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Relying on others can be as risky as it can be rewarding. Advice seekers must disentangle good advice from bad, and balance the potential benefits of shared wisdom against the risks of being misled. Groups are most effective at sharing information and solving problems together when everyone is sensitive to ``who knows what.'' Acquiring such knowledge in the first place, however, is not trivial -- especially in contexts where background information is limited. What underlying cognitive abilities are needed for social learning to be useful in information-limited environments? Here, we propose that the capacity for flexible social inference plays a key role in human group behavior, allowing latent properties such as success or skill to be inferred from others' outward behavior even when there is no direct access to others' private rewards and "success" manifests differently from context to context. We begin by formalizing our proposal in a cognitive model and comparing this model's predictions against those of simpler heuristics in a series of computational simulations. We then evaluated these predictions in three large-scale behavioral experiments using a multi-agent search paradigm with hidden rewards. In Experiment 1, we found that average performance improves as a function of group size at a rate predicted by our model but not by three simpler alternatives. In Experiment 2, we placed human participants in controlled scenarios with artificial agents to more systematically evaluate the conditions under which people choose to rely on social information. Finally, in Experiment 3, we generalized these findings to a more complex and noisy environment, suggesting regimes where inferences may break down. Taken together, we find that even the most rudimentary social cognition abilities may facilitate the characteristic flexibility of human collective behavior.

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The pivotal storage density win achieved by solid-state devices over magnetic devices recently is a result of multiple innovations in physics, architecture, and signal processing. Constrained coding is used in Flash devices to increase reliability via mitigating inter-cell interference. Recently, capacity-achieving constrained codes were introduced to serve that purpose. While these codes result in minimal redundancy, they result in non-negligible complexity increase and access speed limitation since pages cannot be read separately. In this paper, we suggest new constrained coding schemes that have low-complexity and preserve the desirable high access speed in modern Flash devices. The idea is to eliminate error-prone patterns by coding data either only on the left-most page (binary coding) or only on the two left-most pages ($4$-ary coding) while leaving data on all the remaining pages uncoded. Our coding schemes are systematic and capacity-approaching. We refer to the proposed schemes as read-and-run (RR) constrained coding schemes. The $4$-ary RR coding scheme is introduced to limit the rate loss. We analyze the new RR coding schemes and discuss their impact on the probability of occurrence of different charge levels. We also demonstrate the performance improvement achieved via RR coding on a practical triple-level cell Flash device.

The impact of player age on performance has received attention across sport. Most research has focused on the performance of players at each age, ignoring the reality that age likewise influences which players receive opportunities to perform. Our manuscript makes two contributions. First, we highlight how selection bias is linked to both (i) which players receive opportunity to perform in sport, and (ii) at which ages we observe these players perform. This approach is used to generate underlying distributions of how players move in and out of sport organizations. Second, motivated by methods for missing data, we propose novel estimation methods of age curves by using both observed and unobserved (imputed) data. We use simulations to compare several comparative approaches for estimating aging curves. Imputation-based methods, as well as models that account for individual player skill, tend to generate lower RMSE and age curve shapes that better match the truth. We implement our approach using data from the National Hockey League.

Meta-learning usually refers to a learning algorithm that learns from other learning algorithms. The problem of uncertainty in the predictions of neural networks shows that the world is only partially predictable and a learned neural network cannot generalize to its ever-changing surrounding environments. Therefore, the question is how a predictive model can represent multiple predictions simultaneously. We aim to provide a fundamental understanding of learning to learn in the contents of Decentralized Neural Networks (Decentralized NNs) and we believe this is one of the most important questions and prerequisites to building an autonomous intelligence machine. To this end, we shall demonstrate several pieces of evidence for tackling the problems above with Meta Learning in Decentralized NNs. In particular, we will present three different approaches to building such a decentralized learning system: (1) learning from many replica neural networks, (2) building the hierarchy of neural networks for different functions, and (3) leveraging different modality experts to learn cross-modal representations.

The integration of the physical capabilities of an industrial collaborative robot with a social virtual character may represent a viable solution to enhance the workers' perception of the system as an embodied social entity and increase social engagement and well-being at the workplace. An online study was setup using prerecorded video interactions in order to pilot potential advantages of different embodied configurations of the cobot-avatar system in terms of perceptions of Social Presence, cobot-avatar Unity and Social Role of the system, and explore the relation of these. In particular, two different configurations were explored and compared: the virtual character was displayed either on a tablet strapped onto the base of the cobot or on a large TV screen positioned at the back of the workcell. The results imply that participants showed no clear preference based on the constructs, and both configurations fulfill these basic criteria. In terms of the relations between the constructs, there were strong correlations between perception of Social Presence, Unity and Social Role (Collegiality). This gives a valuable insight into the role of these constructs in the perception of cobots as embodied social entities, and towards building cobots that support well-being at the workplace.

Various methods for Multi-Agent Reinforcement Learning (MARL) have been developed with the assumption that agents' policies are based on accurate state information. However, policies learned through Deep Reinforcement Learning (DRL) are susceptible to adversarial state perturbation attacks. In this work, we propose a State-Adversarial Markov Game (SAMG) and make the first attempt to investigate the fundamental properties of MARL under state uncertainties. Our analysis shows that the commonly used solution concepts of optimal agent policy and robust Nash equilibrium do not always exist in SAMGs. To circumvent this difficulty, we consider a new solution concept called robust agent policy, where agents aim to maximize the worst-case expected state value. We prove the existence of robust agent policy for finite state and finite action SAMGs. Additionally, we propose a Robust Multi-Agent Adversarial Actor-Critic (RMA3C) algorithm to learn robust policies for MARL agents under state uncertainties. Our experiments demonstrate that our algorithm outperforms existing methods when faced with state perturbations and greatly improves the robustness of MARL policies. Our code is public on //songyanghan.github.io/what_is_solution/.

The Hidden Markov Model (HMM) is one of the most widely used statistical models for sequential data analysis, and it has been successfully applied in a large variety of domains. One of the key reasons for this versatility is the ability of HMMs to deal with missing data. However, standard HMM learning algorithms rely crucially on the assumption that the positions of the missing observations within the observation sequence are known. In some situations where such assumptions are not feasible, a number of special algorithms have been developed. Currently, these algorithms rely strongly on specific structural assumptions of the underlying chain, such as acyclicity, and are not applicable in the general case. In particular, there are numerous domains within medicine and computational biology, where the missing observation locations are unknown and acyclicity assumptions do not hold, thus presenting a barrier for the application of HMMs in those fields. In this paper we consider a general problem of learning HMMs from data with unknown missing observation locations (i.e., only the order of the non-missing observations are known). We introduce a generative model of the location omissions and propose two learning methods for this model, a (semi) analytic approach, and a Gibbs sampler. We evaluate and compare the algorithms in a variety of scenarios, measuring their reconstruction precision and robustness under model misspecification.

Siamese networks are one of the most trending methods to achieve self-supervised visual representation learning (SSL). Since hand labeling is costly, SSL can play a crucial part by allowing deep learning to train on large unlabeled datasets. Meanwhile, Neural Architecture Search (NAS) is becoming increasingly important as a technique to discover novel deep learning architectures. However, early NAS methods based on reinforcement learning or evolutionary algorithms suffered from ludicrous computational and memory costs. In contrast, differentiable NAS, a gradient-based approach, has the advantage of being much more efficient and has thus retained most of the attention in the past few years. In this article, we present NASiam, a novel approach that uses for the first time differentiable NAS to improve the multilayer perceptron projector and predictor (encoder/predictor pair) architectures inside siamese-networks-based contrastive learning frameworks (e.g., SimCLR, SimSiam, and MoCo) while preserving the simplicity of previous baselines. We crafted a search space designed explicitly for multilayer perceptrons, inside which we explored several alternatives to the standard ReLU activation function. We show that these new architectures allow ResNet backbone convolutional models to learn strong representations efficiently. NASiam reaches competitive performance in both small-scale (i.e., CIFAR-10/CIFAR-100) and large-scale (i.e., ImageNet) image classification datasets while costing only a few GPU hours. We discuss the composition of the NAS-discovered architectures and emit hypotheses on why they manage to prevent collapsing behavior. Our code is available at //github.com/aheuillet/NASiam.

Games and simulators can be a valuable platform to execute complex multi-agent, multiplayer, imperfect information scenarios with significant parallels to military applications: multiple participants manage resources and make decisions that command assets to secure specific areas of a map or neutralize opposing forces. These characteristics have attracted the artificial intelligence (AI) community by supporting development of algorithms with complex benchmarks and the capability to rapidly iterate over new ideas. The success of artificial intelligence algorithms in real-time strategy games such as StarCraft II have also attracted the attention of the military research community aiming to explore similar techniques in military counterpart scenarios. Aiming to bridge the connection between games and military applications, this work discusses past and current efforts on how games and simulators, together with the artificial intelligence algorithms, have been adapted to simulate certain aspects of military missions and how they might impact the future battlefield. This paper also investigates how advances in virtual reality and visual augmentation systems open new possibilities in human interfaces with gaming platforms and their military parallels.

Behaviors of the synthetic characters in current military simulations are limited since they are generally generated by rule-based and reactive computational models with minimal intelligence. Such computational models cannot adapt to reflect the experience of the characters, resulting in brittle intelligence for even the most effective behavior models devised via costly and labor-intensive processes. Observation-based behavior model adaptation that leverages machine learning and the experience of synthetic entities in combination with appropriate prior knowledge can address the issues in the existing computational behavior models to create a better training experience in military training simulations. In this paper, we introduce a framework that aims to create autonomous synthetic characters that can perform coherent sequences of believable behavior while being aware of human trainees and their needs within a training simulation. This framework brings together three mutually complementary components. The first component is a Unity-based simulation environment - Rapid Integration and Development Environment (RIDE) - supporting One World Terrain (OWT) models and capable of running and supporting machine learning experiments. The second is Shiva, a novel multi-agent reinforcement and imitation learning framework that can interface with a variety of simulation environments, and that can additionally utilize a variety of learning algorithms. The final component is the Sigma Cognitive Architecture that will augment the behavior models with symbolic and probabilistic reasoning capabilities. We have successfully created proof-of-concept behavior models leveraging this framework on realistic terrain as an essential step towards bringing machine learning into military simulations.

Graph convolutional network (GCN) has been successfully applied to many graph-based applications; however, training a large-scale GCN remains challenging. Current SGD-based algorithms suffer from either a high computational cost that exponentially grows with number of GCN layers, or a large space requirement for keeping the entire graph and the embedding of each node in memory. In this paper, we propose Cluster-GCN, a novel GCN algorithm that is suitable for SGD-based training by exploiting the graph clustering structure. Cluster-GCN works as the following: at each step, it samples a block of nodes that associate with a dense subgraph identified by a graph clustering algorithm, and restricts the neighborhood search within this subgraph. This simple but effective strategy leads to significantly improved memory and computational efficiency while being able to achieve comparable test accuracy with previous algorithms. To test the scalability of our algorithm, we create a new Amazon2M data with 2 million nodes and 61 million edges which is more than 5 times larger than the previous largest publicly available dataset (Reddit). For training a 3-layer GCN on this data, Cluster-GCN is faster than the previous state-of-the-art VR-GCN (1523 seconds vs 1961 seconds) and using much less memory (2.2GB vs 11.2GB). Furthermore, for training 4 layer GCN on this data, our algorithm can finish in around 36 minutes while all the existing GCN training algorithms fail to train due to the out-of-memory issue. Furthermore, Cluster-GCN allows us to train much deeper GCN without much time and memory overhead, which leads to improved prediction accuracy---using a 5-layer Cluster-GCN, we achieve state-of-the-art test F1 score 99.36 on the PPI dataset, while the previous best result was 98.71 by [16]. Our codes are publicly available at //github.com/google-research/google-research/tree/master/cluster_gcn.

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