Social interaction with peer pressure is widely studied in social network analysis.Game theory can be utilized to model dynamic social interaction,and one class of game network models assumes that people’s decision p...Social interaction with peer pressure is widely studied in social network analysis.Game theory can be utilized to model dynamic social interaction,and one class of game network models assumes that people’s decision payoff functions hinge on individual covariates and the choices of their friends.However,peer pressure would be misidentified and induce a non-negligible bias when incomplete covariates are involved in the game model.For this reason,we develop a generalized constant peer effects model based on homogeneity structure in dynamic social networks.The new model can effectively avoid bias through homogeneity pursuit and can be applied to a wider range of scenarios.To estimate peer pressure in the model,we first present two algorithms based on the initialize expand merge method and the polynomial-time twostage method to estimate homogeneity parameters.Then we apply the nested pseudo-likelihood method and obtain consistent estimators of peer pressure.Simulation evaluations show that our proposed methodology can achieve desirable and effective results in terms of the community misclassification rate and parameter estimation error.We also illustrate the advantages of our model in the empirical analysis when compared with a benchmark model.展开更多
Owing to the wide range of applications in various fields,generative models have become increasingly popular.However,they do not handle spatio-temporal features well.Inspired by the recent advances in these models,thi...Owing to the wide range of applications in various fields,generative models have become increasingly popular.However,they do not handle spatio-temporal features well.Inspired by the recent advances in these models,this paper designs a distributed spatio-temporal generative adversarial network(STGAN-D)that,given some initial data and random noise,generates a consecutive sequence of spatio-temporal samples which have a logical relationship.This paper builds a spatio-temporal discriminator to distinguish whether the samples generated by the generator meet the requirements for time and space coherence,and builds a controller for distributed training of the network gradient updated to separate the model training and parameter updating,to improve the network training rate.The model is trained on the skeletal dataset and the traffic dataset.In contrast to traditional generative adversarial networks(GANs),the proposed STGAN-D can generate logically coherent samples with the corresponding spatial and temporal features while avoiding mode collapse.In addition,this paper shows that the proposed model can generate different styles of spatio-temporal samples given different random noise inputs,and the controller can improve the network training rate.This model will extend the potential range of applications of GANs to areas such as traffic information simulation and multiagent adversarial simulation.展开更多
从单张RGB图像中实现双手的3D交互式网格重建是一项极具挑战性的任务。由于双手之间的相互遮挡以及局部外观相似性较高,导致部分特征提取不够准确,从而丢失了双手之间的交互信息并使重建的手部网格与输入图像出现不对齐等问题。为了解...从单张RGB图像中实现双手的3D交互式网格重建是一项极具挑战性的任务。由于双手之间的相互遮挡以及局部外观相似性较高,导致部分特征提取不够准确,从而丢失了双手之间的交互信息并使重建的手部网格与输入图像出现不对齐等问题。为了解决上述问题,本文首先提出一种包含两个部分的特征交互适应模块,第一部分特征交互在保留左右手分离特征的同时生成两种新的特征表示,并通过交互注意力模块捕获双手的交互特征;第二部分特征适应则是将此交互特征利用交互注意力模块适应到每只手,为左右手特征注入全局上下文信息。其次,引入三层图卷积细化网络结构用于精确回归双手网格顶点,并通过基于注意力机制的特征对齐模块增强顶点特征和图像特征的对齐,从而增强重建的手部网格和输入图像的对齐。同时提出一种新的多层感知机结构,通过下采样和上采样操作学习多尺度特征信息。最后,设计相对偏移损失函数约束双手的空间关系。在InterHand2.6M数据集上的定量和定性实验表明,与现有的优秀方法相比,所提出的方法显著提升了模型性能,其中平均每关节位置误差(Mean Per Joint Position Error,MPJPE)和平均每顶点位置误差(Mean Per Vertex Position Error,MPVPE)分别降低至7.19 mm和7.33 mm。此外,在RGB2Hands和EgoHands数据集上进行泛化性实验,定性实验结果表明所提出的方法具有良好的泛化能力,能够适应不同环境背景下的手部网格重建。展开更多
基金supported by the National Nature Science Foundation of China(71771201,72531009,71973001)the USTC Research Funds of the Double First-Class Initiative(FSSF-A-240202).
文摘Social interaction with peer pressure is widely studied in social network analysis.Game theory can be utilized to model dynamic social interaction,and one class of game network models assumes that people’s decision payoff functions hinge on individual covariates and the choices of their friends.However,peer pressure would be misidentified and induce a non-negligible bias when incomplete covariates are involved in the game model.For this reason,we develop a generalized constant peer effects model based on homogeneity structure in dynamic social networks.The new model can effectively avoid bias through homogeneity pursuit and can be applied to a wider range of scenarios.To estimate peer pressure in the model,we first present two algorithms based on the initialize expand merge method and the polynomial-time twostage method to estimate homogeneity parameters.Then we apply the nested pseudo-likelihood method and obtain consistent estimators of peer pressure.Simulation evaluations show that our proposed methodology can achieve desirable and effective results in terms of the community misclassification rate and parameter estimation error.We also illustrate the advantages of our model in the empirical analysis when compared with a benchmark model.
基金the National Natural Science Foundation of China(61573285).
文摘Owing to the wide range of applications in various fields,generative models have become increasingly popular.However,they do not handle spatio-temporal features well.Inspired by the recent advances in these models,this paper designs a distributed spatio-temporal generative adversarial network(STGAN-D)that,given some initial data and random noise,generates a consecutive sequence of spatio-temporal samples which have a logical relationship.This paper builds a spatio-temporal discriminator to distinguish whether the samples generated by the generator meet the requirements for time and space coherence,and builds a controller for distributed training of the network gradient updated to separate the model training and parameter updating,to improve the network training rate.The model is trained on the skeletal dataset and the traffic dataset.In contrast to traditional generative adversarial networks(GANs),the proposed STGAN-D can generate logically coherent samples with the corresponding spatial and temporal features while avoiding mode collapse.In addition,this paper shows that the proposed model can generate different styles of spatio-temporal samples given different random noise inputs,and the controller can improve the network training rate.This model will extend the potential range of applications of GANs to areas such as traffic information simulation and multiagent adversarial simulation.
文摘从单张RGB图像中实现双手的3D交互式网格重建是一项极具挑战性的任务。由于双手之间的相互遮挡以及局部外观相似性较高,导致部分特征提取不够准确,从而丢失了双手之间的交互信息并使重建的手部网格与输入图像出现不对齐等问题。为了解决上述问题,本文首先提出一种包含两个部分的特征交互适应模块,第一部分特征交互在保留左右手分离特征的同时生成两种新的特征表示,并通过交互注意力模块捕获双手的交互特征;第二部分特征适应则是将此交互特征利用交互注意力模块适应到每只手,为左右手特征注入全局上下文信息。其次,引入三层图卷积细化网络结构用于精确回归双手网格顶点,并通过基于注意力机制的特征对齐模块增强顶点特征和图像特征的对齐,从而增强重建的手部网格和输入图像的对齐。同时提出一种新的多层感知机结构,通过下采样和上采样操作学习多尺度特征信息。最后,设计相对偏移损失函数约束双手的空间关系。在InterHand2.6M数据集上的定量和定性实验表明,与现有的优秀方法相比,所提出的方法显著提升了模型性能,其中平均每关节位置误差(Mean Per Joint Position Error,MPJPE)和平均每顶点位置误差(Mean Per Vertex Position Error,MPVPE)分别降低至7.19 mm和7.33 mm。此外,在RGB2Hands和EgoHands数据集上进行泛化性实验,定性实验结果表明所提出的方法具有良好的泛化能力,能够适应不同环境背景下的手部网格重建。