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A major challenge when describing the origin of life is to explain "how instructional information control systems emerge naturally and spontaneously from mere molecular dynamics". So far, no one has clarified how information control emerged ab initio and how primitive control mechanisms in life might have evolved, becoming increasingly refined. Based on recent experimental results showing that chemical computation does not require the presence of life-related chemistry, we elucidate the origin and early evolution of information handling by chemical automata, from information processing (computation) to information storage (memory) and information transmission (communication) and later digital messengers, covering at the same time its syntactic, semantic and pragmatic flavors. In contrast to other theories that assume the existence of initial complex structures, our representation starts from trivial self-replicators whose interaction leads to the arising of more powerful molecular machines. By describing precisely the primordial transitions in chemistry-based computation, our framework is capable of explaining the above-mentioned gaps and can be translated to other models of computation, which allow us to explore biological phenomena at multiple spatial and temporal scales. Being compatible with the free energy principle, we have developed a computational enactivist theoretical framework that could be able to describe from the origin of life to higher-level cognition, as if it were a purely constructivist narrative. At the end of our manuscript, we propose some ways to extend our ideas, including experimental validation of our theory (both in vitro and in silico).

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《計算機信息》雜志發表高質量的論文,擴大了運籌學和計算的范圍,尋求有關理論、方法、實驗、系統和應用方面的原創研究論文、新穎的調查和教程論文,以及描述新的和有用的軟件工具的論文。官網鏈接: · 正則的 · SimPLe · FAST · 回合 ·
2024 年 7 月 15 日

Creating relightable and animatable avatars from multi-view or monocular videos is a challenging task for digital human creation and virtual reality applications. Previous methods rely on neural radiance fields or ray tracing, resulting in slow training and rendering processes. By utilizing Gaussian Splatting, we propose a simple and efficient method to decouple body materials and lighting from sparse-view or monocular avatar videos, so that the avatar can be rendered simultaneously under novel viewpoints, poses, and lightings at interactive frame rates (6.9 fps). Specifically, we first obtain the canonical body mesh using a signed distance function and assign attributes to each mesh vertex. The Gaussians in the canonical space then interpolate from nearby body mesh vertices to obtain the attributes. We subsequently deform the Gaussians to the posed space using forward skinning, and combine the learnable environment light with the Gaussian attributes for shading computation. To achieve fast shadow modeling, we rasterize the posed body mesh from dense viewpoints to obtain the visibility. Our approach is not only simple but also fast enough to allow interactive rendering of avatar animation under environmental light changes. Experiments demonstrate that, compared to previous works, our method can render higher quality results at a faster speed on both synthetic and real datasets.

In the past few years, large-scale pre-trained vision-language models like CLIP have achieved tremendous success in various fields. Naturally, how to transfer the rich knowledge in such huge pre-trained models to downstream tasks and datasets becomes a hot topic. During downstream adaptation, the most challenging problems are overfitting and catastrophic forgetting, which can cause the model to overly focus on the current data and lose more crucial domain-general knowledge. Existing works use classic regularization techniques to solve the problems. As solutions become increasingly complex, the ever-growing storage and inference costs are also a significant problem that urgently needs to be addressed. While in this paper, we start from an observation that proper random noise can suppress overfitting and catastrophic forgetting. Then we regard quantization error as a kind of noise, and explore quantization for regularizing vision-language model, which is quite efficiency and effective. Furthermore, to improve the model's generalization capability while maintaining its specialization capacity at minimal cost, we deeply analyze the characteristics of the weight distribution in prompts, conclude several principles for quantization module design and follow such principles to create several competitive baselines. The proposed method is significantly efficient due to its inherent lightweight nature, making it possible to adapt on extremely resource-limited devices. Our method can be fruitfully integrated into many existing approaches like MaPLe, enhancing accuracy while reducing storage overhead, making it more powerful yet versatile. Extensive experiments on 11 datasets shows great superiority of our method sufficiently. Code is available at //github.com/beyondhtx/QPrompt.

Causal attribution, which aims to explain why events or behaviors occur, is crucial in causal inference and enhances our understanding of cause-and-effect relationships in scientific research. The probabilities of necessary causation (PN) and sufficient causation (PS) are two of the most common quantities for attribution in causal inference. While many works have explored the identification or bounds of PN and PS, efficient estimation remains unaddressed. To fill this gap, this paper focuses on obtaining semiparametric efficient estimators of PN and PS under two sets of identifiability assumptions: strong ignorability and monotonicity, and strong ignorability and conditional independence. We derive efficient influence functions and semiparametric efficiency bounds for PN and PS under the two sets of identifiability assumptions, respectively. Based on this, we propose efficient estimators for PN and PS, and show their large sample properties. Extensive simulations validate the superiority of our estimators compared to competing methods. We apply our methods to a real-world dataset to assess various risk factors affecting stroke.

We present a unified approach to obtain scaling limits of neural networks using the genus expansion technique from random matrix theory. This approach begins with a novel expansion of neural networks which is reminiscent of Butcher series for ODEs, and is obtained through a generalisation of Fa\`a di Bruno's formula to an arbitrary number of compositions. In this expansion, the role of monomials is played by random multilinear maps indexed by directed graphs whose edges correspond to random matrices, which we call operator graphs. This expansion linearises the effect of the activation functions, allowing for the direct application of Wick's principle to compute the expectation of each of its terms. We then determine the leading contribution to each term by embedding the corresponding graphs onto surfaces, and computing their Euler characteristic. Furthermore, by developing a correspondence between analytic and graphical operations, we obtain similar graph expansions for the neural tangent kernel as well as the input-output Jacobian of the original neural network, and derive their infinite-width limits with relative ease. Notably, we find explicit formulae for the moments of the limiting singular value distribution of the Jacobian. We then show that all of these results hold for networks with more general weights, such as general matrices with i.i.d. entries satisfying moment assumptions, complex matrices and sparse matrices.

This work uniquely identifies and characterizes four prevalent multimodal model architectural patterns in the contemporary multimodal landscape. Systematically categorizing models by architecture type facilitates monitoring of developments in the multimodal domain. Distinct from recent survey papers that present general information on multimodal architectures, this research conducts a comprehensive exploration of architectural details and identifies four specific architectural types. The types are distinguished by their respective methodologies for integrating multimodal inputs into the deep neural network model. The first two types (Type A and B) deeply fuses multimodal inputs within the internal layers of the model, whereas the following two types (Type C and D) facilitate early fusion at the input stage. Type-A employs standard cross-attention, whereas Type-B utilizes custom-designed layers for modality fusion within the internal layers. On the other hand, Type-C utilizes modality-specific encoders, while Type-D leverages tokenizers to process the modalities at the model's input stage. The identified architecture types aid the monitoring of any-to-any multimodal model development. Notably, Type-C and Type-D are currently favored in the construction of any-to-any multimodal models. Type-C, distinguished by its non-tokenizing multimodal model architecture, is emerging as a viable alternative to Type-D, which utilizes input-tokenizing techniques. To assist in model selection, this work highlights the advantages and disadvantages of each architecture type based on data and compute requirements, architecture complexity, scalability, simplification of adding modalities, training objectives, and any-to-any multimodal generation capability.

Reasoning, a crucial ability for complex problem-solving, plays a pivotal role in various real-world settings such as negotiation, medical diagnosis, and criminal investigation. It serves as a fundamental methodology in the field of Artificial General Intelligence (AGI). With the ongoing development of foundation models, e.g., Large Language Models (LLMs), there is a growing interest in exploring their abilities in reasoning tasks. In this paper, we introduce seminal foundation models proposed or adaptable for reasoning, highlighting the latest advancements in various reasoning tasks, methods, and benchmarks. We then delve into the potential future directions behind the emergence of reasoning abilities within foundation models. We also discuss the relevance of multimodal learning, autonomous agents, and super alignment in the context of reasoning. By discussing these future research directions, we hope to inspire researchers in their exploration of this field, stimulate further advancements in reasoning with foundation models, and contribute to the development of AGI.

Believable proxies of human behavior can empower interactive applications ranging from immersive environments to rehearsal spaces for interpersonal communication to prototyping tools. In this paper, we introduce generative agents--computational software agents that simulate believable human behavior. Generative agents wake up, cook breakfast, and head to work; artists paint, while authors write; they form opinions, notice each other, and initiate conversations; they remember and reflect on days past as they plan the next day. To enable generative agents, we describe an architecture that extends a large language model to store a complete record of the agent's experiences using natural language, synthesize those memories over time into higher-level reflections, and retrieve them dynamically to plan behavior. We instantiate generative agents to populate an interactive sandbox environment inspired by The Sims, where end users can interact with a small town of twenty five agents using natural language. In an evaluation, these generative agents produce believable individual and emergent social behaviors: for example, starting with only a single user-specified notion that one agent wants to throw a Valentine's Day party, the agents autonomously spread invitations to the party over the next two days, make new acquaintances, ask each other out on dates to the party, and coordinate to show up for the party together at the right time. We demonstrate through ablation that the components of our agent architecture--observation, planning, and reflection--each contribute critically to the believability of agent behavior. By fusing large language models with computational, interactive agents, this work introduces architectural and interaction patterns for enabling believable simulations of human behavior.

This work considers the question of how convenient access to copious data impacts our ability to learn causal effects and relations. In what ways is learning causality in the era of big data different from -- or the same as -- the traditional one? To answer this question, this survey provides a comprehensive and structured review of both traditional and frontier methods in learning causality and relations along with the connections between causality and machine learning. This work points out on a case-by-case basis how big data facilitates, complicates, or motivates each approach.

Recent developments in image classification and natural language processing, coupled with the rapid growth in social media usage, have enabled fundamental advances in detecting breaking events around the world in real-time. Emergency response is one such area that stands to gain from these advances. By processing billions of texts and images a minute, events can be automatically detected to enable emergency response workers to better assess rapidly evolving situations and deploy resources accordingly. To date, most event detection techniques in this area have focused on image-only or text-only approaches, limiting detection performance and impacting the quality of information delivered to crisis response teams. In this paper, we present a new multimodal fusion method that leverages both images and texts as input. In particular, we introduce a cross-attention module that can filter uninformative and misleading components from weak modalities on a sample by sample basis. In addition, we employ a multimodal graph-based approach to stochastically transition between embeddings of different multimodal pairs during training to better regularize the learning process as well as dealing with limited training data by constructing new matched pairs from different samples. We show that our method outperforms the unimodal approaches and strong multimodal baselines by a large margin on three crisis-related tasks.

We propose a novel approach to multimodal sentiment analysis using deep neural networks combining visual analysis and natural language processing. Our goal is different than the standard sentiment analysis goal of predicting whether a sentence expresses positive or negative sentiment; instead, we aim to infer the latent emotional state of the user. Thus, we focus on predicting the emotion word tags attached by users to their Tumblr posts, treating these as "self-reported emotions." We demonstrate that our multimodal model combining both text and image features outperforms separate models based solely on either images or text. Our model's results are interpretable, automatically yielding sensible word lists associated with emotions. We explore the structure of emotions implied by our model and compare it to what has been posited in the psychology literature, and validate our model on a set of images that have been used in psychology studies. Finally, our work also provides a useful tool for the growing academic study of images - both photographs and memes - on social networks.

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