内核放牧算法用于在复制的内核希尔伯特空间(RKHS)中构建正交规则。虽然该方法的算法的计算效率和输出正交公式的稳定性是该方法的优点,但与其他正交方法相比,给定数量的节点的集成误差的收敛速度很慢。在本文中,我们提出了一种经过修改的内核放牧算法,该算法在先前的研究中引入了框架,并旨在获得更稀疏的解决方案,同时保留标准仁放牧的优势。在提出的算法中,负梯度通过几个顶点方向近似,并且通过在每次迭代中的近似下降方向移动来更新当前的解决方案。我们表明,集成误差的收敛速度是由负梯度和近似梯度之间角度的余弦决定的。基于此,我们提出了新的梯度近似算法并理论上分析它们,包括通过收敛分析。在数值实验中,我们从节点的稀疏性和计算效率方面证实了所提出的算法的有效性。此外,我们提供了具有完全校对权重的内核正交规则的新理论分析,该规则比以前的研究更快地实现了收敛速度。
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When simulating soft robots, both their morphology and their controllers play important roles in task performance. This paper introduces a new method to co-evolve these two components in the same process. We do that by using the hyperNEAT algorithm to generate two separate neural networks in one pass, one responsible for the design of the robot body structure and the other for the control of the robot. The key difference between our method and most existing approaches is that it does not treat the development of the morphology and the controller as separate processes. Similar to nature, our method derives both the "brain" and the "body" of an agent from a single genome and develops them together. While our approach is more realistic and doesn't require an arbitrary separation of processes during evolution, it also makes the problem more complex because the search space for this single genome becomes larger and any mutation to the genome affects "brain" and the "body" at the same time. Additionally, we present a new speciation function that takes into consideration both the genotypic distance, as is the standard for NEAT, and the similarity between robot bodies. By using this function, agents with very different bodies are more likely to be in different species, this allows robots with different morphologies to have more specialized controllers since they won't crossover with other robots that are too different from them. We evaluate the presented methods on four tasks and observe that even if the search space was larger, having a single genome makes the evolution process converge faster when compared to having separated genomes for body and control. The agents in our population also show morphologies with a high degree of regularity and controllers capable of coordinating the voxels to produce the necessary movements.
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Taking into account background knowledge as the context has always been an important part of solving tasks that involve natural language. One representative example of such tasks is text-based games, where players need to make decisions based on both description text previously shown in the game, and their own background knowledge about the language and common sense. In this work, we investigate not simply giving common sense, as can be seen in prior research, but also its effective usage. We assume that a part of the environment states different from common sense should constitute one of the grounds for action selection. We propose a novel agent, DiffG-RL, which constructs a Difference Graph that organizes the environment states and common sense by means of interactive objects with a dedicated graph encoder. DiffG-RL also contains a framework for extracting the appropriate amount and representation of common sense from the source to support the construction of the graph. We validate DiffG-RL in experiments with text-based games that require common sense and show that it outperforms baselines by 17% of scores. The code is available at https://github.com/ibm/diffg-rl
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Our team, Hibikino-Musashi@Home (the shortened name is HMA), was founded in 2010. It is based in the Kitakyushu Science and Research Park, Japan. We have participated in the RoboCup@Home Japan open competition open platform league every year since 2010. Moreover, we participated in the RoboCup 2017 Nagoya as open platform league and domestic standard platform league teams. Currently, the Hibikino-Musashi@Home team has 20 members from seven different laboratories based in the Kyushu Institute of Technology. In this paper, we introduce the activities of our team and the technologies.
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本文档描述了Spotify出于学术研究目的发布的葡萄牙语播客数据集。我们概述了如何采样数据,有关集合的一些基本统计数据,以及有关巴西和葡萄牙方言的分发信息的简要信息。
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临床文本的自动汇总可以减轻医疗专业人员的负担。 “放电摘要”是摘要的一种有希望的应用,因为它们可以从每日住院记录中产生。我们的初步实验表明,放电摘要中有20-31%的描述与住院记录的内容重叠。但是,目前尚不清楚如何从非结构化来源生成摘要。为了分解医师的摘要过程,本研究旨在确定摘要中的最佳粒度。我们首先定义了具有不同粒度的三种摘要单元,以比较放电摘要生成的性能:整个句子,临床段和条款。我们在这项研究中定义了临床细分,旨在表达最小的医学意义概念。为了获得临床细分,有必要在管道的第一阶段自动拆分文本。因此,我们比较了基于规则的方法和一种机器学习方法,而后者在分裂任务中以0.846的F1得分优于构造者。接下来,我们在日本的多机构国家健康记录上,使用三种类型的单元(基于Rouge-1指标)测量了提取性摘要的准确性。使用整个句子,临床段和条款分别为31.91、36.15和25.18的提取性摘要的测量精度分别为31.91、36.15和25.18。我们发现,临床细分的准确性比句子和条款更高。该结果表明,住院记录的汇总需要比面向句子的处理更精细的粒度。尽管我们仅使用日本健康记录,但可以解释如下:医生从患者记录中提取“具有医学意义的概念”并重新组合它们...
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深度神经网络(DNN)众所周知,很容易受到对抗例子的影响(AES)。此外,AE具有对抗性可传递性,这意味着为源模型生成的AE可以以非平凡的概率欺骗另一个黑框模型(目标模型)。在本文中,我们首次研究了包括Convmixer在内的模型之间的对抗性转移性的属性。为了客观地验证可转让性的属性,使用称为AutoAttack的基准攻击方法评估模型的鲁棒性。在图像分类实验中,Convmixer被确认对对抗性转移性较弱。
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场景中光的极化信息对于各种图像处理和计算机视觉任务很有价值。平面偏光仪是一种有前途的方法,可以一次性地捕获不同方向的极化图像,而它需要颜色极化的表现。在本文中,我们提出了一个两步的颜色偏振化学网络〜(TCPDNET),该网络由两个颜色的表演和极化演示组成。我们还引入了YCBCR颜色空间中的重建损失,以提高TCPDNET的性能。实验比较表明,TCPDNET在极化图像的图像质量和Stokes参数的准确性方面优于现有方法。
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实现接近真实机器人的高度准确的运动学或模拟器模型可以促进基于模型的控制(例如,模型预测性控制或线性质量调节器),基于模型的轨迹计划(例如,轨迹优化),并减少增强学习方法所需的学习时间。因此,这项工作的目的是学习运动学和/或模拟器模型与真实机器人之间的残余误差。这是使用自动调节和神经网络实现的,其中使用自动调整方法更新神经网络的参数,该方法应用了从无味的Kalman滤波器(UKF)公式进行方程式。使用此方法,我们仅使用少量数据对这些残差错误进行建模 - 当我们直接从硬件操作中学习改善模拟器/运动学模型时,这是必要的。我们演示了关于机器人硬件(例如操纵器组)的方法,并表明,通过学习的残差错误,我们可以进一步缩小运动学模型,模拟和真实机器人之间的现实差距。
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深度神经网络(DNN)众所周知,很容易受到对抗例子的影响(AES)。此外,AE具有对抗性转移性,即为源模型傻瓜(目标)模型生成的AE。在本文中,我们首次研究了为对抗性强大防御的模型的可传递性。为了客观地验证可转让性的属性,使用称为AutoAttack的基准攻击方法评估模型的鲁棒性。在图像分类实验中,使用加密模型的使用不仅是对AE的鲁棒性,而且还可以减少AES在模型的可传递性方面的影响。
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