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Dynamic Adaptive Streaming over HTTP(DASH) is becoming the defacto method for effective video traffic delivery at large scale.Its primer success factor returns to the full autonomy given to the streaming clients making them smarter and enabling decentralized logic of video quality decision at granular video chunks following a pull-based paradigm. However,the pure autonomy of the clients inherently results in an overall selfish environment where each client independently strives to improve its Quality of Experience (QoE). Consequently,the clients will hurt each other,including themselves,due to their limited scope of perception.This shortcoming could be addressed by employing a mechanism that has a global view,hence could efficiently manage the available resources.In this paper,we propose a game theoretical-based approach to address the issue of the client's selfishness in multi-server setup,without affecting its autonomy. Particularly,we employ the coalitional game framework to affect the clients to the best server,ultimately to maximize the overall average quality of the clients while preventing re-buffering.We validate our solution through extensive experiments and showcase the effectiveness of the proposed solution.

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In the past ten years there have been significant developments in optimization of transcoding parameters on a per-clip rather than per-genre basis. In our recent work we have presented per-clip optimization for the Lagrangian multiplier in Rate controlled compression, which yielded BD-Rate improvements of approximately 2\% across a corpus of videos using HEVC. However, in a video streaming application, the focus is on optimizing the rate/distortion tradeoff at a particular bitrate and not on average across a range of performance. We observed in previous work that a particular multiplier might give BD rate improvements over a certain range of bitrates, but not the entire range. Using different parameters across the range would improve gains overall. Therefore here we present a framework for choosing the best Lagrangian multiplier on a per-operating point basis across a range of bitrates. In effect, we are trying to find the para-optimal gain across bitrate and distortion for a single clip. In the experiments presented we employ direct optimization techniques to estimate this Lagrangian parameter path approximately 2,000 video clips. The clips are primarily from the YouTube-UGC dataset. We optimize both for bitrate savings as well as distortion metrics (PSNR, SSIM).

The fundamental tradeoff between transaction per second (TPS) and security in blockchain systems persists despite numerous prior attempts to boost TPS. To increase TPS without compromising security, we propose a bodyless block propagation (BBP) scheme for which the block body is not validated and transmitted during the block propagation process. Rather, the nodes in the blockchain network anticipate the transactions and their ordering in the next upcoming block so that these transactions can be pre-executed and pre-validated before the birth of the block. It is critical, however, all nodes have a consensus on the transaction content of the next block. This paper puts forth a transaction selection, ordering, and synchronization algorithm to drive the nodes to reach such a consensus. Yet, the coinbase address of the miner of the next block cannot be anticipated, and therefore transactions that depend on the coinbase address cannot be pre-executed and pre-validated. This paper further puts forth an algorithm to deal with such unresolvable transactions for an overall consistent and TPS-efficient scheme. With our scheme, most transactions do not need to be validated and transmitted during block propagation, ridding the dependence of propagation time on the number of transactions in the block, and making the system fully TPS scalable. Experimental results show that our protocol can reduce propagation time by 4x with respect to the current Ethereum blockchain, and its TPS performance is limited by the node hardware performance rather than block propagation.

Autonomous driving is an active research topic in both academia and industry. However, most of the existing solutions focus on improving the accuracy by training learnable models with centralized large-scale data. Therefore, these methods do not take into account the user's privacy. In this paper, we present a new approach to learn autonomous driving policy while respecting privacy concerns. We propose a peer-to-peer Deep Federated Learning (DFL) approach to train deep architectures in a fully decentralized manner and remove the need for central orchestration. We design a new Federated Autonomous Driving network (FADNet) that can improve the model stability, ensure convergence, and handle imbalanced data distribution problems while is being trained with federated learning methods. Intensively experimental results on three datasets show that our approach with FADNet and DFL achieves superior accuracy compared with other recent methods. Furthermore, our approach can maintain privacy by not collecting user data to a central server.

We investigate optimal execution problems with instantaneous price impact and stochastic resilience. First, in the setting of linear price impact function we derive a closed-form recursion for the optimal strategy, generalizing previous results with deterministic transient price impact. Second, we develop a numerical algorithm for the case of nonlinear price impact. We utilize an actor-critic framework that constructs two neural-network surrogates for the value function and the feedback control. One advantage of such functional approximators is the ability to do parametric learning, i.e. to incorporate some of the model parameters as part of the input space. Precise calibration of price impact, resilience, etc., is known to be extremely challenging and hence it is critical to understand sensitivity of the strategy to these parameters. Our parametric neural network (NN) learner organically scales across 3-6 input dimensions and is shown to accurately approximate optimal strategy across a range of parameter configurations. We provide a fully reproducible Jupyter Notebook with our NN implementation, which is of independent pedagogical interest, demonstrating the ease of use of NN surrogates in (parametric) stochastic control problems.

Binary pointwise labels (aka implicit feedback) are heavily leveraged by deep learning based recommendation algorithms nowadays. In this paper we discuss the limited expressiveness of these labels may fail to accommodate varying degrees of user preference, and thus lead to conflicts during model training, which we call annotation bias. To solve this issue, we find the soft-labeling property of pairwise labels could be utilized to alleviate the bias of pointwise labels. To this end, we propose a momentum contrast framework (MP2) that combines pointwise and pairwise learning for recommendation. MP2 has a three-tower network structure: one user network and two item networks. The two item networks are used for computing pointwise and pairwise loss respectively. To alleviate the influence of the annotation bias, we perform a momentum update to ensure a consistent item representation. Extensive experiments on real-world datasets demonstrate the superiority of our method against state-of-the-art recommendation algorithms.

Fog computing is introduced by shifting cloud resources towards the users' proximity to mitigate the limitations possessed by cloud computing. Fog environment made its limited resource available to a large number of users to deploy their serverless applications, composed of several serverless functions. One of the primary intentions behind introducing the fog environment is to fulfil the demand of latency and location-sensitive serverless applications through its limited resources. The recent research mainly focuses on assigning maximum resources to such applications from the fog node and not taking full advantage of the cloud environment. This introduces a negative impact in providing the resources to a maximum number of connected users. To address this issue, in this paper, we investigated the optimum percentage of a user's request that should be fulfilled by fog and cloud. As a result, we proposed DeF-DReL, a Systematic Deployment of Serverless Functions in Fog and Cloud environments using Deep Reinforcement Learning, using several real-life parameters, such as distance and latency of the users from nearby fog node, user's priority, the priority of the serverless applications and their resource demand, etc. The performance of the DeF-DReL algorithm is further compared with recent related algorithms. From the simulation and comparison results, its superiority over other algorithms and its applicability to the real-life scenario can be clearly observed.

Autonomous marine vessels are expected to avoid inter-vessel collisions and comply with the international regulations for safe voyages. This paper presents a stepwise path planning method using stream functions. The dynamic flow of fluids is used as a guidance model, where the collision avoidance in static environments is achieved by applying the circular theorem in the sink flow. We extend this method to dynamic environments by adding vortex flows in the flow field. The stream function is recursively updated to enable on the fly waypoint decisions. The vessel avoids collisions and also complies with several rules of the Convention on the International Regulations for Preventing Collisions at Sea. The method is conceptually and computationally simple and convenient to tune, and yet versatile to handle complex and dense marine traffic with multiple dynamic obstacles. The ship dynamics are taken into account, by using B\'{e}zier curves to generate a sufficiently smooth path with feasible curvature. Numerical simulations are conducted to verify the proposed method.

Works on quantum computing and cryptanalysis has increased significantly in the past few years. Various constructions of quantum arithmetic circuits, as one of the essential components in the field, has also been proposed. However, there has only been a few studies on finite field inversion despite its essential use in realizing quantum algorithms, such as in Shor's algorithm for Elliptic Curve Discrete Logarith Problem (ECDLP). In this study, we propose to reduce the depth of the existing quantum Fermat's Little Theorem (FLT)-based inversion circuit for binary finite field. In particular, we propose follow a complete waterfall approach to translate the Itoh-Tsujii's variant of FLT to the corresponding quantum circuit and remove the inverse squaring operations employed in the previous work by Banegas et al., lowering the number of CNOT gates (CNOT count), which contributes to reduced overall depth and gate count. Furthermore, compare the cost by firstly constructing our method and previous work's in Qiskit quantum computer simulator and perform the resource analysis. Our approach can serve as an alternative for a time-efficient implementation.

Designers reportedly struggle with design optimization tasks where they are asked to find a combination of design parameters that maximizes a given set of objectives. In HCI, design optimization problems are often exceedingly complex, involving multiple objectives and expensive empirical evaluations. Model-based computational design algorithms assist designers by generating design examples during design, however they assume a model of the interaction domain. Black box methods for assistance, on the other hand, can work with any design problem. However, virtually all empirical studies of this human-in-the-loop approach have been carried out by either researchers or end-users. The question stands out if such methods can help designers in realistic tasks. In this paper, we study Bayesian optimization as an algorithmic method to guide the design optimization process. It operates by proposing to a designer which design candidate to try next, given previous observations. We report observations from a comparative study with 40 novice designers who were tasked to optimize a complex 3D touch interaction technique. The optimizer helped designers explore larger proportions of the design space and arrive at a better solution, however they reported lower agency and expressiveness. Designers guided by an optimizer reported lower mental effort but also felt less creative and less in charge of the progress. We conclude that human-in-the-loop optimization can support novice designers in cases where agency is not critical.

Multi-camera vehicle tracking is one of the most complicated tasks in Computer Vision as it involves distinct tasks including Vehicle Detection, Tracking, and Re-identification. Despite the challenges, multi-camera vehicle tracking has immense potential in transportation applications including speed, volume, origin-destination (O-D), and routing data generation. Several recent works have addressed the multi-camera tracking problem. However, most of the effort has gone towards improving accuracy on high-quality benchmark datasets while disregarding lower camera resolutions, compression artifacts and the overwhelming amount of computational power and time needed to carry out this task on its edge and thus making it prohibitive for large-scale and real-time deployment. Therefore, in this work we shed light on practical issues that should be addressed for the design of a multi-camera tracking system to provide actionable and timely insights. Moreover, we propose a real-time city-scale multi-camera vehicle tracking system that compares favorably to computationally intensive alternatives and handles real-world, low-resolution CCTV instead of idealized and curated video streams. To show its effectiveness, in addition to integration into the Regional Integrated Transportation Information System (RITIS), we participated in the 2021 NVIDIA AI City multi-camera tracking challenge and our method is ranked among the top five performers on the public leaderboard.

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