Deep learning techniques with neural networks have been used effectively in computational fluid dynamics (CFD) to obtain solutions to nonlinear differential equations. This paper presents a physics-informed neural network (PINN) approach to solve the Blasius function. This method eliminates the process of changing the non-linear differential equation to an initial value problem. Also, it tackles the convergence issue arising in the conventional series solution. It is seen that this method produces results that are at par with the numerical and conventional methods. The solution is extended to the negative axis to show that PINNs capture the singularity of the function at $\eta=-5.69$
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Autonomous driving requires efficient reasoning about the location and appearance of the different agents in the scene, which aids in downstream tasks such as object detection, object tracking, and path planning. The past few years have witnessed a surge in approaches that combine the different taskbased modules of the classic self-driving stack into an End-toEnd(E2E) trainable learning system. These approaches replace perception, prediction, and sensor fusion modules with a single contiguous module with shared latent space embedding, from which one extracts a human-interpretable representation of the scene. One of the most popular representations is the Birds-eye View (BEV), which expresses the location of different traffic participants in the ego vehicle frame from a top-down view. However, a BEV does not capture the chromatic appearance information of the participants. To overcome this limitation, we propose a novel representation that captures various traffic participants appearance and occupancy information from an array of monocular cameras covering 360 deg field of view (FOV). We use a learned image embedding of all camera images to generate a BEV of the scene at any instant that captures both appearance and occupancy of the scene, which can aid in downstream tasks such as object tracking and executing language-based commands. We test the efficacy of our approach on synthetic dataset generated from CARLA. The code, data set, and results can be found at https://rebrand.ly/APP OCC-results.
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我们提出了一种数据驱动的算法,广告商可以用来自动在线出版商的数字广告广告。该算法使广告客户能够跨越可用的目标受众和AD-Media搜索通过在线实验找到其广告系列的最佳组合。找到最佳受众ad AD组合的问题使许多独特的挑战变得复杂,包括(a)需要积极探索以解决先前的不确定性并加快搜索有利可图的组合,(b)许多组合可供选择,产生高维搜索公式,以及(c)成功概率非常低,通常只有百分之一。我们的算法(指定的LRDL,logistic回归与Debiased Lasso的首字母缩写)通过结合四个元素来解决这些挑战:一个用于主动探索的多层匪徒框架;套索惩罚功能以处理高维度;一个内置的偏见核,可处理套索引起的正则化偏差;以及一个半参数回归模型,用于促进跨武器交叉学习的结果。该算法是作为汤普森采样器实施的,据我们所知,这是第一个实际上可以解决以上所有挑战的方法。具有真实和合成数据的模拟表明该方法是有效的,并记录了其在最近的高维匪徒文献中的几个基准测试中的出色性能。
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联合学习(FL)允许在几个计算设备上进行协作汇总的学习信息,并在其中共享相同的信息,从而解决隐私问题和巨大的带宽。 FL技术通常使用中央服务器或云来汇总从设备接收的模型。这种集中的FL技术遭受了固有的问题,例如中央节点的故障和频道带宽中的瓶颈。当FL与用作设备的连接机器人结合使用时,中央控制实体的故障会导致混乱的情况。本文介绍了基于移动代理的范例,以分散多机器人方案中的FL。我们使用Webot,一种流行的免费开源机器人模拟器和移动代理平台塔塔鲁斯(Tartarus),我们提出了一种方法,以在一组连接的机器人中分散联合学习。通过在不同的连接计算系统上运行的Webot,我们显示移动代理如何执行分散的联合加固学习(DFRL)的任务。通过使用Q-学习和SARSA进行的实验获得的结果,通过汇总其相应的Q表,显示出在机器人技术域中使用分散的FL的生存能力。由于所提出的工作可以与其他学习算法和真正的机器人结合使用,因此它可以用来使用异质学习算法在多机器人方案中同时使用异质学习算法进行研究。
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AI正在经历范式转变,随着模型的兴起(例如Bert,Dall-E,GPT-3),这些模型经过大规模的数据训练,并且可以适应广泛的下游任务。我们称这些模型基础模型来强调其至关重要但不完整的特征。该报告提供了基础模型的机会和风险的详尽说明,包括其功能(例如语言,愿景,机器人技术,推理,人类互动)和技术原则(例如,模型架构,培训程序,数据,系统,安全,安全性,评估,理论)对其应用(例如法律,医疗保健,教育)和社会影响(例如不平等,滥用,经济和环境影响,法律和道德考虑)。尽管基础模型基于标准的深度学习和转移学习,但它们的规模导致了新的新兴能力,以及它们在许多任务中的有效性都激发了同质化。同质化提供了强大的杠杆作用,但要求谨慎,因为基础模型的缺陷均由下游的所有适应模型继承。尽管即将广泛地部署基础模型,但我们目前对它们的工作方式,失败以及由于其新兴属性的影响而缺乏清晰的了解。为了解决这些问题,我们认为基础模型的许多批判性研究都需要与他们的基本社会技术性质相称。
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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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