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We introduce TeraHAC, a $(1+\epsilon)$-approximate hierarchical agglomerative clustering (HAC) algorithm which scales to trillion-edge graphs. Our algorithm is based on a new approach to computing $(1+\epsilon)$-approximate HAC, which is a novel combination of the nearest-neighbor chain algorithm and the notion of $(1+\epsilon)$-approximate HAC. Our approach allows us to partition the graph among multiple machines and make significant progress in computing the clustering within each partition before any communication with other partitions is needed. We evaluate TeraHAC on a number of real-world and synthetic graphs of up to 8 trillion edges. We show that TeraHAC requires over 100x fewer rounds compared to previously known approaches for computing HAC. It is up to 8.3x faster than SCC, the state-of-the-art distributed algorithm for hierarchical clustering, while achieving 1.16x higher quality. In fact, TeraHAC essentially retains the quality of the celebrated HAC algorithm while significantly improving the running time.

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We demonstrate the first algorithms for the problem of regression for generalized linear models (GLMs) in the presence of additive oblivious noise. We assume we have sample access to examples $(x, y)$ where $y$ is a noisy measurement of $g(w^* \cdot x)$. In particular, \new{the noisy labels are of the form} $y = g(w^* \cdot x) + \xi + \epsilon$, where $\xi$ is the oblivious noise drawn independently of $x$ \new{and satisfies} $\Pr[\xi = 0] \geq o(1)$, and $\epsilon \sim \mathcal N(0, \sigma^2)$. Our goal is to accurately recover a \new{parameter vector $w$ such that the} function $g(w \cdot x)$ \new{has} arbitrarily small error when compared to the true values $g(w^* \cdot x)$, rather than the noisy measurements $y$. We present an algorithm that tackles \new{this} problem in its most general distribution-independent setting, where the solution may not \new{even} be identifiable. \new{Our} algorithm returns \new{an accurate estimate of} the solution if it is identifiable, and otherwise returns a small list of candidates, one of which is close to the true solution. Furthermore, we \new{provide} a necessary and sufficient condition for identifiability, which holds in broad settings. \new{Specifically,} the problem is identifiable when the quantile at which $\xi + \epsilon = 0$ is known, or when the family of hypotheses does not contain candidates that are nearly equal to a translated $g(w^* \cdot x) + A$ for some real number $A$, while also having large error when compared to $g(w^* \cdot x)$. This is the first \new{algorithmic} result for GLM regression \new{with oblivious noise} which can handle more than half the samples being arbitrarily corrupted. Prior work focused largely on the setting of linear regression, and gave algorithms under restrictive assumptions.

A differentially private computation often begins with a bound on a $d$-dimensional statistic's $\ell_p$ sensitivity. The $K$-norm mechanism can yield more accurate additive noise by using a statistic-specific (and possibly non-$\ell_p$) norm. However, sampling such mechanisms requires sampling from the corresponding norm balls. These are $d$-dimensional convex polytopes, and the fastest known general algorithm for approximately sampling such polytopes takes time $\tilde O(d^{3+\omega})$, where $\omega \geq 2$ is the matrix multiplication exponent. For the simple problems of sum and ranked vote, this paper constructs samplers that run in time $\tilde O(d^2)$. More broadly, we suggest that problem-specific $K$-norm mechanisms may be an overlooked practical tool for private additive noise.

We propose to replace vector quantization (VQ) in the latent representation of VQ-VAEs with a simple scheme termed finite scalar quantization (FSQ), where we project the VAE representation down to a few dimensions (typically less than 10). Each dimension is quantized to a small set of fixed values, leading to an (implicit) codebook given by the product of these sets. By appropriately choosing the number of dimensions and values each dimension can take, we obtain the same codebook size as in VQ. On top of such discrete representations, we can train the same models that have been trained on VQ-VAE representations. For example, autoregressive and masked transformer models for image generation, multimodal generation, and dense prediction computer vision tasks. Concretely, we employ FSQ with MaskGIT for image generation, and with UViM for depth estimation, colorization, and panoptic segmentation. Despite the much simpler design of FSQ, we obtain competitive performance in all these tasks. We emphasize that FSQ does not suffer from codebook collapse and does not need the complex machinery employed in VQ (commitment losses, codebook reseeding, code splitting, entropy penalties, etc.) to learn expressive discrete representations.

Subgraph counting is a fundamental problem in understanding and analyzing graph structured data, yet computationally challenging. This calls for an accurate and efficient algorithm for Subgraph Cardinality Estimation, which is to estimate the number of all isomorphic embeddings of a query graph in a data graph. We present FaSTest, a novel algorithm that combines (1) a powerful filtering technique to significantly reduce the sample space, (2) an adaptive tree sampling algorithm for accurate and efficient estimation, and (3) a worst-case optimal stratified graph sampling algorithm for difficult instances. Extensive experiments on real-world datasets show that FaSTest outperforms state-of-the-art sampling-based methods by up to two orders of magnitude and GNN-based methods by up to three orders of magnitude in terms of accuracy.

Given a set of $n$ vectors in $\mathbb{R}^d$, the goal of the \emph{determinant maximization} problem is to pick $k$ vectors with the maximum volume. Determinant maximization is the MAP-inference task for determinantal point processes (DPP) and has recently received considerable attention for modeling diversity. As most applications for the problem use large amounts of data, this problem has been studied in the relevant \textit{composable coreset} setting. In particular, [Indyk-Mahabadi-OveisGharan-Rezaei--SODA'20, ICML'19] showed that one can get composable coresets with optimal approximation factor of $\tilde O(k)^k$ for the problem, and that a local search algorithm achieves an almost optimal approximation guarantee of $O(k)^{2k}$. In this work, we show that the widely-used Greedy algorithm also provides composable coresets with an almost optimal approximation factor of $O(k)^{3k}$, which improves over the previously known guarantee of $C^{k^2}$, and supports the prior experimental results showing the practicality of the greedy algorithm as a coreset. Our main result follows by showing a local optimality property for Greedy: swapping a single point from the greedy solution with a vector that was not picked by the greedy algorithm can increase the volume by a factor of at most $(1+\sqrt{k})$. This is tight up to the additive constant $1$. Finally, our experiments show that the local optimality of the greedy algorithm is even lower than the theoretical bound on real data sets.

Text-guided diffusion models such as DALLE-2, Imagen, eDiff-I, and Stable Diffusion are able to generate an effectively endless variety of images given only a short text prompt describing the desired image content. In many cases the images are of very high quality. However, these models often struggle to compose scenes containing several key objects such as characters in specified positional relationships. The missing capability to ``direct'' the placement of characters and objects both within and across images is crucial in storytelling, as recognized in the literature on film and animation theory. In this work, we take a particularly straightforward approach to providing the needed direction. Drawing on the observation that the cross-attention maps for prompt words reflect the spatial layout of objects denoted by those words, we introduce an optimization objective that produces ``activation'' at desired positions in these cross-attention maps. The resulting approach is a step toward generalizing the applicability of text-guided diffusion models beyond single images to collections of related images, as in storybooks. Directed Diffusion provides easy high-level positional control over multiple objects, while making use of an existing pre-trained model and maintaining a coherent blend between the positioned objects and the background. Moreover, it requires only a few lines to implement.

We present Zeroth-order Riemannian Averaging Stochastic Approximation (\texttt{Zo-RASA}) algorithms for stochastic optimization on Riemannian manifolds. We show that \texttt{Zo-RASA} achieves optimal sample complexities for generating $\epsilon$-approximation first-order stationary solutions using only one-sample or constant-order batches in each iteration. Our approach employs Riemannian moving-average stochastic gradient estimators, and a novel Riemannian-Lyapunov analysis technique for convergence analysis. We improve the algorithm's practicality by using retractions and vector transport, instead of exponential mappings and parallel transports, thereby reducing per-iteration complexity. Additionally, we introduce a novel geometric condition, satisfied by manifolds with bounded second fundamental form, which enables new error bounds for approximating parallel transport with vector transport.

The theory underlying robust distributed learning algorithms, designed to resist adversarial machines, matches empirical observations when data is homogeneous. Under data heterogeneity however, which is the norm in practical scenarios, established lower bounds on the learning error are essentially vacuous and greatly mismatch empirical observations. This is because the heterogeneity model considered is too restrictive and does not cover basic learning tasks such as least-squares regression. We consider in this paper a more realistic heterogeneity model, namely (G,B)-gradient dissimilarity, and show that it covers a larger class of learning problems than existing theory. Notably, we show that the breakdown point under heterogeneity is lower than the classical fraction 1/2. We also prove a new lower bound on the learning error of any distributed learning algorithm. We derive a matching upper bound for a robust variant of distributed gradient descent, and empirically show that our analysis reduces the gap between theory and practice.

Aspect-based sentiment Analysis (ABSA) delves into understanding sentiments specific to distinct elements within textual content. It aims to analyze user-generated reviews to determine a) the target entity being reviewed, b) the high-level aspect to which it belongs, c) the sentiment words used to express the opinion, and d) the sentiment expressed toward the targets and the aspects. While various benchmark datasets have fostered advancements in ABSA, they often come with domain limitations and data granularity challenges. Addressing these, we introduce the OATS dataset, which encompasses three fresh domains and consists of 20,000 sentence-level quadruples and 13,000 review-level tuples. Our initiative seeks to bridge specific observed gaps: the recurrent focus on familiar domains like restaurants and laptops, limited data for intricate quadruple extraction tasks, and an occasional oversight of the synergy between sentence and review-level sentiments. Moreover, to elucidate OATS's potential and shed light on various ABSA subtasks that OATS can solve, we conducted in-domain and cross-domain experiments, establishing initial baselines. We hope the OATS dataset augments current resources, paving the way for an encompassing exploration of ABSA.

Causal Machine Learning (CausalML) is an umbrella term for machine learning methods that formalize the data-generation process as a structural causal model (SCM). This allows one to reason about the effects of changes to this process (i.e., interventions) and what would have happened in hindsight (i.e., counterfactuals). We categorize work in \causalml into five groups according to the problems they tackle: (1) causal supervised learning, (2) causal generative modeling, (3) causal explanations, (4) causal fairness, (5) causal reinforcement learning. For each category, we systematically compare its methods and point out open problems. Further, we review modality-specific applications in computer vision, natural language processing, and graph representation learning. Finally, we provide an overview of causal benchmarks and a critical discussion of the state of this nascent field, including recommendations for future work.

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