现代生成的对抗网络(GANS)主要使用判别者(或批评者)中的分段线性激活功能,包括Relu和Leaceryru。这些模型学习分段线性映射,其中每个部分处理输入空间的子集,每个子​​集的梯度​​是分段常数。在这样一类鉴别者(或批评者)函数下,我们呈现梯度标准化(Gran),一种新的输入相关标准化方法,可确保输入空间中的分段k-lipschitz约束。与光谱归一化相比,Gran不约束各个网络层的处理,并且与梯度惩罚不同,严格执行几乎无处不在的分段Lipschitz约束。凭经验,我们展示了多个数据集的改进了图像生成性能(包括Cifar-10/100,STL-10,LSUN卧室和Celeba),GaN丢失功能和指标。此外,我们分析了在几个标准GAN中改变了经常无核的Lipschitz常数K,而不仅仅是实现显着的性能增益,还可以在普通的ADAM优化器中找到K和培训动态之间的连接,特别是在低梯度损失平台之间。
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血压(BP)是心血管疾病和中风最有影响力的生物标志物之一;因此,需要定期监测以诊断和预防医疗并发症的任何出现。目前携带的携带BP监测的无齿状方法,虽然是非侵入性和不引人注目的,涉及围绕指尖光肌谱(PPG)信号的显式特征工程。为了规避这一点,我们提出了一种端到端的深度学习解决方案,BP-Net,它使用PPG波形来估计通过中间连续动脉BP来估计收缩压BP(SBP),平均压力(MAP)和舒张压BP(DBP) (ABP)波形。根据英国高血压协会(BHS)标准的条款,BP-Net为SBP估计实现了DBP和地图估计和B级的A级。 BP-Net还满足了医疗仪器(AAMI)标准的推进和地图估计,分别实现了5.16mmHg和2.89mmHg的平均误差(MAE),分别用于SBP和DBP。此外,我们通过在Raspberry PI 4设备上部署BP-Net来建立我们的方法的无处不在的潜力,并为我们的模型实现4.25毫秒的推理时间来将PPG波形转换为ABP波形。
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心房颤动(AF)是全球最普遍的心律失常,其中2%的人口受影响。它与增加的中风,心力衰竭和其他心脏相关并发症的风险有关。监测风险的个体和检测无症状AF可能导致相当大的公共卫生益处,因为无误的人可以采取预防措施的生活方式改变。随着可穿戴设备的增加,个性化的医疗保健将越来越多。这些个性化医疗保健解决方案需要准确地分类生物信号,同时计算廉价。通过推断设备,我们避免基于云和网络连接依赖性等基于云的系统固有的问题。我们提出了一种有效的管道,用于实时心房颤动检测,精度高精度,可在超边缘设备中部署。本研究中采用的特征工程旨在优化所拟议的管道中使用的资源有效的分类器,该分类器能够以每单纯折衷的内存足迹以10 ^ 5倍型号优惠。分类准确性2%。我们还获得了更高的准确性约为6%,同时消耗403 $ \ times $较小的内存,与以前的最先进的(SOA)嵌入式实现相比为5.2 $ \ times $。
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假新闻是制作作为真实的信息,有意欺骗读者。最近,依靠社交媒体的人民币为新闻消费的人数显着增加。由于这种快速增加,错误信息的不利影响会影响更广泛的受众。由于人们对这种欺骗性的假新闻的脆弱性增加,在早期阶段检测错误信息的可靠技术是必要的。因此,作者提出了一种基于图形的基于图形的框架社会图,其具有多头关注和发布者信息和新闻统计网络(SOMPS-Net),包括两个组件 - 社交交互图(SIG)和发布者和新闻统计信息(PNS)。假设模型在HealthStory DataSet上进行了实验,并在包括癌症,阿尔茨海默,妇产科和营养等各种医疗主题上推广。 Somps-Net明显优于其他基于现实的图表的模型,在HealthStory上实验17.1%。此外,早期检测的实验表明,Somps-Net预测的假新闻文章在其广播仅需8小时内为79%确定。因此,这项工作的贡献奠定了在早期阶段捕获多种医疗主题的假健康新闻的基础。
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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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