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Computed Tomography (CT) is a prominent example of Imaging Inverse Problem (IIP), highlighting the unrivalled performances of data-driven methods in degraded measurements setups like sparse X-ray projections. Although a significant proportion of deep learning approaches benefit from large supervised datasets to directly map experimental measurements to medical scans, they cannot generalize to unknown acquisition setups. In contrast, fully unsupervised techniques, most notably using score-based generative models, have recently demonstrated similar or better performances compared to supervised approaches to solve IIPs while being flexible at test time regarding the imaging setup. However, their use cases are limited by two factors: (a) they need considerable amounts of training data to have good generalization properties and (b) they require a backward operator, like Filtered-Back-Projection in the case of CT, to condition the learned prior distribution of medical scans to experimental measurements. To overcome these issues, we propose an unsupervised conditional approach to the Generative Latent Optimization framework (cGLO), in which the parameters of a decoder network are initialized on an unsupervised dataset. The decoder is then used for reconstruction purposes, by performing Generative Latent Optimization with a loss function directly comparing simulated measurements from proposed reconstructions to experimental measurements. The resulting approach, tested on sparse-view CT using multiple training dataset sizes, demonstrates better reconstruction quality compared to state-of-the-art score-based strategies in most data regimes and shows an increasing performance advantage for smaller training datasets and reduced projection angles. Furthermore, cGLO does not require any backward operator and could expand use cases even to non-linear IIPs.

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Federated Learning (FL) is currently one of the most popular technologies in the field of Artificial Intelligence (AI) due to its collaborative learning and ability to preserve client privacy. However, it faces challenges such as non-identically and non-independently distributed (non-IID) and data with imbalanced labels among local clients. To address these limitations, the research community has explored various approaches such as using local model parameters, federated generative adversarial learning, and federated representation learning. In our study, we propose a novel Clustered FedStack framework based on the previously published Stacked Federated Learning (FedStack) framework. The local clients send their model predictions and output layer weights to a server, which then builds a robust global model. This global model clusters the local clients based on their output layer weights using a clustering mechanism. We adopt three clustering mechanisms, namely K-Means, Agglomerative, and Gaussian Mixture Models, into the framework and evaluate their performance. We use Bayesian Information Criterion (BIC) with the maximum likelihood function to determine the number of clusters. The Clustered FedStack models outperform baseline models with clustering mechanisms. To estimate the convergence of our proposed framework, we use Cyclical learning rates.

Recent advances in Neural Radiance Fields (NeRFs) have made it possible to reconstruct and reanimate dynamic portrait scenes with control over head-pose, facial expressions and viewing direction. However, training such models assumes photometric consistency over the deformed region e.g. the face must be evenly lit as it deforms with changing head-pose and facial expression. Such photometric consistency across frames of a video is hard to maintain, even in studio environments, thus making the created reanimatable neural portraits prone to artifacts during reanimation. In this work, we propose CoDyNeRF, a system that enables the creation of fully controllable 3D portraits in real-world capture conditions. CoDyNeRF learns to approximate illumination dependent effects via a dynamic appearance model in the canonical space that is conditioned on predicted surface normals and the facial expressions and head-pose deformations. The surface normals prediction is guided using 3DMM normals that act as a coarse prior for the normals of the human head, where direct prediction of normals is hard due to rigid and non-rigid deformations induced by head-pose and facial expression changes. Using only a smartphone-captured short video of a subject for training, we demonstrate the effectiveness of our method on free view synthesis of a portrait scene with explicit head pose and expression controls, and realistic lighting effects. The project page can be found here: //shahrukhathar.github.io/2023/08/22/CoDyNeRF.html

AI Uncertainty Quantification (UQ) has the potential to improve human decision-making beyond AI predictions alone by providing additional useful probabilistic information to users. The majority of past research on AI and human decision-making has concentrated on model explainability and interpretability. We implemented instance-based UQ for three real datasets. To achieve this, we trained different AI models for classification for each dataset, and used random samples generated around the neighborhood of the given instance to create confidence intervals for UQ. The computed UQ was calibrated using a strictly proper scoring rule as a form of quality assurance for UQ. We then conducted two preregistered online behavioral experiments that compared objective human decision-making performance under different AI information conditions, including UQ. In Experiment 1, we compared decision-making for no AI (control), AI prediction alone, and AI prediction with a visualization of UQ. We found UQ significantly improved decision-making beyond the other two conditions. In Experiment 2, we focused on comparing different representations of UQ information: Point vs. distribution of uncertainty and visualization type (needle vs. dotplot). We did not find meaningful differences in decision-making performance among these different representations of UQ. Overall, our results indicate that human decision-making can be improved by providing UQ information along with AI predictions, and that this benefit generalizes across a variety of representations of UQ.

K-Nearest Neighbor Neural Machine Translation (kNN-MT) successfully incorporates external corpus by retrieving word-level representations at test time. Generally, kNN-MT borrows the off-the-shelf context representation in the translation task, e.g., the output of the last decoder layer, as the query vector of the retrieval task. In this work, we highlight that coupling the representations of these two tasks is sub-optimal for fine-grained retrieval. To alleviate it, we leverage supervised contrastive learning to learn the distinctive retrieval representation derived from the original context representation. We also propose a fast and effective approach to constructing hard negative samples. Experimental results on five domains show that our approach improves the retrieval accuracy and BLEU score compared to vanilla kNN-MT.

In Reinforcement Learning, the trade-off between exploration and exploitation poses a complex challenge for achieving efficient learning from limited samples. While recent works have been effective in leveraging past experiences for policy updates, they often overlook the potential of reusing past experiences for data collection. Independent of the underlying RL algorithm, we introduce the concept of a Contrastive Initial State Buffer, which strategically selects states from past experiences and uses them to initialize the agent in the environment in order to guide it toward more informative states. We validate our approach on two complex robotic tasks without relying on any prior information about the environment: (i) locomotion of a quadruped robot traversing challenging terrains and (ii) a quadcopter drone racing through a track. The experimental results show that our initial state buffer achieves higher task performance than the nominal baseline while also speeding up training convergence.

The recent advances in Convolutional Neural Networks (CNNs) and Vision Transformers have convincingly demonstrated high learning capability for video action recognition on large datasets. Nevertheless, deep models often suffer from the overfitting effect on small-scale datasets with a limited number of training videos. A common solution is to exploit the existing image augmentation strategies for each frame individually including Mixup, Cutmix, and RandAugment, which are not particularly optimized for video data. In this paper, we propose a novel video augmentation strategy named Selective Volume Mixup (SV-Mix) to improve the generalization ability of deep models with limited training videos. SV-Mix devises a learnable selective module to choose the most informative volumes from two videos and mixes the volumes up to achieve a new training video. Technically, we propose two new modules, i.e., a spatial selective module to select the local patches for each spatial position, and a temporal selective module to mix the entire frames for each timestamp and maintain the spatial pattern. At each time, we randomly choose one of the two modules to expand the diversity of training samples. The selective modules are jointly optimized with the video action recognition framework to find the optimal augmentation strategy. We empirically demonstrate the merits of the SV-Mix augmentation on a wide range of video action recognition benchmarks and consistently boot the performances of both CNN-based and transformer-based models.

Procedural Content Generation (PCG) and Procedural Content Generation via Machine Learning (PCGML) have been used in prior work for generating levels in various games. This paper introduces Content Augmentation and focuses on the subproblem of level inpainting, which involves reconstructing and extending video game levels. Drawing inspiration from image inpainting, we adapt two techniques from this domain to address our specific use case. We present two approaches for level inpainting: an Autoencoder and a U-net. Through a comprehensive case study, we demonstrate their superior performance compared to a baseline method and discuss their relative merits. Furthermore, we provide a practical demonstration of both approaches for the level inpainting task and offer insights into potential directions for future research.

Knowledge Graph Embedding (KGE) aims to learn representations for entities and relations. Most KGE models have gained great success, especially on extrapolation scenarios. Specifically, given an unseen triple (h, r, t), a trained model can still correctly predict t from (h, r, ?), or h from (?, r, t), such extrapolation ability is impressive. However, most existing KGE works focus on the design of delicate triple modeling function, which mainly tells us how to measure the plausibility of observed triples, but offers limited explanation of why the methods can extrapolate to unseen data, and what are the important factors to help KGE extrapolate. Therefore in this work, we attempt to study the KGE extrapolation of two problems: 1. How does KGE extrapolate to unseen data? 2. How to design the KGE model with better extrapolation ability? For the problem 1, we first discuss the impact factors for extrapolation and from relation, entity and triple level respectively, propose three Semantic Evidences (SEs), which can be observed from train set and provide important semantic information for extrapolation. Then we verify the effectiveness of SEs through extensive experiments on several typical KGE methods. For the problem 2, to make better use of the three levels of SE, we propose a novel GNN-based KGE model, called Semantic Evidence aware Graph Neural Network (SE-GNN). In SE-GNN, each level of SE is modeled explicitly by the corresponding neighbor pattern, and merged sufficiently by the multi-layer aggregation, which contributes to obtaining more extrapolative knowledge representation. Finally, through extensive experiments on FB15k-237 and WN18RR datasets, we show that SE-GNN achieves state-of-the-art performance on Knowledge Graph Completion task and performs a better extrapolation ability.

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.

This work aims to provide an engagement decision support tool for Beyond Visual Range (BVR) air combat in the context of Defensive Counter Air (DCA) missions. In BVR air combat, engagement decision refers to the choice of the moment the pilot engages a target by assuming an offensive stance and executing corresponding maneuvers. To model this decision, we use the Brazilian Air Force's Aerospace Simulation Environment (\textit{Ambiente de Simula\c{c}\~ao Aeroespacial - ASA} in Portuguese), which generated 3,729 constructive simulations lasting 12 minutes each and a total of 10,316 engagements. We analyzed all samples by an operational metric called the DCA index, which represents, based on the experience of subject matter experts, the degree of success in this type of mission. This metric considers the distances of the aircraft of the same team and the opposite team, the point of Combat Air Patrol, and the number of missiles used. By defining the engagement status right before it starts and the average of the DCA index throughout the engagement, we create a supervised learning model to determine the quality of a new engagement. An algorithm based on decision trees, working with the XGBoost library, provides a regression model to predict the DCA index with a coefficient of determination close to 0.8 and a Root Mean Square Error of 0.05 that can furnish parameters to the BVR pilot to decide whether or not to engage. Thus, using data obtained through simulations, this work contributes by building a decision support system based on machine learning for BVR air combat.

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