Trainable-frequency quantum models train the prefactors of their encoding gates so that the circuit's frequencies can move onto the target's. From the unit start of prior work, training rarely reaches a target more than one resolution step away. We show that the target-driven part of the prefactor gradient is a weighted sum of slopes of the overlap $\sin u/u$, where $u$ is the model-target frequency distance scaled by the window half-width. This gives each frequency a reach: under gradient flow, an isolated real frequency whose coefficient adapts optimally reaches its target from within half a step, for every target at least one step from zero frequency; with a fixed coefficient, a phase-dependent barrier can stop it. A ternary prefactor grid places a model frequency within half a step of every band frequency, with logarithmically many encoding gates. Single-frequency circuits trained with Adam and jointly trained amplitudes behave as predicted: inside the first side lobe, a frequency starts toward its target exactly when in phase with it in 98% of runs, and only 11 of 768 frequencies starting beyond the lobe reached their target. With several frequencies, the grid start raised successful fits on synthetic targets from 69% to 84% against the best random start. With many target frequencies, least squares on the fixed grid fits near-perfectly, but the circuit does not reach the coefficients; training the prefactors narrows this shortfall, but with 8 and 24 target frequencies, training the fixed grid ten times longer fitted better. On real series, training the frequencies improved held-out $R^2$ at equal budget by 0.010--0.045 on four of seven series, but a classical screen did not separate these from the others. A classical model with independently trainable frequencies shows the same dependence on the start; our results describe how to train such models, not an advantage of the circuit.
This paper investigates developing real-world perception for active agents, proposes Gibson Environment for this purpose, and showcases a set of perceptual tasks learned therein.
F. Xia, Amir Zamir, Zhi-Yang He et al.· 2018 IEEE/CVF Conference on...· 1,069 citations· ⚡112
This publication proposes a definition and a classification of agile software development approaches and analyses ten software development methods that can be characterized as being "agile" against the defined criterion.
P. Abrahamsson, O. Salo, Jussi Ronkainen et al.· arXiv.org· 727 citations· ⚡54
The study shows that agile practices improve both informal and formal communication, but indicates that, in larger development situations involving multiple external stakeholders, a mismatch of adequate communication mechanisms can sometimes even hinder the communication.
M. Pikkarainen, Jukka Haikara, O. Salo et al.· Empirical Software Engineeri...· 401 citations· ⚡48
The results indicate that software engineering work practices are chosen opportunistically, adapted and configured to provide value under the constrains imposed by the startup context.
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The possibility of inferring high-dimensional data inference in a model that consists of a prior and an auxiliary differentiable constraint given some additional information is considered, thereby allowing a range of potential applications in adapting models to new domains and tasks.
Alexandros Graikos, Esmeralda S. Whitammer, N. Jojic et al.· Neural Information Processin...· 316 citations· ⚡15
Professor Paris Smaragdis develops computers with superhuman hearing for applications like speech recognition, music understanding, and environmental monitoring.
MIT News · Artificial Intelligence· news.mit.eduOct 13, 2026
Machine-learning networks can learn without detailed instructions from a designer. Those that do may offer insight into how the brain reorganizes itself during learning.
MIT News · Artificial Intelligence· news.mit.eduOct 2, 2026