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Dropout as a regularization technique is widely used in fully connected layers while is less effective in convolutional layers. Therefore more structured forms of dropout have been proposed to regularize convolutional networks. The disadvantage of these methods is that the randomness introduced causes inconsistency between training and inference. In this paper, we apply a mutual learning training strategy for convolutional layer regularization, namely R-Block, which forces two outputs of the generated difference maximizing sub models to be consistent with each other. Concretely, R-Block minimizes the losses between the output distributions of two sub models with different drop regions for each sample in the training dataset. We design two approaches to construct such sub models. Our experiments demonstrate that R-Block achieves better performance than other existing structured dropout variants. We also demonstrate that our approaches to construct sub models outperforms others.

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Classical gradient-based density topology optimization is adapted for method-of-moments numerical modeling to design a conductor-based system attaining the minimal antenna Q-factor evaluated via an energy stored operator. Standard topology optimization features are discussed, e.g., the interpolation scheme and density and projection filtering. The performance of the proposed technique is demonstrated in a few examples in terms of the realized Q-factor values and necessary computational time to obtain a design. The optimized designs are compared to the fundamental bound and well-known empirical structures. The presented framework can provide a completely novel design, as presented in the second example.

Controller design for soft robots is challenging due to nonlinear deformation and high degrees of freedom of flexible material. The data-driven approach is a promising solution to the controller design problem for soft robots. However, the existing data-driven controller design methods for soft robots suffer from two drawbacks: (i) they require excessively long training time, and (ii) they may result in potentially inefficient controllers. This paper addresses these issues by developing two memory-based controllers for soft robots that can be trained in a data-driven fashion: the finite memory controller (FMC) approach and the long short-term memory (LSTM) based approach. An FMC stores the tracking errors at different time instances and computes the actuation signal according to a weighted sum of the stored tracking errors. We develop three reinforcement learning algorithms for computing the optimal weights of an FMC using the Q-learning, soft actor-critic, and deterministic policy gradient (DDPG) methods. An LSTM-based controller is composed of an LSTM network where the inputs of the network are the robot's desired configuration and current configuration. The LSTM network computes the required actuation signal for the soft robot to follow the desired configuration. We study the performance of the proposed approaches in controlling a soft finger where, as benchmarks, we use the existing reinforcement learning (RL) based controllers and proportional-integral-derivative (PID) controllers. Our numerical results show that the training time of the proposed memory-based controllers is significantly shorter than that of the classical RL-based controllers. Moreover, the proposed controllers achieve a smaller tracking error compared with the classical RL algorithms and the PID controller.

World models, especially in autonomous driving, are trending and drawing extensive attention due to their capacity for comprehending driving environments. The established world model holds immense potential for the generation of high-quality driving videos, and driving policies for safe maneuvering. However, a critical limitation in relevant research lies in its predominant focus on gaming environments or simulated settings, thereby lacking the representation of real-world driving scenarios. Therefore, we introduce DriveDreamer, a pioneering world model entirely derived from real-world driving scenarios. Regarding that modeling the world in intricate driving scenes entails an overwhelming search space, we propose harnessing the powerful diffusion model to construct a comprehensive representation of the complex environment. Furthermore, we introduce a two-stage training pipeline. In the initial phase, DriveDreamer acquires a deep understanding of structured traffic constraints, while the subsequent stage equips it with the ability to anticipate future states. The proposed DriveDreamer is the first world model established from real-world driving scenarios. We instantiate DriveDreamer on the challenging nuScenes benchmark, and extensive experiments verify that DriveDreamer empowers precise, controllable video generation that faithfully captures the structural constraints of real-world traffic scenarios. Additionally, DriveDreamer enables the generation of realistic and reasonable driving policies, opening avenues for interaction and practical applications.

Data assimilation is crucial in a wide range of applications, but it often faces challenges such as high computational costs due to data dimensionality and incomplete understanding of underlying mechanisms. To address these challenges, this study presents a novel assimilation framework, termed Latent Assimilation with Implicit Neural Representations (LAINR). By introducing Spherical Implicit Neural Representations (SINR) along with a data-driven uncertainty estimator of the trained neural networks, LAINR enhances efficiency in assimilation process. Experimental results indicate that LAINR holds certain advantage over existing methods based on AutoEncoders, both in terms of accuracy and efficiency.

Autonomous exploration in dynamic environments necessitates a planner that can proactively respond to changes and make efficient and safe decisions for robots. Although plenty of sampling-based works have shown success in exploring static environments, their inherent sampling randomness and limited utilization of previous samples often result in sub-optimal exploration efficiency. Additionally, most of these methods struggle with efficient replanning and collision avoidance in dynamic settings. To overcome these limitations, we propose the Heuristic-based Incremental Probabilistic Roadmap Exploration (HIRE) planner for UAVs exploring dynamic environments. The proposed planner adopts an incremental sampling strategy based on the probabilistic roadmap constructed by heuristic sampling toward the unexplored region next to the free space, defined as the heuristic frontier regions. The heuristic frontier regions are detected by applying a lightweight vision-based method to the different levels of the occupancy map. Moreover, our dynamic module ensures that the planner dynamically updates roadmap information based on the environment changes and avoids dynamic obstacles. Simulation and physical experiments prove that our planner can efficiently and safely explore dynamic environments.

Stencil computation is an extensively-utilized class of scientific-computing applications that can be efficiently accelerated by graphics processing units (GPUs). Out-of-core approaches enable a GPU to handle large stencil codes whose data size is beyond the memory capacity of the GPU. However, current research on out-of-core stencil computation primarily focus on minimizing the amount of data transferred between the CPU and GPU. Few studies consider simultaneously optimizing data transfer and kernel execution. To fill the research gap, this work presents a synergy between on- and off-chip data reuse for out-of-core stencil codes, termed SO2DR. First, overlapping regions between data chunks are shared in the off-chip memory to eliminate redundant CPU-GPU data transfer. Secondly, redundant computation at the off-chip memory level is intentionally introduced to decouple kernel execution from region sharing, hence enabling data reuse in the on-chip memory. Experimental results demonstrate that SO2DR significantly enhances the kernel-execution performance while reducing the CPU-GPU data-transfer time. Specifically, SO2DR achieves average speedups of 2.78x and 1.14x for five stencil benchmarks, compared to an out-of-core stencil code which is free of redundant transfer and computation, and an in-core stencil code which is free of data transfer, respectively.

In indoor scenes, reverberation is a crucial factor in degrading the perceived quality and intelligibility of speech. In this work, we propose a generative dereverberation method. Our approach is based on a probabilistic model utilizing a recurrent variational auto-encoder (RVAE) network and the convolutive transfer function (CTF) approximation. Different from most previous approaches, the output of our RVAE serves as the prior of the clean speech. And our target is the maximum a posteriori (MAP) estimation of clean speech, which is achieved iteratively through the expectation maximization (EM) algorithm. The proposed method integrates the capabilities of network-based speech prior modelling and CTF-based observation modelling. Experiments on single-channel speech dereverberation show that the proposed generative method noticeably outperforms the advanced discriminative networks.

Recommender systems are used to provide relevant suggestions on various matters. Although these systems are a classical research topic, knowledge is still limited regarding the public opinion about these systems. Public opinion is also important because the systems are known to cause various problems. To this end, this paper presents a qualitative analysis of the perceptions of ordinary citizens, civil society groups, businesses, and others on recommender systems in Europe. The dataset examined is based on the answers submitted to a consultation about the Digital Services Act (DSA) recently enacted in the European Union (EU). Therefore, not only does the paper contribute to the pressing question about regulating new technologies and online platforms, but it also reveals insights about the policy-making of the DSA. According to the qualitative results, Europeans have generally negative opinions about recommender systems and the quality of their recommendations. The systems are widely seen to violate privacy and other fundamental rights. According to many Europeans, these also cause various societal problems, including even threats to democracy. Furthermore, existing regulations in the EU are commonly seen to have failed due to a lack of proper enforcement. Numerous suggestions were made by the respondents to the consultation for improving the situation, but only a few of these ended up to the DSA.

Although measuring held-out accuracy has been the primary approach to evaluate generalization, it often overestimates the performance of NLP models, while alternative approaches for evaluating models either focus on individual tasks or on specific behaviors. Inspired by principles of behavioral testing in software engineering, we introduce CheckList, a task-agnostic methodology for testing NLP models. CheckList includes a matrix of general linguistic capabilities and test types that facilitate comprehensive test ideation, as well as a software tool to generate a large and diverse number of test cases quickly. We illustrate the utility of CheckList with tests for three tasks, identifying critical failures in both commercial and state-of-art models. In a user study, a team responsible for a commercial sentiment analysis model found new and actionable bugs in an extensively tested model. In another user study, NLP practitioners with CheckList created twice as many tests, and found almost three times as many bugs as users without it.

Most existing knowledge graphs suffer from incompleteness, which can be alleviated by inferring missing links based on known facts. One popular way to accomplish this is to generate low-dimensional embeddings of entities and relations, and use these to make inferences. ConvE, a recently proposed approach, applies convolutional filters on 2D reshapings of entity and relation embeddings in order to capture rich interactions between their components. However, the number of interactions that ConvE can capture is limited. In this paper, we analyze how increasing the number of these interactions affects link prediction performance, and utilize our observations to propose InteractE. InteractE is based on three key ideas -- feature permutation, a novel feature reshaping, and circular convolution. Through extensive experiments, we find that InteractE outperforms state-of-the-art convolutional link prediction baselines on FB15k-237. Further, InteractE achieves an MRR score that is 9%, 7.5%, and 23% better than ConvE on the FB15k-237, WN18RR and YAGO3-10 datasets respectively. The results validate our central hypothesis -- that increasing feature interaction is beneficial to link prediction performance. We make the source code of InteractE available to encourage reproducible research.

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