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AlphaGo, AlphaGo Zero, and all of their derivatives can play with superhuman strength because they are able to predict the win-lose outcome with great accuracy. However, Go as a game is decided by a final score difference, and in final positions AlphaGo plays suboptimal moves: this is not surprising, since AlphaGo is completely unaware of the final score difference, all winning final positions being equivalent from the winrate perspective. This can be an issue, for instance when trying to learn the "best" move or to play with an initial handicap. Moreover, there is the theoretical quest of the "perfect game", that is, the minimax solution. Thus, a natural question arises: is it possible to train a successful Reinforcement Learning agent to predict score differences instead of winrates? No empirical or theoretical evidence can be found in the literature to support the folklore statement that "this does not work". In this paper we present Leela Zero Score, a software designed to support or disprove the "does not work" statement. Leela Zero Score is designed on the open-source solution known as Leela Zero, and is trained on a 9x9 board to predict score differences instead of winrates. We find that the training produces a rational player, and we analyze its style against a strong amateur human player, to find that it is prone to some mistakes when the outcome is close. We compare its strength against SAI, an AlphaGo Zero-like software working on the 9x9 board, and find that the training of Leela Zero Score has reached a premature convergence to a player weaker than SAI.

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AlphaGo 是一(yi)款人工智(zhi)能圍棋程(cheng)序,由被 Google 收購的(de) DeepMind 公司開發。 2015年(nian)10月,AlphaGo v13 在與(yu)職業棋手、歐洲(zhou)冠(guan)軍 樊麾二段(duan) 的(de)五番棋比(bi)賽(sai)中(zhong)(zhong)(zhong),以 5:0 獲勝。2016年(nian)3月9日(ri) - 15日(ri),AlphaGo v18 在與(yu)韓國職業棋手 李世石九段(duan) 的(de)五番棋比(bi)賽(sai)中(zhong)(zhong)(zhong),以 4:1 獲勝,賽(sai)后,AlphaGo 榮獲韓國棋院授(shou)予(yu)的(de)「第〇〇一(yi)號 名(ming)譽(yu)九段(duan)」證書。2016年(nian)7月19日(ri),AlphaGo 在 GoRantings 世界圍棋排名(ming)中(zhong)(zhong)(zhong)超過柯潔(jie),成為世界第一(yi)。

Since 2010, the output of a risk assessment tool that predicts how likely an individual is to commit severe violence against their partner has been integrated within the Basque country courtrooms. The EPV-R, the tool developed to assist police officers during the assessment of gender-based violence cases, was also incorporated to assist the decision-making of judges. With insufficient training, judges are exposed to an algorithmic output that influences the human decision of adopting measures in cases of gender-based violence. In this paper, we examine the risks, harms and limits of algorithmic governance within the context of gender-based violence. Through the lens of an Spanish judge exposed to this tool, we analyse how the EPV-R is impacting on the justice system. Moving beyond the risks of unfair and biased algorithmic outputs, we examine legal, social and technical pitfalls such as opaque implementation, efficiency's paradox and feedback loop, that could led to unintended consequences on women who suffer gender-based violence. Our interdisciplinary framework highlights the importance of understanding the impact and influence of risk assessment tools within judicial decision-making and increase awareness about its implementation in this context.

Human action recognition and analysis have great demand and important application significance in video surveillance, video retrieval, and human-computer interaction. The task of human action quality evaluation requires the intelligent system to automatically and objectively evaluate the action completed by the human. The action quality assessment model can reduce the human and material resources spent in action evaluation and reduce subjectivity. In this paper, we provide a comprehensive survey of existing papers on video-based action quality assessment. Different from human action recognition, the application scenario of action quality assessment is relatively narrow. Most of the existing work focuses on sports and medical care. We first introduce the definition and challenges of human action quality assessment. Then we present the existing datasets and evaluation metrics. In addition, we summarized the methods of sports and medical care according to the model categories and publishing institutions according to the characteristics of the two fields. At the end, combined with recent work, the promising development direction in action quality assessment is discussed.

Multilingual language models were shown to allow for nontrivial transfer across scripts and languages. In this work, we study the structure of the internal representations that enable this transfer. We focus on the representation of gender distinctions as a practical case study, and examine the extent to which the gender concept is encoded in shared subspaces across different languages. Our analysis shows that gender representations consist of several prominent components that are shared across languages, alongside language-specific components. The existence of language-independent and language-specific components provides an explanation for an intriguing empirical observation we make: while gender classification transfers well across languages, interventions for gender removal, trained on a single language, do not transfer easily to others.

HeidelTime is one of the most widespread and successful tools for detecting temporal expressions in texts. Since HeidelTime's pattern matching system is based on regular expression, it can be extended in a convenient way. We present such an extension for the German resources of HeidelTime: HeidelTime-EXT . The extension has been brought about by means of observing false negatives within real world texts and various time banks. The gain in coverage is 2.7% or 8.5%, depending on the admitted degree of potential overgeneralization. We describe the development of HeidelTime-EXT, its evaluation on text samples from various genres, and share some linguistic observations. HeidelTime ext can be obtained from //github.com/texttechnologylab/heideltime.

We consider the question of adaptive data analysis within the framework of convex optimization. We ask how many samples are needed in order to compute $\epsilon$-accurate estimates of $O(1/\epsilon^2)$ gradients queried by gradient descent, and we provide two intermediate answers to this question. First, we show that for a general analyst (not necessarily gradient descent) $\Omega(1/\epsilon^3)$ samples are required. This rules out the possibility of a foolproof mechanism. Our construction builds upon a new lower bound (that may be of interest of its own right) for an analyst that may ask several non adaptive questions in a batch of fixed and known $T$ rounds of adaptivity and requires a fraction of true discoveries. We show that for such an analyst $\Omega (\sqrt{T}/\epsilon^2)$ samples are necessary. Second, we show that, under certain assumptions on the oracle, in an interaction with gradient descent $\tilde \Omega(1/\epsilon^{2.5})$ samples are necessary. Our assumptions are that the oracle has only \emph{first order access} and is \emph{post-hoc generalizing}. First order access means that it can only compute the gradients of the sampled function at points queried by the algorithm. Our assumption of \emph{post-hoc generalization} follows from existing lower bounds for statistical queries. More generally then, we provide a generic reduction from the standard setting of statistical queries to the problem of estimating gradients queried by gradient descent. These results are in contrast with classical bounds that show that with $O(1/\epsilon^2)$ samples one can optimize the population risk to accuracy of $O(\epsilon)$ but, as it turns out, with spurious gradients.

While the theoretical analysis of evolutionary algorithms (EAs) has made significant progress for pseudo-Boolean optimization problems in the last 25 years, only sporadic theoretical results exist on how EAs solve permutation-based problems. To overcome the lack of permutation-based benchmark problems, we propose a general way to transfer the classic pseudo-Boolean benchmarks into benchmarks defined on sets of permutations. We then conduct a rigorous runtime analysis of the permutation-based $(1+1)$ EA proposed by Scharnow, Tinnefeld, and Wegener (2004) on the analogues of the \textsc{LeadingOnes} and \textsc{Jump} benchmarks. The latter shows that, different from bit-strings, it is not only the Hamming distance that determines how difficult it is to mutate a permutation $\sigma$ into another one $\tau$, but also the precise cycle structure of $\sigma \tau^{-1}$. For this reason, we also regard the more symmetric scramble mutation operator. We observe that it not only leads to simpler proofs, but also reduces the runtime on jump functions with odd jump size by a factor of $\Theta(n)$. Finally, we show that a heavy-tailed version of the scramble operator, as in the bit-string case, leads to a speed-up of order $m^{\Theta(m)}$ on jump functions with jump size~$m$.%

Zero-shot semantic segmentation (ZS3) aims to segment the novel categories that have not been seen in the training. Existing works formulate ZS3 as a pixel-level zeroshot classification problem, and transfer semantic knowledge from seen classes to unseen ones with the help of language models pre-trained only with texts. While simple, the pixel-level ZS3 formulation shows the limited capability to integrate vision-language models that are often pre-trained with image-text pairs and currently demonstrate great potential for vision tasks. Inspired by the observation that humans often perform segment-level semantic labeling, we propose to decouple the ZS3 into two sub-tasks: 1) a classagnostic grouping task to group the pixels into segments. 2) a zero-shot classification task on segments. The former task does not involve category information and can be directly transferred to group pixels for unseen classes. The latter task performs at segment-level and provides a natural way to leverage large-scale vision-language models pre-trained with image-text pairs (e.g. CLIP) for ZS3. Based on the decoupling formulation, we propose a simple and effective zero-shot semantic segmentation model, called ZegFormer, which outperforms the previous methods on ZS3 standard benchmarks by large margins, e.g., 22 points on the PASCAL VOC and 3 points on the COCO-Stuff in terms of mIoU for unseen classes. Code will be released at //github.com/dingjiansw101/ZegFormer.

Universal coding of integers~(UCI) is a class of variable-length code, such that the ratio of the expected codeword length to $\max\{1,H(P)\}$ is within a constant factor, where $H(P)$ is the Shannon entropy of the decreasing probability distribution $P$. However, if we consider the ratio of the expected codeword length to $H(P)$, the ratio tends to infinity by using UCI, when $H(P)$ tends to zero. To solve this issue, this paper introduces a class of codes, termed generalized universal coding of integers~(GUCI), such that the ratio of the expected codeword length to $H(P)$ is within a constant factor $K$. First, the definition of GUCI is proposed and the coding structure of GUCI is introduced. Next, we propose a class of GUCI $\mathcal{C}$ to achieve the expansion factor $K_{\mathcal{C}}=2$ and show that the optimal GUCI is in the range $1\leq K_{\mathcal{C}}^{*}\leq 2$. Then, by comparing UCI and GUCI, we show that when the entropy is very large or $P(0)$ is not large, there are also cases where the average codeword length of GUCI is shorter. Finally, the asymptotically optimal GUCI is presented.

With the rapid increase of large-scale, real-world datasets, it becomes critical to address the problem of long-tailed data distribution (i.e., a few classes account for most of the data, while most classes are under-represented). Existing solutions typically adopt class re-balancing strategies such as re-sampling and re-weighting based on the number of observations for each class. In this work, we argue that as the number of samples increases, the additional benefit of a newly added data point will diminish. We introduce a novel theoretical framework to measure data overlap by associating with each sample a small neighboring region rather than a single point. The effective number of samples is defined as the volume of samples and can be calculated by a simple formula $(1-\beta^{n})/(1-\beta)$, where $n$ is the number of samples and $\beta \in [0,1)$ is a hyperparameter. We design a re-weighting scheme that uses the effective number of samples for each class to re-balance the loss, thereby yielding a class-balanced loss. Comprehensive experiments are conducted on artificially induced long-tailed CIFAR datasets and large-scale datasets including ImageNet and iNaturalist. Our results show that when trained with the proposed class-balanced loss, the network is able to achieve significant performance gains on long-tailed datasets.

Generative Adversarial Networks (GANs) have recently achieved impressive results for many real-world applications, and many GAN variants have emerged with improvements in sample quality and training stability. However, they have not been well visualized or understood. How does a GAN represent our visual world internally? What causes the artifacts in GAN results? How do architectural choices affect GAN learning? Answering such questions could enable us to develop new insights and better models. In this work, we present an analytic framework to visualize and understand GANs at the unit-, object-, and scene-level. We first identify a group of interpretable units that are closely related to object concepts using a segmentation-based network dissection method. Then, we quantify the causal effect of interpretable units by measuring the ability of interventions to control objects in the output. We examine the contextual relationship between these units and their surroundings by inserting the discovered object concepts into new images. We show several practical applications enabled by our framework, from comparing internal representations across different layers, models, and datasets, to improving GANs by locating and removing artifact-causing units, to interactively manipulating objects in a scene. We provide open source interpretation tools to help researchers and practitioners better understand their GAN models.

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