Few-shot relation extraction (FSRE) aims at recognizing unseen relations by learning with merely a handful of annotated instances. To generalize to new relations more effectively, this paper proposes a novel pipeline for the FSRE task based on queRy-information guided Attention and adaptive Prototype fuSion, namely RAPS. Specifically, RAPS first derives the relation prototype by the query-information guided attention module, which exploits rich interactive information between the support instances and the query instances, in order to obtain more accurate initial prototype representations. Then RAPS elaborately combines the derived initial prototype with the relation information by the adaptive prototype fusion mechanism to get the integrated prototype for both train and prediction. Experiments on the benchmark dataset FewRel 1.0 show a significant improvement of our method against state-of-the-art methods.
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人对象相互作用(HOI)检测在活动理解中起着至关重要的作用。尽管已经取得了重大进展,但交互性学习仍然是HOI检测的一个具有挑战性的问题:现有方法通常会产生冗余的负H-O对提案,并且无法有效提取交互式对。尽管已经在整个身体和部分级别研究了互动率,并促进了H-O配对,但以前的作品仅专注于目标人一次(即,从本地角度来看)并忽略了其他人的信息。在本文中,我们认为同时比较多人的身体零件可以使我们更有用,更补充的互动提示。也就是说,从全球的角度学习身体部分的互动:当对目标人的身体零件互动进行分类时,不仅要从自己/他本人,而且还从图像中的其他人那里探索视觉提示。我们基于自我注意力来构建身体的显着性图,以挖掘交叉人物的信息线索,并学习所有身体零件之间的整体关系。我们评估了广泛使用的基准曲线和V-Coco的建议方法。从我们的新角度来看,整体的全部本地人体互动互动学习可以对最先进的发展取得重大改进。我们的代码可从https://github.com/enlighten0707/body-part-map-for-interactimence获得。
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文本跟踪是在视频中跟踪多个文本,并为每个文本构造轨迹。现有方法通过利用逐个检测帧工作,即,检测每个帧中的文本实例,并在连续帧中的相应文本实例中检测到文本实例。我们认为,这种范式的跟踪准确性在更复杂的场景中严重限制,例如,由于行为模糊等,未错过的文本实例的错误检测文本轨迹的突破。此外,具有类似外观的不同TextInstances很容易混淆,导致文本实例的错误关联。为此,在本文中推出了一种新的时空互补文本跟踪模型。我们利用暹罗互补的模型来充分利用时间维度中的TextInstances的连续性特征,从而有效地解除了对文本实例的检测失去了检测,因此是每个文本轨迹的完整性。我们进一步通过文本相似度学习网络进一步整合了文本实例的语义提示和文本实例的视觉提示,该网络通过文本相似度学习网络提供了在具有类似外观的特性实例的存在中提供了高辨别力,因此避免了它们之间的误解。我们的方法在几个公共基准上实现了最先进的性能。在https://github.com/lsabrinax/videotextscm中提供的源代码。
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在复杂环境中开发针对四足动物的强大视觉引导控制器,具有各种障碍,动力环境和不平坦的地形,这是非常具有挑战性的。尽管增强学习(RL)为敏捷的运动技能提供了有希望的范式,并在模拟中提供了视觉投入,但在现实世界中将RL政策部署仍然非常具有挑战性。我们的关键见解是,除了域间隙的差异,模拟和现实世界之间的视觉外观外,控制管道的延迟也是困难的主要原因。在本文中,我们建议在训练RL代理时解决此问题。具体而言,我们通过使用过去的观测值模拟真实硬件的延迟,并以随机时期进行采样,以进行本体感受和视觉。我们在没有任何预定义的控制器或参考运动的情况下训练RL策略在物理模拟器中以端到端的控制,并将其直接部署在野外运行的真实A1四倍的机器人上。我们在具有复杂地形和障碍的不同室外环境中评估我们的方法。我们证明机器人可以高速操纵,避免障碍物,并在基准方面显示出显着改善。我们的带有视频的项目页面位于https://mehooz.github.io/mmdr-wild/。
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Wearable sensors for measuring head kinematics can be noisy due to imperfect interfaces with the body. Mouthguards are used to measure head kinematics during impacts in traumatic brain injury (TBI) studies, but deviations from reference kinematics can still occur due to potential looseness. In this study, deep learning is used to compensate for the imperfect interface and improve measurement accuracy. A set of one-dimensional convolutional neural network (1D-CNN) models was developed to denoise mouthguard kinematics measurements along three spatial axes of linear acceleration and angular velocity. The denoised kinematics had significantly reduced errors compared to reference kinematics, and reduced errors in brain injury criteria and tissue strain and strain rate calculated via finite element modeling. The 1D-CNN models were also tested on an on-field dataset of college football impacts and a post-mortem human subject dataset, with similar denoising effects observed. The models can be used to improve detection of head impacts and TBI risk evaluation, and potentially extended to other sensors measuring kinematics.
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Recent 3D-based manipulation methods either directly predict the grasp pose using 3D neural networks, or solve the grasp pose using similar objects retrieved from shape databases. However, the former faces generalizability challenges when testing with new robot arms or unseen objects; and the latter assumes that similar objects exist in the databases. We hypothesize that recent 3D modeling methods provides a path towards building digital replica of the evaluation scene that affords physical simulation and supports robust manipulation algorithm learning. We propose to reconstruct high-quality meshes from real-world point clouds using state-of-the-art neural surface reconstruction method (the Real2Sim step). Because most simulators take meshes for fast simulation, the reconstructed meshes enable grasp pose labels generation without human efforts. The generated labels can train grasp network that performs robustly in the real evaluation scene (the Sim2Real step). In synthetic and real experiments, we show that the Real2Sim2Real pipeline performs better than baseline grasp networks trained with a large dataset and a grasp sampling method with retrieval-based reconstruction. The benefit of the Real2Sim2Real pipeline comes from 1) decoupling scene modeling and grasp sampling into sub-problems, and 2) both sub-problems can be solved with sufficiently high quality using recent 3D learning algorithms and mesh-based physical simulation techniques.
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Sleep stage recognition is crucial for assessing sleep and diagnosing chronic diseases. Deep learning models, such as Convolutional Neural Networks and Recurrent Neural Networks, are trained using grid data as input, making them not capable of learning relationships in non-Euclidean spaces. Graph-based deep models have been developed to address this issue when investigating the external relationship of electrode signals across different brain regions. However, the models cannot solve problems related to the internal relationships between segments of electrode signals within a specific brain region. In this study, we propose a Pearson correlation-based graph attention network, called PearNet, as a solution to this problem. Graph nodes are generated based on the spatial-temporal features extracted by a hierarchical feature extraction method, and then the graph structure is learned adaptively to build node connections. Based on our experiments on the Sleep-EDF-20 and Sleep-EDF-78 datasets, PearNet performs better than the state-of-the-art baselines.
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在各种机器学习问题中,包括转移,多任务,连续和元学习在内,衡量不同任务之间的相似性至关重要。最新的测量任务相似性的方法依赖于体系结构:1)依靠预训练的模型,或2)在任务上进行培训网络,并将正向转移用作任务相似性的代理。在本文中,我们利用了最佳运输理论,并定义了一个新颖的任务嵌入监督分类,该分类是模型的,无训练的,并且能够处理(部分)脱节标签集。简而言之,给定带有地面标签的数据集,我们通过多维缩放和串联数据集样品进行嵌入标签,并具有相应的标签嵌入。然后,我们将两个数据集之间的距离定义为其更新样品之间的2-Wasserstein距离。最后,我们利用2-wasserstein嵌入框架将任务嵌入到矢量空间中,在该空间中,嵌入点之间的欧几里得距离近似于任务之间提出的2-wasserstein距离。我们表明,与最佳传输数据集距离(OTDD)等相关方法相比,所提出的嵌入导致任务的比较显着更快。此外,我们通过各种数值实验证明了我们提出的嵌入的有效性,并显示了我们所提出的距离与任务之间的前进和向后转移之间的统计学意义相关性。
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图形着色是一个经典且关键的NP硬性问题,是分配尽可能不同颜色的连接节点的问题。但是,我们观察到,最新的GNN在图形着色问题中不太成功。我们从两个角度分析原因。首先,大多数GNN都无法将任务概括为同质性的任务,即在其中分配了不同颜色的图形。其次,GNN受网络深度的界定,使其成为一种本地方法,在最大独立集(MIS)问题中已证明这是非最佳选择的。在本文中,我们专注于流行的GNN类的聚合 - 结合GNNS(AC-GNNS)。我们首先将AC-GNN在着色问题中的功能定义为分配节点不同颜色的能力。该定义与以前的定义不同,该定义是基于同质的假设。我们确定了AC-GNN无法区分的节点对。此外,我们表明任何AC-GNN都是本地着色方法,并且任何局部着色方法都是通过稀疏随机图探索局部方法的极限,从而证明了AC-GNN的非典型性财产。然后,我们证明了模型深度与其着色能力之间的正相关。此外,我们讨论了图形的颜色模棱两可,以应对一些实际约束,例如预固化约束。在上面的讨论之后,我们总结了一系列规则一系列规则,这些规则使GNN颜色均等且功能强大。然后,我们提出了满足这些规则的简单AC-GNN变化。我们从经验上验证了我们的理论发现,并证明我们的简单模型在质量和运行时都大大优于最先进的启发式算法。
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在过去的25年中,我们目睹了机器学习在编译器领域的广泛应用。选择和相位订购问题。但是,有限的作品已在最先进的编译器(即LLVM)上游,以将前者无缝集成到编译器的优化管道中,以便由用户容易部署。 MLGO是此类项目的第一个项目之一,它仅努力使用强化学习使用基于ML的INLINER来减少二进制的代码大小。本文介绍了mlgoperf;第一个端到端框架,能够使用LLVM的ML Inliner优化性能。它采用二级ML模型来生成用于训练重新定位的增强学习代理的奖励,该辅助剂以前由MLGO用作主要模型。它通过预测分析功能的函数的速度加速来做到这一点,并为主要模型提供快速训练框架,否则将是不切实际的。实验结果表明,MLGOPERF在LLVM在O3时的优化方面的优化分别为SPEC CPU2006和CBENCH基准分别获得了1.8%和2.2%。此外,提出的方法为我们的基准测试带来了自动点守则区域的26%,可以将其转化为额外的3.7%速度值。
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