在高赌注域中的机器学习工具的实际应用通常被调节为公平,因此预测目标应该满足相对于受保护属性的奇偶校验的一些定量概念。然而,公平性和准确性之间的确切权衡并不完全清楚,即使是对分类问题的基本范式也是如此。在本文中,我们通过在任何公平分类器的群体误差之和中提供较低的界限,在分类设置中表征统计奇偶校验和准确性之间的固有权衡。我们不可能的定理可以被解释为公平的某种不确定性原则:如果基本率不同,那么符合统计奇偶校验的任何公平分类器都必须在至少一个组中产生很大的错误。我们进一步扩展了这一结果,以便在学习公平陈述的角度下给出任何(大约)公平分类者的联合误差的下限。为了表明我们的下限是紧张的,假设Oracle访问贝叶斯(潜在不公平)分类器,我们还构造了一种返回一个随机分类器的算法,这是最佳和公平的。有趣的是,当受保护的属性可以采用超过两个值时,这个下限的扩展不承认分析解决方案。然而,在这种情况下,我们表明,通过解决线性程序,我们可以通过解决我们作为电视 - 重心问题的术语,电视距离的重心问题来有效地计算下限。在上面,我们证明,如果集团明智的贝叶斯最佳分类器是关闭的,那么学习公平的表示导致公平的替代概念,称为准确性奇偶校验,这使得错误率在组之间关闭。最后,我们还在现实世界数据集上进行实验,以确认我们的理论发现。
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Sequential prediction problems such as imitation learning, where future observations depend on previous predictions (actions), violate the common i.i.d. assumptions made in statistical learning. This leads to poor performance in theory and often in practice. Some recent approaches (Daumé III et al., 2009;Ross and Bagnell, 2010) provide stronger guarantees in this setting, but remain somewhat unsatisfactory as they train either non-stationary or stochastic policies and require a large number of iterations. In this paper, we propose a new iterative algorithm, which trains a stationary deterministic policy, that can be seen as a no regret algorithm in an online learning setting. We show that any such no regret algorithm, combined with additional reduction assumptions, must find a policy with good performance under the distribution of observations it induces in such sequential settings. We demonstrate that this new approach outperforms previous approaches on two challenging imitation learning problems and a benchmark sequence labeling problem.
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The ability to create realistic, animatable and relightable head avatars from casual video sequences would open up wide ranging applications in communication and entertainment. Current methods either build on explicit 3D morphable meshes (3DMM) or exploit neural implicit representations. The former are limited by fixed topology, while the latter are non-trivial to deform and inefficient to render. Furthermore, existing approaches entangle lighting in the color estimation, thus they are limited in re-rendering the avatar in new environments. In contrast, we propose PointAvatar, a deformable point-based representation that disentangles the source color into intrinsic albedo and normal-dependent shading. We demonstrate that PointAvatar bridges the gap between existing mesh- and implicit representations, combining high-quality geometry and appearance with topological flexibility, ease of deformation and rendering efficiency. We show that our method is able to generate animatable 3D avatars using monocular videos from multiple sources including hand-held smartphones, laptop webcams and internet videos, achieving state-of-the-art quality in challenging cases where previous methods fail, e.g., thin hair strands, while being significantly more efficient in training than competing methods.
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Diffusion models have emerged as the state-of-the-art for image generation, among other tasks. Here, we present an efficient diffusion-based model for 3D-aware generation of neural fields. Our approach pre-processes training data, such as ShapeNet meshes, by converting them to continuous occupancy fields and factoring them into a set of axis-aligned triplane feature representations. Thus, our 3D training scenes are all represented by 2D feature planes, and we can directly train existing 2D diffusion models on these representations to generate 3D neural fields with high quality and diversity, outperforming alternative approaches to 3D-aware generation. Our approach requires essential modifications to existing triplane factorization pipelines to make the resulting features easy to learn for the diffusion model. We demonstrate state-of-the-art results on 3D generation on several object classes from ShapeNet.
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Quantum-enhanced data science, also known as quantum machine learning (QML), is of growing interest as an application of near-term quantum computers. Variational QML algorithms have the potential to solve practical problems on real hardware, particularly when involving quantum data. However, training these algorithms can be challenging and calls for tailored optimization procedures. Specifically, QML applications can require a large shot-count overhead due to the large datasets involved. In this work, we advocate for simultaneous random sampling over both the dataset as well as the measurement operators that define the loss function. We consider a highly general loss function that encompasses many QML applications, and we show how to construct an unbiased estimator of its gradient. This allows us to propose a shot-frugal gradient descent optimizer called Refoqus (REsource Frugal Optimizer for QUantum Stochastic gradient descent). Our numerics indicate that Refoqus can save several orders of magnitude in shot cost, even relative to optimizers that sample over measurement operators alone.
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Panoptic segmentation assigns semantic and instance ID labels to every pixel of an image. As permutations of instance IDs are also valid solutions, the task requires learning of high-dimensional one-to-many mapping. As a result, state-of-the-art approaches use customized architectures and task-specific loss functions. We formulate panoptic segmentation as a discrete data generation problem, without relying on inductive bias of the task. A diffusion model based on analog bits is used to model panoptic masks, with a simple, generic architecture and loss function. By simply adding past predictions as a conditioning signal, our method is capable of modeling video (in a streaming setting) and thereby learns to track object instances automatically. With extensive experiments, we demonstrate that our generalist approach can perform competitively to state-of-the-art specialist methods in similar settings.
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神经表示是表示形状的流行,因为它们可以学习形式传感器数据,并用于数据清理,模型完成,形状编辑和形状合成。当前的神经表示形式可以归类为对单个对象实例的过度拟合或表示对象集合。但是,都不允许对神经场景表示的准确编辑:一方面,过度拟合对象实现高度准确的重建的方法,但不能推广到看不见的对象配置,因此无法支持编辑;另一方面,代表具有变化的对象家族的方法确实概括了,但仅产生近似重建。我们建议Neuform使用最适合每个形状区域的一个:可靠数据的过拟合表示,以及可靠的可用数据以及其他任何地方的可推广表示形式,以适应过度拟合和可推广表示的优势。我们通过精心设计的体系结构和一种将两个表示网络权重融合在一起的方法,避免接缝和其他工件。我们展示了成功重新配置人类设计的形状的部分,例如椅子,表和灯,同时保留语义完整性和过度拟合形状表示的准确性。我们与两个最先进的竞争对手进行了比较,并在合理性和结果编辑的忠诚度方面取得了明显的改善。
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低精度算术对神经网络的训练产生了变革性的影响,从而减少了计算,记忆和能量需求。然而,尽管有希望,低精确的算术对高斯流程(GPS)的关注很少,这主要是因为GPS需要在低精确度中不稳定的复杂线性代数例程。我们研究以一半精度训练GP时可能发生的不同故障模式。为了避免这些故障模式,我们提出了一种多方面的方法,该方法涉及具有重新构造,混合精度和预处理的共轭梯度。我们的方法大大提高了低精度在各种设置中的偶联梯度的数值稳定性和实践性能,从而使GPS能够在单个GPU上以10美元的$ 10 $ 10 $ 10 $ 10 $ 10的数据点进行培训,而没有任何稀疏的近似值。
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随机微分方程的系统定义了一系列随机波动率模型。尽管这些模型在金融和统计气候学等领域中取得了广泛的成功,但它们通常缺乏在历史数据上条件产生真正的后验分布的能力。为了解决这一基本限制,我们展示了如何将一类随机波动率模型重新塑造为具有专门协方差函数的层次高斯工艺(GP)模型。该GP模型保留了随机波动率模型的电感偏差,同时提供了GP推断给出的后验预测分布。在此框架内,我们从研究良好的域中汲取灵感,以引入新的型号,即Volt和Magpie,这些模型在库存和风速预测中的表现明显超过了基线,并且自然扩展到多任务设置。
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在标准量子传感(QS)任务中,One旨在通过系统测量结果估算未知参数$ \ theta $,该参数$ \ theta $编码为$ n $ qubit的探测态。此任务的成功取决于将参数的变化与系统响应$ \ MATHCAL {r}(\ theta)$(即测量结果的变化)相关联的能力。对于简单的情况,$ \ Mathcal {r}(\ theta)$的形式是已知的,但是对于现实情况而言,不能说相同,因为不存在一般的封闭式表达式。在这项工作中,我们为QS提供了基于推理的方案。我们表明,对于一般的编码统一家庭,$ \ Mathcal {r}(\ theta)$只能通过仅在$ 2N+1 $参数下测量系统响应来充分表征。反过来,这使我们能够在测量响应中推断未知参数的值,并确定感应方案的灵敏度,这表征了其整体性能。我们表明,如果一个人以许多镜头来测量系统响应,则推理错误的可能性很小,但仅缩放为$ \ omega(\ log^3(n)/\ delta^2) $。此外,所提供的框架可以广泛应用,因为它对于任意探针状态和测量方案仍然有效,甚至在存在量子噪声的情况下也保持。我们还讨论了如何将结果扩展到统一家庭之外。最后,为了展示我们的方法,我们在实际量子硬件和数值模拟中实现了它的QS任务。
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