2022年,乌克兰遭受了入侵,随着时间的流逝和地理位置的急剧影响。本文研究了使用分析以及基于区域的网络模型对持续中断对交通行为的影响。该方法是一种数据驱动的方法,该方法利用了在进化算法框架内获得的旅行时间条件,该算法框架在基于流量分配的自动化过程中渗透了原始过程的需求值。由于实施的自动化,可以为多个城市近似众多的每日模型。本文与先前发表的核心方法的新颖性包括一项分析,以确保获得的数据合适,因为由于持续的破坏,某些数据源被禁用。此外,新颖性包括将分析与中断时间表的直接联系,以新的方式检查相互作用。最后,确定了特定的网络指标,这些指标特别适合概念化冲突中断对交通网络条件的影响。最终目的是建立过程,概念和分析,以促进快速量化冲突情景的交通影响的更广泛的活动。
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考虑到运输系统的多模式性质和潜在的跨模式相关性,通过从多模式数据中学习来提高需求预测准确性的趋势越来越大。这些多模式的预测模型可以提高准确性,但是当多模式数据集的不同部分由无法直接共享数据的不同机构拥有时,不太实际。尽管各个机构可能无法直接共享他们的数据,但他们可能会共享受其数据培训的预测模型,在此模型无法使用其数据集中确定确切信息。这项研究提出了一个无监督的知识适应需求预测框架,以通过基于其他模式的数据利用预训练的模型来预测目标模式的需求,这不需要源模式的直接数据共享。所提出的框架利用多种运输模式之间的潜在共享模式来改善预测性能,同时避免在不同机构之间直接共享数据。具体而言,首先根据源模式的数据学习了预训练的预测模型,该模式可以捕获和记住源旅行模式。然后,将目标数据集的需求数据编码为单个知识部分和共享知识部分,该部分将分别通过个人提取网络提取旅行模式和共享提取网络。无监督的知识适应策略用于通过制作预训练的网络和共享提取网络类似来形成共享功能,以进一步预测。我们的发现表明,通过将预先训练的模型共享到目标模式可以改善预测性能,而无需依赖直接数据共享。
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基于AI的推荐系统已成功应用于许多域(例如,电子商务,提要排名)。医学专家认为,将这种方法纳入临床决策支持系统可能有助于减少医疗团队的错误并改善治疗过程中的患者结果(例如,创伤复苏,手术过程)。但是,已经进行了有限的研究来开发自动数据驱动的治疗决策支持。我们探索了构建治疗建议系统以提供下一分钟活动预测的可行性。该系统使用患者环境(例如人口统计和生命体征)和过程上下文(例如活动)来连续预测将在下一分钟进行的活动。我们在预先录制的创伤复苏数据集上评估了我们的系统,并对不同模型变体进行了消融研究。对于61种活动类型,最佳模型的平均F1得分为0.67。我们包括医疗团队的反馈并讨论未来的工作。
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疟疾是一种威胁生命的疾病,影响了数百万。基于显微镜的薄膜评估是(i)确定疟疾物种和(ii)定量高寄生虫感染的标准方法。通过机器学习(ML)对疟疾显微镜的完全自动化是一项具有挑战性的任务,因为预先准备的滑动在质量和表现方面差异很大,并且伪像通常超过相对较少的寄生虫。在这项工作中,我们描述了一个用于薄膜疟疾分析的完整,完全自动化的框架,该框架应用了ML方法,包括卷积神经网(CNN),该方法在大型且多样化的田间预先准备的薄膜数据集中进行了训练。定量和物种鉴定结果几乎足够准确地满足了耐药性监测和临床用例的混凝土需求。我们将方法和性能指标集中在现场用例要求上。我们讨论了将ML方法应用于疟疾显微镜的关键问题和重要指标。
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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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A step-search sequential quadratic programming method is proposed for solving nonlinear equality constrained stochastic optimization problems. It is assumed that constraint function values and derivatives are available, but only stochastic approximations of the objective function and its associated derivatives can be computed via inexact probabilistic zeroth- and first-order oracles. Under reasonable assumptions, a high-probability bound on the iteration complexity of the algorithm to approximate first-order stationarity is derived. Numerical results on standard nonlinear optimization test problems illustrate the advantages and limitations of our proposed method.
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