前列腺活检和图像引导的治疗程序通常是在与磁共振图像(MRI)的超声指导下进行的。准确的图像融合依赖于超声图像上前列腺的准确分割。然而,超声图像中降低的信噪比和工件(例如,斑点和阴影)限制了自动前列腺分割技术的性能,并将这些方法推广到新的图像域是本质上很难的。在这项研究中,我们通过引入一种新型的2.5D深神经网络来解决这些挑战,用于超声图像上的前列腺分割。我们的方法通过组合有监督的域适应技术和知识蒸馏损失,解决了转移学习和填充方法的局限性(即,在更新模型权重时,在更新模型权重时的性能下降)。知识蒸馏损失允许保留先前学习的知识,并在新数据集上的模型填充后降低性能下降。此外,我们的方法依赖于注意模块,该模块认为模型特征定位信息以提高分割精度。我们对一个机构的764名受试者进行了培训,并仅使用后续机构中的十个受试者对我们的模型进行了审核。我们分析了方法在三个大型数据集上的性能,其中包括来自三个不同机构的2067名受试者。我们的方法达到了平均骰子相似性系数(骰子)为$ 94.0 \ pm0.03 $,而Hausdorff距离(HD95)为2.28 $ mm $,在第一机构的独立受试者中。此外,我们的模型在其他两个机构的研究中都很好地概括了(骰子:$ 91.0 \ pm0.03 $; hd95:3.7 $ mm $ and Dice:$ 82.0 \ pm0.03 $; hd95 $; hd95:7.1 $ mm $)。
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ICECUBE是一种用于检测1 GEV和1 PEV之间大气和天体中微子的光学传感器的立方公斤阵列,该阵列已部署1.45 km至2.45 km的南极的冰盖表面以下1.45 km至2.45 km。来自ICE探测器的事件的分类和重建在ICeCube数据分析中起着核心作用。重建和分类事件是一个挑战,这是由于探测器的几何形状,不均匀的散射和冰中光的吸收,并且低于100 GEV的光,每个事件产生的信号光子数量相对较少。为了应对这一挑战,可以将ICECUBE事件表示为点云图形,并将图形神经网络(GNN)作为分类和重建方法。 GNN能够将中微子事件与宇宙射线背景区分开,对不同的中微子事件类型进行分类,并重建沉积的能量,方向和相互作用顶点。基于仿真,我们提供了1-100 GEV能量范围的比较与当前ICECUBE分析中使用的当前最新最大似然技术,包括已知系统不确定性的影响。对于中微子事件分类,与当前的IceCube方法相比,GNN以固定的假阳性速率(FPR)提高了信号效率的18%。另外,GNN在固定信号效率下将FPR的降低超过8(低于半百分比)。对于能源,方向和相互作用顶点的重建,与当前最大似然技术相比,分辨率平均提高了13%-20%。当在GPU上运行时,GNN能够以几乎是2.7 kHz的中位数ICECUBE触发速率的速率处理ICECUBE事件,这打开了在在线搜索瞬态事件中使用低能量中微子的可能性。
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肺癌是最致命的癌症之一,部分诊断和治疗取决于肿瘤的准确描绘。目前是最常见的方法的人以人为本的分割,须遵守观察者间变异性,并且考虑到专家只能提供注释的事实,也是耗时的。最近展示了有前途的结果,自动和半自动肿瘤分割方法。然而,随着不同的研究人员使用各种数据集和性能指标验证了其算法,可靠地评估这些方法仍然是一个开放的挑战。通过2018年IEEE视频和图像处理(VIP)杯竞赛创建的计算机断层摄影扫描(LOTUS)基准测试的肺起源肿瘤分割的目标是提供唯一的数据集和预定义的指标,因此不同的研究人员可以开发和以统一的方式评估他们的方法。 2018年VIP杯始于42个国家的全球参与,以获得竞争数据。在注册阶段,有129名成员组成了来自10个国家的28个团队,其中9个团队将其达到最后阶段,6队成功完成了所有必要的任务。简而言之,竞争期间提出的所有算法都是基于深度学习模型与假阳性降低技术相结合。三种决赛选手开发的方法表明,有希望的肿瘤细分导致导致越来越大的努力应降低假阳性率。本次竞争稿件概述了VIP-Cup挑战,以及所提出的算法和结果。
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在神经形态计算中,人工突触提供了一种基于来自神经元的输入来设置的多重导电状态,类似于大脑。可能需要超出多重权重的突触的附加属性,并且可以取决于应用程序,需要需要从相同材料生成不同的突触行为。这里,我们基于使用磁隧道结和磁畴壁的磁性材料测量人造突触。通过在单个磁隧道结下面的畴壁轨道中制造光刻槽口,我们实现了4-5个稳定的电阻状态,可以使用自旋轨道扭矩电气可重复控制。我们分析几何形状对突触行为的影响,表明梯形装置具有高可控性的不对称性重量,而直线装置具有较高的随机性,但具有稳定的电阻水平。设备数据被输入到神经形态计算模拟器中以显示特定于应用程序突触函数的有用性。实施应用于流式的时尚 - MNIST数据的人工神经网络,我们表明梯形磁突出可以用作高效在线学习的元塑功能。为CiFar-100图像识别实施卷积神经网络,我们表明直流突触由于其电阻水平的稳定性而达到近乎理想的推理精度。这项工作显示多重磁突触是神经形态计算的可行技术,并为新兴人工突触技术提供设计指南。
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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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Reading comprehension of legal text can be a particularly challenging task due to the length and complexity of legal clauses and a shortage of expert-annotated datasets. To address this challenge, we introduce the Merger Agreement Understanding Dataset (MAUD), an expert-annotated reading comprehension dataset based on the American Bar Association's 2021 Public Target Deal Points Study, with over 39,000 examples and over 47,000 total annotations. Our fine-tuned Transformer baselines show promising results, with models performing well above random on most questions. However, on a large subset of questions, there is still room for significant improvement. As the only expert-annotated merger agreement dataset, MAUD is valuable as a benchmark for both the legal profession and the NLP community.
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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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