近年来,生成设计技术已在许多应用领域,尤其是在工程领域中牢固地建立。这些方法证明了由于前景有希望的增长。但是,现有方法受到考虑的问题的特异性受到限制。此外,它们不提供所需的灵活性。在本文中,我们为任意生成设计问题制定了一般方法,并提出了名为Gefest(编码结构的生成进化)的新颖框架。开发的方法基于三个一般原则:采样,估计和优化。这样可以确保方法调整特定生成设计问题的方法的自由度,因此可以构建最合适的方法。进行了一系列实验研究,以确认Gefest框架的有效性。它涉及合成和现实情况(沿海工程,微流体,热力学和油田计划)。 Gefest的柔性结构使得获得超过基线溶液的结果。
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We derive a set of causal deep neural networks whose architectures are a consequence of tensor (multilinear) factor analysis. Forward causal questions are addressed with a neural network architecture composed of causal capsules and a tensor transformer. The former estimate a set of latent variables that represent the causal factors, and the latter governs their interaction. Causal capsules and tensor transformers may be implemented using shallow autoencoders, but for a scalable architecture we employ block algebra and derive a deep neural network composed of a hierarchy of autoencoders. An interleaved kernel hierarchy preprocesses the data resulting in a hierarchy of kernel tensor factor models. Inverse causal questions are addressed with a neural network that implements multilinear projection and estimates the causes of effects. As an alternative to aggressive bottleneck dimension reduction or regularized regression that may camouflage an inherently underdetermined inverse problem, we prescribe modeling different aspects of the mechanism of data formation with piecewise tensor models whose multilinear projections are well-defined and produce multiple candidate solutions. Our forward and inverse neural network architectures are suitable for asynchronous parallel computation.
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User equipment is one of the main bottlenecks facing the gaming industry nowadays. The extremely realistic games which are currently available trigger high computational requirements of the user devices to run games. As a consequence, the game industry has proposed the concept of Cloud Gaming, a paradigm that improves gaming experience in reduced hardware devices. To this end, games are hosted on remote servers, relegating users' devices to play only the role of a peripheral for interacting with the game. However, this paradigm overloads the communication links connecting the users with the cloud. Therefore, service experience becomes highly dependent on network connectivity. To overcome this, Cloud Gaming will be boosted by the promised performance of 5G and future 6G networks, together with the flexibility provided by mobility in multi-RAT scenarios, such as WiFi. In this scope, the present work proposes a framework for measuring and estimating the main E2E metrics of the Cloud Gaming service, namely KQIs. In addition, different machine learning techniques are assessed for predicting KQIs related to Cloud Gaming user's experience. To this end, the main key quality indicators (KQIs) of the service such as input lag, freeze percent or perceived video frame rate are collected in a real environment. Based on these, results show that machine learning techniques provide a good estimation of these indicators solely from network-based metrics. This is considered a valuable asset to guide the delivery of Cloud Gaming services through cellular communications networks even without access to the user's device, as it is expected for telecom operators.
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Dataset scaling, also known as normalization, is an essential preprocessing step in a machine learning pipeline. It is aimed at adjusting attributes scales in a way that they all vary within the same range. This transformation is known to improve the performance of classification models, but there are several scaling techniques to choose from, and this choice is not generally done carefully. In this paper, we execute a broad experiment comparing the impact of 5 scaling techniques on the performances of 20 classification algorithms among monolithic and ensemble models, applying them to 82 publicly available datasets with varying imbalance ratios. Results show that the choice of scaling technique matters for classification performance, and the performance difference between the best and the worst scaling technique is relevant and statistically significant in most cases. They also indicate that choosing an inadequate technique can be more detrimental to classification performance than not scaling the data at all. We also show how the performance variation of an ensemble model, considering different scaling techniques, tends to be dictated by that of its base model. Finally, we discuss the relationship between a model's sensitivity to the choice of scaling technique and its performance and provide insights into its applicability on different model deployment scenarios. Full results and source code for the experiments in this paper are available in a GitHub repository.\footnote{https://github.com/amorimlb/scaling\_matters}
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Probabilistic Law Discovery (PLD) is a logic based Machine Learning method, which implements a variant of probabilistic rule learning. In several aspects, PLD is close to Decision Tree/Random Forest methods, but it differs significantly in how relevant rules are defined. The learning procedure of PLD solves the optimization problem related to the search for rules (called probabilistic laws), which have a minimal length and relatively high probability. At inference, ensembles of these rules are used for prediction. Probabilistic laws are human-readable and PLD based models are transparent and inherently interpretable. Applications of PLD include classification/clusterization/regression tasks, as well as time series analysis/anomaly detection and adaptive (robotic) control. In this paper, we outline the main principles of PLD, highlight its benefits and limitations and provide some application guidelines.
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We study the multiclass classification problem where the features come from the mixture of time-homogeneous diffusions. Specifically, the classes are discriminated by their drift functions while the diffusion coefficient is common to all classes and unknown. In this framework, we build a plug-in classifier which relies on nonparametric estimators of the drift and diffusion functions. We first establish the consistency of our classification procedure under mild assumptions and then provide rates of cnvergence under different set of assumptions. Finally, a numerical study supports our theoretical findings.
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Recently, Person Re-Identification (Re-ID) has received a lot of attention. Large datasets containing labeled images of various individuals have been released, allowing researchers to develop and test many successful approaches. However, when such Re-ID models are deployed in new cities or environments, the task of searching for people within a network of security cameras is likely to face an important domain shift, thus resulting in decreased performance. Indeed, while most public datasets were collected in a limited geographic area, images from a new city present different features (e.g., people's ethnicity and clothing style, weather, architecture, etc.). In addition, the whole frames of the video streams must be converted into cropped images of people using pedestrian detection models, which behave differently from the human annotators who created the dataset used for training. To better understand the extent of this issue, this paper introduces a complete methodology to evaluate Re-ID approaches and training datasets with respect to their suitability for unsupervised deployment for live operations. This method is used to benchmark four Re-ID approaches on three datasets, providing insight and guidelines that can help to design better Re-ID pipelines in the future.
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In many real-world scenarios, the absence of external knowledge source like Wikipedia restricts question answering systems to rely on latent internal knowledge in limited dialogue data. In addition, humans often seek answers by asking several questions for more comprehensive information. As the dialog becomes more extensive, machines are challenged to refer to previous conversation rounds to answer questions. In this work, we propose to leverage latent knowledge in existing conversation logs via a neural Retrieval-Reading system, enhanced with a TFIDF-based text summarizer refining lengthy conversational history to alleviate the long context issue. Our experiments show that our Retrieval-Reading system can exploit retrieved background knowledge to generate significantly better answers. The results also indicate that our context summarizer significantly helps both the retriever and the reader by introducing more concise and less noisy contextual information.
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Automated plot generation is the challenge of generating a sequence of events that will be perceived by readers as the plot of a coherent story. Traditional symbolic planners plan a story from a goal state and guarantee logical causal plot coherence but rely on a library of hand-crafted actions with their preconditions and effects. This closed world setting limits the length and diversity of what symbolic planners can generate. On the other hand, pre-trained neural language models can generate stories with great diversity, while being generally incapable of ending a story in a specified manner and can have trouble maintaining coherence. In this paper, we present an approach to story plot generation that unifies causal planning with neural language models. We propose to use commonsense knowledge extracted from large language models to recursively expand a story plot in a backward chaining fashion. Specifically, our system infers the preconditions for events in the story and then events that will cause those conditions to become true. We performed automatic evaluation to measure narrative coherence as indicated by the ability to answer questions about whether different events in the story are causally related to other events. Results indicate that our proposed method produces more coherent plotlines than several strong baselines.
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Autonomous vehicles are suited for continuous area patrolling problems. However, finding an optimal patrolling strategy can be challenging for many reasons. Firstly, patrolling environments are often complex and can include unknown and evolving environmental factors. Secondly, autonomous vehicles can have failures or hardware constraints such as limited battery lives. Importantly, patrolling large areas often requires multiple agents that need to collectively coordinate their actions. In this work, we consider these limitations and propose an approach based on a distributed, model-free deep reinforcement learning based multi-agent patrolling strategy. In this approach, agents make decisions locally based on their own environmental observations and on shared information. In addition, agents are trained to automatically recharge themselves when required to support continuous collective patrolling. A homogeneous multi-agent architecture is proposed, where all patrolling agents have an identical policy. This architecture provides a robust patrolling system that can tolerate agent failures and allow supplementary agents to be added to replace failed agents or to increase the overall patrol performance. This performance is validated through experiments from multiple perspectives, including the overall patrol performance, the efficiency of the battery recharging strategy, the overall robustness of the system, and the agents' ability to adapt to environment dynamics.
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