1,042,824 research outputs found
Deep Unsupervised Similarity Learning using Partially Ordered Sets
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
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
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
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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