81,719 research outputs found

    Mechanical MNIST: A benchmark dataset for mechanical metamodels

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    Metamodels, or models of models, map defined model inputs to defined model outputs. Typically, metamodels are constructed by generating a dataset through sampling a direct model and training a machine learning algorithm to predict a limited number of model outputs from varying model inputs. When metamodels are constructed to be computationally cheap, they are an invaluable tool for applications ranging from topology optimization, to uncertainty quantification, to multi-scale simulation. By nature, a given metamodel will be tailored to a specific dataset. However, the most pragmatic metamodel type and structure will often be general to larger classes of problems. At present, the most pragmatic metamodel selection for dealing with mechanical data has not been thoroughly explored. Drawing inspiration from the benchmark datasets available to the computer vision research community, we introduce a benchmark data set (Mechanical MNIST) for constructing metamodels of heterogeneous material undergoing large deformation. We then show examples of how our benchmark dataset can be used, and establish baseline metamodel performance. Because our dataset is readily available, it will enable the direct quantitative comparison between different metamodeling approaches in a pragmatic manner. We anticipate that it will enable the broader community of researchers to develop improved metamodeling techniques for mechanical data that will surpass the baseline performance that we show here.Accepted manuscrip

    Readiness of Quantum Optimization Machines for Industrial Applications

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    There have been multiple attempts to demonstrate that quantum annealing and, in particular, quantum annealing on quantum annealing machines, has the potential to outperform current classical optimization algorithms implemented on CMOS technologies. The benchmarking of these devices has been controversial. Initially, random spin-glass problems were used, however, these were quickly shown to be not well suited to detect any quantum speedup. Subsequently, benchmarking shifted to carefully crafted synthetic problems designed to highlight the quantum nature of the hardware while (often) ensuring that classical optimization techniques do not perform well on them. Even worse, to date a true sign of improved scaling with the number of problem variables remains elusive when compared to classical optimization techniques. Here, we analyze the readiness of quantum annealing machines for real-world application problems. These are typically not random and have an underlying structure that is hard to capture in synthetic benchmarks, thus posing unexpected challenges for optimization techniques, both classical and quantum alike. We present a comprehensive computational scaling analysis of fault diagnosis in digital circuits, considering architectures beyond D-wave quantum annealers. We find that the instances generated from real data in multiplier circuits are harder than other representative random spin-glass benchmarks with a comparable number of variables. Although our results show that transverse-field quantum annealing is outperformed by state-of-the-art classical optimization algorithms, these benchmark instances are hard and small in the size of the input, therefore representing the first industrial application ideally suited for testing near-term quantum annealers and other quantum algorithmic strategies for optimization problems.Comment: 22 pages, 12 figures. Content updated according to Phys. Rev. Applied versio

    Play and Learn: Using Video Games to Train Computer Vision Models

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    Video games are a compelling source of annotated data as they can readily provide fine-grained groundtruth for diverse tasks. However, it is not clear whether the synthetically generated data has enough resemblance to the real-world images to improve the performance of computer vision models in practice. We present experiments assessing the effectiveness on real-world data of systems trained on synthetic RGB images that are extracted from a video game. We collected over 60000 synthetic samples from a modern video game with similar conditions to the real-world CamVid and Cityscapes datasets. We provide several experiments to demonstrate that the synthetically generated RGB images can be used to improve the performance of deep neural networks on both image segmentation and depth estimation. These results show that a convolutional network trained on synthetic data achieves a similar test error to a network that is trained on real-world data for dense image classification. Furthermore, the synthetically generated RGB images can provide similar or better results compared to the real-world datasets if a simple domain adaptation technique is applied. Our results suggest that collaboration with game developers for an accessible interface to gather data is potentially a fruitful direction for future work in computer vision.Comment: To appear in the British Machine Vision Conference (BMVC), September 2016. -v2: fixed a typo in the reference
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