We consider distributed linear bandits where $M$ agents learn collaboratively to minimize the overall cumulative regret incurred by all agents. Information exchange is facilitated by a central server, and both the uplink and downlink communications are carried over channels with fixed capacity, which limits the amount of information that can be transmitted in each use of the channels. We investigate the regret-communication trade-off by (i) establishing information-theoretic lower bounds on the required communications (in terms of bits) for achieving a sublinear regret order; (ii) developing an efficient algorithm that achieves the minimum sublinear regret order offered by centralized learning using the minimum order of communications dictated by the information-theoretic lower bounds. For sparse linear bandits, we show a variant of the proposed algorithm offers better regret-communication trade-off by leveraging the sparsity of the problem.
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我们考虑使用个性化的联合学习,除了全球目标外,每个客户还对最大化个性化的本地目标感兴趣。我们认为,在一般连续的动作空间设置下,目标函数属于繁殖的内核希尔伯特空间。我们提出了基于替代高斯工艺(GP)模型的算法,该算法达到了最佳的遗憾顺序(要归结为各种因素)。此外,我们表明,GP模型的稀疏近似显着降低了客户之间的沟通成本。
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Computing systems are tightly integrated today into our professional, social, and private lives. An important consequence of this growing ubiquity of computing is that it can have significant ethical implications of which computing professionals should take account. In most real-world scenarios, it is not immediately obvious how particular technical choices during the design and use of computing systems could be viewed from an ethical perspective. This article provides a perspective on the ethical challenges within semiconductor chip design, IoT applications, and the increasing use of artificial intelligence in the design processes, tools, and hardware-software stacks of these systems.
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The amounts of data that need to be transmitted, processed, and stored by the modern deep neural networks have reached truly enormous volumes in the last few years calling for the invention of new paradigms both in hardware and software development. One of the most promising and rapidly advancing frontiers here is the creation of new numerical formats. In this work we focus on the family of block floating point numerical formats due to their combination of wide dynamic range, numerical accuracy, and efficient hardware implementation of inner products using simple integer arithmetic. These formats are characterized by a block of mantissas with a shared scale factor. The basic Block Floating Point (BFP) format quantizes the block scales into the nearest powers of two on the right. Its simple modification - Scaled BFP (SBFP) - stores the same scales in full precision and thus allows higher accuracy. In this paper, we study the statistical behavior of both these formats rigorously. We develop asymptotic bounds on the inner product error in SBFP- and BFP-quantized normally distributed vectors. Next, we refine those asymptotic results to finite dimensional settings and derive high-dimensional tight bounds for the same errors. Based on the obtained results we introduce a performance measure assessing accuracy of any block format. This measure allows us to determine the optimal parameters, such as the block size, yielding highest accuracy. In particular, we show that if the precision of the BFP format is fixed at 4 bits, the optimal block size becomes 64. All theoretical derivations are supported by numerical experiments and studies on the weights of publicly available pretrained neural networks.
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通过各种物体学习各种灵巧的操纵行为仍然是一个开放的巨大挑战。虽然政策学习方法为攻击此问题提供了强大的途径,但它们需要大量的每任务工程和算法调整。本文试图通过开发预先保证的灵巧操纵(PGDM)框架来逃避这些约束,从而在没有任何特定于任务的推理或超级参数调整的情况下会产生各种灵活的操纵行为。 PGD​​M的核心是一种众所周知的机器人构建体,即pre grasps(即用于对象相互作用的手工置序)。这种简单的原始性足以诱导有效的探索策略来获取复杂的灵巧操纵行为。为了详尽地验证这些主张,我们介绍了TCDM,这是根据多个对象和灵巧的操纵器定义的50个不同操纵任务的基准。 TCDM的任务是使用来自各种来源(动画师,人类行为等)的示例对象轨迹自动定义的,而无需任何执行任务工程和/或监督。我们的实验验证了PGDM的探索策略,该策略是由令人惊讶的简单成分(单个预抓姿势)引起的,与先前方法的性能相匹配,这些方法需要昂贵的每任意功能/奖励工程,专家监督和高参数调整。有关动画可视化,训练有素的策略和项目代码,请参阅:https://pregrasps.github.io/
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复发性神经网络(RNN)用于在数据序列中学习依赖性的应用,例如语音识别,人类活动识别和异常检测。近年来,GRUS和LSTM等较新的RNN变体已用于实施这些应用程序。由于这些应用中的许多应用都在实时场景中采用,因此加速RNN/LSTM/GRU推断至关重要。在本文中,我们提出了一种新型的光子硬件加速器,称为Reclight,用于加速简单的RNN,GRUS和LSTMS。仿真结果表明,与最先进的情况相比,重新调整的每位能量低37倍,吞吐量要高10%。
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预测器重要性是经典和量子机学习(QML)数据预处理管道的关键部分。这项工作介绍了此类研究的第一个研究,其中探索了对QML模型的重要性与其经典的机器学习(CML)等效物进行了对比。我们开发了一种混合量子式体系结构,其中训练了QML模型,并根据现实世界数据集上的经典算法计算特征重要性值。该体系结构已在ESPN幻想足球数据上使用Qiskit StateSvector模拟器和IBM量子硬件(例如IBMQ Mumbai和IBMQ Montreal Systems)实现。即使我们处于嘈杂的中间量子量子(NISQ)时代,物理量子计算结果还是有希望的。为了促进当前量子标尺,我们创建了一个数据分层,模型聚合和新颖的验证方法。值得注意的是,与经典模型相比,量子模型的特征重要性具有更高的变化。我们可以证明等效QML和CML模型通过多样性测量是互补的。 QML和CML之间的多样性表明,两种方法都可以以不同的方式促进解决方案。在本文中,我们关注量子支持向量分类器(QSVC),变分量子电路(VQC)及其经典对应物。 ESPN和IBM幻想足球贸易助理将高级统计分析与沃森发现的自然语言处理相结合,以提供公平的个性化贸易建议。在这里,已经考虑了每个播放器的播放器评估数据,并且可以扩展此工作以计算其他QML模型(例如Quantum Boltzmann机器)的特征重要性。
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在本文中,我们提出了一种用于图像剪接检测的新型社会启发卷积神经网络(CNN)深度学习模型。基于从检测到粗略拼接图像区域的前提是可以改善视觉上不可察觉的剪接图像锻炼的检测,所提出的模型称为MissMarple,是涉及特征转移学习的双CNN网络。通过培训和测试所提出的模型,使用哥伦比亚剪接,WildWeb,DSO1和拟议数据集的培训和测试所提出的模型,标题为Abhas,由现实的剪接锻炼组成,揭示了现有深度学习模型的检测精度的提高。
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基于奇异值分解的相干集成光子神经网络(SC-IPNN)具有大的占地面积,遭受高静态功耗进行训练和推理,并且不能使用传统的DNN修剪技术进行修剪。我们利用彩票假设提出了一种用于SC-IPN的第一种硬件感知修剪方法,通过最小化重量参数的数量来缓解这些挑战。我们修剪基于多层的Perceptron的SC-IPN,并显示高达89%的相位角,其对应于SC-IPNN中的重量参数,可以在减少时具有可忽略的精度损失(小于5%)。静电功耗高达86%。
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我们提出了一种用于相干光子神经网络的新型硬件感知幅度修剪技术。该技术可以将99.45%的网络参数进行99.45%,并将静态功耗降低98.23%,精度损失可忽略不计。
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