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Pruning is a standard technique for reducing the computational cost of deep networks. Many advances in pruning leverage concepts from the Lottery Ticket Hypothesis (LTH). LTH reveals that inside a trained dense network exists sparse subnetworks (tickets) able to achieve similar accuracy (i.e., win the lottery - winning tickets). Pruning at initialization focuses on finding winning tickets without training a dense network. Studies on these concepts share the trend that subnetworks come from weight or filter pruning. In this work, we investigate LTH and pruning at initialization from the lens of layer pruning. First, we confirm the existence of winning tickets when the pruning process removes layers. Leveraged by this observation, we propose to discover these winning tickets at initialization, eliminating the requirement of heavy computational resources for training the initial (over-parameterized) dense network. Extensive experiments show that our winning tickets notably speed up the training phase and reduce up to 51% of carbon emission, an important step towards democratization and green Artificial Intelligence. Beyond computational benefits, our winning tickets exhibit robustness against adversarial and out-of-distribution examples. Finally, we show that our subnetworks easily win the lottery at initialization while tickets from filter removal (the standard structured LTH) hardly become winning tickets.

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The identification of a seed set to maximize information spread in a network is crucial, a concept known as Influence Maximization (IM). Elegant IM algorithms could naturally extend to cases where each node is equipped with specific weight, referred to as individual effect, to measure the node's importance. Prevailing literature has typically assumed that the individual effect remains constant during the cascade process. However, this assumption is not always feasible, as the individual effect of each node is primarily evaluated by the difference between the outputs in the activated and non-activated states, with one of these states always being unobservable after propagation. Moreover, the individual effect is sensitive to the environmental information provided by surrounding nodes. To address these challenges, we extend the consideration of IM to a broader scenario involving general networks with dynamic node individual effects, leveraging causality techniques. In our paper, we address this through the development of a Causal Influence Maximization (CauIM) algorithm. Theoretically, for CauIM, we present the generalized lower bound of influence spread and provide robustness analysis. Empirically, in synthetic and real-world experiments, we demonstrate the effectiveness and robustness of CauIM, along with a novel acceleration technique.

Humans have exceptional tactile sensing capabilities, which they can leverage to solve challenging, partially observable tasks that cannot be solved from visual observation alone. Research in tactile sensing attempts to unlock this new input modality for robots. Lately, these sensors have become cheaper and, thus, widely available. At the same time, the question of how to integrate them into control loops is still an active area of research, with central challenges being partial observability and the contact-rich nature of manipulation tasks. In this study, we propose to use Reinforcement Learning to learn an end-to-end policy, mapping directly from tactile sensor readings to actions. Specifically, we use Dreamer-v3 on a challenging, partially observable robotic insertion task with a Franka Research 3, both in simulation and on a real system. For the real setup, we built a robotic platform capable of resetting itself fully autonomously, allowing for extensive training runs without human supervision. Our preliminary results indicate that Dreamer is capable of utilizing tactile inputs to solve robotic manipulation tasks in simulation and reality. Furthermore, we find that providing the robot with tactile feedback generally improves task performance, though, in our setup, we do not yet include other sensing modalities. In the future, we plan to utilize our platform to evaluate a wide range of other Reinforcement Learning algorithms on tactile tasks.

The problem of optimizing discrete phases in a reconfigurable intelligent surface (RIS) to maximize the received power at a user equipment is addressed. Necessary and sufficient conditions to achieve this maximization are given. These conditions are employed in an algorithm to achieve the maximization. New versions of the algorithm are given that are proven to achieve convergence in N or fewer steps whether the direct link is completely blocked or not, where N is the number of the RIS elements, whereas previously published results achieve this in KN or 2N number of steps where K is the number of discrete phases. Thus, for a discrete-phase RIS, the techniques presented in this paper achieve the optimum received power in the smallest number of steps published in the literature. In addition, in each of those N steps, the techniques presented in this paper determine only one or a small number of phase shifts with a simple elementwise update rule, which result in a substantial reduction of computation time, as compared to the algorithms in the literature. As a secondary result, we define the uniform polar quantization (UPQ) algorithm which is an intuitive quantization algorithm that can approximate the continuous solution with an approximation ratio of sinc^2(1/K) and achieve low time-complexity, given perfect knowledge of the channel.

The growth of social networks makes toxic content spread rapidly. Hate speech detection is a task to help decrease the number of harmful comments. With the diversity in the hate speech created by users, it is necessary to interpret the hate speech besides detecting it. Hence, we propose a methodology to construct a system for targeted hate speech detection from online streaming texts from social media. We first introduce the ViTHSD - a targeted hate speech detection dataset for Vietnamese Social Media Texts. The dataset contains 10K comments, each comment is labeled to specific targets with three levels: clean, offensive, and hate. There are 5 targets in the dataset, and each target is labeled with the corresponding level manually by humans with strict annotation guidelines. The inter-annotator agreement obtained from the dataset is 0.45 by Cohen's Kappa index, which is indicated as a moderate level. Then, we construct a baseline for this task by combining the Bi-GRU-LSTM-CNN with the pre-trained language model to leverage the power of text representation of BERTology. Finally, we suggest a methodology to integrate the baseline model for targeted hate speech detection into the online streaming system for practical application in preventing hateful and offensive content on social media.

Event reasoning is a fundamental ability that underlies many applications. It requires event schema knowledge to perform global reasoning and needs to deal with the diversity of the inter-event relations and the reasoning paradigms. How well LLMs accomplish event reasoning on various relations and reasoning paradigms remains unknown. To mitigate this disparity, we comprehensively evaluate the abilities of event reasoning of LLMs. We introduce a novel benchmark EV2 for EValuation of EVent reasoning. EV2 consists of two levels of evaluation of schema and instance and is comprehensive in relations and reasoning paradigms. We conduct extensive experiments on EV2. We find that LLMs have abilities to accomplish event reasoning but their performances are far from satisfactory. We also notice the imbalance of event reasoning abilities in LLMs. Besides, LLMs have event schema knowledge, however, they're not aligned with humans on how to utilize the knowledge. Based on these findings, we introduce two methods to guide the LLMs to utilize the event schema knowledge. Both methods achieve improvements.

In crowdsourcing, quality control is commonly achieved by having workers examine items and vote on their correctness. To minimize the impact of unreliable worker responses, a $\delta$-margin voting process is utilized, where additional votes are solicited until a predetermined threshold $\delta$ for agreement between workers is exceeded. The process is widely adopted but only as a heuristic. Our research presents a modeling approach using absorbing Markov chains to analyze the characteristics of this voting process that matter in crowdsourced processes. We provide closed-form equations for the quality of resulting consensus vote, the expected number of votes required for consensus, the variance of vote requirements, and other distribution moments. Our findings demonstrate how the threshold $\delta$ can be adjusted to achieve quality equivalence across voting processes that employ workers with varying accuracy levels. We also provide efficiency-equalizing payment rates for voting processes with different expected response accuracy levels. Additionally, our model considers items with varying degrees of difficulty and uncertainty about the difficulty of each example. Our simulations, using real-world crowdsourced vote data, validate the effectiveness of our theoretical model in characterizing the consensus aggregation process. The results of our study can be effectively employed in practical crowdsourcing applications.

Deep neural networks (DNNs) are successful in many computer vision tasks. However, the most accurate DNNs require millions of parameters and operations, making them energy, computation and memory intensive. This impedes the deployment of large DNNs in low-power devices with limited compute resources. Recent research improves DNN models by reducing the memory requirement, energy consumption, and number of operations without significantly decreasing the accuracy. This paper surveys the progress of low-power deep learning and computer vision, specifically in regards to inference, and discusses the methods for compacting and accelerating DNN models. The techniques can be divided into four major categories: (1) parameter quantization and pruning, (2) compressed convolutional filters and matrix factorization, (3) network architecture search, and (4) knowledge distillation. We analyze the accuracy, advantages, disadvantages, and potential solutions to the problems with the techniques in each category. We also discuss new evaluation metrics as a guideline for future research.

Interest point descriptors have fueled progress on almost every problem in computer vision. Recent advances in deep neural networks have enabled task-specific learned descriptors that outperform hand-crafted descriptors on many problems. We demonstrate that commonly used metric learning approaches do not optimally leverage the feature hierarchies learned in a Convolutional Neural Network (CNN), especially when applied to the task of geometric feature matching. While a metric loss applied to the deepest layer of a CNN, is often expected to yield ideal features irrespective of the task, in fact the growing receptive field as well as striding effects cause shallower features to be better at high precision matching tasks. We leverage this insight together with explicit supervision at multiple levels of the feature hierarchy for better regularization, to learn more effective descriptors in the context of geometric matching tasks. Further, we propose to use activation maps at different layers of a CNN, as an effective and principled replacement for the multi-resolution image pyramids often used for matching tasks. We propose concrete CNN architectures employing these ideas, and evaluate them on multiple datasets for 2D and 3D geometric matching as well as optical flow, demonstrating state-of-the-art results and generalization across datasets.

Object detection typically assumes that training and test data are drawn from an identical distribution, which, however, does not always hold in practice. Such a distribution mismatch will lead to a significant performance drop. In this work, we aim to improve the cross-domain robustness of object detection. We tackle the domain shift on two levels: 1) the image-level shift, such as image style, illumination, etc, and 2) the instance-level shift, such as object appearance, size, etc. We build our approach based on the recent state-of-the-art Faster R-CNN model, and design two domain adaptation components, on image level and instance level, to reduce the domain discrepancy. The two domain adaptation components are based on H-divergence theory, and are implemented by learning a domain classifier in adversarial training manner. The domain classifiers on different levels are further reinforced with a consistency regularization to learn a domain-invariant region proposal network (RPN) in the Faster R-CNN model. We evaluate our newly proposed approach using multiple datasets including Cityscapes, KITTI, SIM10K, etc. The results demonstrate the effectiveness of our proposed approach for robust object detection in various domain shift scenarios.

While it is nearly effortless for humans to quickly assess the perceptual similarity between two images, the underlying processes are thought to be quite complex. Despite this, the most widely used perceptual metrics today, such as PSNR and SSIM, are simple, shallow functions, and fail to account for many nuances of human perception. Recently, the deep learning community has found that features of the VGG network trained on the ImageNet classification task has been remarkably useful as a training loss for image synthesis. But how perceptual are these so-called "perceptual losses"? What elements are critical for their success? To answer these questions, we introduce a new Full Reference Image Quality Assessment (FR-IQA) dataset of perceptual human judgments, orders of magnitude larger than previous datasets. We systematically evaluate deep features across different architectures and tasks and compare them with classic metrics. We find that deep features outperform all previous metrics by huge margins. More surprisingly, this result is not restricted to ImageNet-trained VGG features, but holds across different deep architectures and levels of supervision (supervised, self-supervised, or even unsupervised). Our results suggest that perceptual similarity is an emergent property shared across deep visual representations.

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