训练有素的神经网络的性能至关重要。加上深度学习模型的不断增长的规模,这种观察激发了对学习稀疏模型的广泛研究。在这项工作中,我们专注于控制稀疏学习时的稀疏水平的任务。基于稀疏性惩罚的现有方法涉及对罚款因素的昂贵反复试验调整,因此缺乏直接控制所得模型的稀疏性。作为响应,我们采用了一个约束的公式:使用Louizos等人提出的栅极机制。 (2018年),我们制定了一个受约束的优化问题,其中稀疏以训练目标和所需的稀疏目标以端到端的方式指导。使用WIDERESNET和RESNET {18,50}模型进行了CIFAR-10/100,Tinyimagenet和ImageNet的实验验证了我们的提案的有效性,并证明我们可以可靠地实现预定的稀疏目标,而不会损害预测性能。
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隐式神经表示(INR)的进步已经激发了对域 - 不足的压缩技术的研究。这些方法训练神经网络以近似对象,然后存储训练有素的模型的权重。例如,给定图像,训练网络以学习从像素位置到RGB值的映射。在本文中,我们提出了L $ _0 $ ONIE,这是硬币压缩方法的稀疏限制扩展。稀疏性可以利用过度参数化网络的更快学习,同时保留较小模型的理想压缩率。此外,我们的约束配方可确保最终模型尊重预定的压缩率,分配昂贵的体系结构搜索的需求。
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事实证明,与对称性的对称性在深度学习研究中是一种强大的归纳偏见。关于网格处理的最新著作集中在各种天然对称性上,包括翻译,旋转,缩放,节点排列和仪表变换。迄今为止,没有现有的体系结构与所有这些转换都不相同。在本文中,我们提出了一个基于注意力的网格数据的架构,该体系结构与上述所有转换相似。我们的管道依赖于相对切向特征的使用:一种简单,有效,等效性的替代品,可作为输入作为输入。有关浮士德和TOSCA数据集的实验证实,我们提出的架构在这些基准测试中的性能提高了,并且确实是对各种本地/全球转换的均等,因此具有强大的功能。
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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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We present Muse, a text-to-image Transformer model that achieves state-of-the-art image generation performance while being significantly more efficient than diffusion or autoregressive models. Muse is trained on a masked modeling task in discrete token space: given the text embedding extracted from a pre-trained large language model (LLM), Muse is trained to predict randomly masked image tokens. Compared to pixel-space diffusion models, such as Imagen and DALL-E 2, Muse is significantly more efficient due to the use of discrete tokens and requiring fewer sampling iterations; compared to autoregressive models, such as Parti, Muse is more efficient due to the use of parallel decoding. The use of a pre-trained LLM enables fine-grained language understanding, translating to high-fidelity image generation and the understanding of visual concepts such as objects, their spatial relationships, pose, cardinality etc. Our 900M parameter model achieves a new SOTA on CC3M, with an FID score of 6.06. The Muse 3B parameter model achieves an FID of 7.88 on zero-shot COCO evaluation, along with a CLIP score of 0.32. Muse also directly enables a number of image editing applications without the need to fine-tune or invert the model: inpainting, outpainting, and mask-free editing. More results are available at https://muse-model.github.io
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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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Grasping is an incredible ability of animals using their arms and limbs in their daily life. The human hand is an especially astonishing multi-fingered tool for precise grasping, which helped humans to develop the modern world. The implementation of the human grasp to virtual reality and telerobotics is always interesting and challenging at the same time. In this work, authors surveyed, studied, and analyzed the human hand-grasping behavior for the possibilities of haptic grasping in the virtual and remote environment. This work is focused on the motion and force analysis of fingers in human hand grasping scenarios and the paper describes the transition of the human hand grasping towards a tripod haptic grasp model for effective interaction in virtual reality.
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This short report reviews the current state of the research and methodology on theoretical and practical aspects of Artificial Neural Networks (ANN). It was prepared to gather state-of-the-art knowledge needed to construct complex, hypercomplex and fuzzy neural networks. The report reflects the individual interests of the authors and, by now means, cannot be treated as a comprehensive review of the ANN discipline. Considering the fast development of this field, it is currently impossible to do a detailed review of a considerable number of pages. The report is an outcome of the Project 'The Strategic Research Partnership for the mathematical aspects of complex, hypercomplex and fuzzy neural networks' meeting at the University of Warmia and Mazury in Olsztyn, Poland, organized in September 2022.
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Nonconvex-nonconcave minimax optimization has been the focus of intense research over the last decade due to its broad applications in machine learning and operation research. Unfortunately, most existing algorithms cannot be guaranteed to converge and always suffer from limit cycles. Their global convergence relies on certain conditions that are difficult to check, including but not limited to the global Polyak-\L{}ojasiewicz condition, the existence of a solution satisfying the weak Minty variational inequality and $\alpha$-interaction dominant condition. In this paper, we develop the first provably convergent algorithm called doubly smoothed gradient descent ascent method, which gets rid of the limit cycle without requiring any additional conditions. We further show that the algorithm has an iteration complexity of $\mathcal{O}(\epsilon^{-4})$ for finding a game stationary point, which matches the best iteration complexity of single-loop algorithms under nonconcave-concave settings. The algorithm presented here opens up a new path for designing provable algorithms for nonconvex-nonconcave minimax optimization problems.
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In this paper, we present an evolved version of the Situational Graphs, which jointly models in a single optimizable factor graph, a SLAM graph, as a set of robot keyframes, containing its associated measurements and robot poses, and a 3D scene graph, as a high-level representation of the environment that encodes its different geometric elements with semantic attributes and the relational information between those elements. Our proposed S-Graphs+ is a novel four-layered factor graph that includes: (1) a keyframes layer with robot pose estimates, (2) a walls layer representing wall surfaces, (3) a rooms layer encompassing sets of wall planes, and (4) a floors layer gathering the rooms within a given floor level. The above graph is optimized in real-time to obtain a robust and accurate estimate of the robot's pose and its map, simultaneously constructing and leveraging the high-level information of the environment. To extract such high-level information, we present novel room and floor segmentation algorithms utilizing the mapped wall planes and free-space clusters. We tested S-Graphs+ on multiple datasets including, simulations of distinct indoor environments, on real datasets captured over several construction sites and office environments, and on a real public dataset of indoor office environments. S-Graphs+ outperforms relevant baselines in the majority of the datasets while extending the robot situational awareness by a four-layered scene model. Moreover, we make the algorithm available as a docker file.
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