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Computational aspects of solution notions such as Nash equilibrium have been extensively studied, including settings where the ultimate goal is to find an equilibrium that possesses some additional properties. Furthermore, in order to address issues of tractability, attention has been given to approximate versions of these problems. Our work extends this direction by considering games with constraints in which players are subject to some form of restrictions on their strategic choices. We also consider the relationship between Nash equilibria and so-called constrained or social equilibria in this context, with particular attention to how they are related with respect to totality and complexity. Our results demonstrate that the computational complexity of finding an equilibrium varies significantly between games with slightly different strategic constraints. In addition to examining the computational aspects of such strategic constraints, we also demonstrate that these constraints are useful for modeling problems involving strategic resource allocation and also are of interest from the perspective of behavioral game theory.

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CC在計算復雜性方面表現突出。它的學科處于數學與計算機理論科學的交叉點,具有清晰的數學輪廓和嚴格的數學格式。官網鏈接: · Extensibility · CASES · 優化器 · 比特 ·
2023 年 6 月 23 日

Secure multi-party computation using a physical deck of cards, often called card-based cryptography, has been extensively studied during the past decade. Many card-based protocols to securely compute various Boolean functions have been developed. As each input bit is typically encoded by two cards, computing an $n$-variable Boolean function requires at least $2n$ cards. We are interested in optimal protocols that use exactly $2n$ cards. In particular, we focus on symmetric functions, where the output only depends on the number of 1s in the inputs. In this paper, we formulate the problem of developing $2n$-card protocols to compute $n$-variable symmetric Boolean functions by classifying all such functions into several NPN-equivalence classes. We then summarize existing protocols that can compute some representative functions from these classes, and also solve some of the open problems by developing protocols to compute particular functions in the cases $n=4$, $5$, $6$, and $7$.

Quantum machine learning models have shown successful generalization performance even when trained with few data. In this work, through systematic randomization experiments, we show that traditional approaches to understanding generalization fail to explain the behavior of such quantum models. Our experiments reveal that state-of-the-art quantum neural networks accurately fit random states and random labeling of training data. This ability to memorize random data defies current notions of small generalization error, problematizing approaches that build on complexity measures such as the VC dimension, the Rademacher complexity, and all their uniform relatives. We complement our empirical results with a theoretical construction showing that quantum neural networks can fit arbitrary labels to quantum states, hinting at their memorization ability. Our results do not preclude the possibility of good generalization with few training data but rather rule out any possible guarantees based only on the properties of the model family. These findings expose a fundamental challenge in the conventional understanding of generalization in quantum machine learning and highlight the need for a paradigm shift in the design of quantum models for machine learning tasks.

State transformation problems such as compressing quantum information or breaking quantum commitments are fundamental quantum tasks. However, their computational difficulty cannot easily be characterized using traditional complexity theory, which focuses on tasks with classical inputs and outputs. To study the complexity of such state transformation tasks, we introduce a framework for unitary synthesis problems, including notions of reductions and unitary complexity classes. We use this framework to study the complexity of transforming one entangled state into another via local operations. We formalize this as the Uhlmann Transformation Problem, an algorithmic version of Uhlmann's theorem. Then, we prove structural results relating the complexity of the Uhlmann Transformation Problem, polynomial space quantum computation, and zero knowledge protocols. The Uhlmann Transformation Problem allows us to characterize the complexity of a variety of tasks in quantum information processing, including decoding noisy quantum channels, breaking falsifiable quantum cryptographic assumptions, implementing optimal prover strategies in quantum interactive proofs, and decoding the Hawking radiation of black holes. Our framework for unitary complexity thus provides new avenues for studying the computational complexity of many natural quantum information processing tasks.

Quantum computing devices are believed to be powerful in solving the prime factorization problem, which is at the heart of widely deployed public-key cryptographic tools. However, the implementation of Shor's quantum factorization algorithm requires significant resources scaling linearly with the number size; taking into account an overhead that is required for quantum error correction the estimation is that 20 millions of (noisy) physical qubits are required for factoring 2048-bit RSA key in 8 hours. Recent proposal by Yan et. al. claims a possibility of solving the factorization problem with sublinear quantum resources. As we demonstrate in our work, this proposal lacks systematic analysis of the computational complexity of the classical part of the algorithm, which exploits the Schnorr's lattice-based approach. We provide several examples illustrating the need in additional resource analysis for the proposed quantum factorization algorithm.

Reinforcement learning often needs to deal with the exponential growth of states and actions when exploring optimal control in high-dimensional spaces (often known as the curse of dimensionality). In this work, we address this issue by learning the inherent structure of action-wise similar MDP to appropriately balance the performance degradation versus sample/computational complexity. In particular, we partition the action spaces into multiple groups based on the similarity in transition distribution and reward function, and build a linear decomposition model to capture the difference between the intra-group transition kernel and the intra-group rewards. Both our theoretical analysis and experiments reveal a \emph{surprising and counter-intuitive result}: while a more refined grouping strategy can reduce the approximation error caused by treating actions in the same group as identical, it also leads to increased estimation error when the size of samples or the computation resources is limited. This finding highlights the grouping strategy as a new degree of freedom that can be optimized to minimize the overall performance loss. To address this issue, we formulate a general optimization problem for determining the optimal grouping strategy, which strikes a balance between performance loss and sample/computational complexity. We further propose a computationally efficient method for selecting a nearly-optimal grouping strategy, which maintains its computational complexity independent of the size of the action space.

Multiple neuromorphic applications require the tuning of two or more devices to a common signal. Various types of neuromorphic computation can be realized using spintronic oscillators, where the DC current induces magnetization precession, which turns into an AC voltage generator. However, in spintronics, synchronization of two oscillators using a DC signal is still a challenging problem because it requires a certain degree of similarity between devices that are to be synchronized, which may be difficult to achieve due to device parameter distribution during the fabrication process. In this work, we present experimental results on the mechanisms of synchronization of spin-torque oscillators. Devices are based on magnetic tunnel junction with a perpendicularly magnetized free layer and take advantage of a uniform magnetization precision in the presence of the magnetic field and a DC bias. By using an external microwave source, we show the optimal condition for the synchronization of the magnetic tunnel junctions. Finally, we present results on the in-series connection of two junctions and discuss the possible path towards improving oscillation power and linewidth. In addition, using numerical simulations of the coupled oscillators model, we aim to reproduce the conditions of the experiments and determine the tolerance for achieving synchronization.

Matching games naturally generalize assignment games, a well-known class of cooperative games. Interest in matching games has grown recently due to some breakthrough results and new applications. This state-of-the-art survey provides an overview of matching games and extensions, such as $b$-matching games and partitioned matching games; the latter originating from the emerging area of international kidney exchange. In this survey we focus on computational complexity aspects of various game-theoretical solution concepts, such as the core, nucleolus and Shapley value, when the input is restricted to a matching game or one if its variants.

In today's world, many technologically advanced countries have realized that real power lies not in physical strength but in educated minds. As a result, every country has embarked on restructuring its education system to meet the demands of technology. As a country in the midst of these developments, we cannot remain indifferent to this transformation in education. In the Information Age of the 21st century, rapid access to information is crucial for the development of individuals and societies. To take our place among the knowledge societies in a world moving rapidly towards globalization, we must closely follow technological innovations and meet the requirements of technology. This can be achieved by providing learning opportunities to anyone interested in acquiring education in their area of interest. This study focuses on the advantages and disadvantages of internet-based learning compared to traditional teaching methods, the importance of computer usage in internet-based learning, negative factors affecting internet-based learning, and the necessary recommendations for addressing these issues. In today's world, it is impossible to talk about education without technology or technology without education.

Staging of liver fibrosis is important in the diagnosis and treatment planning of patients suffering from liver diseases. Current deep learning-based methods using abdominal magnetic resonance imaging (MRI) usually take a sub-region of the liver as an input, which nevertheless could miss critical information. To explore richer representations, we formulate this task as a multi-view learning problem and employ multiple sub-regions of the liver. Previously, features or predictions are usually combined in an implicit manner, and uncertainty-aware methods have been proposed. However, these methods could be challenged to capture cross-view representations, which can be important in the accurate prediction of staging. Therefore, we propose a reliable multi-view learning method with interpretable combination rules, which can model global representations to improve the accuracy of predictions. Specifically, the proposed method estimates uncertainties based on subjective logic to improve reliability, and an explicit combination rule is applied based on Dempster-Shafer's evidence theory with good power of interpretability. Moreover, a data-efficient transformer is introduced to capture representations in the global view. Results evaluated on enhanced MRI data show that our method delivers superior performance over existing multi-view learning methods.

We introduce DeepNash, an autonomous agent capable of learning to play the imperfect information game Stratego from scratch, up to a human expert level. Stratego is one of the few iconic board games that Artificial Intelligence (AI) has not yet mastered. This popular game has an enormous game tree on the order of $10^{535}$ nodes, i.e., $10^{175}$ times larger than that of Go. It has the additional complexity of requiring decision-making under imperfect information, similar to Texas hold'em poker, which has a significantly smaller game tree (on the order of $10^{164}$ nodes). Decisions in Stratego are made over a large number of discrete actions with no obvious link between action and outcome. Episodes are long, with often hundreds of moves before a player wins, and situations in Stratego can not easily be broken down into manageably-sized sub-problems as in poker. For these reasons, Stratego has been a grand challenge for the field of AI for decades, and existing AI methods barely reach an amateur level of play. DeepNash uses a game-theoretic, model-free deep reinforcement learning method, without search, that learns to master Stratego via self-play. The Regularised Nash Dynamics (R-NaD) algorithm, a key component of DeepNash, converges to an approximate Nash equilibrium, instead of 'cycling' around it, by directly modifying the underlying multi-agent learning dynamics. DeepNash beats existing state-of-the-art AI methods in Stratego and achieved a yearly (2022) and all-time top-3 rank on the Gravon games platform, competing with human expert players.

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