Data heterogeneity across clients is a key challenge in federated learning. Prior works address this by either aligning client and server models or using control variates to correct client model drift. Although these methods achieve fast convergence in convex or simple non-convex problems, the performance in over-parameterized models such as deep neural networks is lacking. In this paper, we first revisit the widely used FedAvg algorithm in a deep neural network to understand how data heterogeneity influences the gradient updates across the neural network layers. We observe that while the feature extraction layers are learned efficiently by FedAvg, the substantial diversity of the final classification layers across clients impedes the performance. Motivated by this, we propose to correct model drift by variance reduction only on the final layers. We demonstrate that this significantly outperforms existing benchmarks at a similar or lower communication cost. We furthermore provide proof for the convergence rate of our algorithm.
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通过改变肌肉僵硬来适应符合性的能力对于人类灵巧的操纵技巧至关重要。在机器人电动机控制中纳入合规性对于执行具有人级敏捷性的现实力量相互作用任务至关重要。这项工作为合规机器人操作提供了一个深层的模型预测性变量阻抗控制器,该阻抗操纵结合了可变阻抗控制与模型预测控制(MPC)。使用最大化信息增益的勘探策略学习了机器人操纵器的广义笛卡尔阻抗模型。该模型在MPC框架内使用,以适应低级变量阻抗控制器的阻抗参数,以实现针对不同操纵任务的所需合规性行为,而无需进行任何重新培训或填充。使用Franka Emika Panda机器人操纵器在模拟和实际实验中运行的操作,使用Franka Emika Panda机器人操纵器评估深层模型预测性变量阻抗控制方法。将所提出的方法与无模型和基于模型的强化方法进行了比较,以可变阻抗控制,以进行任务和性能之间的可传递性。
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人群顺序注释可能是一种有效且具有成本效益的方式,用于构建用于序列标签的大型数据集。不同于标记独立实例,对于人群顺序注释,标签序列的质量取决于注释者在捕获序列中每个令牌的内部依赖性方面的专业知识水平。在本文中,我们提出了与人群(SA-SLC)进行序列标记的序列注释。首先,开发了有条件的概率模型,以共同模拟顺序数据和注释者的专业知识,其中引入分类分布以估计每个注释者在捕获局部和非本地标签依赖性以进行顺序注释时的可靠性。为了加速所提出模型的边缘化,提出了有效的标签序列推理(VLSE)方法,以从人群顺序注释中得出有效的地面真相标签序列。 VLSE从令牌级别中得出了可能的地面真相标签,并在标签序列解码的正向推断中进一步介绍了李子标签。 VLSE减少了候选标签序列的数量,并提高了可能的地面真实标签序列的质量。自然语言处理的几个序列标记任务的实验结果显示了所提出的模型的有效性。
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局部结构化输出学习的现有歧义策略不能很好地概括地解决有些候选人可能是假阳性或与地面真相标签相似的问题。在本文中,我们提出了针对部分结构化输出学习(WD-PSL)的新型弱歧义。首先,分段较大的边距公式被推广到部分结构化输出学习,该学习有效地避免处理大量的复杂结构候选结构化输出。其次,在拟议的弱歧义策略中,每个候选标签都具有一个置信值,表明其真实标签的可能性是多大的,该标签旨在减少学习过程中错误地面真相标签分配的负面影响。然后配制了两个大边缘,以结合两种类型的约束,这是候选人和非候选者之间的歧义,以及候选人的弱歧义。在交替优化的框架中,开发了一种新的2N-SLACK变量切割平面算法,以加速每种优化的迭代。自然语言处理的几个序列标记任务的实验结果显示了所提出的模型的有效性。
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现有的部分序列标记模型主要集中在最大边缘框架上,该框架未能提供对预测的不确定性估计。此外,这些模型采用的独特地面真理歧义策略可能包括用于参数学习的错误标签信息。在本文中,我们提出了部分序列标签(SGPPSL)的结构化高斯过程,该过程编码了预测中的不确定性,并且不需要额外的努力来选择模型选择和超参数学习。该模型采用因子式近似,将线性链图结构划分为一组,从而保留了基本的马尔可夫随机场结构,并有效地避免处理由部分注释数据生成的大量候选输出序列。然后在模型中引入了置信度度量,以解决候选标签的不同贡献,这使得能够在参数学习中使用地面真相标签信息。基于所提出模型的变异下限的派生下限,在交替优化的框架中估计了变分参数和置信度度量。此外,提出了加权viterbi算法将置信度度量纳入序列预测,该预测考虑了训练数据中的多个注释,从而考虑了标签歧义,从而有助于提高性能。 SGPPSL在几个序列标记任务上进行了评估,实验结果显示了所提出的模型的有效性。
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协作过滤(CF)是推荐系统中广泛搜索的问题。线性自动编码器是CF的一种完善的方法,它通过编码用户项目交互来估计项目项目关系。尽管线性自动编码器的性能出色,但由于项目数量不断增长而导致的计算和存储成本迅速增加,限制了它们在大规模的现实情况下的可及性。最近,基于图的方法在具有高扩展性的CF上取得了成功,并已证明在用户项目交互模型中具有线性自动编码器的共同点。在此激励的情况下,我们提出了通过Item-Item图分区(ERGP)提出的有效且可扩展的建议,旨在解决线性自动编码器的局限性。特别是,提出了递归图形分区策略,以确保将项目集分为有限大小的几个分区。线性自动编码器在分区中编码用户项目交互,同时保留整个项目集中的全局信息。这允许ERGP保证项目数量增加时具有高效率和高可扩展性。在3个公共数据集和3个开放基准数据集上进行的实验证明了ERGP的有效性,ERGP的效率优于较低的培训时间和存储成本的最先进模型。
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我们提出ACPROP(异步 - 居中 - PROP),一个适应优化器,它结合了第二次动量和异步更新的居中(例如,用于$ T $ -Th更新,分母使用信息最多为步骤$ T-1 $,而Dumerator使用梯度$ t-the step)。 ACPROP具有强大的理论特性和经验性能。用reddi等人的例子。 (2018),我们表明异步优化器(例如Adashift,ACProp)的收敛条件较弱,而不是同步优化器(例如ADAM,RMSPROP,Adabelief);在异步优化器中,我们表明,第二次势头的中心进一步削弱了收敛条件。我们展示了随机非凸面的$ O(\ FRAC {1} {\ SQRT {})$的收敛速度,它与ORACLE率和优于$ O(\ FRAC {logt}相匹配{\ sqrt {t}})$ rmsprop和adam的$率。我们在广泛的实证研究中验证了ACPROP:ACPRAC在使用CNN的图像分类中表现出SGD和其他自适应优化器,并且在各种GAN模型,加固学习和变压器的培训中优于良好调整的自适应优化器。总而言之,ACPROP具有良好的理论特性,包括弱收敛条件和最佳收敛速度,以及强的经验性能,包括SGD等良好普遍性,如亚当等训练稳定性。我们在https://github.com/juntang-zhuang/acprop-optimizer提供实现。
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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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