亚洲男人的天堂2018av,欧美草比,久久久久久免费视频精选,国色天香在线看免费,久久久久亚洲av成人片仓井空

The behaviour of multi-agent learning in many player games has been shown to display complex dynamics outside of restrictive examples such as network zero-sum games. In addition, it has been shown that convergent behaviour is less likely to occur as the number of players increase. To make progress in resolving this problem, we study Q-Learning dynamics and determine a sufficient condition for the dynamics to converge to a unique equilibrium in any network game. We find that this condition depends on the nature of pairwise interactions and on the network structure, but is explicitly independent of the total number of agents in the game. We evaluate this result on a number of representative network games and show that, under suitable network conditions, stable learning dynamics can be achieved with an arbitrary number of agents.

相關內容

Networking:IFIP International Conferences on Networking。 Explanation:國際網(wang)絡會議。 Publisher:IFIP。 SIT:

In neural network training, RMSProp and ADAM remain widely favoured optimization algorithms. One of the keys to their performance lies in selecting the correct step size, which can significantly influence their effectiveness. It is worth noting that these algorithms performance can vary considerably, depending on the chosen step sizes. Additionally, questions about their theoretical convergence properties continue to be a subject of interest. In this paper, we theoretically analyze a constant stepsize version of ADAM in the non-convex setting. We show sufficient conditions for the stepsize to achieve almost sure asymptotic convergence of the gradients to zero with minimal assumptions. We also provide runtime bounds for deterministic ADAM to reach approximate criticality when working with smooth, non-convex functions.

Unsupervised learning of facial representations has gained increasing attention for face understanding ability without heavily relying on large-scale annotated datasets. However, it remains unsolved due to the coupling of facial identities, expressions, and external factors like pose and light. Prior methods primarily focus on 2D factors and pixel-level consistency, leading to incomplete disentangling and suboptimal performance in downstream tasks. In this paper, we propose LatentFace, a novel unsupervised disentangling framework for facial expression and identity representation. We suggest the disentangling problem should be performed in latent space and propose the solution using a 3D-ware latent diffusion model. First, we introduce a 3D-aware autoencoder to encode face images into 3D latent embeddings. Second, we propose a novel representation diffusion model (RDM) to disentangle 3D latent into facial identity and expression. Consequently, our method achieves state-of-the-art performance in facial expression recognition and face verification among unsupervised facial representation learning models.

Most of the existing work in one-stage referring expression comprehension (REC) mainly focuses on multi-modal fusion and reasoning, while the influence of other factors in this task lacks in-depth exploration. To fill this gap, we conduct an empirical study in this paper. Concretely, we first build a very simple REC network called SimREC, and ablate 42 candidate designs/settings, which covers the entire process of one-stage REC from network design to model training. Afterwards, we conduct over 100 experimental trials on three benchmark datasets of REC. The extensive experimental results not only show the key factors that affect REC performance in addition to multi-modal fusion, e.g., multi-scale features and data augmentation, but also yield some findings that run counter to conventional understanding. For example, as a vision and language (V&L) task, REC does is less impacted by language prior. In addition, with a proper combination of these findings, we can improve the performance of SimREC by a large margin, e.g., +27.12% on RefCOCO+, which outperforms all existing REC methods. But the most encouraging finding is that with much less training overhead and parameters, SimREC can still achieve better performance than a set of large-scale pre-trained models, e.g., UNITER and VILLA, portraying the special role of REC in existing V&L research.

Debugging performance anomalies in real-world databases is challenging. Causal inference techniques enable qualitative and quantitative root cause analysis of performance downgrade. Nevertheless, causality analysis is practically challenging, particularly due to limited observability. Recently, chaos engineering has been applied to test complex real-world software systems. Chaos frameworks like Chaos Mesh mutate a set of chaos variables to inject catastrophic events (e.g., network slowdowns) to "stress" software systems. The systems under chaos stress are then tested using methods like differential testing to check if they retain their normal functionality (e.g., SQL query output is always correct under stress). Despite its ubiquity in the industry, chaos engineering is now employed mostly to aid software testing rather for performance debugging. This paper identifies novel usage of chaos engineering on helping developers diagnose performance anomalies in databases. Our presented framework, PERFCE, comprises an offline phase and an online phase. The offline phase learns the statistical models of the target database system, whilst the online phase diagnoses the root cause of monitored performance anomalies on the fly. During the offline phase, PERFCE leverages both passive observations and proactive chaos experiments to constitute accurate causal graphs and structural equation models (SEMs). When observing performance anomalies during the online phase, causal graphs enable qualitative root cause identification (e.g., high CPU usage) and SEMs enable quantitative counterfactual analysis (e.g., determining "when CPU usage is reduced to 45\%, performance returns to normal"). PERFCE notably outperforms prior works on common synthetic datasets, and our evaluation on real-world databases, MySQL and TiDB, shows that PERFCE is highly accurate and moderately expensive.

We consider the problem of checking the differential privacy of online randomized algorithms that process a stream of inputs and produce outputs corresponding to each input. This paper generalizes an automaton model called DiP automata (See arXiv:2104.14519) to describe such algorithms by allowing multiple real-valued storage variables. A DiP automaton is a parametric automaton whose behavior depends on the privacy budget $\epsilon$. An automaton $A$ will be said to be differentially private if, for some $\mathfrak{D}$, the automaton is $\mathfrak{D}\epsilon$-differentially private for all values of $\epsilon>0$. We identify a precise characterization of the class of all differentially private DiP automata. We show that the problem of determining if a given DiP automaton belongs to this class is PSPACE-complete. Our PSPACE algorithm also computes a value for $\mathfrak{D}$ when the given automaton is differentially private. The algorithm has been implemented, and experiments demonstrating its effectiveness are presented.

Adversarial attacks expose vulnerabilities of deep learning models by introducing minor perturbations to the input, which lead to substantial alterations in the output. Our research focuses on the impact of such adversarial attacks on sequence-to-sequence (seq2seq) models, specifically machine translation models. We introduce algorithms that incorporate basic text perturbation heuristics and more advanced strategies, such as the gradient-based attack, which utilizes a differentiable approximation of the inherently non-differentiable translation metric. Through our investigation, we provide evidence that machine translation models display robustness displayed robustness against best performed known adversarial attacks, as the degree of perturbation in the output is directly proportional to the perturbation in the input. However, among underdogs, our attacks outperform alternatives, providing the best relative performance. Another strong candidate is an attack based on mixing of individual characters.

The incredible development of federated learning (FL) has benefited various tasks in the domains of computer vision and natural language processing, and the existing frameworks such as TFF and FATE has made the deployment easy in real-world applications. However, federated graph learning (FGL), even though graph data are prevalent, has not been well supported due to its unique characteristics and requirements. The lack of FGL-related framework increases the efforts for accomplishing reproducible research and deploying in real-world applications. Motivated by such strong demand, in this paper, we first discuss the challenges in creating an easy-to-use FGL package and accordingly present our implemented package FederatedScope-GNN (FS-G), which provides (1) a unified view for modularizing and expressing FGL algorithms; (2) comprehensive DataZoo and ModelZoo for out-of-the-box FGL capability; (3) an efficient model auto-tuning component; and (4) off-the-shelf privacy attack and defense abilities. We validate the effectiveness of FS-G by conducting extensive experiments, which simultaneously gains many valuable insights about FGL for the community. Moreover, we employ FS-G to serve the FGL application in real-world E-commerce scenarios, where the attained improvements indicate great potential business benefits. We publicly release FS-G, as submodules of FederatedScope, at //github.com/alibaba/FederatedScope to promote FGL's research and enable broad applications that would otherwise be infeasible due to the lack of a dedicated package.

In contrast to batch learning where all training data is available at once, continual learning represents a family of methods that accumulate knowledge and learn continuously with data available in sequential order. Similar to the human learning process with the ability of learning, fusing, and accumulating new knowledge coming at different time steps, continual learning is considered to have high practical significance. Hence, continual learning has been studied in various artificial intelligence tasks. In this paper, we present a comprehensive review of the recent progress of continual learning in computer vision. In particular, the works are grouped by their representative techniques, including regularization, knowledge distillation, memory, generative replay, parameter isolation, and a combination of the above techniques. For each category of these techniques, both its characteristics and applications in computer vision are presented. At the end of this overview, several subareas, where continuous knowledge accumulation is potentially helpful while continual learning has not been well studied, are discussed.

Promoting behavioural diversity is critical for solving games with non-transitive dynamics where strategic cycles exist, and there is no consistent winner (e.g., Rock-Paper-Scissors). Yet, there is a lack of rigorous treatment for defining diversity and constructing diversity-aware learning dynamics. In this work, we offer a geometric interpretation of behavioural diversity in games and introduce a novel diversity metric based on \emph{determinantal point processes} (DPP). By incorporating the diversity metric into best-response dynamics, we develop \emph{diverse fictitious play} and \emph{diverse policy-space response oracle} for solving normal-form games and open-ended games. We prove the uniqueness of the diverse best response and the convergence of our algorithms on two-player games. Importantly, we show that maximising the DPP-based diversity metric guarantees to enlarge the \emph{gamescape} -- convex polytopes spanned by agents' mixtures of strategies. To validate our diversity-aware solvers, we test on tens of games that show strong non-transitivity. Results suggest that our methods achieve much lower exploitability than state-of-the-art solvers by finding effective and diverse strategies.

Multi-agent influence diagrams (MAIDs) are a popular form of graphical model that, for certain classes of games, have been shown to offer key complexity and explainability advantages over traditional extensive form game (EFG) representations. In this paper, we extend previous work on MAIDs by introducing the concept of a MAID subgame, as well as subgame perfect and trembling hand perfect equilibrium refinements. We then prove several equivalence results between MAIDs and EFGs. Finally, we describe an open source implementation for reasoning about MAIDs and computing their equilibria.

北京阿比特科技有限公司