2型糖尿病(T2DM)的早期诊断对于及时的治疗干预措施和生活方式改变至关重要。随着医学成像数据在许多患者群体中变得更广泛可用,我们试图研究是否可以在表格学习分类器模型中利用图像衍生的表型数据来预测T2DM的发病率,而无需使用侵入性血液实验室测量。我们表明,使用图像衍生表型的神经网络和决策树模型都可以预测患者T2DM状态的召回评分高达87.6%。我们还提出了与“ Syntha1c编码器”相同的结构的新颖使用,这些结构能够输出模仿血液血红蛋白A1C经验实验室测量值的可解释值。最后,我们证明了T2DM风险预测模型对输入矢量成分中小扰动的敏感性可用于预测从以前看不见的患者人群中取样的协变量的性能。
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基于优化的元学习旨在学习初始化,以便在一些梯度更新中可以学习新的看不见的任务。模型不可知的元学习(MAML)是一种包括两个优化回路的基准算法。内部循环致力于学习一项新任务,并且外循环导致元定义。但是,Anil(几乎没有内部环)算法表明,功能重用是MAML快速学习的替代方法。因此,元定义阶段使MAML用于特征重用,并消除了快速学习的需求。与Anil相反,我们假设可能需要在元测试期间学习新功能。从非相似分布中进行的一项新的看不见的任务将需要快速学习,并重用现有功能。在本文中,我们调用神经网络的宽度深度二元性,其中,我们通过添加额外的计算单元(ACU)来增加网络的宽度。 ACUS可以在元测试任务中学习新的原子特征,而相关的增加宽度有助于转发通行证中的信息传播。新学习的功能与最后一层的现有功能相结合,用于元学习。实验结果表明,我们提出的MAC方法的表现优于现有的非相似任务分布的Anil算法,约为13%(5次任务设置)
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控制器区域网络(CAN)协议的入侵检测需要现代方法才能与其他电气体系结构竞争。指纹入侵检测系统(IDS)提供了一种有希望解决此问题的新方法。通过表征来自已知ECU的网络流量,可以区分危险信息。在本文中,通过神经网络培训对网络流量的步骤响应和光谱表征,使用了修改版的指纹ID版本。通过添加功能集减少和超参数调整,此方法可实现99.4%的可信ECU流量检测率。
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目的:我们对颅颌面(CMF)骨骼进行解剖地标,而无需明确分割它们。为此,我们提出了一种新的简单而有效的深层网络体系结构,称为\ textit {关系推理网络(RRN)},以准确地学习CMF骨骼中地标之间的本地和全球关系;具体而言,下颌骨,上颌和鼻骨。方法:拟议的RRN以端到端的方式工作,利用基于密集块单元的地标的学习关系。对于给定的少数地标作为输入,RRN将地标的过程类似于数据推出问题,而数据插图问题被认为缺少了预测的地标。结果:我们将RRN应用于从250名患者获得的锥束计算机断层扫描扫描。使用4倍的交叉验证技术,我们获得了平均均方根误差,每个地标小于2 mm。我们提出的RRN揭示了地标之间的独特关系,这些关系帮助我们推断了关于地标的信息的几个\ textit {推理}。所提出的系统即使骨骼中存在严重的病理或变形,也可以准确地识别缺失的地标性位置。结论:准确识别解剖标志是CMF手术的变形分析和手术计划的关键步骤。实现这一目标而无需明确的骨骼分割解决了基于分割方法的主要局限性,在这种方法中,分割失败(在具有严重病理或变形的骨骼中通常情况下)很容易导致地标不正确。据我们所知,这是使用深度学习发现对象的解剖学关系的第一种此类算法。
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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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