光学计算是一种新兴技术,用于下一代高效人工智能(AI),其速度和效率超高。电磁场模拟对于光子设备和电路的设计,优化和验证至关重要。但是,昂贵的数值模拟显着阻碍了光子电路设计循环中的可扩展性和转环。最近,已经提出了物理信息的神经网络来预测具有预定义参数的部分微分方程(PDE)的单个实例的光场解。它们复杂的PDE公式和缺乏有效的参数化机制限制了其在实际模拟方案中的灵活性和概括。在这项工作中,首次提出了一个被称为Neurolight的物理敏捷神经操作员框架,以学习一个频率域的麦克斯韦PDE家族,以进行超快速的参数光子设备模拟。我们通过几种新技术来平衡神经照明的效率和概括。具体而言,我们将不同的设备离散到统一域中,代表具有紧凑型波的参数PDE,并通过掩盖的源建模编码入射光。我们使用参数效率高的跨形神经块设计模型,并采用基于叠加的增强来进行数据效率学习。通过这些协同方法,神经亮像可以概括为大量的看不见的模拟设置,比数值求解器显示了2个磁性的模拟速度,并且比先前的神经网络模型优于降低54%的预测误差,而降低了约44%的参数。 。我们的代码可在https://github.com/jeremiemelo/neurolight上找到。
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数据在于现代深度学习的核心。监督学习的令人印象深刻的表现建立在大量准确标记的数据基础上。但是,在某些现实世界中,准确的标签可能不可行。取而代之的是,为每个数据示例提供了多个注释者提供多个嘈杂标签(而不是一个精确的标签)。在这样的嘈杂培训数据集上学习分类器是一项具有挑战性的任务。以前的方法通常假设所有数据示例共享与注释误差相关的相同参数集,而我们证明标签错误学习应既是注释者,又是数据示例依赖性。在这一观察结果的激励下,我们提出了一种新颖的学习算法。与MNIST,CIFAR-100和Imagenet-100的几种最新基线方法相比,该方法显示出优势。我们的代码可在以下网址获得:https://github.com/zhengqigao/learning-from-multiple-annotator-noisy-labels。
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Verifying the robustness property of a general Rectified Linear Unit (ReLU) network is an NPcomplete problem. Although finding the exact minimum adversarial distortion is hard, giving a certified lower bound of the minimum distortion is possible. Current available methods of computing such a bound are either time-consuming or deliver low quality bounds that are too loose to be useful. In this paper, we exploit the special structure of ReLU networks and provide two computationally efficient algorithms (Fast-Lin,Fast-Lip) that are able to certify non-trivial lower bounds of minimum adversarial distortions. Experiments show that (1) our methods deliver bounds close to (the gap is 2-3X) exact minimum distortions found by Reluplex in small networks while our algorithms are more than 10,000 times faster; (2) our methods deliver similar quality of bounds (the gap is within 35% and usually around 10%; sometimes our bounds are even better) for larger networks compared to the methods based on solving linear programming problems but our algorithms are 33-14,000 times faster; (3) our method is capable of solving large MNIST and CIFAR networks up to 7 layers with more than 10,000 neurons within tens of seconds on a single CPU core. In addition, we show that there is no polynomial time algorithm that can approximately find the minimum 1 adversarial distortion of a ReLU network with a 0.99 ln n approximation ratio unless NP=P, where n is the number of neurons in the network.
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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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A step-search sequential quadratic programming method is proposed for solving nonlinear equality constrained stochastic optimization problems. It is assumed that constraint function values and derivatives are available, but only stochastic approximations of the objective function and its associated derivatives can be computed via inexact probabilistic zeroth- and first-order oracles. Under reasonable assumptions, a high-probability bound on the iteration complexity of the algorithm to approximate first-order stationarity is derived. Numerical results on standard nonlinear optimization test problems illustrate the advantages and limitations of our proposed method.
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Differentiable Architecture Search (DARTS) has attracted considerable attention as a gradient-based Neural Architecture Search (NAS) method. Since the introduction of DARTS, there has been little work done on adapting the action space based on state-of-art architecture design principles for CNNs. In this work, we aim to address this gap by incrementally augmenting the DARTS search space with micro-design changes inspired by ConvNeXt and studying the trade-off between accuracy, evaluation layer count, and computational cost. To this end, we introduce the Pseudo-Inverted Bottleneck conv block intending to reduce the computational footprint of the inverted bottleneck block proposed in ConvNeXt. Our proposed architecture is much less sensitive to evaluation layer count and outperforms a DARTS network with similar size significantly, at layer counts as small as 2. Furthermore, with less layers, not only does it achieve higher accuracy with lower GMACs and parameter count, GradCAM comparisons show that our network is able to better detect distinctive features of target objects compared to DARTS.
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