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This article introduces the development and implementation of the Yummy Operations Robot Initiative (YORI), an innovative, autonomous robotic cooking system. YORI marks a major advancement in culinary automation, adept at handling a diverse range of cooking tasks, capable of preparing multiple dishes simultaneously, and offering the flexibility to adapt to an extensive array of culinary activities. This versatility is achieved through the use of custom tools and appliances operated by a dual arm manipulator utilizing proprioceptive actuators. The use of proprioceptive actuators enables fast yet precise movements, while allowing for accurate force control and effectively mitigating the inevitable impacts encountered in cooking. These factors underscore this technology's boundless potential. A key to YORI's adaptability is its modular kitchen design, which allows for easy adaptations to accommodate a continuously increasing range of culinary tasks. This article provides a comprehensive look at YORI's design process, and highlights its role in revolutionizing the culinary world by enhancing efficiency, consistency, and versatility in food preparation.

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This research introduces Procedural Artificial Narrative using Generative AI (PANGeA), a structured approach for leveraging large language models (LLMs), guided by a game designer's high-level criteria, to generate narrative content for turn-based role-playing video games (RPGs). Distinct from prior applications of LLMs used for video game design, PANGeA innovates by not only generating game level data (which includes, but is not limited to, setting, key items, and non-playable characters (NPCs)), but by also fostering dynamic, free-form interactions between the player and the environment that align with the procedural game narrative. The NPCs generated by PANGeA are personality-biased and express traits from the Big 5 Personality Model in their generated responses. PANGeA addresses challenges behind ingesting free-form text input, which can prompt LLM responses beyond the scope of the game narrative. A novel validation system that uses the LLM's intelligence evaluates text input and aligns generated responses with the unfolding narrative. Making these interactions possible, PANGeA is supported by a server that hosts a custom memory system that supplies context for augmenting generated responses thus aligning them with the procedural narrative. For its broad application, the server has a REST interface enabling any game engine to integrate directly with PANGeA, as well as an LLM interface adaptable with local or private LLMs. PANGeA's ability to foster dynamic narrative generation by aligning responses with the procedural narrative is demonstrated through an empirical study and ablation test of two versions of a demo game. These are, a custom, browser-based GPT and a Unity demo. As the results show, PANGeA holds potential to assist game designers in using LLMs to generate narrative-consistent content even when provided varied and unpredictable, free-form text input.

Given the substantial volumes of structured data held by many companies, enabling Large Language Models (LLMs) to directly understand structured text in non-structured forms could significantly enhance their capabilities across various business scenarios. To this end, we propose evaluation data generation method for assessing LLM's ability in understanding the structure-rich text, which generates structured data of controllable complexity based on manually crafted question templates and generation rules. Building on this generation method, we introduce StrucText-Eval, a benchmark comprising 6,032 questions across 8 different structured languages and 29 specific tasks. Furthermore, considering human proficiency in rule-based tasks, we also present StrucText-Eval-Hard, which includes 3,016 questions designed to further examine the gap between LLMs and human performance. Results indicate that the best-performing LLM currently achieve an accuracy of 65.0\% on StrucText-Eval-Hard, while human accuracy reaches up to 95.7\%. Moreover, while fine-tuning using StrucText-Eval can enhance existing LLMs' understanding of all structured languages, it does not necessarily improve performance across all task types. The benchmark and generation codes are open sourced in //github.com/MikeGu721/StrucText-Eval

MetaDesigner revolutionizes artistic typography synthesis by leveraging the strengths of Large Language Models (LLMs) to drive a design paradigm centered around user engagement. At the core of this framework lies a multi-agent system comprising the Pipeline, Glyph, and Texture agents, which collectively enable the creation of customized WordArt, ranging from semantic enhancements to the imposition of complex textures. MetaDesigner incorporates a comprehensive feedback mechanism that harnesses insights from multimodal models and user evaluations to refine and enhance the design process iteratively. Through this feedback loop, the system adeptly tunes hyperparameters to align with user-defined stylistic and thematic preferences, generating WordArt that not only meets but exceeds user expectations of visual appeal and contextual relevance. Empirical validations highlight MetaDesigner's capability to effectively serve diverse WordArt applications, consistently producing aesthetically appealing and context-sensitive results.

Automatic vessel segmentation is paramount for developing next-generation interventional navigation systems. However, current approaches suffer from suboptimal segmentation performances due to significant challenges in intraoperative images (i.e., low signal-to-noise ratio, small or slender vessels, and strong interference). In this paper, a novel spatial-frequency learning and topological channel interaction network (SPIRONet) is proposed to address the above issues. Specifically, dual encoders are utilized to comprehensively capture local spatial and global frequency vessel features. Then, a cross-attention fusion module is introduced to effectively fuse spatial and frequency features, thereby enhancing feature discriminability. Furthermore, a topological channel interaction module is designed to filter out task-irrelevant responses based on graph neural networks. Extensive experimental results on several challenging datasets (CADSA, CAXF, DCA1, and XCAD) demonstrate state-of-the-art performances of our method. Moreover, the inference speed of SPIRONet is 21 FPS with a 512x512 input size, surpassing clinical real-time requirements (6~12FPS). These promising outcomes indicate SPIRONet's potential for integration into vascular interventional navigation systems. Code is available at //github.com/Dxhuang-CASIA/SPIRONet.

The development of digital twins (DTs) for physical systems increasingly leverages artificial intelligence (AI), particularly for combining data from different sources or for creating computationally efficient, reduced-dimension models. Indeed, even in very different application domains, twinning employs common techniques such as model order reduction and modelization with hybrid data (that is, data sourced from both physics-based models and sensors). Despite this apparent generality, current development practices are ad-hoc, making the design of AI pipelines for digital twinning complex and time-consuming. Here we propose Function+Data Flow (FDF), a domain-specific language (DSL) to describe AI pipelines within DTs. FDF aims to facilitate the design and validation of digital twins. Specifically, FDF treats functions as first-class citizens, enabling effective manipulation of models learned with AI. We illustrate the benefits of FDF on two concrete use cases from different domains: predicting the plastic strain of a structure and modeling the electromagnetic behavior of a bearing.

Despite regulations imposed by nations and social media platforms, such as recent EU regulations targeting digital violence, abusive content persists as a significant challenge. Existing approaches primarily rely on binary solutions, such as outright blocking or banning, yet fail to address the complex nature of abusive speech. In this work, we propose a more comprehensive approach called Demarcation scoring abusive speech based on four aspect -- (i) severity scale; (ii) presence of a target; (iii) context scale; (iv) legal scale -- and suggesting more options of actions like detoxification, counter speech generation, blocking, or, as a final measure, human intervention. Through a thorough analysis of abusive speech regulations across diverse jurisdictions, platforms, and research papers we highlight the gap in preventing measures and advocate for tailored proactive steps to combat its multifaceted manifestations. Our work aims to inform future strategies for effectively addressing abusive speech online.

Recent advancements in Large Language Models have transformed ML/AI development, necessitating a reevaluation of AutoML principles for the Retrieval-Augmented Generation (RAG) systems. To address the challenges of hyper-parameter optimization and online adaptation in RAG, we propose the AutoRAG-HP framework, which formulates the hyper-parameter tuning as an online multi-armed bandit (MAB) problem and introduces a novel two-level Hierarchical MAB (Hier-MAB) method for efficient exploration of large search spaces. We conduct extensive experiments on tuning hyper-parameters, such as top-k retrieved documents, prompt compression ratio, and embedding methods, using the ALCE-ASQA and Natural Questions datasets. Our evaluation from jointly optimization all three hyper-parameters demonstrate that MAB-based online learning methods can achieve Recall@5 $\approx 0.8$ for scenarios with prominent gradients in search space, using only $\sim20\%$ of the LLM API calls required by the Grid Search approach. Additionally, the proposed Hier-MAB approach outperforms other baselines in more challenging optimization scenarios. The code will be made available at //aka.ms/autorag.

Utilizing Vision-Language Models (VLMs) for robotic manipulation represents a novel paradigm, aiming to enhance the model's ability to generalize to new objects and instructions. However, due to variations in camera specifications and mounting positions, existing methods exhibit significant performance disparities across different robotic platforms. To address this challenge, we propose RoboUniView in this paper, an innovative approach that decouples visual feature extraction from action learning. We first learn a unified view representation from multi-perspective views by pre-training on readily accessible data, and then derive actions from this unified view representation to control robotic manipulation. This unified view representation more accurately mirrors the physical world and is not constrained by the robotic platform's camera parameters. Thanks to this methodology, we achieve state-of-the-art performance on the demanding CALVIN benchmark, enhancing the success rate in the $D \to D$ setting from 88.7% to 96.2%, and in the $ABC \to D$ setting from 82.4% to 94.2%. Moreover, our model exhibits outstanding adaptability and flexibility: it maintains high performance under unseen camera parameters, can utilize multiple datasets with varying camera parameters, and is capable of joint cross-task learning across datasets. Code is provided for re-implementation. //github.com/liufanfanlff/RoboUniview

This article presents the affordances that Generative Artificial Intelligence can have in disinformation context, one of the major threats to our digitalized society. We present a research framework to generate customized agent-based social networks for disinformation simulations that would enable understanding and evaluation of the phenomena whilst discussing open challenges.

We introduce Voyager, the first LLM-powered embodied lifelong learning agent in Minecraft that continuously explores the world, acquires diverse skills, and makes novel discoveries without human intervention. Voyager consists of three key components: 1) an automatic curriculum that maximizes exploration, 2) an ever-growing skill library of executable code for storing and retrieving complex behaviors, and 3) a new iterative prompting mechanism that incorporates environment feedback, execution errors, and self-verification for program improvement. Voyager interacts with GPT-4 via blackbox queries, which bypasses the need for model parameter fine-tuning. The skills developed by Voyager are temporally extended, interpretable, and compositional, which compounds the agent's abilities rapidly and alleviates catastrophic forgetting. Empirically, Voyager shows strong in-context lifelong learning capability and exhibits exceptional proficiency in playing Minecraft. It obtains 3.3x more unique items, travels 2.3x longer distances, and unlocks key tech tree milestones up to 15.3x faster than prior SOTA. Voyager is able to utilize the learned skill library in a new Minecraft world to solve novel tasks from scratch, while other techniques struggle to generalize. We open-source our full codebase and prompts at //voyager.minedojo.org/.

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