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Direction finding and positioning systems based on RF signals are significantly impacted by multipath propagation, particularly in indoor environments. Existing algorithms (e.g MUSIC) perform poorly in resolving Angle of Arrival (AoA) in the presence of multipath or when operating in a weak signal regime. We note that digitally sampled RF frontends allow for the easy analysis of signals, and their delayed components. Low-cost Software-Defined Radio (SDR) modules enable Channel State Information (CSI) extraction across a wide spectrum, motivating the design of an enhanced Angle-of-Arrival (AoA) solution. We propose a Deep Learning approach to deriving AoA from a single snapshot of the SDR multichannel data. We compare and contrast deep-learning based angle classification and regression models, to estimate up to two AoAs accurately. We have implemented the inference engines on different platforms to extract AoAs in real-time, demonstrating the computational tractability of our approach. To demonstrate the utility of our approach we have collected IQ (In-phase and Quadrature components) samples from a four-element Universal Linear Array (ULA) in various Light-of-Sight (LOS) and Non-Line-of-Sight (NLOS) environments, and published the dataset. Our proposed method demonstrates excellent reliability in determining number of impinging signals and realized mean absolute AoA errors less than $2^{\circ}$.

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神經網絡(Neural Networks)是世界上三個最古老的神經建模學會的檔案期刊:國際神經網絡學會(INNS)、歐洲神經網絡學會(ENNS)和日本神經網絡學會(JNNS)。神經網絡提供了一個論壇,以發展和培育一個國際社會的學者和實踐者感興趣的所有方面的神經網絡和相關方法的計算智能。神經網絡歡迎高質量論文的提交,有助于全面的神經網絡研究,從行為和大腦建模,學習算法,通過數學和計算分析,系統的工程和技術應用,大量使用神經網絡的概念和技術。這一獨特而廣泛的范圍促進了生物和技術研究之間的思想交流,并有助于促進對生物啟發的計算智能感興趣的跨學科社區的發展。因此,神經網絡編委會代表的專家領域包括心理學,神經生物學,計算機科學,工程,數學,物理。該雜志發表文章、信件和評論以及給編輯的信件、社論、時事、軟件調查和專利信息。文章發表在五個部分之一:認知科學,神經科學,學習系統,數學和計算分析、工程和應用。 官網地址:

We study algorithms for learning low-rank neural networks -- networks where the weight parameters are re-parameterized by products of two low-rank matrices. First, we present a provably efficient algorithm which learns an optimal low-rank approximation to a single-hidden-layer ReLU network up to additive error $\epsilon$ with probability $\ge 1 - \delta$, given access to noiseless samples with Gaussian marginals in polynomial time and samples. Thus, we provide the first example of an algorithm which can efficiently learn a neural network up to additive error without assuming the ground truth is realizable. To solve this problem, we introduce an efficient SVD-based $\textit{Nonlinear Kernel Projection}$ algorithm for solving a nonlinear low-rank approximation problem over Gaussian space. Inspired by the efficiency of our algorithm, we propose a novel low-rank initialization framework for training low-rank $\textit{deep}$ networks, and prove that for ReLU networks, the gap between our method and existing schemes widens as the desired rank of the approximating weights decreases, or as the dimension of the inputs increases (the latter point holds when network width is superlinear in dimension). Finally, we validate our theory by training ResNet and EfficientNet models on ImageNet.

This paper deals with the problem of localization in a cellular network in a dense urban scenario. Global Navigation Satellite Systems (GNSS) typically perform poorly in urban environments, where the likelihood of line-of-sight conditions is low, and thus alternative localization methods are required for good accuracy. We present LocUNet: A deep learning method for localization, based merely on Received Signal Strength (RSS) from Base Stations (BSs), which does not require any increase in computation complexity at the user devices with respect to the device standard operations, unlike methods that rely on time of arrival or angle of arrival information. In the proposed method, the user to be localized reports the RSS from BSs to a Central Processing Unit (CPU), which may be located in the cloud. Alternatively, the localization can be performed locally at the user. Using estimated pathloss radio maps of the BSs, LocUNet can localize users with state-of-the-art accuracy and enjoys high robustness to inaccuracies in the radio maps. The proposed method does not require pre-sampling of the environment; and is suitable for real-time applications, thanks to the RadioUNet, a neural network-based radio map estimator. We also introduce two datasets that allow numerical comparisons of RSS and Time of Arrival (ToA) methods in realistic urban environments.

Semantic maps represent the environment using a set of semantically meaningful objects. This representation is storage-efficient, less ambiguous, and more informative, thus facilitating large-scale autonomy and the acquisition of actionable information in highly unstructured, GPS-denied environments. In this letter, we propose an integrated system that can perform large-scale autonomous flights and real-time semantic mapping in challenging under-canopy environments. We detect and model tree trunks and ground planes from LiDAR data, which are associated across scans and used to constrain robot poses as well as tree trunk models. The autonomous navigation module utilizes a multi-level planning and mapping framework and computes dynamically feasible trajectories that lead the UAV to build a semantic map of the user-defined region of interest in a computationally and storage efficient manner. A drift-compensation mechanism is designed to minimize the odometry drift using semantic SLAM outputs in real time, while maintaining planner optimality and controller stability. This leads the UAV to execute its mission accurately and safely at scale.

Owing to effective and flexible data acquisition, unmanned aerial vehicle (UAV) has recently become a hotspot across the fields of computer vision (CV) and remote sensing (RS). Inspired by recent success of deep learning (DL), many advanced object detection and tracking approaches have been widely applied to various UAV-related tasks, such as environmental monitoring, precision agriculture, traffic management. This paper provides a comprehensive survey on the research progress and prospects of DL-based UAV object detection and tracking methods. More specifically, we first outline the challenges, statistics of existing methods, and provide solutions from the perspectives of DL-based models in three research topics: object detection from the image, object detection from the video, and object tracking from the video. Open datasets related to UAV-dominated object detection and tracking are exhausted, and four benchmark datasets are employed for performance evaluation using some state-of-the-art methods. Finally, prospects and considerations for the future work are discussed and summarized. It is expected that this survey can facilitate those researchers who come from remote sensing field with an overview of DL-based UAV object detection and tracking methods, along with some thoughts on their further developments.

Modern online advertising systems inevitably rely on personalization methods, such as click-through rate (CTR) prediction. Recent progress in CTR prediction enjoys the rich representation capabilities of deep learning and achieves great success in large-scale industrial applications. However, these methods can suffer from lack of exploration. Another line of prior work addresses the exploration-exploitation trade-off problem with contextual bandit methods, which are less studied in the industry recently due to the difficulty in extending their flexibility with deep models. In this paper, we propose a novel Deep Uncertainty-Aware Learning (DUAL) method to learn deep CTR models based on Gaussian processes, which can provide efficient uncertainty estimations along with the CTR predictions while maintaining the flexibility of deep neural networks. By linking the ability to estimate predictive uncertainties of DUAL to well-known bandit algorithms, we further present DUAL-based Ad-ranking strategies to boost up long-term utilities such as the social welfare in advertising systems. Experimental results on several public datasets demonstrate the effectiveness of our methods. Remarkably, an online A/B test deployed in the Alibaba display advertising platform shows an $8.2\%$ social welfare improvement and an $8.0\%$ revenue lift.

Eligibility traces are an effective technique to accelerate reinforcement learning by smoothly assigning credit to recently visited states. However, their online implementation is incompatible with modern deep reinforcement learning algorithms, which rely heavily on i.i.d. training data and offline learning. We utilize an efficient, recursive method for computing {\lambda}-returns offline that can provide the benefits of eligibility traces to any value-estimation or actor-critic method. We demonstrate how our method can be combined with DQN, DRQN, and A3C to greatly enhance the learning speed of these algorithms when playing Atari 2600 games, even under partial observability. Our results indicate several-fold improvements to sample efficiency on Seaquest and Q*bert. We expect similar results for other algorithms and domains not considered here, including those with continuous actions.

There has been a recent explosion in the capabilities of game-playing artificial intelligence. Many classes of tasks, from video games to motor control to board games, are now solvable by fairly generic algorithms, based on deep learning and reinforcement learning, that learn to play from experience with minimal prior knowledge. However, these machines often do not win through intelligence alone -- they possess vastly superior speed and precision, allowing them to act in ways a human never could. To level the playing field, we restrict the machine's reaction time to a human level, and find that standard deep reinforcement learning methods quickly drop in performance. We propose a solution to the action delay problem inspired by human perception -- to endow agents with a neural predictive model of the environment which "undoes" the delay inherent in their environment -- and demonstrate its efficacy against professional players in Super Smash Bros. Melee, a popular console fighting game.

This manuscript surveys reinforcement learning from the perspective of optimization and control with a focus on continuous control applications. It surveys the general formulation, terminology, and typical experimental implementations of reinforcement learning and reviews competing solution paradigms. In order to compare the relative merits of various techniques, this survey presents a case study of the Linear Quadratic Regulator (LQR) with unknown dynamics, perhaps the simplest and best studied problem in optimal control. The manuscript describes how merging techniques from learning theory and control can provide non-asymptotic characterizations of LQR performance and shows that these characterizations tend to match experimental behavior. In turn, when revisiting more complex applications, many of the observed phenomena in LQR persist. In particular, theory and experiment demonstrate the role and importance of models and the cost of generality in reinforcement learning algorithms. This survey concludes with a discussion of some of the challenges in designing learning systems that safely and reliably interact with complex and uncertain environments and how tools from reinforcement learning and controls might be combined to approach these challenges.

This paper presents a safety-aware learning framework that employs an adaptive model learning method together with barrier certificates for systems with possibly nonstationary agent dynamics. To extract the dynamic structure of the model, we use a sparse optimization technique, and the resulting model will be used in combination with control barrier certificates which constrain feedback controllers only when safety is about to be violated. Under some mild assumptions, solutions to the constrained feedback-controller optimization are guaranteed to be globally optimal, and the monotonic improvement of a feedback controller is thus ensured. In addition, we reformulate the (action-)value function approximation to make any kernel-based nonlinear function estimation method applicable. We then employ a state-of-the-art kernel adaptive filtering technique for the (action-)value function approximation. The resulting framework is verified experimentally on a brushbot, whose dynamics is unknown and highly complex.

The Deep Q-Network proposed by Mnih et al. [2015] has become a benchmark and building point for much deep reinforcement learning research. However, replicating results for complex systems is often challenging since original scientific publications are not always able to describe in detail every important parameter setting and software engineering solution. In this paper, we present results from our work reproducing the results of the DQN paper. We highlight key areas in the implementation that were not covered in great detail in the original paper to make it easier for researchers to replicate these results, including termination conditions and gradient descent algorithms. Finally, we discuss methods for improving the computational performance and provide our own implementation that is designed to work with a range of domains, and not just the original Arcade Learning Environment [Bellemare et al., 2013].

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