为了有效地使用抽象(PDDL)规划域来在未知环境中实现目标,代理必须将这样的域与环境的对象及其属性实例化。如果代理具有Enocentric和环境的部分视图,则需要采取行动,感知和抽象规划域中的感知数据。此外,代理需要将符号规划器计算的计划编译成其执行器可执行的低级动作。本文提出了一个旨在实现上述角度的框架,并允许代理执行不同的任务。为此目的,我们集成了机器学习模型来摘要传感数据,符号规划目标成就和导航路径规划。我们在准确的模拟环境中评估了所提出的方法,其中传感器是RGB-D板载相机,GPS和指南针。
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Ithaca is a Fuzzy Logic (FL) plugin for developing artificial intelligence systems within the Unity game engine. Its goal is to provide an intuitive and natural way to build advanced artificial intelligence systems, making the implementation of such a system faster and more affordable. The software is made up by a C\# framework and an Application Programming Interface (API) for writing inference systems, as well as a set of tools for graphic development and debugging. Additionally, a Fuzzy Control Language (FCL) parser is provided in order to import systems previously defined using this standard.
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The number of international benchmarking competitions is steadily increasing in various fields of machine learning (ML) research and practice. So far, however, little is known about the common practice as well as bottlenecks faced by the community in tackling the research questions posed. To shed light on the status quo of algorithm development in the specific field of biomedical imaging analysis, we designed an international survey that was issued to all participants of challenges conducted in conjunction with the IEEE ISBI 2021 and MICCAI 2021 conferences (80 competitions in total). The survey covered participants' expertise and working environments, their chosen strategies, as well as algorithm characteristics. A median of 72% challenge participants took part in the survey. According to our results, knowledge exchange was the primary incentive (70%) for participation, while the reception of prize money played only a minor role (16%). While a median of 80 working hours was spent on method development, a large portion of participants stated that they did not have enough time for method development (32%). 25% perceived the infrastructure to be a bottleneck. Overall, 94% of all solutions were deep learning-based. Of these, 84% were based on standard architectures. 43% of the respondents reported that the data samples (e.g., images) were too large to be processed at once. This was most commonly addressed by patch-based training (69%), downsampling (37%), and solving 3D analysis tasks as a series of 2D tasks. K-fold cross-validation on the training set was performed by only 37% of the participants and only 50% of the participants performed ensembling based on multiple identical models (61%) or heterogeneous models (39%). 48% of the respondents applied postprocessing steps.
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Artificial intelligence is set to be deployed in operating rooms to improve surgical care. This early-stage clinical evaluation shows the feasibility of concurrently attaining real-time, high-quality predictions from several deep neural networks for endoscopic video analysis deployed for assistance during three laparoscopic cholecystectomies.
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推理是计算机的基本问题,并且在人工智能中深入研究。在本文中,我们专门针对回答知识图(KGS)的多跳逻辑查询。这是一项复杂的任务,因为在实际情况下,图形往往很大且不完整。以前的大多数作品都无法创建模型,这些模型接受了完整的一阶逻辑(fol)查询,其中包括负查询,并且只能处理有限的查询结构集。此外,大多数方法都呈现只能执行其制作的逻辑操作的逻辑运算符。我们介绍了一组模型,这些模型使用神经网络来创建单点矢量嵌入以回答查询。神经网络的多功能性允许该框架处理连词($ \ wedge $),脱节($ \ vee $)和否定($ \ neg $)运算符的框架查询。我们通过对众所周知的基准数据集进行了广泛的实验,通过实验证明了模型的性能。除了拥有更多多功能运营商外,模型还获得了10 \%的相对增加,而基于单点矢量嵌入的最佳性能状态和比原始方法的相对增加了30 \%。
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社会互动网络是建立文明的基材。通常,我们与我们喜欢的人建立新的纽带,或者认为通过第三方的干预,我们的关系损害了。尽管它们的重要性和这些过程对我们的生活产生的巨大影响,但对它们的定量科学理解仍处于起步阶段,这主要是由于很难收集大量的社交网络数据集,包括个人属性。在这项工作中,我们对13所学校的真实社交网络进行了彻底的研究,其中3,000多名学生和60,000名宣布正面关系和负面关系,包括对所有学生的个人特征的测试。我们引入了一个度量标准 - “三合会影响”,该指标衡量了最近的邻居在其接触关系中的影响。我们使用神经网络来预测关系,并根据他们的个人属性或三合会的影响来提取两个学生是朋友或敌人的可能性。或者,我们可以使用网络结构的高维嵌入来预测关系。值得注意的是,三合会影响(一个简单的一维度量)在预测两个学生之间的关系方面达到了最高的准确性。我们假设从神经网络中提取的概率 - 三合会影响的功能和学生的个性 - 控制真实社交网络的演变,为这些系统的定量研究开辟了新的途径。
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本文探讨了三种新方法,以利用多头自我关注(MSA)机制和存储器层,提高基于深神经网络(DNN)的扬声器验证(SV)系统的性能。首先,我们建议使用名为Class令牌的学习矢量来替换平均全局汇集机制以提取嵌入式。与全局平均水平池不同,我们的提案考虑了输入的时间结构,其中与文本相关的SV任务相关。类令牌连接到第一个MSA层之前的输入,并且其输出状态用于预测类。为了获得额外的稳健性,我们介绍了两种方法。首先,我们已经开发出古典令牌的贝叶斯估计。其次,我们添加了一个蒸馏的代表令牌,用于使用知识蒸馏(KD)哲学培训一对教师 - 学生对网络,与阶级令牌相结合。此蒸馏令牌受过培训,以模仿教师网络的预测,而类令牌复制真实标签。所有策略都在RSR2015-第II和DeepMine-Part 1数据库上进行了测试,用于文本相关的SV,与使用平均池机制相同的架构相比,提供竞争力的结果来提取平均嵌入。
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目前的论文研究了最小化损失$ f(\ boldsymbol {x})$的问题,而在s $ \ boldsymbol {d} \ boldsymbol {x} \的约束,其中$ s $是一个关闭的集合,凸面或非,$ \ boldsymbol {d} $是熔化参数的矩阵。融合约束可以捕获平滑度,稀疏或更一般的约束模式。为了解决这个通用的问题,我们将Beltrami-Courant罚球方法与近距离原则相结合。后者是通过最小化惩罚目标的推动$ f(\ boldsymbol {x})+ \ frac {\ rho} {2} \ text {dist}(\ boldsymbol {d} \ boldsymbol {x},s)^ 2 $涉及大型调整常量$ \ rho $和$ \ boldsymbol {d} \ boldsymbol {x} $的平方欧几里德距离$ s $。通过最小化大多数代理函数$ f(\ boldsymbol {x},从当前迭代$ \ boldsymbol {x} _n $构建相应的近距离算法的下一个迭代$ \ boldsymbol {x} _ {n + 1} $。 )+ \ frac {\ rho} {2} \ | \ boldsymbol {d} \ boldsymbol {x} - \ mathcal {p} _ {s}(\ boldsymbol {d} \ boldsymbol {x} _n)\ | ^ 2 $。对于固定$ \ rho $和subanalytic损失$ f(\ boldsymbol {x})$和子质约束设置$ s $,我们证明了汇聚点。在更强大的假设下,我们提供了收敛速率并展示线性本地收敛性。我们还构造了一个最陡的下降(SD)变型,以避免昂贵的线性系统解决。为了基准我们的算法,我们比较乘法器(ADMM)的交替方向方法。我们广泛的数值测试包括在度量投影,凸回归,凸聚类,总变化图像去噪和矩阵的投影到良好状态数的问题。这些实验表明了我们在高维问题上最陡的速度和可接受的准确性。
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