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We demonstrate the efficacy of the proposed method using cine-MR sequences of 145 subjects and comparing the performance with other state-of-the-art quantification methods. The proposed method achieved high prediction accuracy, with an average mean absolute error (MAE) of 129 mm2, 1.23 mm, 1.76 mm, Pearson correlation coefficient (PCC) of 96.4%, 87.2%, and 97.5% for LV and myocardium (Myo) cavity regions, 6 RWTs, 3 LV dimensions, and an error rate of 9.0% for phase classification. The experimental results highlight the robustness of the proposed method, despite varying degrees of cardiac morphology, image appearance, and low contrast in the cardiac MR sequences.We propose an approximation of echo state networks (ESNs) that can be efficiently implemented on digital hardware based on the mathematics of hyperdimensional computing. The reservoir of the proposed integer ESN (intESN) is a vector containing only n-bits integers (where n less then 8 is normally sufficient for a satisfactory performance). The recurrent matrix multiplication is replaced with an efficient cyclic shift operation. The proposed intESN approach is verified with typical tasks in reservoir computing memorizing of a sequence of inputs, classifying time series, and learning dynamic processes. Such architecture results in dramatic improvements in memory footprint and computational efficiency, with minimal performance loss. The experiments on a field-programmable gate array confirm that the proposed intESN approach is much more energy efficient than the conventional ESN.The broad learning system (BLS) paradigm has recently emerged as a computationally efficient approach to supervised learning. Its efficiency arises from a learning mechanism based on the method of least-squares. However, the need for storing and inverting large matrices can put the efficiency of such mechanism at risk in big-data scenarios. In this work, we propose a new implementation of BLS in which the need for storing and inverting large matrices is avoided. The distinguishing features of the designed learning mechanism are as follows 1) the training process can balance between efficient usage of memory and required iterations (hybrid recursive learning) and 2) retraining is avoided when the network is expanded (incremental learning). Fluoxetine It is shown that, while the proposed framework is equivalent to the standard BLS in terms of trained network weights,much larger networks than the standard BLS can be smoothly trained by the proposed solution, projecting BLS toward the big-data frontier.Deep learning models achieve impressive performance for skeleton-based human action recognition. Graph convolutional networks (GCNs) are particularly suitable for this task due to the graph-structured nature of skeleton data. However, the robustness of these models to adversarial attacks remains largely unexplored due to their complex spatiotemporal nature that must represent sparse and discrete skeleton joints. This work presents the first adversarial attack on skeleton-based action recognition with GCNs. The proposed targeted attack, termed constrained iterative attack for skeleton actions (CIASA), perturbs joint locations in an action sequence such that the resulting adversarial sequence preserves the temporal coherence, spatial integrity, and the anthropomorphic plausibility of the skeletons. CIASA achieves this feat by satisfying multiple physical constraints and employing spatial skeleton realignments for the perturbed skeletons along with regularization of the adversarial skeletons with generative networks. We also explore the possibility of semantically imperceptible localized attacks with CIASA and succeed in fooling the state-of-the-art skeleton action recognition models with high confidence. CIASA perturbations show high transferability in black-box settings. We also show that the perturbed skeleton sequences are able to induce adversarial behavior in the RGB videos created with computer graphics. A comprehensive evaluation with NTU and Kinetics data sets ascertains the effectiveness of CIASA for graph-based skeleton action recognition and reveals the imminent threat to the spatiotemporal deep learning tasks in general.In this article, we propose a novel semicentralized deep deterministic policy gradient (SCDDPG) algorithm for cooperative multiagent games. Specifically, we design a two-level actor-critic structure to help the agents with interactions and cooperation in the StarCraft combat. The local actor-critic structure is established for each kind of agents with partially observable information received from the environment. Then, the global actor-critic structure is built to provide the local design an overall view of the combat based on the limited centralized information, such as the health value. These two structures work together to generate the optimal control action for each agent and to achieve better cooperation in the games. Comparing with the fully centralized methods, this design can reduce the communication burden by only sending limited information to the global level during the learning process. Furthermore, the reward functions are also designed for both local and global structures based on the agents' attributes to further improve the learning performance in the stochastic environment. The developed method has been demonstrated on several scenarios in a real-time strategy game, i.e., StarCraft. The simulation results show that the agents can effectively cooperate with their teammates and defeat the enemies in various StarCraft scenarios.This article works on the consensus problem of nonlinear multiagent systems (MASs) under directed graphs. Based on the local output information of neighboring agents, fully distributed adaptive attack-free protocols are designed, where speaking of attack-free protocol, we mean that the observer information transmission via communication channel is forbidden during the whole course. First, the fixed-time observer is introduced to estimate both the local state and the consensus error based on the local output and the relative output measurement among neighboring agents. Then, an observer-based protocol is generated by the consensus error estimation, where the adaptive gains are designed to estimate the unknown neural network constant weight matrix and the upper bound of the residual error vector. Furthermore, the fully distributed adaptive attack-free consensus protocol is proposed by introducing an extra adaptive gain to estimate the communication connectivity information. The proposed protocols are in essence attack-free since no observer information exchange among agents is undertaken during the whole process.
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