniques to automate this design. However, NAS algorithms tend to be slow and expensive; they need to train vast numbers of candidate networks to inform the search process. This could be alleviated if we could partially predict a network's trained accuracy from its initial state. In this work, we examine the overlap of activations between datapoints in untrained networks and motivate how this can give a measure which is usefully indicative of a network's trained performance. We incorporate this measure into a simple algorithm that allows us to search for powerful networks without any training in a matter of seconds on a single GPU, and verify its effectiveness on NAS-Bench-101, NAS-Bench-201, NATS-Bench, and Network Design Spaces. Our approach can be readily combined with more expensive search methods; we examine a simple adaptation of regularised evolutionary search. Code for reproducing our experiments is available at //github.com/BayesWatch/nas-without-training.

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