亚洲男人的天堂2018av,欧美草比,久久久久久免费视频精选,国色天香在线看免费,久久久久亚洲av成人片仓井空

Maldaimonic game experiences occur when people engage in personally fulfilling play through egocentric, destructive, and/or exploitative acts. Initial qualitative work verified this orientation and experiential construct for English-speaking Westerners. In this comparative mixed methods study, we explored whether and how maldaimonic game experiences and orientations play out in Japan, an Eastern gaming capital that may have cultural values incongruous with the Western philosophical basis underlying maldaimonia. We present findings anchored to the initial frameworks on maldaimonia in game experiences that show little divergence between the Japanese and US cohorts. We also extend the qualitative findings with quantitative measures on affect, player experience, and the related constructs of hedonia and eudaimonia. We confirm this novel construct for Japan and set the stage for scale development.

相關內容

Early and accurate detection of anomalous events on the freeway, such as accidents, can improve emergency response and clearance. However, existing delays and errors in event identification and reporting make it a difficult problem to solve. Current large-scale freeway traffic datasets are not designed for anomaly detection and ignore these challenges. In this paper, we introduce the first large-scale lane-level freeway traffic dataset for anomaly detection. Our dataset consists of a month of weekday radar detection sensor data collected in 4 lanes along an 18-mile stretch of Interstate 24 heading toward Nashville, TN, comprising over 3.7 million sensor measurements. We also collect official crash reports from the Nashville Traffic Management Center and manually label all other potential anomalies in the dataset. To show the potential for our dataset to be used in future machine learning and traffic research, we benchmark numerous deep learning anomaly detection models on our dataset. We find that unsupervised graph neural network autoencoders are a promising solution for this problem and that ignoring spatial relationships leads to decreased performance. We demonstrate that our methods can reduce reporting delays by over 10 minutes on average while detecting 75% of crashes. Our dataset and all preprocessing code needed to get started are publicly released at //vu.edu/ft-aed/ to facilitate future research.

Video action recognition (VAR) plays crucial roles in various domains such as surveillance, healthcare, and industrial automation, making it highly significant for the society. Consequently, it has long been a research spot in the computer vision field. As artificial neural networks (ANNs) are flourishing, convolution neural networks (CNNs), including 2D-CNNs and 3D-CNNs, as well as variants of the vision transformer (ViT), have shown impressive performance on VAR. However, they usually demand huge computational cost due to the large data volume and heavy information redundancy introduced by the temporal dimension. To address this challenge, some researchers have turned to brain-inspired spiking neural networks (SNNs), such as recurrent SNNs and ANN-converted SNNs, leveraging their inherent temporal dynamics and energy efficiency. Yet, current SNNs for VAR also encounter limitations, such as nontrivial input preprocessing, intricate network construction/training, and the need for repetitive processing of the same video clip, hindering their practical deployment. In this study, we innovatively propose the directly trained SVFormer (Spiking Video transFormer) for VAR. SVFormer integrates local feature extraction, global self-attention, and the intrinsic dynamics, sparsity, and spike-driven nature of SNNs, to efficiently and effectively extract spatio-temporal features. We evaluate SVFormer on two RGB datasets (UCF101, NTU-RGBD60) and one neuromorphic dataset (DVS128-Gesture), demonstrating comparable performance to the mainstream models in a more efficient way. Notably, SVFormer achieves a top-1 accuracy of 84.03% with ultra-low power consumption (21 mJ/video) on UCF101, which is state-of-the-art among directly trained deep SNNs, showcasing significant advantages over prior models.

This study focuses on Hand Gesture Recognition (HGR), which is vital for perceptual computing across various real-world contexts. The primary challenge in the HGR domain lies in dealing with the individual variations inherent in human hand morphology. To tackle this challenge, we introduce an innovative HGR framework that combines data-level fusion and an Ensemble Tuner Multi-stream CNN architecture. This approach effectively encodes spatiotemporal gesture information from the skeleton modality into RGB images, thereby minimizing noise while improving semantic gesture comprehension. Our framework operates in real-time, significantly reducing hardware requirements and computational complexity while maintaining competitive performance on benchmark datasets such as SHREC2017, DHG1428, FPHA, LMDHG and CNR. This improvement in HGR demonstrates robustness and paves the way for practical, real-time applications that leverage resource-limited devices for human-machine interaction and ambient intelligence.

Graph Neural Networks (GNNs) have shown remarkable performance in various tasks. However, recent works reveal that GNNs are vulnerable to backdoor attacks. Generally, backdoor attack poisons the graph by attaching backdoor triggers and the target class label to a set of nodes in the training graph. A GNN trained on the poisoned graph will then be misled to predict test nodes attached with trigger to the target class. Despite their effectiveness, our empirical analysis shows that triggers generated by existing methods tend to be out-of-distribution (OOD), which significantly differ from the clean data. Hence, these injected triggers can be easily detected and pruned with widely used outlier detection methods in real-world applications. Therefore, in this paper, we study a novel problem of unnoticeable graph backdoor attacks with in-distribution (ID) triggers. To generate ID triggers, we introduce an OOD detector in conjunction with an adversarial learning strategy to generate the attributes of the triggers within distribution. To ensure a high attack success rate with ID triggers, we introduce novel modules designed to enhance trigger memorization by the victim model trained on poisoned graph. Extensive experiments on real-world datasets demonstrate the effectiveness of the proposed method in generating in distribution triggers that can by-pass various defense strategies while maintaining a high attack success rate.

A popular approach for solving zero-sum games is to maintain populations of policies to approximate the Nash Equilibrium (NE). Previous studies have shown that Policy Space Response Oracle (PSRO) algorithm is an effective multi-agent reinforcement learning framework for solving such games. However, repeatedly training new policies from scratch to approximate Best Response (BR) to opponents' mixed policies at each iteration is both inefficient and costly. While some PSRO variants initialize a new policy by inheriting from past BR policies, this approach limits the exploration of new policies, especially against challenging opponents. To address this issue, we propose Fusion-PSRO, which employs policy fusion to initialize policies for better approximation to BR. By selecting high-quality base policies from meta-NE, policy fusion fuses the base policies into a new policy through model averaging. This approach allows the initialized policies to incorporate multiple expert policies, making it easier to handle difficult opponents compared to inheriting from past BR policies or initializing from scratch. Moreover, our method only modifies the policy initialization phase, allowing its application to nearly all PSRO variants without additional training overhead. Our experiments on non-transitive matrix games, Leduc Poker, and the more complex Liars Dice demonstrate that Fusion-PSRO enhances the performance of nearly all PSRO variants, achieving lower exploitability.

Buildings play a crucial role in human well-being, influencing occupant comfort, health, and safety. Additionally, they contribute significantly to global energy consumption, accounting for one-third of total energy usage, and carbon emissions. Optimizing building performance presents a vital opportunity to combat climate change and promote human flourishing. However, research in building analytics has been hampered by the lack of accessible, available, and comprehensive real-world datasets on multiple building operations. In this paper, we introduce the Building TimeSeries (BTS) dataset. Our dataset covers three buildings over a three-year period, comprising more than ten thousand timeseries data points with hundreds of unique ontologies. Moreover, the metadata is standardized using the Brick schema. To demonstrate the utility of this dataset, we performed benchmarks on two tasks: timeseries ontology classification and zero-shot forecasting. These tasks represent an essential initial step in addressing challenges related to interoperability in building analytics. Access to the dataset and the code used for benchmarking are available here: //github.com/cruiseresearchgroup/DIEF_BTS .

In reinforcement learning, specification gaming occurs when AI systems learn undesired behaviors that are highly rewarded due to misspecified training goals. Specification gaming can range from simple behaviors like sycophancy to sophisticated and pernicious behaviors like reward-tampering, where a model directly modifies its own reward mechanism. However, these more pernicious behaviors may be too complex to be discovered via exploration. In this paper, we study whether Large Language Model (LLM) assistants which find easily discovered forms of specification gaming will generalize to perform rarer and more blatant forms, up to and including reward-tampering. We construct a curriculum of increasingly sophisticated gameable environments and find that training on early-curriculum environments leads to more specification gaming on remaining environments. Strikingly, a small but non-negligible proportion of the time, LLM assistants trained on the full curriculum generalize zero-shot to directly rewriting their own reward function. Retraining an LLM not to game early-curriculum environments mitigates, but does not eliminate, reward-tampering in later environments. Moreover, adding harmlessness training to our gameable environments does not prevent reward-tampering. These results demonstrate that LLMs can generalize from common forms of specification gaming to more pernicious reward tampering and that such behavior may be nontrivial to remove.

As one of the most advanced techniques in AI, Retrieval-Augmented Generation (RAG) can offer reliable and up-to-date external knowledge, providing huge convenience for numerous tasks. Particularly in the era of AI-Generated Content (AIGC), the powerful capacity of retrieval in providing additional knowledge enables RAG to assist existing generative AI in producing high-quality outputs. Recently, Large Language Models (LLMs) have demonstrated revolutionary abilities in language understanding and generation, while still facing inherent limitations, such as hallucinations and out-of-date internal knowledge. Given the powerful abilities of RAG in providing the latest and helpful auxiliary information, Retrieval-Augmented Large Language Models (RA-LLMs) have emerged to harness external and authoritative knowledge bases, rather than solely relying on the model's internal knowledge, to augment the generation quality of LLMs. In this survey, we comprehensively review existing research studies in RA-LLMs, covering three primary technical perspectives: architectures, training strategies, and applications. As the preliminary knowledge, we briefly introduce the foundations and recent advances of LLMs. Then, to illustrate the practical significance of RAG for LLMs, we systematically review mainstream relevant work by their architectures, training strategies, and application areas, detailing specifically the challenges of each and the corresponding capabilities of RA-LLMs. Finally, to deliver deeper insights, we discuss current limitations and several promising directions for future research. Updated information about this survey can be found at //advanced-recommender-systems.github.io/RAG-Meets-LLMs/

Data plays a fundamental role in the training of Large Language Models (LLMs). Effective data management, particularly in the formulation of a well-suited training dataset, holds significance for enhancing model performance and improving training efficiency during pretraining and supervised fine-tuning phases. Despite the considerable importance of data management, the current research community still falls short in providing a systematic analysis of the rationale behind management strategy selection, its consequential effects, methodologies for evaluating curated datasets, and the ongoing pursuit of improved strategies. Consequently, the exploration of data management has attracted more and more attention among the research community. This survey provides a comprehensive overview of current research in data management within both the pretraining and supervised fine-tuning stages of LLMs, covering various noteworthy aspects of data management strategy design: data quantity, data quality, domain/task composition, etc. Looking toward the future, we extrapolate existing challenges and outline promising directions for development in this field. Therefore, this survey serves as a guiding resource for practitioners aspiring to construct powerful LLMs through effective data management practices. The collection of the latest papers is available at //github.com/ZigeW/data_management_LLM.

Reasoning is a fundamental aspect of human intelligence that plays a crucial role in activities such as problem solving, decision making, and critical thinking. In recent years, large language models (LLMs) have made significant progress in natural language processing, and there is observation that these models may exhibit reasoning abilities when they are sufficiently large. However, it is not yet clear to what extent LLMs are capable of reasoning. This paper provides a comprehensive overview of the current state of knowledge on reasoning in LLMs, including techniques for improving and eliciting reasoning in these models, methods and benchmarks for evaluating reasoning abilities, findings and implications of previous research in this field, and suggestions on future directions. Our aim is to provide a detailed and up-to-date review of this topic and stimulate meaningful discussion and future work.

北京阿比特科技有限公司