22,973 research outputs found
The Expression Problem, Gracefully
The “Expression Problem” was brought to prominence by Wadler in 1998. It is widely regarded as illustrating that the two mainstream approaches to data abstraction — procedural abstraction and type abstraction— are complementary, with the strengths of one being the weaknesses of the other. Despite an extensive literature, the origin of the problem remains ill-understood. I show that the core problem is in fact the use of global constants, and demonstrate that an important aspect of the problem goes away when Java is replaced by a language like Grace, which eliminates them
Failures in power-combining arrays
We derive a simple formula for the change in output when a device fails in a power-combining structure with identical matched devices. The loss is written in terms of the scattering coefficient of the failed device and reflection coefficient of an input port in the combining network. We apply this formula to several power combiners, including arrays in free space and enclosed waveguide structures. Our simulations indicate the output power degrades gracefully as devices fail, which is in agreement with previously published results
Recover Subjective Quality Scores from Noisy Measurements
Simple quality metrics such as PSNR are known to not correlate well with
subjective quality when tested across a wide spectrum of video content or
quality regime. Recently, efforts have been made in designing objective quality
metrics trained on subjective data (e.g. VMAF), demonstrating better
correlation with video quality perceived by human. Clearly, the accuracy of
such a metric heavily depends on the quality of the subjective data that it is
trained on. In this paper, we propose a new approach to recover subjective
quality scores from noisy raw measurements, using maximum likelihood
estimation, by jointly estimating the subjective quality of impaired videos,
the bias and consistency of test subjects, and the ambiguity of video contents
all together. We also derive closed-from expression for the confidence interval
of each estimate. Compared to previous methods which partially exploit the
subjective information, our approach is able to exploit the information in
full, yielding tighter confidence interval and better handling of outliers
without the need for z-scoring or subject rejection. It also handles missing
data more gracefully. Finally, as side information, it provides interesting
insights on the test subjects and video contents.Comment: 16 pages; abridged version appeared in Data Compression Conference
(DCC) 201
Competitive Gradient Descent
We introduce a new algorithm for the numerical computation of Nash equilibria
of competitive two-player games. Our method is a natural generalization of
gradient descent to the two-player setting where the update is given by the
Nash equilibrium of a regularized bilinear local approximation of the
underlying game. It avoids oscillatory and divergent behaviors seen in
alternating gradient descent. Using numerical experiments and rigorous
analysis, we provide a detailed comparison to methods based on \emph{optimism}
and \emph{consensus} and show that our method avoids making any unnecessary
changes to the gradient dynamics while achieving exponential (local)
convergence for (locally) convex-concave zero sum games. Convergence and
stability properties of our method are robust to strong interactions between
the players, without adapting the stepsize, which is not the case with previous
methods. In our numerical experiments on non-convex-concave problems, existing
methods are prone to divergence and instability due to their sensitivity to
interactions among the players, whereas we never observe divergence of our
algorithm. The ability to choose larger stepsizes furthermore allows our
algorithm to achieve faster convergence, as measured by the number of model
evaluations.Comment: Appeared in NeurIPS 2019. This version corrects an error in theorem
2.2. Source code used for the numerical experiments can be found under
http://github.com/f-t-s/CGD. A high-level overview of this work can be found
under http://f-t-s.github.io/projects/cgd
Monotonically improving approximate answers to relational algebra queries
We present here a query processing method that produces approximate answers to queries posed in standard relational algebra. This method is monotone in the sense that the accuracy of the approximate result improves with the amount of time spent producing the result. This strategy enables us to trade the time to produce the result for the accuracy of the result. An approximate relational model that characterizes appromimate relations and a partial order for comparing them is developed. Relational operators which operate on and return approximate relations are defined
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