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In numerous settings, agents lack sufficient data to directly learn a model. Collaborating with other agents may help, but it introduces a bias-variance trade-off, when local data distributions differ. A key challenge is for each agent to identify clients with similar distributions while learning the model, a problem that remains largely unresolved. This study focuses on a simplified version of the overarching problem, where each agent collects samples from a real-valued distribution over time to estimate its mean. Existing algorithms face impractical space and time complexities (quadratic in the number of agents A). To address scalability challenges, we propose a framework where agents self-organize into a graph, allowing each agent to communicate with only a selected number of peers r. We introduce two collaborative mean estimation algorithms: one draws inspiration from belief propagation, while the other employs a consensus-based approach, with complexity of O( r |A| log |A|) and O(r |A|), respectively. We establish conditions under which both algorithms yield asymptotically optimal estimates and offer a theoretical characterization of their performance.

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Multimedia recommendation, which incorporates various modalities (e.g., images, texts, etc.) into user or item representation to improve recommendation quality, has received widespread attention. Recent methods mainly focus on cross-modal alignment with self-supervised learning to obtain higher quality representation. Despite remarkable performance, we argue that there is still a limitation: completely aligning representation undermines modality-unique information. We consider that cross-modal alignment is right, but it should not be the entirety, as different modalities contain generic information between them, and each modality also contains unique information. Simply aligning each modality may ignore modality-unique features, thus degrading the performance of multimedia recommendation. To tackle the above limitation, we propose a Separate Alignment aNd Distancing framework (SAND) for multimedia recommendation, which concurrently learns both modal-unique and -generic representation to achieve more comprehensive items representation. First, we split each modal feature into generic and unique part. Then, in the alignment module, for better integration of semantic information between different modalities , we design a SoloSimLoss to align generic modalities. Furthermore, in the distancing module, we aim to distance the unique modalities from the modal-generic so that each modality retains its unique and complementary information. In the light of the flexibility of our framework, we give two technical solutions, the more capable mutual information minimization and the simple negative l2 distance. Finally, extensive experimental results on three popular datasets demonstrate the effectiveness and generalization of our proposed framework.

The cold start problem, where new users or items have no interaction history, remains a critical challenge in recommender systems (RS). A common solution involves using Knowledge Graphs (KG) to train entity embeddings or Graph Neural Networks (GNNs). Since KGs incorporate auxiliary data and not just user/item interactions, these methods can make relevant recommendations for cold users or items. Graph Reasoning (GR) methods, however, find paths from users to items to recommend using relations in the KG and, in the context of RS, have been used for interpretability. In this study, we propose GRECS: a framework for adapting GR to cold start recommendations. By utilizing explicit paths starting for users rather than relying only on entity embeddings, GRECS can find items corresponding to users' preferences by navigating the graph, even when limited information about users is available. Our experiments show that GRECS mitigates the cold start problem and outperforms competitive baselines across 5 standard datasets while being explainable. This study highlights the potential of GR for developing explainable recommender systems better suited for managing cold users and items.

Approximate Natural Gradient Descent (NGD) methods are an important family of optimisers for deep learning models, which use approximate Fisher information matrices to pre-condition gradients during training. The empirical Fisher (EF) method approximates the Fisher information matrix empirically by reusing the per-sample gradients collected during back-propagation. Despite its ease of implementation, the EF approximation has its theoretical and practical limitations. This paper first investigates the inversely-scaled projection issue of EF, which is shown to be a major cause of the poor empirical approximation quality. An improved empirical Fisher (iEF) method, motivated as a generalised NGD method from a loss reduction perspective, is proposed to address this issue, meanwhile retaining the practical convenience of EF. The exact iEF and EF methods are experimentally evaluated using practical deep learning setups, including widely-used setups for parameter-efficient fine-tuning of pre-trained models (T5-base with LoRA and Prompt-Tuning on GLUE tasks, and ViT with LoRA for CIFAR100). Optimisation experiments show that applying exact iEF as an optimiser provides strong convergence and generalisation. It achieves the best test performance and the lowest training loss for majority of the tasks, even when compared with well-tuned AdamW/Adafactor baselines. Additionally, under a novel empirical evaluation framework, the proposed iEF method shows consistently better approximation quality to the exact Natural Gradient updates than both EF and the more expensive sampled Fisher (SF). Further investigation also shows that the superior approximation quality of iEF is robust to damping across tasks and training stages. Improving existing approximate NGD optimisers with iEF is expected to lead to better convergence ability and stronger robustness to choice of damping.

With the significant advancements in cognitive intelligence driven by LLMs, autonomous agent systems have attracted extensive attention. Despite this growing interest, the development of stable and efficient agent systems poses substantial practical challenges. In this paper, we introduce FinVerse, a meticulously crafted agent system designed for a broad range of financial topics. FinVerse integrates over 600 financial APIs, enabling access to more accurate and extensive financial information compared to generalist agents. To enhance financial information processing capabilities, FinVerse is equipped with an embedded code interpreter, enabling the execution of complex data analysis tasks with precision and efficiency. Our work includes an empirical comparison of several LLMs in driving FinVerse. Specifically, we propose our own scheme for training LLMs using SFT to optimize LLM performance within FinVerse. Recognizing the scarcity of specialized datasets to build LLMs for agents, we have constructed a dataset and plan to make it open-source, providing a valuable resource for peer application developers. The demo video has been released on YouTube at //www.youtube.com/watch?v=sk8L9_Wv7J4

Diffusion models have become the most popular approach to deep generative modeling of images, largely due to their empirical performance and reliability. From a theoretical standpoint, a number of recent works~\cite{chen2022,chen2022improved,benton2023linear} have studied the iteration complexity of sampling, assuming access to an accurate diffusion model. In this work, we focus on understanding the \emph{sample complexity} of training such a model; how many samples are needed to learn an accurate diffusion model using a sufficiently expressive neural network? Prior work~\cite{BMR20} showed bounds polynomial in the dimension, desired Total Variation error, and Wasserstein error. We show an \emph{exponential improvement} in the dependence on Wasserstein error and depth, along with improved dependencies on other relevant parameters.

We present Meta MMO, a collection of many-agent minigames for use as a reinforcement learning benchmark. Meta MMO is built on top of Neural MMO, a massively multiagent environment that has been the subject of two previous NeurIPS competitions. Our work expands Neural MMO with several computationally efficient minigames. We explore generalization across Meta MMO by learning to play several minigames with a single set of weights. We release the environment, baselines, and training code under the MIT license. We hope that Meta MMO will spur additional progress on Neural MMO and, more generally, will serve as a useful benchmark for many-agent generalization.

Imitation learning enables autonomous agents to learn from human examples, without the need for a reward signal. Still, if the provided dataset does not encapsulate the task correctly, or when the task is too complex to be modeled, such agents fail to reproduce the expert policy. We propose to recover from these failures through online adaptation. Our approach combines the action proposal coming from a pre-trained policy with relevant experience recorded by an expert. The combination results in an adapted action that closely follows the expert. Our experiments show that an adapted agent performs better than its pure imitation learning counterpart. Notably, adapted agents can achieve reasonable performance even when the base, non-adapted policy catastrophically fails.

The separation problem for a class Q of database queries is to find a query in Q that distinguishes between a given set of `positive' and `negative' data examples. Separation provides explanations of examples and underpins the query-by-example paradigm to support database users in constructing and refining queries. As the space of all separating queries can be large, it is helpful to succinctly represent this space by means of its most specific (logically strongest) and general (weakest) members. We investigate this extremal separation problem for classes of instance queries formulated in linear temporal logic LTL with the operators conjunction, next, and eventually. Our results range from tight complexity bounds for verifying and counting extremal separators to algorithms computing them.

This work focuses on the problem of distributed optimization in multi-agent cyberphysical systems, where a legitimate agents' iterates are influenced both by the values it receives from potentially malicious neighboring agents, and by its own self-serving target function. We develop a new algorithmic and analytical framework to achieve resilience for the class of problems where stochastic values of trust between agents exist and can be exploited. In this case we show that convergence to the true global optimal point can be recovered, both in mean and almost surely, even in the presence of malicious agents. Furthermore, we provide expected convergence rate guarantees in the form of upper bounds on the expected squared distance to the optimal value. Finally, numerical results are presented that validate our analytical convergence guarantees even when the malicious agents compose the majority of agents in the network and where existing methods fail to converge to the optimal nominal points.

We describe a class of tasks called decision-oriented dialogues, in which AI assistants must collaborate with one or more humans via natural language to help them make complex decisions. We formalize three domains in which users face everyday decisions: (1) choosing an assignment of reviewers to conference papers, (2) planning a multi-step itinerary in a city, and (3) negotiating travel plans for a group of friends. In each of these settings, AI assistants and users have disparate abilities that they must combine to arrive at the best decision: assistants can access and process large amounts of information, while users have preferences and constraints external to the system. For each task, we build a dialogue environment where agents receive a reward based on the quality of the final decision they reach. Using these environments, we collect human-human dialogues with humans playing the role of assistant. To compare how current AI assistants communicate in these settings, we present baselines using large language models in self-play. Finally, we highlight a number of challenges models face in decision-oriented dialogues, ranging from efficient communication to reasoning and optimization, and release our environments as a testbed for future modeling work.

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