鉴于新的数据集D和低计算预算,我们应该如何选择预培训的模型来微调D,并设置微调的超参数而不冒险过度拟合,尤其是在D小的情况下?在这里,我们扩展了自动化的机器学习(AUTOML),以最好地做出这些选择。我们与域无关的元学习方法学习了一个零拍的替代模型,在测试时,该模型允许选择正确的深度学习(DL)管道(包括预训练的模型和微调的超参数)仅给定描述d的琐碎元功能,例如图像分辨率或类的数量。为了训练这种零射模型,我们在大量数据集中收集了许多DL管道的性能数据,并在此数据上收集了元训练,以最大程度地减少成对排名目标。我们在Chalearn AutoDL挑战基准的视觉轨道的严格时间限制下评估我们的方法,显然优于所有挑战竞争者。
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社区检测是社会网络分析中最重要而有趣的问题之一。近年来,同时考虑社区检测过程中社交网络的节点的属性和拓扑结构,吸引了许多学者的关注,最近在一些社区检测方法中使用了这一考虑,以增加他们的效率并增强他们的效率寻找有意义和相关社区的表演。但问题是,大多数这些方法都倾向于找到非重叠的社区,而许多现实网络包括在某种程度上经常重叠的社区。为了解决这个问题,在本文中提出了一种称为Mobbo-OCD的进化算法,该算法基于基于多目标生物地理学的优化(BBO),以在同步地考虑中自动查找与节点属性的社交网络中的重叠社区网络中的连接密度和节点属性的相似性。在Mobbo-OCD中,引入称为OLAR的扩展基于轨迹的邻接邻接,以编码和解码重叠的社区。基于OLAR,基于秩的迁移操作员以及新的两相突变策略和新的双点交叉在Mobbo-OCD的演化过程中使用,以有效地将人群引导到进化路径中。为了评估mobbo-ocd的性能,本文提出了一种名为Alpha_Saem的新度量,这是考虑节点属性和链接结构的两个方面,可以评估重叠和非重叠分区的良好。量化评估表明,Mobbo-ocd实现了有利的结果,这些结果非常优于文献中的15个相关群落检测算法的结果。
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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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The existing methods for video anomaly detection mostly utilize videos containing identifiable facial and appearance-based features. The use of videos with identifiable faces raises privacy concerns, especially when used in a hospital or community-based setting. Appearance-based features can also be sensitive to pixel-based noise, straining the anomaly detection methods to model the changes in the background and making it difficult to focus on the actions of humans in the foreground. Structural information in the form of skeletons describing the human motion in the videos is privacy-protecting and can overcome some of the problems posed by appearance-based features. In this paper, we present a survey of privacy-protecting deep learning anomaly detection methods using skeletons extracted from videos. We present a novel taxonomy of algorithms based on the various learning approaches. We conclude that skeleton-based approaches for anomaly detection can be a plausible privacy-protecting alternative for video anomaly detection. Lastly, we identify major open research questions and provide guidelines to address them.
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