128,480 research outputs found

    Supervised color image segmentation, using LVQ networks and K-means. Application: cellular image

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    This paper proposes a new method for supervised color image classification by theKohonen map, based on LVQ algorithms. The sample of observations, constituted by image pixels with 3 color components in the color space, is at first projected into a Kohonen map. This map is represented in the 3-dimensional space, from the weight vectors resulting of the learning process . Image classification by kohonen is a low-level image processing task that aims at partitioning an image into homogeneous regions. How region homogeneity is defined depends on the application. In this paper color image quantisation by clustering is discussed. A clustering scheme, based on learning quantisation vector (LVQ), is constructed and compared to the K-means clustering algorithm. It is demonstrated that both perform equally well. However, the former performs better than the latter with respect to the known number of although class. Both depend on their initial conditions and may end up in local optima. Based on these findings, an LVQ scheme is constructed which is completely independent of initial conditions; this approach is a hybrid structure between competitive learning and splitting of the color space. For comparison, a K-means approach is applied; it is known to produce global optimal results, but with high computational load. The clustering scheme is shown to obtain near-global optimal results with low computational loadKeywords: color image, kohonen, LVQ, classification, K-mean

    Prophet Inequalities with Limited Information

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    In the classical prophet inequality, a gambler observes a sequence of stochastic rewards V1,...,VnV_1,...,V_n and must decide, for each reward ViV_i, whether to keep it and stop the game or to forfeit the reward forever and reveal the next value ViV_i. The gambler's goal is to obtain a constant fraction of the expected reward that the optimal offline algorithm would get. Recently, prophet inequalities have been generalized to settings where the gambler can choose kk items, and, more generally, where he can choose any independent set in a matroid. However, all the existing algorithms require the gambler to know the distribution from which the rewards V1,...,VnV_1,...,V_n are drawn. The assumption that the gambler knows the distribution from which V1,...,VnV_1,...,V_n are drawn is very strong. Instead, we work with the much simpler assumption that the gambler only knows a few samples from this distribution. We construct the first single-sample prophet inequalities for many settings of interest, whose guarantees all match the best possible asymptotically, \emph{even with full knowledge of the distribution}. Specifically, we provide a novel single-sample algorithm when the gambler can choose any kk elements whose analysis is based on random walks with limited correlation. In addition, we provide a black-box method for converting specific types of solutions to the related \emph{secretary problem} to single-sample prophet inequalities, and apply it to several existing algorithms. Finally, we provide a constant-sample prophet inequality for constant-degree bipartite matchings. We apply these results to design the first posted-price and multi-dimensional auction mechanisms with limited information in settings with asymmetric bidders

    Admission Control to Minimize Rejections and Online Set Cover with Repetitions

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    We study the admission control problem in general networks. Communication requests arrive over time, and the online algorithm accepts or rejects each request while maintaining the capacity limitations of the network. The admission control problem has been usually analyzed as a benefit problem, where the goal is to devise an online algorithm that accepts the maximum number of requests possible. The problem with this objective function is that even algorithms with optimal competitive ratios may reject almost all of the requests, when it would have been possible to reject only a few. This could be inappropriate for settings in which rejections are intended to be rare events. In this paper, we consider preemptive online algorithms whose goal is to minimize the number of rejected requests. Each request arrives together with the path it should be routed on. We show an O(log2(mc))O(\log^2 (mc))-competitive randomized algorithm for the weighted case, where mm is the number of edges in the graph and cc is the maximum edge capacity. For the unweighted case, we give an O(logmlogc)O(\log m \log c)-competitive randomized algorithm. This settles an open question of Blum, Kalai and Kleinberg raised in \cite{BlKaKl01}. We note that allowing preemption and handling requests with given paths are essential for avoiding trivial lower bounds

    Online Computation with Untrusted Advice

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    The advice model of online computation captures a setting in which the algorithm is given some partial information concerning the request sequence. This paradigm allows to establish tradeoffs between the amount of this additional information and the performance of the online algorithm. However, if the advice is corrupt or, worse, if it comes from a malicious source, the algorithm may perform poorly. In this work, we study online computation in a setting in which the advice is provided by an untrusted source. Our objective is to quantify the impact of untrusted advice so as to design and analyze online algorithms that are robust and perform well even when the advice is generated in a malicious, adversarial manner. To this end, we focus on well-studied online problems such as ski rental, online bidding, bin packing, and list update. For ski-rental and online bidding, we show how to obtain algorithms that are Pareto-optimal with respect to the competitive ratios achieved; this improves upon the framework of Purohit et al. [NeurIPS 2018] in which Pareto-optimality is not necessarily guaranteed. For bin packing and list update, we give online algorithms with worst-case tradeoffs in their competitiveness, depending on whether the advice is trusted or not; this is motivated by work of Lykouris and Vassilvitskii [ICML 2018] on the paging problem, but in which the competitiveness depends on the reliability of the advice. Furthermore, we demonstrate how to prove lower bounds, within this model, on the tradeoff between the number of advice bits and the competitiveness of any online algorithm. Last, we study the effect of randomization: here we show that for ski-rental there is a randomized algorithm that Pareto-dominates any deterministic algorithm with advice of any size. We also show that a single random bit is not always inferior to a single advice bit, as it happens in the standard model

    Online Circle and Sphere Packing

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    In this paper we consider the Online Bin Packing Problem in three variants: Circles in Squares, Circles in Isosceles Right Triangles, and Spheres in Cubes. The two first ones receive an online sequence of circles (items) of different radii while the third one receive an online sequence of spheres (items) of different radii, and they want to pack the items into the minimum number of unit squares, isosceles right triangles of leg length one, and unit cubes, respectively. For Online Circle Packing in Squares, we improve the previous best-known competitive ratio for the bounded space version, when at most a constant number of bins can be open at any given time, from 2.439 to 2.3536. For Online Circle Packing in Isosceles Right Triangles and Online Sphere Packing in Cubes we show bounded space algorithms of asymptotic competitive ratios 2.5490 and 3.5316, respectively, as well as lower bounds of 2.1193 and 2.7707 on the competitive ratio of any online bounded space algorithm for these two problems. We also considered the online unbounded space variant of these three problems which admits a small reorganization of the items inside the bin after their packing, and we present algorithms of competitive ratios 2.3105, 2.5094, and 3.5146 for Circles in Squares, Circles in Isosceles Right Triangles, and Spheres in Cubes, respectively
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