在过去的三十年中,结构性健康监测(SHM)一直是一个活跃的研究领域,并且在此期间积累了许多关键进展,如文献所示。但是,由于损害状态数据,操作和环境波动,可重复性问题以及边界条件的变化,SHM仍然面临挑战。这些问题在被捕获的功能中是不一致的,并且可能会对实际实施产生巨大影响,但更重要的是对技术的概括。基于人群的SHM旨在通过使用从相似结构组收集的数据对缺失信息进行建模和传输信息来解决其中的一些问题。在这项工作中,从四个健康的,名义上相同的全尺度复合直升机叶片收集了振动数据。制造差异(例如,几何形状和/或材料属性的略有差异),在其结构动力学上显示为可变性,这对于基于振动数据的机器学习而对SHM来说可能非常有问题。这项工作旨在通过使用高斯过程的混合物来定义叶片的频率响应函数的通用模型来解决此变异性。
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磁共振光谱成像(MRSI)是量化体内代谢物的必不可少的工具,但是低空间分辨率限制了其临床应用。基于深度学习的超分辨率方法为改善MRSI的空间分辨率提供了有希望的结果,但是与实验获得的高分辨率图像相比,超级分辨图像通常是模糊的。已经使用生成对抗网络进行了尝试,以提高图像视觉质量。在这项工作中,我们考虑了另一种类型的生成模型,即基于流的模型,与对抗网络相比,训练更稳定和可解释。具体而言,我们提出了一个基于流动的增强器网络,以提高超分辨率MRSI的视觉质量。与以前的基于流的模型不同,我们的增强器网络包含了来自其他图像模式(MRI)的解剖信息,并使用可学习的基础分布。此外,我们施加指南丢失和数据一致性丢失,以鼓励网络在保持高忠诚度的同时以高视觉质量生成图像。从25名高级神经胶质瘤患者获得的1H-MRSI数据集上进行的实验表明,我们的增强子网络的表现优于对抗网络和基线基线方法。我们的方法还允许视觉质量调整和不确定性估计。
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与人类类似,动物的面部表情与情绪状态紧密相关。但是,与人类领域相反,动物面部表情对情绪状态的自动识别是没有充满反应的,这主要是由于数据收集和建立地面真相的困难,涉及非语言用户的情绪状态。我们将最近的深度学习技术应用于在受控的实验环境中收集的数据集上对狗的挫败进行分类和(负面)的挫败感。我们探索在此任务的不同监督下不同骨干(例如,重新连接,VIT)的适用性,并发现自我监督的预定的VIT(DINO-VIT)的特征优于其他替代方案。据我们所知,这项工作是第一个解决对受控实验中获得的数据自动分类的任务。
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我们研究小组对称性如何帮助提高端到端可区分计划算法的数据效率和概括,特别是在2D机器人路径计划问题上:导航和操纵。我们首先从价值迭代网络(VIN)正式使用卷积网络进行路径计划,因为它避免了明确构建等价类别并启用端到端计划。然后,我们证明价值迭代可以始终表示为(2D)路径计划的某种卷积形式,并将结果范式命名为对称范围(SYMPLAN)。在实施中,我们使用可进入的卷积网络来合并对称性。我们在导航和操纵方面的算法,具有给定或学习的地图,提高了与非等级同行VIN和GPPN相比,大幅度利润的训练效率和概括性能。
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组成概括是学习和决策的关键能力。我们专注于在面向对象的环境中进行强化学习的设置,以研究世界建模中的组成概括。我们(1)通过代数方法正式化组成概括问题,(2)研究世界模型如何实现这一目标。我们介绍了一个概念环境,对象库和两个实例,并部署了一条原则的管道来衡量概括能力。通过公式的启发,我们使用我们的框架分析了几种具有精确或没有组成概括能力的方法,并设计了一种可区分的方法,同构对象的世界模型(HOWM),可以实现柔软但更有效的组成概括。
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数据增强是自然语言处理(NLP)模型的鲁棒性评估的重要组成部分,以及增强他们培训的数据的多样性。在本文中,我们呈现NL-Cogmenter,这是一种新的参与式Python的自然语言增强框架,它支持创建两个转换(对数据的修改)和过滤器(根据特定功能的数据拆分)。我们描述了框架和初始的117个变换和23个过滤器,用于各种自然语言任务。我们通过使用其几个转换来分析流行自然语言模型的鲁棒性来证明NL-Upmenter的功效。基础架构,Datacards和稳健性分析结果在NL-Augmenter存储库上公开可用(\ url {https://github.com/gem-benchmark/nl-augmenter})。
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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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A Digital Twin (DT) is a simulation of a physical system that provides information to make decisions that add economic, social or commercial value. The behaviour of a physical system changes over time, a DT must therefore be continually updated with data from the physical systems to reflect its changing behaviour. For resource-constrained systems, updating a DT is non-trivial because of challenges such as on-board learning and the off-board data transfer. This paper presents a framework for updating data-driven DTs of resource-constrained systems geared towards system health monitoring. The proposed solution consists of: (1) an on-board system running a light-weight DT allowing the prioritisation and parsimonious transfer of data generated by the physical system; and (2) off-board robust updating of the DT and detection of anomalous behaviours. Two case studies are considered using a production gas turbine engine system to demonstrate the digital representation accuracy for real-world, time-varying physical systems.
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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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