在本文中,我们介绍了一种生成的对抗性网络(GaN)机器学习模型,用于在空间域中插入不规则分布的测量,以构造平滑的射频图(RFMAP),然后使用深神经网络进行定位。在空间,时间和频域中监控无线频谱将成为促进超出-5G和6G通信技术的动态频谱访问(DSA)的关键特性。本地化,无线信号检测和频谱策略制作是分布式频谱感测的几个应用程序将发挥重要作用。无线发射器的检测和定位是在大谱和空间区域中非常具有挑战性的任务。为了构建平滑的RFMAP数据库,需要大量测量,这可能非常昂贵且耗时。一种帮助实现这些系统的一种方法是在给定区域中收集有限的局部测量,然后将测量值插入以构造数据库。文献中的当前方法采用信道建模来构建射频图,其缺乏用于精确定位的粒度,而我们所提出的方法重建了新的广义RFMAP。将本地化结果与传统信道模型进行了呈现和比较。
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Model counting is a fundamental problem which has been influential in many applications, from artificial intelligence to formal verification. Due to the intrinsic hardness of model counting, approximate techniques have been developed to solve real-world instances of model counting. This paper designs a new anytime approach called PartialKC for approximate model counting. The idea is a form of partial knowledge compilation to provide an unbiased estimate of the model count which can converge to the exact count. Our empirical analysis demonstrates that PartialKC achieves significant scalability and accuracy over prior state-of-the-art approximate counters, including satss and STS. Interestingly, the empirical results show that PartialKC reaches convergence for many instances and therefore provides exact model counting performance comparable to state-of-the-art exact counters.
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尽管只有几个兴趣类的示例,但很少有声音事件检测是检测声音事件的任务。该框架在生物声学中特别有用,在生物声学中,通常需要注释很长的录音,但是专家注释时间是有限的。本文概述了Dcase 2022 Challenge中包含的第二次发射生物声音事件检测任务的第二版。介绍了任务目标,数据集和基准的详细描述,以及所获得的主要结果以及提交系统的特征。该任务收到了15个不同团队的提交,其中13个得分高于基线。最高的F-评分在评估集中为60%,这对去年的版本有了巨大的进步。高度表现的方法利用了原型网络,转导学习,并解决了所有目标类别的事件长度。此外,通过分析每个子集的结果,我们可以确定系统面临的主要困难,并得出结论,很少有展示的生物声音事件检测仍然是一个开放的挑战。
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机器学习已随着医疗,法律和运输等各种安全领域的应用而无所不在。在这些领域中,机器学习提供的高风险决策需要研究人员设计可解释的模型,在该模型中,预测对人类是可以理解的。在可解释的机器学习中,基于规则的分类器在通过包含输入功能的一组规则来表示决策边界方面特别有效。基于规则的分类器的解释性通常与规则的规模有关,其中较小的规则被认为更容易解释。要学习这样的分类器,蛮力的直接方法是考虑一个优化问题,该问题试图学习具有接近最大准确性的最小分类规则。由于其组合性质,该优化问题在计算上是可悲的,因此,在大型数据集中,该问题无法扩展。为此,在本文中,我们研究了基于学习规则的分类器的准确性,可解释性和可伸缩性之间的三角关系。本文的贡献是一个可解释的学习框架IMLI,这是基于最大的满意度(MAXSAT),用于在命题逻辑中表达的合成分类规则。尽管在过去十年中MaxSat解决方案取得了进展,但基于最直接的MaxSat解决方案仍无法扩展。因此,我们通过整合迷你批次学习和迭代规则学习,将有效的增量学习技术纳入了MaxSAT公式中。在我们的实验中,IMLI在预测准确性,可解释性和可伸缩性之间取得了最佳平衡。作为一个应用程序,我们将IMLI部署在学习流行的可解释分类器(例如决策清单和决策集)中。
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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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