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Two-player games are a fruitful way to represent and reason about several important synthesis tasks. These tasks include controller synthesis (where one asks for a controller for a given plant such that the controlled plant satisfies a given temporal specification), program repair (setting values of variables to avoid exceptions), and synchronization synthesis (adding lock/unlock statements in multi-threaded programs to satisfy safety assertions). In all these applications, a solution directly corresponds to a winning strategy for one of the players in the induced game. In turn, \emph{logically-specified} games offer a powerful way to model these tasks for large or infinite-state systems. Much of the techniques proposed for solving such games typically rely on abstraction-refinement or template-based solutions. In this paper, we show how to apply classical fixpoint algorithms, that have hitherto been used in explicit, finite-state, settings, to a symbolic logical setting. We implement our techniques in a tool called GenSys-LTL and show that they are not only effective in synthesizing valid controllers for a variety of challenging benchmarks from the literature, but often compute maximal winning regions and maximally-permissive controllers. We achieve \textbf{46.38X speed-up} over the state of the art and also scale well for non-trivial LTL specifications.

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Fraud detection aims to discover fraudsters deceiving other users by, for example, leaving fake reviews or making abnormal transactions. Graph-based fraud detection methods consider this task as a classification problem with two classes: frauds or normal. We address this problem using Graph Neural Networks (GNNs) by proposing a dynamic relation-attentive aggregation mechanism. Based on the observation that many real-world graphs include different types of relations, we propose to learn a node representation per relation and aggregate the node representations using a learnable attention function that assigns a different attention coefficient to each relation. Furthermore, we combine the node representations from different layers to consider both the local and global structures of a target node, which is beneficial to improving the performance of fraud detection on graphs with heterophily. By employing dynamic graph attention in all the aggregation processes, our method adaptively computes the attention coefficients for each node. Experimental results show that our method, DRAG, outperforms state-of-the-art fraud detection methods on real-world benchmark datasets.

Preventing the performance decay of Transformers on inputs longer than those used for training has been an important challenge in extending the context length of these models. Though the Transformer architecture has fundamentally no limits on the input sequence lengths it can process, the choice of position encoding used during training can limit the performance of these models on longer inputs. We propose a novel functional relative position encoding with progressive interpolation, FIRE, to improve Transformer generalization to longer contexts. We theoretically prove that this can represent some of the popular relative position encodings, such as T5's RPE, Alibi, and Kerple. We next empirically show that FIRE models have better generalization to longer contexts on both zero-shot language modeling and long text benchmarks.

Designing effective policies for the online 3D bin packing problem (3D-BPP) has been a long-standing challenge, primarily due to the unpredictable nature of incoming box sequences and stringent physical constraints. While current deep reinforcement learning (DRL) methods for online 3D-BPP have shown promising results in optimizing average performance over an underlying box sequence distribution, they often fail in real-world settings where some worst-case scenarios can materialize. Standard robust DRL algorithms tend to overly prioritize optimizing the worst-case performance at the expense of performance under normal problem instance distribution. To address these issues, we first introduce a permutation-based attacker to investigate the practical robustness of both DRL-based and heuristic methods proposed for solving online 3D-BPP. Then, we propose an adjustable robust reinforcement learning (AR2L) framework that allows efficient adjustment of robustness weights to achieve the desired balance of the policy's performance in average and worst-case environments. Specifically, we formulate the objective function as a weighted sum of expected and worst-case returns, and derive the lower performance bound by relating to the return under a mixture dynamics. To realize this lower bound, we adopt an iterative procedure that searches for the associated mixture dynamics and improves the corresponding policy. We integrate this procedure into two popular robust adversarial algorithms to develop the exact and approximate AR2L algorithms. Experiments demonstrate that AR2L is versatile in the sense that it improves policy robustness while maintaining an acceptable level of performance for the nominal case.

Large-scale transformer-based models like the Bidirectional Encoder Representations from Transformers (BERT) are widely used for Natural Language Processing (NLP) applications, wherein these models are initially pre-trained with a large corpus with millions of parameters and then fine-tuned for a downstream NLP task. One of the major limitations of these large-scale models is that they cannot be deployed on resource-constrained devices due to their large model size and increased inference latency. In order to overcome these limitations, such large-scale models can be converted to an optimized FlatBuffer format, tailored for deployment on resource-constrained edge devices. Herein, we evaluate the performance of such FlatBuffer transformed MobileBERT models on three different edge devices, fine-tuned for Reputation analysis of English language tweets in the RepLab 2013 dataset. In addition, this study encompassed an evaluation of the deployed models, wherein their latency, performance, and resource efficiency were meticulously assessed. Our experiment results show that, compared to the original BERT large model, the converted and quantized MobileBERT models have 160$\times$ smaller footprints for a 4.1% drop in accuracy while analyzing at least one tweet per second on edge devices. Furthermore, our study highlights the privacy-preserving aspect of TinyML systems as all data is processed locally within a serverless environment.

Most popular dimension reduction (DR) methods like t-SNE and UMAP are based on minimizing a cost between input and latent pairwise similarities. Though widely used, these approaches lack clear probabilistic foundations to enable a full understanding of their properties and limitations. To that extent, we introduce a unifying statistical framework based on the coupling of hidden graphs using cross entropy. These graphs induce a Markov random field dependency structure among the observations in both input and latent spaces. We show that existing pairwise similarity DR methods can be retrieved from our framework with particular choices of priors for the graphs. Moreover this reveals that these methods suffer from a statistical deficiency that explains poor performances in conserving coarse-grain dependencies. Our model is leveraged and extended to address this issue while new links are drawn with Laplacian eigenmaps and PCA.

In this article we consider Bayesian parameter inference for a type of partially observed stochastic Volterra equation (SVE). SVEs are found in many areas such as physics and mathematical finance. In the latter field they can be used to represent long memory in unobserved volatility processes. In many cases of practical interest, SVEs must be time-discretized and then parameter inference is based upon the posterior associated to this time-discretized process. Based upon recent studies on time-discretization of SVEs (e.g. Richard et al. 2021), we use Euler-Maruyama methods for the afore-mentioned discretization. We then show how multilevel Markov chain Monte Carlo (MCMC) methods (Jasra et al. 2018) can be applied in this context. In the examples we study, we give a proof that shows that the cost to achieve a mean square error (MSE) of $\mathcal{O}(\epsilon^2)$, $\epsilon>0$, is $\mathcal{O}(\epsilon^{-20/9})$. If one uses a single level MCMC method then the cost is $\mathcal{O}(\epsilon^{-38/9})$ to achieve the same MSE. We illustrate these results in the context of state-space and stochastic volatility models, with the latter applied to real data.

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.

Graph neural networks (GNNs) are a popular class of machine learning models whose major advantage is their ability to incorporate a sparse and discrete dependency structure between data points. Unfortunately, GNNs can only be used when such a graph-structure is available. In practice, however, real-world graphs are often noisy and incomplete or might not be available at all. With this work, we propose to jointly learn the graph structure and the parameters of graph convolutional networks (GCNs) by approximately solving a bilevel program that learns a discrete probability distribution on the edges of the graph. This allows one to apply GCNs not only in scenarios where the given graph is incomplete or corrupted but also in those where a graph is not available. We conduct a series of experiments that analyze the behavior of the proposed method and demonstrate that it outperforms related methods by a significant margin.

Learning with limited data is a key challenge for visual recognition. Few-shot learning methods address this challenge by learning an instance embedding function from seen classes and apply the function to instances from unseen classes with limited labels. This style of transfer learning is task-agnostic: the embedding function is not learned optimally discriminative with respect to the unseen classes, where discerning among them is the target task. In this paper, we propose a novel approach to adapt the embedding model to the target classification task, yielding embeddings that are task-specific and are discriminative. To this end, we employ a type of self-attention mechanism called Transformer to transform the embeddings from task-agnostic to task-specific by focusing on relating instances from the test instances to the training instances in both seen and unseen classes. Our approach also extends to both transductive and generalized few-shot classification, two important settings that have essential use cases. We verify the effectiveness of our model on two standard benchmark few-shot classification datasets --- MiniImageNet and CUB, where our approach demonstrates state-of-the-art empirical performance.

Policy gradient methods are often applied to reinforcement learning in continuous multiagent games. These methods perform local search in the joint-action space, and as we show, they are susceptable to a game-theoretic pathology known as relative overgeneralization. To resolve this issue, we propose Multiagent Soft Q-learning, which can be seen as the analogue of applying Q-learning to continuous controls. We compare our method to MADDPG, a state-of-the-art approach, and show that our method achieves better coordination in multiagent cooperative tasks, converging to better local optima in the joint action space.

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