欧几里得最短的路径问题(ESPP)是许多实际应用的精心研究的问题。最近,基于射线拍摄和多边形扫描,已经开发了一种新的高效在线方法Rayscan。在本文中,我们展示了如何通过仔细理解多边形扫描来改善Rayscan。我们还研究了如何在单源多目标方案中应用Rayscan,在扫描过程中,逻辑用于减少所需的射线射击数量。这种改进也有助于单个目标情况。我们将改进的Rayscan+与最新的ESPP算法进行比较,说明了情况更好的情况。
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We study the learning dynamics of self-predictive learning for reinforcement learning, a family of algorithms that learn representations by minimizing the prediction error of their own future latent representations. Despite its recent empirical success, such algorithms have an apparent defect: trivial representations (such as constants) minimize the prediction error, yet it is obviously undesirable to converge to such solutions. Our central insight is that careful designs of the optimization dynamics are critical to learning meaningful representations. We identify that a faster paced optimization of the predictor and semi-gradient updates on the representation, are crucial to preventing the representation collapse. Then in an idealized setup, we show self-predictive learning dynamics carries out spectral decomposition on the state transition matrix, effectively capturing information of the transition dynamics. Building on the theoretical insights, we propose bidirectional self-predictive learning, a novel self-predictive algorithm that learns two representations simultaneously. We examine the robustness of our theoretical insights with a number of small-scale experiments and showcase the promise of the novel representation learning algorithm with large-scale experiments.
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The increasing complexity of gameplay mechanisms in modern video games is leading to the emergence of a wider range of ways to play games. The variety of possible play-styles needs to be anticipated by designers, through automated tests. Reinforcement Learning is a promising answer to the need of automating video game testing. To that effect one needs to train an agent to play the game, while ensuring this agent will generate the same play-styles as the players in order to give meaningful feedback to the designers. We present CARMI: a Configurable Agent with Relative Metrics as Input. An agent able to emulate the players play-styles, even on previously unseen levels. Unlike current methods it does not rely on having full trajectories, but only summary data. Moreover it only requires little human data, thus compatible with the constraints of modern video game production. This novel agent could be used to investigate behaviors and balancing during the production of a video game with a realistic amount of training time.
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Modern video games are becoming richer and more complex in terms of game mechanics. This complexity allows for the emergence of a wide variety of ways to play the game across the players. From the point of view of the game designer, this means that one needs to anticipate a lot of different ways the game could be played. Machine Learning (ML) could help address this issue. More precisely, Reinforcement Learning is a promising answer to the need of automating video game testing. In this paper we present a video game environment which lets us define multiple play-styles. We then introduce CARI: a Configurable Agent with Reward as Input. An agent able to simulate a wide continuum range of play-styles. It is not constrained to extreme archetypal behaviors like current methods using reward shaping. In addition it achieves this through a single training loop, instead of the usual one loop per play-style. We compare this novel training approach with the more classic reward shaping approach and conclude that CARI can also outperform the baseline on archetypes generation. This novel agent could be used to investigate behaviors and balancing during the production of a video game with a realistic amount of training time.
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Large language models (LLMs) have been shown to be able to perform new tasks based on a few demonstrations or natural language instructions. While these capabilities have led to widespread adoption, most LLMs are developed by resource-rich organizations and are frequently kept from the public. As a step towards democratizing this powerful technology, we present BLOOM, a 176B-parameter open-access language model designed and built thanks to a collaboration of hundreds of researchers. BLOOM is a decoder-only Transformer language model that was trained on the ROOTS corpus, a dataset comprising hundreds of sources in 46 natural and 13 programming languages (59 in total). We find that BLOOM achieves competitive performance on a wide variety of benchmarks, with stronger results after undergoing multitask prompted finetuning. To facilitate future research and applications using LLMs, we publicly release our models and code under the Responsible AI License.
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病理系统地诱导形态学变化,从而提供了主要但不足以量化的可观察到诊断来源。该研究基于计算机断层扫描(CT)体积的形态特征(3D形态学)开发了病理状态的预测模型。开发了一个完整的工作流程,以进行网状提取和简化器官表面的工作流程,并与平均曲率和网状能的分布自动提取形态特征自动提取。然后对XGBoost监督分类器进行了训练和测试,以预测病理状态。该框架应用于肺结节恶性肿瘤的预测。在具有恶性肿瘤的NLST数据库的子集中,仅使用3D形态学证实了活检,将肺结节的分类模型分类为恶性与良性AUC的良性0.964。 (1)临床相关特征的其他三组经典特征经过训练和测试,AUC为0.58,(2)111辐射因子学的AUC为0.976,(3)含有结节大小,衰减和衰减和衰减的放射科医生地面真相(GT) Spiculation定性注释的AUC为0.979。我们还测试了Brock模型并获得0.826的AUC。将3D形态学和放射素学特征结合在一起,可以实现最新的结果,而AUC为0.978,其中3D形态学具有一些最高的预测能力。作为对公共独立队列的验证,将模型应用于LIDC数据集,3D形态学的AUC达到0.906,而3D型物体+放射线学则获得了0.958的AUC,在挑战中排名第二。它将曲率分布确定为预测肺结核恶性肿瘤的有效特征,并可以直接应用于任意计算机辅助诊断任务。
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强大的加强学习试图使预测对系统的动态或奖励的变化更加强大。当从数据中估算环境的动态和奖励时,此问题尤其重要。在本文中,我们近似使用$ \ phi $ divergence使用近似风险的配方来限制强大的增强学习。我们表明,通过目标的标准偏差惩罚,可以鲁esthing稳健地进行经典的增强学习配方。在经典的健身房环境中提出和测试了两种基于分布强化学习的算法,一种用于离散的算法,一种用于连续的动作空间,以证明算法的鲁棒性。
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少量对象检测(FSOD)是计算机视觉中快速生长的领域。它包括查找给定的一组类的所有出现,只有每个类的少数注释的示例。已经提出了许多方法来解决这一挑战,其中大部分是基于注意机制。然而,各种经典对象检测框架和培训策略使方法之间的性能比较困难。特别是对于基于关注的FSOD方法,比较不同关注机制对性能的影响是费力的。本文旨在填补这种缺点。为此,提出了一种灵活的框架,以允许实施文献中可用的大部分注意技术。要正确介绍这样的框架,首先提供了对现有FSOD方法的详细审查。然后在框架内重新实现一些不同的关注机制,并与固定的所有其他参数进行比较。
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Recent advances in deep learning have enabled us to address the curse of dimensionality (COD) by solving problems in higher dimensions. A subset of such approaches of addressing the COD has led us to solving high-dimensional PDEs. This has resulted in opening doors to solving a variety of real-world problems ranging from mathematical finance to stochastic control for industrial applications. Although feasible, these deep learning methods are still constrained by training time and memory. Tackling these shortcomings, Tensor Neural Networks (TNN) demonstrate that they can provide significant parameter savings while attaining the same accuracy as compared to the classical Dense Neural Network (DNN). In addition, we also show how TNN can be trained faster than DNN for the same accuracy. Besides TNN, we also introduce Tensor Network Initializer (TNN Init), a weight initialization scheme that leads to faster convergence with smaller variance for an equivalent parameter count as compared to a DNN. We benchmark TNN and TNN Init by applying them to solve the parabolic PDE associated with the Heston model, which is widely used in financial pricing theory.
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Training a very deep neural network is a challenging task, as the deeper a neural network is, the more non-linear it is. We compare the performances of various preconditioned Langevin algorithms with their non-Langevin counterparts for the training of neural networks of increasing depth. For shallow neural networks, Langevin algorithms do not lead to any improvement, however the deeper the network is and the greater are the gains provided by Langevin algorithms. Adding noise to the gradient descent allows to escape from local traps, which are more frequent for very deep neural networks. Following this heuristic we introduce a new Langevin algorithm called Layer Langevin, which consists in adding Langevin noise only to the weights associated to the deepest layers. We then prove the benefits of Langevin and Layer Langevin algorithms for the training of popular deep residual architectures for image classification.
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