15,247 research outputs found
Duplication of modules facilitates the evolution of functional specialization
The evolution of simulated robots with three different architectures is studied. We compared a non-modular feed forward network, a hardwired modular and a duplication-based modular motor control network. We conclude that both modular architectures outperform the non-modular architecture, both in terms of rate of adaptation as well as the level of adaptation achieved. The main difference between the hardwired and duplication-based modular architectures is that in the latter the modules reached a much higher degree of functional specialization of their motor control units with regard to high level behavioral functions. The hardwired architectures reach the same level of performance, but have a more distributed assignment of functional tasks to the motor control units. We conclude that the mechanism through which functional specialization is achieved is similar to the mechanism proposed for the evolution of duplicated genes. It is found that the duplication of multifunctional modules first leads to a change in the regulation of the module, leading to a differentiation of the functional context in which the module is used. Then the module adapts to the new functional context. After this second step the system is locked into a functionally specialized state. We suggest that functional specialization may be an evolutionary absorption state
On Computing the Maximum Parsimony Score of a Phylogenetic Network
Phylogenetic networks are used to display the relationship of different
species whose evolution is not treelike, which is the case, for instance, in
the presence of hybridization events or horizontal gene transfers. Tree
inference methods such as Maximum Parsimony need to be modified in order to be
applicable to networks. In this paper, we discuss two different definitions of
Maximum Parsimony on networks, "hardwired" and "softwired", and examine the
complexity of computing them given a network topology and a character. By
exploiting a link with the problem Multicut, we show that computing the
hardwired parsimony score for 2-state characters is polynomial-time solvable,
while for characters with more states this problem becomes NP-hard but is still
approximable and fixed parameter tractable in the parsimony score. On the other
hand we show that, for the softwired definition, obtaining even weak
approximation guarantees is already difficult for binary characters and
restricted network topologies, and fixed-parameter tractable algorithms in the
parsimony score are unlikely. On the positive side we show that computing the
softwired parsimony score is fixed-parameter tractable in the level of the
network, a natural parameter describing how tangled reticulate activity is in
the network. Finally, we show that both the hardwired and softwired parsimony
score can be computed efficiently using Integer Linear Programming. The
software has been made freely available
Pedestrian Trajectory Prediction with Structured Memory Hierarchies
This paper presents a novel framework for human trajectory prediction based
on multimodal data (video and radar). Motivated by recent neuroscience
discoveries, we propose incorporating a structured memory component in the
human trajectory prediction pipeline to capture historical information to
improve performance. We introduce structured LSTM cells for modelling the
memory content hierarchically, preserving the spatiotemporal structure of the
information and enabling us to capture both short-term and long-term context.
We demonstrate how this architecture can be extended to integrate salient
information from multiple modalities to automatically store and retrieve
important information for decision making without any supervision. We evaluate
the effectiveness of the proposed models on a novel multimodal dataset that we
introduce, consisting of 40,000 pedestrian trajectories, acquired jointly from
a radar system and a CCTV camera system installed in a public place. The
performance is also evaluated on the publicly available New York Grand Central
pedestrian database. In both settings, the proposed models demonstrate their
capability to better anticipate future pedestrian motion compared to existing
state of the art.Comment: To appear in ECML-PKDD 201
P4-compatible High-level Synthesis of Low Latency 100 Gb/s Streaming Packet Parsers in FPGAs
Packet parsing is a key step in SDN-aware devices. Packet parsers in SDN
networks need to be both reconfigurable and fast, to support the evolving
network protocols and the increasing multi-gigabit data rates. The combination
of packet processing languages with FPGAs seems to be the perfect match for
these requirements. In this work, we develop an open-source FPGA-based
configurable architecture for arbitrary packet parsing to be used in SDN
networks. We generate low latency and high-speed streaming packet parsers
directly from a packet processing program. Our architecture is pipelined and
entirely modeled using templated C++ classes. The pipeline layout is derived
from a parser graph that corresponds a P4 code after a series of graph
transformation rounds. The RTL code is generated from the C++ description using
Xilinx Vivado HLS and synthesized with Xilinx Vivado. Our architecture achieves
100 Gb/s data rate in a Xilinx Virtex-7 FPGA while reducing the latency by 45%
and the LUT usage by 40% compared to the state-of-the-art.Comment: Accepted for publication at the 26th ACM/SIGDA International
Symposium on Field-Programmable Gate Arrays February 25 - 27, 2018 Monterey
Marriott Hotel, Monterey, California, 7 pages, 7 figures, 1 tabl
Gunrock: GPU Graph Analytics
For large-scale graph analytics on the GPU, the irregularity of data access
and control flow, and the complexity of programming GPUs, have presented two
significant challenges to developing a programmable high-performance graph
library. "Gunrock", our graph-processing system designed specifically for the
GPU, uses a high-level, bulk-synchronous, data-centric abstraction focused on
operations on a vertex or edge frontier. Gunrock achieves a balance between
performance and expressiveness by coupling high performance GPU computing
primitives and optimization strategies with a high-level programming model that
allows programmers to quickly develop new graph primitives with small code size
and minimal GPU programming knowledge. We characterize the performance of
various optimization strategies and evaluate Gunrock's overall performance on
different GPU architectures on a wide range of graph primitives that span from
traversal-based algorithms and ranking algorithms, to triangle counting and
bipartite-graph-based algorithms. The results show that on a single GPU,
Gunrock has on average at least an order of magnitude speedup over Boost and
PowerGraph, comparable performance to the fastest GPU hardwired primitives and
CPU shared-memory graph libraries such as Ligra and Galois, and better
performance than any other GPU high-level graph library.Comment: 52 pages, invited paper to ACM Transactions on Parallel Computing
(TOPC), an extended version of PPoPP'16 paper "Gunrock: A High-Performance
Graph Processing Library on the GPU
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Survey of unified approaches to integrated-service networks
The increasing demand for communication services, coupled with recent technological advances in communication media and switching techniques, has resulted in a proliferation of new and expanded services. Currently, networks are needed which can transmit voice, data, and video services in an application-independent fashion. Unified approaches employ a single switching technique across the entire network bandwidth, thus, allowing services to be switched in an application-independent manner. This paper presents a taxonomy of integrated-service networks including a look at N-ISDN, while focusing on unified approaches to integrated-service networks.The two most promising unified approaches are burst and fast packet switching. Burst switching is a circuit switching-based approach which allocates channel bandwidth to a connection only during the transmission of "bursts" of information. Fast packet switching is a packet switching-based approach which can be characterized by very high transmission rates on network links and simple, hardwired protocols which match the rapid channel speed of the network. Both approaches are being proposed as possible implementations for integrated-service networks. We survey these two approaches, and also examine the key performance issues found in fast packet switching. We then present the results of a simulation study of a fast packet switching network
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