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AIFV (almost instantaneous fixed-to-variable length) codes are noiseless source codes that can attain a shorter average codeword length than Huffman codes by allowing a time-variant encoder with two code tables and a decoding delay of at most 2 bits. First, we consider a general class of noiseless source codes, called k-bit delay decodable codes, in which one allows a finite number of code tables and a decoding delay of at most k bits for k >= 0. Then we prove that AIFV codes achieve the optimal average codeword length in the 2-bit delay decodable codes class.

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The abilities to understand the social interaction behaviors between a vehicle and its surroundings while predicting its trajectory in an urban environment are critical for road safety in autonomous driving. Social interactions are hard to explain because of their uncertainty. In recent years, neural network-based methods have been widely used for trajectory prediction and have been shown to outperform hand-crafted methods. However, these methods suffer from their lack of interpretability. In order to overcome this limitation, we combine the interpretability of a discrete choice model with the high accuracy of a neural network-based model for the task of vehicle trajectory prediction in an interactive environment. We implement and evaluate our model using the INTERACTION dataset and demonstrate the effectiveness of our proposed architecture to explain its predictions without compromising the accuracy.

End-to-End (E2E) learning-based concept has been recently introduced to jointly optimize both the transmitter and the receiver in wireless communication systems. Unfortunately, this E2E learning architecture requires a prior differentiable channel model to jointly train the deep neural networks (DNNs) at the transceivers, which is hardly obtained in practice. This paper aims to solve this issue by developing a deep deterministic policy gradient (DDPG)-based framework. In particular, the proposed solution uses the loss value of the receiver DNN as the reward to train the transmitter DNN. The simulation results then show that our proposed solution can jointly train the transmitter and the receiver without requiring the prior channel model. In addition, we demonstrate that the proposed DDPG-based solution can achieve better detection performance compared to the state-of-the-art solutions.

The Skolem problem is a long-standing open problem in linear dynamical systems: can a linear recurrence sequence (LRS) ever reach 0 from a given initial configuration? Similarly, the positivity problem asks whether the LRS stays positive from an initial configuration. Deciding Skolem (or positivity) has been open for half a century: the best known decidability results are for LRS with special properties (e.g., low order recurrences). But these problems are easier for ``uninitialized'' variants, where the initial configuration is not fixed but can vary arbitrarily: checking if there is an initial configuration from which the LRS stays positive can be decided in polynomial time (Tiwari in 2004, Braverman in 2006). In this paper, we consider problems that lie between the initialized and uninitialized variant. More precisely, we ask if 0 (resp. negative numbers) can be avoided from every initial configuration in a neighborhood of a given initial configuration. This can be considered as a robust variant of the Skolem (resp. positivity) problem. We show that these problems lie at the frontier of decidability: if the neighbourhood is given as part of the input, then robust Skolem and robust positivity are Diophantine hard, i.e., solving either would entail major breakthrough in Diophantine approximations, as happens for (non-robust) positivity. However, if one asks whether such a neighbourhood exists, then the problems turn out to be decidable with PSPACE complexity. Our techniques also allow us to tackle robustness for ultimate positivity, which asks whether there is a bound on the number of steps after which the LRS remains positive. There are two variants depending on whether we ask for a ``uniform'' bound on this number of steps. For the non-uniform variant, when the neighbourhood is open, the problem turns out to be tractable, even when the neighbourhood is given as input.

We consider the problem of gridless blind deconvolution and demixing (GB2D) in scenarios where multiple users communicate messages through multiple unknown channels, and a single base station (BS) collects their contributions. This scenario arises in various communication fields, including wireless communications, the Internet of Things, over-the-air computation, and integrated sensing and communications. In this setup, each user's message is convolved with a multi-path channel formed by several scaled and delayed copies of Dirac spikes. The BS receives a linear combination of the convolved signals, and the goal is to recover the unknown amplitudes, continuous-indexed delays, and transmitted waveforms from a compressed vector of measurements at the BS. However, in the absence of any prior knowledge of the transmitted messages and channels, GB2D is highly challenging and intractable in general. To address this issue, we assume that each user's message follows a distinct modulation scheme living in a known low-dimensional subspace. By exploiting these subspace assumptions and the sparsity of the multipath channels for different users, we transform the nonlinear GB2D problem into a matrix tuple recovery problem from a few linear measurements. To achieve this, we propose a semidefinite programming optimization that exploits the specific low-dimensional structure of the matrix tuple to recover the messages and continuous delays of different communication paths from a single received signal at the BS. Finally, our numerical experiments show that our proposed method effectively recovers all transmitted messages and the continuous delay parameters of the channels with a sufficient number of samples.

We consider the Max-$3$-Section problem, where we are given an undirected graph $ G=(V,E)$ equipped with non-negative edge weights $w :E\rightarrow \mathbb{R}_+$ and the goal is to find a partition of $V$ into three equisized parts while maximizing the total weight of edges crossing between different parts. Max-$3$-Section is closely related to other well-studied graph partitioning problems, e.g., Max-$k$-Cut, Max-$3$-Cut, and Max-Bisection. We present a polynomial time algorithm achieving an approximation of $ 0.795$, that improves upon the previous best known approximation of $ 0.673$. The requirement of multiple parts that have equal sizes renders Max-$3$-Section much harder to cope with compared to, e.g., Max-Bisection. We show a new algorithm that combines the existing approach of Lassere hierarchy along with a random cut strategy that suffices to give our result.

Believable proxies of human behavior can empower interactive applications ranging from immersive environments to rehearsal spaces for interpersonal communication to prototyping tools. In this paper, we introduce generative agents--computational software agents that simulate believable human behavior. Generative agents wake up, cook breakfast, and head to work; artists paint, while authors write; they form opinions, notice each other, and initiate conversations; they remember and reflect on days past as they plan the next day. To enable generative agents, we describe an architecture that extends a large language model to store a complete record of the agent's experiences using natural language, synthesize those memories over time into higher-level reflections, and retrieve them dynamically to plan behavior. We instantiate generative agents to populate an interactive sandbox environment inspired by The Sims, where end users can interact with a small town of twenty five agents using natural language. In an evaluation, these generative agents produce believable individual and emergent social behaviors: for example, starting with only a single user-specified notion that one agent wants to throw a Valentine's Day party, the agents autonomously spread invitations to the party over the next two days, make new acquaintances, ask each other out on dates to the party, and coordinate to show up for the party together at the right time. We demonstrate through ablation that the components of our agent architecture--observation, planning, and reflection--each contribute critically to the believability of agent behavior. By fusing large language models with computational, interactive agents, this work introduces architectural and interaction patterns for enabling believable simulations of human behavior.

We explore the information geometry and asymptotic behaviour of estimators for Kronecker-structured covariances, in both growing-$n$ and growing-$p$ scenarios, with a focus towards examining the quadratic form or partial trace estimator proposed by Linton and Tang. It is shown that the partial trace estimator is asymptotically inefficient An explanation for this inefficiency is that the partial trace estimator does not scale sub-blocks of the sample covariance matrix optimally. To correct for this, an asymptotically efficient, rescaled partial trace estimator is proposed. Motivated by this rescaling, we introduce an orthogonal parameterization for the set of Kronecker covariances. High-dimensional consistency results using the partial trace estimator are obtained that demonstrate a blessing of dimensionality. In settings where an array has at least order three, it is shown that as the array dimensions jointly increase, it is possible to consistently estimate the Kronecker covariance matrix, even when the sample size is one.

In many applications, piecewise continuous functions are commonly interpolated over meshes. However, accurate high-order manipulations of such functions can be challenging due to potential spurious oscillations known as the Gibbs phenomena. To address this challenge, we propose a novel approach, Robust Discontinuity Indicators (RDI), which can efficiently and reliably detect both C^{0} and C^{1} discontinuities for node-based and cell-averaged values. We present a detailed analysis focusing on its derivation and the dual-thresholding strategy. A key advantage of RDI is its ability to handle potential inaccuracies associated with detecting discontinuities on non-uniform meshes, thanks to its innovative discontinuity indicators. We also extend the applicability of RDI to handle general surfaces with boundaries, features, and ridge points, thereby enhancing its versatility and usefulness in various scenarios. To demonstrate the robustness of RDI, we conduct a series of experiments on non-uniform meshes and general surfaces, and compare its performance with some alternative methods. By addressing the challenges posed by the Gibbs phenomena and providing reliable detection of discontinuities, RDI opens up possibilities for improved approximation and analysis of piecewise continuous functions, such as in data remap.

Accurate transcription of proper names and technical terms is particularly important in speech-to-text applications for business conversations. These words, which are essential to understanding the conversation, are often rare and therefore likely to be under-represented in text and audio training data, creating a significant challenge in this domain. We present a two-step keyword boosting mechanism that successfully works on normalized unigrams and n-grams rather than just single tokens, which eliminates missing hits issues with boosting raw targets. In addition, we show how adjusting the boosting weight logic avoids over-boosting multi-token keywords. This improves our keyword recognition rate by 26% relative on our proprietary in-domain dataset and 2% on LibriSpeech. This method is particularly useful on targets that involve non-alphabetic characters or have non-standard pronunciations.

Most existing works in visual question answering (VQA) are dedicated to improving the accuracy of predicted answers, while disregarding the explanations. We argue that the explanation for an answer is of the same or even more importance compared with the answer itself, since it makes the question and answering process more understandable and traceable. To this end, we propose a new task of VQA-E (VQA with Explanation), where the computational models are required to generate an explanation with the predicted answer. We first construct a new dataset, and then frame the VQA-E problem in a multi-task learning architecture. Our VQA-E dataset is automatically derived from the VQA v2 dataset by intelligently exploiting the available captions. We have conducted a user study to validate the quality of explanations synthesized by our method. We quantitatively show that the additional supervision from explanations can not only produce insightful textual sentences to justify the answers, but also improve the performance of answer prediction. Our model outperforms the state-of-the-art methods by a clear margin on the VQA v2 dataset.

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