1,042,824 research outputs found

    Deep Unsupervised Similarity Learning using Partially Ordered Sets

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    Unsupervised learning of visual similarities is of paramount importance to computer vision, particularly due to lacking training data for fine-grained similarities. Deep learning of similarities is often based on relationships between pairs or triplets of samples. Many of these relations are unreliable and mutually contradicting, implying inconsistencies when trained without supervision information that relates different tuples or triplets to each other. To overcome this problem, we use local estimates of reliable (dis-)similarities to initially group samples into compact surrogate classes and use local partial orders of samples to classes to link classes to each other. Similarity learning is then formulated as a partial ordering task with soft correspondences of all samples to classes. Adopting a strategy of self-supervision, a CNN is trained to optimally represent samples in a mutually consistent manner while updating the classes. The similarity learning and grouping procedure are integrated in a single model and optimized jointly. The proposed unsupervised approach shows competitive performance on detailed pose estimation and object classification.Comment: Accepted for publication at IEEE Computer Vision and Pattern Recognition 201

    Randomness for Free

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    We consider two-player zero-sum games on graphs. These games can be classified on the basis of the information of the players and on the mode of interaction between them. On the basis of information the classification is as follows: (a) partial-observation (both players have partial view of the game); (b) one-sided complete-observation (one player has complete observation); and (c) complete-observation (both players have complete view of the game). On the basis of mode of interaction we have the following classification: (a) concurrent (both players interact simultaneously); and (b) turn-based (both players interact in turn). The two sources of randomness in these games are randomness in transition function and randomness in strategies. In general, randomized strategies are more powerful than deterministic strategies, and randomness in transitions gives more general classes of games. In this work we present a complete characterization for the classes of games where randomness is not helpful in: (a) the transition function probabilistic transition can be simulated by deterministic transition); and (b) strategies (pure strategies are as powerful as randomized strategies). As consequence of our characterization we obtain new undecidability results for these games

    Canalization and Symmetry in Boolean Models for Genetic Regulatory Networks

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    Canalization of genetic regulatory networks has been argued to be favored by evolutionary processes due to the stability that it can confer to phenotype expression. We explore whether a significant amount of canalization and partial canalization can arise in purely random networks in the absence of evolutionary pressures. We use a mapping of the Boolean functions in the Kauffman N-K model for genetic regulatory networks onto a k-dimensional Ising hypercube to show that the functions can be divided into different classes strictly due to geometrical constraints. The classes can be counted and their properties determined using results from group theory and isomer chemistry. We demonstrate that partially canalized functions completely dominate all possible Boolean functions, particularly for higher k. This indicates that partial canalization is extremely common, even in randomly chosen networks, and has implications for how much information can be obtained in experiments on native state genetic regulatory networks.Comment: 14 pages, 4 figures; version to appear in J. Phys.

    Pure self-confirming equilibrium

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    In a Self-Confirming Equilibrium (Fudenberg and Levine, 1993A) every player obtains partial information about other players' strategies and plays a best response to some conjecture which is consistent with his information. Two kinds of information structures are considered: In the first each player observes his own payoff while in the second the information is the distribution of players among the various actions. For each of these information structures we prove that pure Self-Confirming Equilibrium exists in some classes of games. Pure Nash equilibrium may fail to exist in these classes.Self-Confirming Equilibrium; Pure Equilibrium; Imperfect Monitoring
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