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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肺癌是全球癌症死亡的主要原因,肺腺癌是最普遍的肺癌形式。 EGFR阳性肺腺癌已被证明对TKI治疗的反应率很高,这是肺癌分子测试的基本性质。尽管目前的指南考虑必要测试,但很大一部分患者并未常规化,导致数百万的人未接受最佳治疗肺癌。测序是EGFR突变分子测试的黄金标准,但是结果可能需要数周的时间才能回来,这在时间限制的情况下并不理想。能够快速,便宜地检测EGFR突变的替代筛查工具的开发,同时保存组织以进行测序可以帮助减少受比较治疗的患者的数量。我们提出了一种多模式方法,该方法将病理图像和临床变量整合在一起,以预测EGFR突变状态,迄今为止最大的临床队列中的AUC为84%。这样的计算模型可以以很少的额外成本进行大部分部署。它的临床应用可以减少中国接受亚最佳治疗的患者数量53.1%,在美国将高达96.6%的患者减少96.6%。
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自我监督的学习(SSL)方法正在实现越来越多的深度学习模型,可以在难以获得标签的域中的图像数据集上进行培训。但是,这些方法难以扩展到医学成像数据集的高分辨率,在这些数据集中,它们对于在标签 - 筛选医学图像数据集上良好的概括至关重要。在这项工作中,我们提出了组织病理学数据集体(HDGAN)框架,该框架是图像生成和分割的数据集团半监督框架的扩展,可很好地扩展到大分辨率的组织病理学图像。我们从原始框架中进行了几个改编,包括更新生成骨干,从发电机中选择性提取潜在功能以及切换到内存映射数组。这些变化减少了框架的记忆消耗,改善了其对医学成像域的适用性。我们在血栓形成微型病变高分辨率瓷砖数据集上评估HDGAN,这表明高分辨率的图像通量生成任务的性能很强。我们希望这项工作能够在医学成像域中更多地探索对医学成像域中的自我监管框架的更多探索,从而使更多深度学习模型在医学数据集中进行更多应用。
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我们探索在线推荐系统中的隐藏反馈循环效果。反馈循环导致在线多武装强盗(MAB)建议的降低,以小额子集和覆盖和新奇损失。我们研究用户兴趣的不确定性和噪声如何影响反馈循环的存在。首先,我们表明用户兴趣中的无偏见的添加剂随机噪声不会阻止反馈循环。其次,我们证明重置用户兴趣的非零概率足以限制反馈循环并估计效果的大小。我们的实验证实了四个强盗算法的模拟环境中的理论发现。
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机器人辅助手术现已在临床实践中成熟,已成为几种临床适应症的黄金标准临床治疗选择。有机器人辅助手术的领域预计将在未来十年内大幅增长,其中一系列新的机器人设备出现以解决不同专业的未满足临床需求。充满活力的手术机器人研究界是概念化这种新系统的关键,以及开发和培训工程师和科学家们将它们转化为实践。 Da Vinci研究套件(DVRK),学术界和行业合作努力重新登记达芬奇外科系统(直观的Surgical Inc,USA)作为用于外科机器人研究的研究平台,是解决A的关键倡议在外科机器人中进入新研究群体的障碍。在本文中,我们对过去十年来的DVRK促进的出版物进行了广泛的审查。我们将研究努力分类为不同的类别,并概述了机器人社区的一些主要挑战和需求,以维护这一倡议并建立在它上面。
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Designing experiments often requires balancing between learning about the true treatment effects and earning from allocating more samples to the superior treatment. While optimal algorithms for the Multi-Armed Bandit Problem (MABP) provide allocation policies that optimally balance learning and earning, they tend to be computationally expensive. The Gittins Index (GI) is a solution to the MABP that can simultaneously attain optimality and computationally efficiency goals, and it has been recently used in experiments with Bernoulli and Gaussian rewards. For the first time, we present a modification of the GI rule that can be used in experiments with exponentially-distributed rewards. We report its performance in simulated 2- armed and 3-armed experiments. Compared to traditional non-adaptive designs, our novel GI modified design shows operating characteristics comparable in learning (e.g. statistical power) but substantially better in earning (e.g. direct benefits). This illustrates the potential that designs using a GI approach to allocate participants have to improve participant benefits, increase efficiencies, and reduce experimental costs in adaptive multi-armed experiments with exponential rewards.
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Quadruped robots are currently used in industrial robotics as mechanical aid to automate several routine tasks. However, presently, the usage of such a robot in a domestic setting is still very much a part of the research. This paper discusses the understanding and virtual simulation of such a robot capable of detecting and understanding human emotions, generating its gait, and responding via sounds and expression on a screen. To this end, we use a combination of reinforcement learning and software engineering concepts to simulate a quadruped robot that can understand emotions, navigate through various terrains and detect sound sources, and respond to emotions using audio-visual feedback. This paper aims to establish the framework of simulating a quadruped robot that is emotionally intelligent and can primarily respond to audio-visual stimuli using motor or audio response. The emotion detection from the speech was not as performant as ERANNs or Zeta Policy learning, still managing an accuracy of 63.5%. The video emotion detection system produced results that are almost at par with the state of the art, with an accuracy of 99.66%. Due to its "on-policy" learning process, the PPO algorithm was extremely rapid to learn, allowing the simulated dog to demonstrate a remarkably seamless gait across the different cadences and variations. This enabled the quadruped robot to respond to generated stimuli, allowing us to conclude that it functions as predicted and satisfies the aim of this work.
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Real-world robotic grasping can be done robustly if a complete 3D Point Cloud Data (PCD) of an object is available. However, in practice, PCDs are often incomplete when objects are viewed from few and sparse viewpoints before the grasping action, leading to the generation of wrong or inaccurate grasp poses. We propose a novel grasping strategy, named 3DSGrasp, that predicts the missing geometry from the partial PCD to produce reliable grasp poses. Our proposed PCD completion network is a Transformer-based encoder-decoder network with an Offset-Attention layer. Our network is inherently invariant to the object pose and point's permutation, which generates PCDs that are geometrically consistent and completed properly. Experiments on a wide range of partial PCD show that 3DSGrasp outperforms the best state-of-the-art method on PCD completion tasks and largely improves the grasping success rate in real-world scenarios. The code and dataset will be made available upon acceptance.
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When robots learn reward functions using high capacity models that take raw state directly as input, they need to both learn a representation for what matters in the task -- the task ``features" -- as well as how to combine these features into a single objective. If they try to do both at once from input designed to teach the full reward function, it is easy to end up with a representation that contains spurious correlations in the data, which fails to generalize to new settings. Instead, our ultimate goal is to enable robots to identify and isolate the causal features that people actually care about and use when they represent states and behavior. Our idea is that we can tune into this representation by asking users what behaviors they consider similar: behaviors will be similar if the features that matter are similar, even if low-level behavior is different; conversely, behaviors will be different if even one of the features that matter differs. This, in turn, is what enables the robot to disambiguate between what needs to go into the representation versus what is spurious, as well as what aspects of behavior can be compressed together versus not. The notion of learning representations based on similarity has a nice parallel in contrastive learning, a self-supervised representation learning technique that maps visually similar data points to similar embeddings, where similarity is defined by a designer through data augmentation heuristics. By contrast, in order to learn the representations that people use, so we can learn their preferences and objectives, we use their definition of similarity. In simulation as well as in a user study, we show that learning through such similarity queries leads to representations that, while far from perfect, are indeed more generalizable than self-supervised and task-input alternatives.
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and widely used information measurement metric, particularly popularized for SSVEP- based Brain-Computer (BCI) interfaces. By combining speed and accuracy into a single-valued parameter, this metric aids in the evaluation and comparison of various target identification algorithms across different BCI communities. To accurately depict performance and inspire an end-to-end design for futuristic BCI designs, a more thorough examination and definition of ITR is therefore required. We model the symbiotic communication medium, hosted by the retinogeniculate visual pathway, as a discrete memoryless channel and use the modified capacity expressions to redefine the ITR. We use graph theory to characterize the relationship between the asymmetry of the transition statistics and the ITR gain with the new definition, leading to potential bounds on data rate performance. On two well-known SSVEP datasets, we compared two cutting-edge target identification methods. Results indicate that the induced DM channel asymmetry has a greater impact on the actual perceived ITR than the change in input distribution. Moreover, it is demonstrated that the ITR gain under the new definition is inversely correlated with the asymmetry in the channel transition statistics. Individual input customizations are further shown to yield perceived ITR performance improvements. An algorithm is proposed to find the capacity of binary classification and further discussions are given to extend such results to ensemble techniques.We anticipate that the results of our study will contribute to the characterization of the highly dynamic BCI channel capacities, performance thresholds, and improved BCI stimulus designs for a tighter symbiosis between the human brain and computer systems while enhancing the efficiency of the underlying communication resources.
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