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Digital identities today continue to be a company resource instead of belonging to the actual person they represent. At the same time, the digitalization of everyday services intensifies the Identity Management problem and leads to a constant increase of users online identities and identity related data. This paper presents DIMANDS2, a framework capable of organizing identity data that allows service providers and identity issuers securely exchange identity related information in a privacy-enabled manner while the user maintains full control over any activity related to his/her identity data. The framework is format-agnostic and can accommodate any type of identifier (existing or new), without requiring from existing services and providers to implement and adopt another new global identifier.

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Any optimization alogrithm programming interface can be seen as a black-box function with additional free parameters. In this spirit, simulated annealing (SA) can be implemented in pseudo-code within the dimensions of single slide with free parameters relating to the annealing schedule. Such an implementation however, neglects necessarily much of the structure necessary to take advantage of advances in computing resources, and algorithmic breakthroughs. Simulated annealing is often introduced in myriad disciplines, from discrete examples like the Traveling Salesman Problem (TSP) to molecular cluster potential energy exploration or even explorations of a protein's configurational space. Theoretical guarantees also demand a stricter structure in terms of statistical quantities, which cannot simply be left to the user. We will introduce several standard paradigms and demonstrate how these can be "lifted" into a unified framework using object oriented programming in Python. We demonstrate how clean, interoperable, reproducible programming libraries can be used to access and rapidly iterate on variants of Simulated Annealing in a manner which can be extended to serve as a best practices blueprint or design pattern for a data-driven optimization library.

We study a matrix that arises from a singular form of the Woodbury matrix identity. We present generalized inverse and pseudo-determinant identities for this matrix, which have direct applications for Gaussian process regression, specifically its likelihood representation and precision matrix. We extend the definition of the precision matrix to the Bott-Duffin inverse of the covariance matrix, preserving properties related to conditional independence, conditional precision, and marginal precision. We also provide an efficient algorithm and numerical analysis for the presented determinant identities and demonstrate their advantages under specific conditions relevant to computing log-determinant terms in likelihood functions of Gaussian process regression.

Open-textured terms in written rules are typically settled through interpretive argumentation. Ongoing work has attempted to catalogue the schemes used in such interpretive argumentation. But how can the use of these schemes affect the way in which people actually use and reason over the proper interpretations of open-textured terms? Using the interpretive argument-eliciting game Aporia as our framework, we carried out an empirical study to answer this question. Differing from previous work, we did not allow participants to argue for interpretations arbitrarily, but to only use arguments that fit with a given set of interpretive argument templates. Finally, we analyze the results captured by this new dataset, specifically focusing on practical implications for the development of interpretation-capable artificial reasoners.

Industrial process tomography (IPT) is a specialized imaging technique widely used in industrial scenarios for process supervision and control. Today, augmented/mixed reality (AR/MR) is increasingly being adopted in many industrial occasions, even though there is still an obvious gap when it comes to IPT. To bridge this gap, we propose the first systematic AR approach using optical see-through (OST) head mounted displays (HMDs) with comparative evaluation for domain users towards IPT visualization analysis. The proof-of-concept was demonstrated by a within-subject user study (n=20) with counterbalancing design. Both qualitative and quantitative measurements were investigated. The results showed that our AR approach outperformed conventional settings for IPT data visualization analysis in bringing higher understandability, reduced task completion time, lower error rates for domain tasks, increased usability with enhanced user experience, and a better recommendation level. We summarize the findings and suggest future research directions for benefiting IPT users with AR/MR.

Knowledge transfer is shown to be a very successful technique for training neural classifiers: together with the ground truth data, it uses the "privileged information" (PI) obtained by a "teacher" network to train a "student" network. It has been observed that classifiers learn much faster and more reliably via knowledge transfer. However, there has been little or no theoretical analysis of this phenomenon. To bridge this gap, we propose to approach the problem of knowledge transfer by regularizing the fit between the teacher and the student with PI provided by the teacher. Using tools from dynamical systems theory, we show that when the student is an extremely wide two layer network, we can analyze it in the kernel regime and show that it is able to interpolate between PI and the given data. This characterization sheds new light on the relation between the training error and capacity of the student relative to the teacher. Another contribution of the paper is a quantitative statement on the convergence of student network. We prove that the teacher reduces the number of required iterations for a student to learn, and consequently improves the generalization power of the student. We give corresponding experimental analysis that validates the theoretical results and yield additional insights.

Effective multi-robot teams require the ability to move to goals in complex environments in order to address real-world applications such as search and rescue. Multi-robot teams should be able to operate in a completely decentralized manner, with individual robot team members being capable of acting without explicit communication between neighbors. In this paper, we propose a novel game theoretic model that enables decentralized and communication-free navigation to a goal position. Robots each play their own distributed game by estimating the behavior of their local teammates in order to identify behaviors that move them in the direction of the goal, while also avoiding obstacles and maintaining team cohesion without collisions. We prove theoretically that generated actions approach a Nash equilibrium, which also corresponds to an optimal strategy identified for each robot. We show through extensive simulations that our approach enables decentralized and communication-free navigation by a multi-robot system to a goal position, and is able to avoid obstacles and collisions, maintain connectivity, and respond robustly to sensor noise.

Federated Learning (FL) is a decentralized machine-learning paradigm, in which a global server iteratively averages the model parameters of local users without accessing their data. User heterogeneity has imposed significant challenges to FL, which can incur drifted global models that are slow to converge. Knowledge Distillation has recently emerged to tackle this issue, by refining the server model using aggregated knowledge from heterogeneous users, other than directly averaging their model parameters. This approach, however, depends on a proxy dataset, making it impractical unless such a prerequisite is satisfied. Moreover, the ensemble knowledge is not fully utilized to guide local model learning, which may in turn affect the quality of the aggregated model. Inspired by the prior art, we propose a data-free knowledge distillation} approach to address heterogeneous FL, where the server learns a lightweight generator to ensemble user information in a data-free manner, which is then broadcasted to users, regulating local training using the learned knowledge as an inductive bias. Empirical studies powered by theoretical implications show that, our approach facilitates FL with better generalization performance using fewer communication rounds, compared with the state-of-the-art.

Knowledge graph completion aims to predict missing relations between entities in a knowledge graph. While many different methods have been proposed, there is a lack of a unifying framework that would lead to state-of-the-art results. Here we develop PathCon, a knowledge graph completion method that harnesses four novel insights to outperform existing methods. PathCon predicts relations between a pair of entities by: (1) Considering the Relational Context of each entity by capturing the relation types adjacent to the entity and modeled through a novel edge-based message passing scheme; (2) Considering the Relational Paths capturing all paths between the two entities; And, (3) adaptively integrating the Relational Context and Relational Path through a learnable attention mechanism. Importantly, (4) in contrast to conventional node-based representations, PathCon represents context and path only using the relation types, which makes it applicable in an inductive setting. Experimental results on knowledge graph benchmarks as well as our newly proposed dataset show that PathCon outperforms state-of-the-art knowledge graph completion methods by a large margin. Finally, PathCon is able to provide interpretable explanations by identifying relations that provide the context and paths that are important for a given predicted relation.

To address the sparsity and cold start problem of collaborative filtering, researchers usually make use of side information, such as social networks or item attributes, to improve recommendation performance. This paper considers the knowledge graph as the source of side information. To address the limitations of existing embedding-based and path-based methods for knowledge-graph-aware recommendation, we propose Ripple Network, an end-to-end framework that naturally incorporates the knowledge graph into recommender systems. Similar to actual ripples propagating on the surface of water, Ripple Network stimulates the propagation of user preferences over the set of knowledge entities by automatically and iteratively extending a user's potential interests along links in the knowledge graph. The multiple "ripples" activated by a user's historically clicked items are thus superposed to form the preference distribution of the user with respect to a candidate item, which could be used for predicting the final clicking probability. Through extensive experiments on real-world datasets, we demonstrate that Ripple Network achieves substantial gains in a variety of scenarios, including movie, book and news recommendation, over several state-of-the-art baselines.

To quickly obtain new labeled data, we can choose crowdsourcing as an alternative way at lower cost in a short time. But as an exchange, crowd annotations from non-experts may be of lower quality than those from experts. In this paper, we propose an approach to performing crowd annotation learning for Chinese Named Entity Recognition (NER) to make full use of the noisy sequence labels from multiple annotators. Inspired by adversarial learning, our approach uses a common Bi-LSTM and a private Bi-LSTM for representing annotator-generic and -specific information. The annotator-generic information is the common knowledge for entities easily mastered by the crowd. Finally, we build our Chinese NE tagger based on the LSTM-CRF model. In our experiments, we create two data sets for Chinese NER tasks from two domains. The experimental results show that our system achieves better scores than strong baseline systems.

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