ترغب بنشر مسار تعليمي؟ اضغط هنا

A Novel Clustering Algorithm Based on Quantum Games

132   0   0.0 ( 0 )
 نشر من قبل Qiang Li
 تاريخ النشر 2009
  مجال البحث الهندسة المعلوماتية
والبحث باللغة English




اسأل ChatGPT حول البحث

Enormous successes have been made by quantum algorithms during the last decade. In this paper, we combine the quantum game with the problem of data clustering, and then develop a quantum-game-based clustering algorithm, in which data points in a dataset are considered as players who can make decisions and implement quantum strategies in quantum games. After each round of a quantum game, each players expected payoff is calculated. Later, he uses a link-removing-and-rewiring (LRR) function to change his neighbors and adjust the strength of links connecting to them in order to maximize his payoff. Further, algorithms are discussed and analyzed in two cases of strategies, two payoff matrixes and two LRR functions. Consequently, the simulation results have demonstrated that data points in datasets are clustered reasonably and efficiently, and the clustering algorithms have fast rates of convergence. Moreover, the comparison with other algorithms also provides an indication of the effectiveness of the proposed approach.



قيم البحث

اقرأ أيضاً

The enormous successes have been made by quantum algorithms during the last decade. In this paper, we combine the quantum random walk (QRW) with the problem of data clustering, and develop two clustering algorithms based on the one dimensional QRW. T hen, the probability distributions on the positions induced by QRW in these algorithms are investigated, which also indicates the possibility of obtaining better results. Consequently, the experimental results have demonstrated that data points in datasets are clustered reasonably and efficiently, and the clustering algorithms are of fast rates of convergence. Moreover, the comparison with other algorithms also provides an indication of the effectiveness of the proposed approach.
We introduce a modified model of random walk, and then develop two novel clustering algorithms based on it. In the algorithms, each data point in a dataset is considered as a particle which can move at random in space according to the preset rules in the modified model. Further, this data point may be also viewed as a local control subsystem, in which the controller adjusts its transition probability vector in terms of the feedbacks of all data points, and then its transition direction is identified by an event-generating function. Finally, the positions of all data points are updated. As they move in space, data points collect gradually and some separating parts emerge among them automatically. As a consequence, data points that belong to the same class are located at a same position, whereas those that belong to different classes are away from one another. Moreover, the experimental results have demonstrated that data points in the test datasets are clustered reasonably and efficiently, and the comparison with other algorithms also provides an indication of the effectiveness of the proposed algorithms.
86 - Xiang Li , Ben Kao , Caihua Shan 2020
We study the problem of applying spectral clustering to cluster multi-scale data, which is data whose clusters are of various sizes and densities. Traditional spectral clustering techniques discover clusters by processing a similarity matrix that ref lects the proximity of objects. For multi-scale data, distance-based similarity is not effective because objects of a sparse cluster could be far apart while those of a dense cluster have to be sufficiently close. Following [16], we solve the problem of spectral clustering on multi-scale data by integrating the concept of objects reachability similarity with a given distance-based similarity to derive an objects coefficient matrix. We propose the algorithm CAST that applies trace Lasso to regularize the coefficient matrix. We prove that the resulting coefficient matrix has the grouping effect and that it exhibits sparsity. We show that these two characteristics imply very effective spectral clustering. We evaluate CAST and 10 other clustering methods on a wide range of datasets w.r.t. various measures. Experimental results show that CAST provides excellent performance and is highly robust across test cases of multi-scale data.
We study finite-armed stochastic bandits where the rewards of each arm might be correlated to those of other arms. We introduce a novel phased algorithm that exploits the given structure to build confidence sets over the parameters of the true bandit problem and rapidly discard all sub-optimal arms. In particular, unlike standard bandit algorithms with no structure, we show that the number of times a suboptimal arm is selected may actually be reduced thanks to the information collected by pulling other arms. Furthermore, we show that, in some structures, the regret of an anytime extension of our algorithm is uniformly bounded over time. For these constant-regret structures, we also derive a matching lower bound. Finally, we demonstrate numerically that our approach better exploits certain structures than existing methods.
The existence of adversarial examples capable of fooling trained neural network classifiers calls for a much better understanding of possible attacks to guide the development of safeguards against them. This includes attack methods in the challenging non-interactive blackbox setting, where adversarial attacks are generated without any access, including queries, to the target model. Prior attacks in this setting have relied mainly on algorithmic innovations derived from empirical observations (e.g., that momentum helps), lacking principled transferability guarantees. In this work, we provide a theoretical foundation for crafting transferable adversarial examples to entire hypothesis classes. We introduce Adversarial Example Games (AEG), a framework that models the crafting of adversarial examples as a min-max game between a generator of attacks and a classifier. AEG provides a new way to design adversarial examples by adversarially training a generator and a classifier from a given hypothesis class (e.g., architecture). We prove that this game has an equilibrium, and that the optimal generator is able to craft adversarial examples that can attack any classifier from the corresponding hypothesis class. We demonstrate the efficacy of AEG on the MNIST and CIFAR-10 datasets, outperforming prior state-of-the-art approaches with an average relative improvement of $29.9%$ and $47.2%$ against undefended and robust models (Table 2 & 3) respectively.

الأسئلة المقترحة

التعليقات
جاري جلب التعليقات جاري جلب التعليقات
mircosoft-partner

هل ترغب بارسال اشعارات عن اخر التحديثات في شمرا-اكاديميا