在本文中,我们考虑了一个$ {\ rm u}(1)$ - 连接图,也就是说,每个方向的边缘都赋予了一个单位模量复杂的数字,该数字在方向翻转下简单地结合了。当时,组合laplacian的自然替代品是所谓的磁性拉普拉斯(Hermitian Matrix),其中包括有关图形连接的信息。连接图和磁性拉普拉斯人出现,例如在角度同步问题中。在较大且密集的图的背景下,我们在这里研究了磁性拉普拉斯的稀疏器,即基于边缘很少的子图的光谱近似值。我们的方法依赖于使用自定义的确定点过程对跨越森林(MTSF)进行取样,这是一种比偏爱多样性的边缘的分布。总而言之,MTSF是一个跨越子图,其连接的组件是树或周期根的树。后者部分捕获了连接图的角不一致,因此提供了一种压缩连接中包含的信息的方法。有趣的是,当此连接图具有弱不一致的周期时,可以通过使用循环弹出的随机行走来获得此分布的样本。我们为选择Laplacian的自然估计量提供了统计保证,并调查了我们的Sparsifier在两个应用中的实际应用。
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确定点过程(DPP)是排斥点模式的统计模型。取样和推理都是DPPS的易用,这是具有负依赖性的模型中的罕见特征,解释了他们在机器学习和空间统计中的普及。已经在有限情况下提出了参数和非参数推断方法,即当点模式生活在有限的地面集中时。在连续的情况下,只有研究参数方法,而DPPS的非参数最大可能性 - 追踪课程运算符的优化问题 - 仍然是一个打开的问题。在本文中,我们表明,这种最大可能性(MLE)问题的受限制版本落入了RKHS中的非负面函数的最新代表定理的范围内。这导致有限的尺寸问题,具有强大的统计关系到原始MLE。此外,我们提出,分析,并展示了解决这个有限尺寸问题的定点算法。最后,我们还提供了对DPP的相关核的受控估计,从而提供更多的解释性。
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This report summarizes the work carried out by the authors during the Twelfth Montreal Industrial Problem Solving Workshop, held at Universit\'e de Montr\'eal in August 2022. The team tackled a problem submitted by CBC/Radio-Canada on the theme of Automatic Text Simplification (ATS).
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Imperfect information games (IIG) are games in which each player only partially observes the current game state. We study how to learn $\epsilon$-optimal strategies in a zero-sum IIG through self-play with trajectory feedback. We give a problem-independent lower bound $\mathcal{O}(H(A_{\mathcal{X}}+B_{\mathcal{Y}})/\epsilon^2)$ on the required number of realizations to learn these strategies with high probability, where $H$ is the length of the game, $A_{\mathcal{X}}$ and $B_{\mathcal{Y}}$ are the total number of actions for the two players. We also propose two Follow the Regularize leader (FTRL) algorithms for this setting: Balanced-FTRL which matches this lower bound, but requires the knowledge of the information set structure beforehand to define the regularization; and Adaptive-FTRL which needs $\mathcal{O}(H^2(A_{\mathcal{X}}+B_{\mathcal{Y}})/\epsilon^2)$ plays without this requirement by progressively adapting the regularization to the observations.
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Line segments are ubiquitous in our human-made world and are increasingly used in vision tasks. They are complementary to feature points thanks to their spatial extent and the structural information they provide. Traditional line detectors based on the image gradient are extremely fast and accurate, but lack robustness in noisy images and challenging conditions. Their learned counterparts are more repeatable and can handle challenging images, but at the cost of a lower accuracy and a bias towards wireframe lines. We propose to combine traditional and learned approaches to get the best of both worlds: an accurate and robust line detector that can be trained in the wild without ground truth lines. Our new line segment detector, DeepLSD, processes images with a deep network to generate a line attraction field, before converting it to a surrogate image gradient magnitude and angle, which is then fed to any existing handcrafted line detector. Additionally, we propose a new optimization tool to refine line segments based on the attraction field and vanishing points. This refinement improves the accuracy of current deep detectors by a large margin. We demonstrate the performance of our method on low-level line detection metrics, as well as on several downstream tasks using multiple challenging datasets. The source code and models are available at https://github.com/cvg/DeepLSD.
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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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Diffusion models have quickly become the go-to paradigm for generative modelling of perceptual signals (such as images and sound) through iterative refinement. Their success hinges on the fact that the underlying physical phenomena are continuous. For inherently discrete and categorical data such as language, various diffusion-inspired alternatives have been proposed. However, the continuous nature of diffusion models conveys many benefits, and in this work we endeavour to preserve it. We propose CDCD, a framework for modelling categorical data with diffusion models that are continuous both in time and input space. We demonstrate its efficacy on several language modelling tasks.
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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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