我们提出了一种从一组输入输出对中学习的新算法。我们的算法专为输入变量和输出变量与输出变量之间的关系而呈现出跨预测器空间的异构行为的群体设计。该算法从生成子集开始,该子集集中在输入空间中的随机点。然后培训每个子集的本地预测器。然后,这些预测变量以一种新的方式组合以产生整体预测因子。由于其与堆叠回归的方法的相似,我们称之为“使用子集堆叠”或更少学习“。我们将测试性能与在多个数据集上的最先进的方法中进行比较。我们的比较表明,较少是一种竞争的监督学习方法。此外,我们观察到,在计算时间方面较少也有效,并且允许直接并行实现。
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随机梯度下降方法及其变体构成了实现机器学习问题的良好收敛速率的核心优化算法。尤其获得这些速率,特别是当这些算法用于手头的应用程序进行微调时。虽然这种调整过程可能需要大的计算成本,但最近的工作表明,通过线路搜索方法可以减少这些成本,可以迭代调整步骤。我们通过使用基于前向步骤模型建筑的新算法提出了一种替代方法来转移到随机线路搜索。该模型构建步骤包含了二阶信息,允许不仅调整步骤,还可以调整搜索方向。注意到深度学习模型参数分组(张量层),我们的方法构建其模型,并计算每个参数组的新步骤。这种新颖的对角化方法使所选择的步长自适应。我们提供收敛率分析,并通过实验表明,在大多数问题中,所提出的算法在大多数问题中实现更快的收敛性和更好的概括。此外,我们的实验表明,该方法的方法非常强大,因为它会收敛于各种初始步骤。
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我们为学习限制建立了混合整数优化的广泛方法论基础。我们提出了一种用于数据驱动决策的端到端管道,其中使用机器学习直接从数据中学习限制和目标,并且培训的模型嵌入在优化配方中。我们利用许多机器学习方法的混合整数优化 - 焦点,包括线性模型,决策树,集合和多层的感知。对多种方法的考虑允许我们捕获决策,上下文变量和结果之间的各种潜在关系。我们还使用观察结果的凸船体来表征决策信任区域,以确保可信的建议并避免推断。我们有效地使用列生成和聚类来纳入这个表示。结合域驱动的约束和客观术语,嵌入式模型和信任区域定义了处方生成的混合整数优化问题。我们将此框架实施为从业者的Python包(OptiCl)。我们展示了化疗优化和世界食物计划规划中的方法。案例研究说明了在生成高质量处方的框架中的框架,由信任区域添加的值,加入多个机器学习方法以及包含多个学习约束的框架。
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反事实解释体现了许多可解释性技术之一,这些技术受到机器学习社区的关注。它们使模型预测更明智的潜力被认为是无价的。为了增加其在实践中的采用,应在文献中提出反事实解释的一些标准。我们提出了使用约束学习(CE-OCL)优化的反事实解释,这是一种通用而灵活的方法,可满足所有这些标准,并为进一步扩展提供了空间。具体而言,我们讨论如何利用约束学习框架的优化来生成反事实解释,以及该框架的组件如何容易地映射到标准。我们还提出了两种新颖的建模方法来解决数据的近距离和多样性,这是实践反事实解释的两个关键标准。我们在几个数据集上测试CE-OCL,并在案例研究中介绍我们的结果。与当前的最新方法相比,CE-OCL可以提高灵活性,并且在相关工作中提出的几个评估指标方面具有卓越的性能。
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最近在认证的人工智能(AI)工具上使用的医疗保健工具的峰值启动了有关采用该技术的辩论。此类辩论的一个线索涉及可解释的AI及其希望使AI设备更透明和值得信赖的承诺。在医学AI领域中活跃的一些声音对可解释的AI技术的可靠性表示关注,并质疑它们在准则和标准中的使用和包容性。重新批评此类批评,本文对可解释的AI的实用性提供了平衡,全面的观点,重点是AI的临床应用的特异性,并将其置于医疗干预措施中。我们认为,尽管有有效的关注,但我们认为,可解释的AI研究计划仍然是人机相互作用的核心,最终是我们反对失去控制的主要工具,仅通过严格的临床验证,这种危险无法阻止。
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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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