Off-policy evaluation (OPE) attempts to predict the performance of counterfactual policies using log data from a different policy. We extend its applicability by developing an OPE method for a class of both full support and deficient support logging policies in contextual-bandit settings. This class includes deterministic bandit (such as Upper Confidence Bound) as well as deterministic decision-making based on supervised and unsupervised learning. We prove that our method's prediction converges in probability to the true performance of a counterfactual policy as the sample size increases. We validate our method with experiments on partly and entirely deterministic logging policies. Finally, we apply it to evaluate coupon targeting policies by a major online platform and show how to improve the existing policy.
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We propose GANStrument, a generative adversarial model for instrument sound synthesis. Given a one-shot sound as input, it is able to generate pitched instrument sounds that reflect the timbre of the input within an interactive time. By exploiting instance conditioning, GANStrument achieves better fidelity and diversity of synthesized sounds and generalization ability to various inputs. In addition, we introduce an adversarial training scheme for a pitch-invariant feature extractor that significantly improves the pitch accuracy and timbre consistency. Experimental results show that GANStrument outperforms strong baselines that do not use instance conditioning in terms of generation quality and input editability. Qualitative examples are available online.
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Several techniques to map various types of components, such as words, attributes, and images, into the embedded space have been studied. Most of them estimate the embedded representation of target entity as a point in the projective space. Some models, such as Word2Gauss, assume a probability distribution behind the embedded representation, which enables the spread or variance of the meaning of embedded target components to be captured and considered in more detail. We examine the method of estimating embedded representations as probability distributions for the interpretation of fashion-specific abstract and difficult-to-understand terms. Terms, such as "casual," "adult-casual,'' "beauty-casual," and "formal," are extremely subjective and abstract and are difficult for both experts and non-experts to understand, which discourages users from trying new fashion. We propose an end-to-end model called dual Gaussian visual-semantic embedding, which maps images and attributes in the same projective space and enables the interpretation of the meaning of these terms by its broad applications. We demonstrate the effectiveness of the proposed method through multifaceted experiments involving image and attribute mapping, image retrieval and re-ordering techniques, and a detailed theoretical/analytical discussion of the distance measure included in the loss function.
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关于使用ML模型的一个基本问题涉及其对提高决策透明度的预测的解释。尽管已经出现了几种可解释性方法,但已经确定了有关其解释可靠性的一些差距。例如,大多数方法都是不稳定的(这意味着它们在数据中提供了截然不同的解释),并且不能很好地应对无关的功能(即与标签无关的功能)。本文介绍了两种新的可解释性方法,即Varimp和Supclus,它们通过使用局部回归拟合的加权距离来克服这些问题,以考虑可变重要性。 Varimp生成了每个实例的解释,可以应用于具有更复杂关系的数据集,而Supclus解释了具有类似说明的实例集群,并且可以应用于可以找到群集的较简单数据集。我们将我们的方法与最先进的方法进行了比较,并表明它可以根据几个指标产生更好的解释,尤其是在具有无关特征的高维问题中,以及特征与目标之间的关系是非线性的。
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ICECUBE是一种用于检测1 GEV和1 PEV之间大气和天体中微子的光学传感器的立方公斤阵列,该阵列已部署1.45 km至2.45 km的南极的冰盖表面以下1.45 km至2.45 km。来自ICE探测器的事件的分类和重建在ICeCube数据分析中起着核心作用。重建和分类事件是一个挑战,这是由于探测器的几何形状,不均匀的散射和冰中光的吸收,并且低于100 GEV的光,每个事件产生的信号光子数量相对较少。为了应对这一挑战,可以将ICECUBE事件表示为点云图形,并将图形神经网络(GNN)作为分类和重建方法。 GNN能够将中微子事件与宇宙射线背景区分开,对不同的中微子事件类型进行分类,并重建沉积的能量,方向和相互作用顶点。基于仿真,我们提供了1-100 GEV能量范围的比较与当前ICECUBE分析中使用的当前最新最大似然技术,包括已知系统不确定性的影响。对于中微子事件分类,与当前的IceCube方法相比,GNN以固定的假阳性速率(FPR)提高了信号效率的18%。另外,GNN在固定信号效率下将FPR的降低超过8(低于半百分比)。对于能源,方向和相互作用顶点的重建,与当前最大似然技术相比,分辨率平均提高了13%-20%。当在GPU上运行时,GNN能够以几乎是2.7 kHz的中位数ICECUBE触发速率的速率处理ICECUBE事件,这打开了在在线搜索瞬态事件中使用低能量中微子的可能性。
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本文提出了一种用于拆分计算的神经体系结构搜索(NAS)方法。拆分计算是一种新兴的机器学习推理技术,可解决在物联网系统中部署深度学习的隐私和延迟挑战。在拆分计算中,神经网络模型通过网络使用Edge服务器和IoT设备进行了分离和合作处理。因此,神经网络模型的体系结构显着影响通信有效载荷大小,模型准确性和计算负载。在本文中,我们解决了优化神经网络体系结构以进行拆分计算的挑战。为此,我们提出了NASC,该NASC共同探讨了最佳模型架构和一个拆分点,以达到延迟需求(即,计算和通信的总延迟较小,都比某个阈值较小)。 NASC采用单发NAS,不需要重复模型培训进行计算高效的体系结构搜索。我们使用硬件(HW) - 基准数据的NAS基础的绩效评估表明,拟议的NASC可以改善``通信潜伏期和模型准确性''的权衡,即,将延迟降低了约40-60%,从基线降低了约40-60%有轻微的精度降解。
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随着各种科学领域中数据的越来越多,生成模型在科学方法的每个步骤中都具有巨大的潜力来加速科学发现。他们最有价值的应用也许在于传统上提出假设最慢,最具挑战性的步骤。现在,正在从大量数据中学到强大的表示形式,以产生新的假设,这对从材料设计到药物发现的科学发现应用产生了重大影响。 GT4SD(https://github.com/gt4sd/gt4sd-core)是一个可扩展的开放源库,使科学家,开发人员和研究人员能够培训和使用科学发现中假设生成的最先进的生成模型。 GT4SD支持跨材料科学和药物发现的各种生成模型的用途,包括基于与目标蛋白,OMIC剖面,脚手架距离,结合能等性质的分子发现和设计。
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我们提出了一种自我监督的方法,用于预测需要良好牵引力才能导航的轮式移动机器人的可穿越路径。我们的算法称为Wayfast(无路线自动驾驶系统用于遍历性),使用RGB和深度数据以及导航经验,自主在室外非结构化环境中自主生成可遍历的路径。我们的主要灵感是,可以使用动力动力学模型估算滚动机器人的牵引力。使用在线退化的视野估计器提供的牵引力估计值,我们能够以自我监督的方式训练遍历性预测神经网络,而无需以前的方法使用的启发式方法。我们通过在各种环境中进行广泛的现场测试来证明Wayfast的有效性,从沙滩到森林檐篷和积雪覆盖的草田不等。我们的结果清楚地表明,Wayfast可以学会避免几何障碍物以及不可传输的地形,例如雪,这很难避免使用仅提供几何数据(例如LiDAR)的传感器。此外,我们表明,基于在线牵引力估计的培训管道比其他基于启发式的方法更有效率。
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罕见的事件搜索使我们能够通过利用专门的大型探测器来搜索无法与其他方式无法访问的新物理学。机器学习提供了一种新工具来最大化这些检测器提供的信息。信息很少,这迫使这些算法从最低级别的数据开始,并利用检测器中的所有对称性来产生结果。在这项工作中,我们提出了Kamnet,该Kamnet在几何深度学习和时空数据分析中实现了突破,以最大程度地提高Kamland-Zen的物理范围,Kamland-Zen是kiloton量表球形液体闪烁体检测器,以寻找中微子的中微子双β衰减($ 0 \ beta \ beta \ beta \ beta $) 。使用Kamland的简化背景模型,我们表明Kamnet在基准MC模拟上以较高的鲁棒性水平优于常规CNN。然后,我们使用模拟数据,证明了Kamnet将Kamland-Zen的敏感性提高到$ 0 \ nu \ beta \ beta \ beta $和$ 0 \ nu \ beta \ beta \ beta $的能力。这项工作的一个关键组成部分是增加了注意机制来阐明基础物理Kamnet用于背景排斥。
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Dynamic game arises as a powerful paradigm for multi-robot planning, for which safety constraint satisfaction is crucial. Constrained stochastic games are of particular interest, as real-world robots need to operate and satisfy constraints under uncertainty. Existing methods for solving stochastic games handle chance constraints using exponential penalties with hand-tuned weights. However, finding a suitable penalty weight is nontrivial and requires trial and error. In this paper, we propose the chance-constrained iterative linear-quadratic stochastic games (CCILQGames) algorithm. CCILQGames solves chance-constrained stochastic games using the augmented Lagrangian method. We evaluate our algorithm in three autonomous driving scenarios, including merge, intersection, and roundabout. Experimental results and Monte Carlo tests show that CCILQGames can generate safe and interactive strategies in stochastic environments.
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