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I consider the natural infinitary variations of the games Wordle and Mastermind, as well as their game-theoretic variations Absurdle and Madstermind, considering these games with infinitely long words and infinite color sequences and allowing transfinite game play. For each game, a secret codeword is hidden, which the codebreaker attempts to discover by making a series of guesses and receiving feedback as to their accuracy. In Wordle with words of any size from a finite alphabet of $n$ letters, including infinite words or even uncountable words, the codebreaker can nevertheless always win in $n$ steps. Meanwhile, the mastermind number, defined as the smallest winning set of guesses in infinite Mastermind for sequences of length $\omega$ over a countable set of colors without duplication, is uncountable, but the exact value turns out to be independent of ZFC, for it is provably equal to the eventually different number $\frak{d}({\neq^*})$, which is the same as the covering number of the meager ideal $\text{cov}(\mathcal{M})$. I thus place all the various mastermind numbers, defined for the natural variations of the game, into the hierarchy of cardinal characteristics of the continuum.

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A comprehensive picture of three Bethe-Kikuchi variational principles including their relationship to belief propagation (BP) algorithms on hypergraphs is given. The structure of BP equations is generalized to define continuous-time diffusions, solving localized versions of the max-entropy principle (A), the variational free energy principle (B), and a less usual equilibrium free energy principle (C), Legendre dual to A. Both critical points of Bethe-Kikuchi functionals and stationary beliefs are shown to lie at the non-linear intersection of two constraint surfaces, enforcing energy conservation and marginal consistency respectively. The hypersurface of singular beliefs, accross which equilibria become unstable as the constraint surfaces meet tangentially, is described by polynomial equations in the convex polytope of consistent beliefs. This polynomial is expressed by a loop series expansion for graphs of binary variables.

Large Language Models (LLMs) have the ability to solve a variety of tasks, such as text summarization and mathematical questions, just out of the box, but they are often trained with a single task in mind. Due to high computational costs, the current trend is to use prompt instruction tuning to better adjust monolithic, pretrained LLMs for new -- but often individual -- downstream tasks. Thus, how one would expand prompt tuning to handle -- concomitantly -- heterogeneous tasks and data distributions is a widely open question. To address this gap, we suggest the use of \emph{Mixture of Prompts}, or MoPs, associated with smart gating functionality: the latter -- whose design is one of the contributions of this paper -- can identify relevant skills embedded in different groups of prompts and dynamically assign combined experts (i.e., collection of prompts), based on the target task. Additionally, MoPs are empirically agnostic to any model compression technique applied -- for efficiency reasons -- as well as instruction data source and task composition. In practice, MoPs can simultaneously mitigate prompt training "interference" in multi-task, multi-source scenarios (e.g., task and data heterogeneity across sources), as well as possible implications from model approximations. As a highlight, MoPs manage to decrease final perplexity from $\sim20\%$ up to $\sim70\%$, as compared to baselines, in the federated scenario, and from $\sim 3\%$ up to $\sim30\%$ in the centralized scenario.

Graph Neural Networks (GNNs) are becoming central in the study of time series, coupled with existing algorithms as Temporal Convolutional Networks and Recurrent Neural Networks. In this paper, we see time series themselves as directed graphs, so that their topology encodes time dependencies and we start to explore the effectiveness of GNNs architectures on them. We develop two distinct Geometric Deep Learning models, a supervised classifier and an autoencoder-like model for signal reconstruction. We apply these models on a quality recognition problem.

In combinatorial game theory, the winning player for a position in normal play is analyzed and characterized via algebraic operations. Such analyses define a value for each position, called a game value. A game (ruleset) is called universal if any game value is achievable in some position in a play of the game. Although the universality of a game implies that the ruleset is rich enough (i.e., sufficiently complex), it does not immediately imply that the game is intractable in the sense of computational complexity. This paper proves that the universal game Turning Tiles is PSPACE-complete.

Change blindness is a phenomenon where an individual fails to notice alterations in a visual scene when a change occurs during a brief interruption or distraction. Understanding this phenomenon is specifically important for the technique that uses a visual stimulus, such as Virtual Reality (VR) or Augmented Reality (AR). Previous research had primarily focused on 2D environments or conducted limited controlled experiments in 3D immersive environments. In this paper, we design and conduct two formal user experiments to investigate the effects of different visual attention-disrupting conditions (Flickering and Head-Turning) and object alternative conditions (Removal, Color Alteration, and Size Alteration) on change blindness detection in VR and AR environments. Our results reveal that participants detected changes more quickly and had a higher detection rate with Flickering compared to Head-Turning. Furthermore, they spent less time detecting changes when an object disappeared compared to changes in color or size. Additionally, we provide a comparison of the results between VR and AR environments.

We generalize to a broader class of decoupled measures a result of Ziv and Merhav on universal estimation of the specific cross (or relative) entropy for a pair of multi-level Markov measures. The result covers pairs of suitably regular g-measures and pairs of equilibrium measures arising from the small space of interactions in mathematical statistical mechanics.

Petri games are a multi-player game model for the automatic synthesis of distributed systems, where the players are represented as tokens on a Petri net and are grouped into environment players and system players. As long as the players move in independent parts of the net, they do not know of each other; when they synchronize at a joint transition, each player gets informed of the entire causal history of the other players. We show that the synthesis problem for two-player Petri games under a global safety condition is NP-complete and it can be solved within a non-deterministic exponential upper bound in the case of up to 4 players. Furthermore, we show the undecidability of the synthesis problem for Petri games with at least 6 players under a local safety condition.

We introduce a neural-preconditioned iterative solver for Poisson equations with mixed boundary conditions. The Poisson equation is ubiquitous in scientific computing: it governs a wide array of physical phenomena, arises as a subproblem in many numerical algorithms, and serves as a model problem for the broader class of elliptic PDEs. The most popular Poisson discretizations yield large sparse linear systems. At high resolution, and for performance-critical applications, iterative solvers can be advantageous for these -- but only when paired with powerful preconditioners. The core of our solver is a neural network trained to approximate the inverse of a discrete structured-grid Laplace operator for a domain of arbitrary shape and with mixed boundary conditions. The structure of this problem motivates a novel network architecture that we demonstrate is highly effective as a preconditioner even for boundary conditions outside the training set. We show that on challenging test cases arising from an incompressible fluid simulation, our method outperforms state-of-the-art solvers like algebraic multigrid as well as some recent neural preconditioners.

Meta-analysis aims to combine effect measures from several studies. For continuous outcomes, the most popular effect measures use simple or standardized differences in sample means. However, a number of applications focus on the absolute values of these effect measures (i.e., unsigned magnitude effects). We provide statistical methods for meta-analysis of magnitude effects based on standardized mean differences. We propose a suitable statistical model for random-effects meta-analysis of absolute standardized mean differences (ASMD), investigate a number of statistical methods for point and interval estimation, and provide practical recommendations for choosing among them.

In this study, we aim to enhance the arithmetic reasoning ability of Large Language Models (LLMs) through zero-shot prompt optimization. We identify a previously overlooked objective of query dependency in such optimization and elucidate two ensuing challenges that impede the successful and economical design of prompt optimization techniques. One primary issue is the absence of an effective method to evaluate prompts during inference when the golden answer is unavailable. Concurrently, learning via interactions with the LLMs to navigate the expansive natural language prompting space proves to be resource-intensive. To address this, we introduce Prompt-OIRL, which harnesses offline inverse reinforcement learning to draw insights from offline prompting demonstration data. Such data exists as by-products when diverse prompts are benchmarked on open-accessible datasets. With Prompt-OIRL, the query-dependent prompt optimization objective is achieved by first learning an offline reward model. This model can evaluate any query-prompt pairs without accessing LLMs. Subsequently, a best-of-N strategy is deployed to recommend the optimal prompt. Our experimental evaluations across various LLM scales and arithmetic reasoning datasets underscore both the efficacy and economic viability of the proposed approach.

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