Elista
Learned ISTA with Error-based Thresholding for Adaptive Sparse Coding
Li, Ziang, Wu, Kailun, Guo, Yiwen, Zhang, Changshui
Also, it leads to poor generalization to which utilizes a function of the layer-wise reconstruction error test data with a different distribution (or sparsity) from the to suggest a specific threshold for each observation in the training data. To address the above issues, we propose an shrinkage function of each layer. We show that the proposed error-based thresholding (EBT) mechanism of LISTA-based EBT mechanism well disentangles the learnable parameters models to improve their adaptivity. EBT introduces a function in the shrinkage functions from the reconstruction errors, endowing of the evolving estimation error to provide each threshold the obtained models with improved adaptivity to possible in the shrinkage functions in the model. It has no extra learnable data variations. With rigorous analyses, we further show parameter compared with original LISTA-based models, that the proposed EBT also leads to a faster convergence on yet shows significantly better performance.
- Europe > Russia > Southern Federal District > Republic of Kalmykia > Elista (0.04)
- Asia > China > Beijing > Beijing (0.04)
- North America > United States > Georgia > Chatham County > Savannah (0.04)
Deus Ex Machina — A Higher Creative Species in the Game of Chess
Bushinsky, Shay (University of Tel-Aviv)
Computers and human beings play chess differently. The basic paradigm that computer programs employ is known as "search and evaluate." Their static evaluation is arguably more primitive than the perceptual one of humans. Yet the intelligence emerging from them is phenomenal. A human spectator would not be able to tell the difference between a brilliant computer game and one played by Kasparov. Chess played by today's machines looks extraordinary, full of imagination and creativity. Such elements may be the reason why computers are superior to humans in the sport of kings, at least for the moment. This paper article about how roles have changed: Humans play chess like machines and machines play chess the way humans used to play.
- North America > United States > New York (0.05)
- North America > United States > Massachusetts > Worcester County > Worcester (0.04)
- Europe > Spain (0.04)
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- Information Technology > Artificial Intelligence > Machine Learning (1.00)
- Information Technology > Artificial Intelligence > Games > Chess (1.00)