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We present the concept of a Generalized Feedback Nash Equilibrium (GFNE) in dynamic games, extending the Feedback Nash Equilibrium concept to games in which players are subject to state and input constraints. We formalize necessary and sufficient conditions for (local) GFNE solutions at the trajectory level, which enable the development of efficient numerical methods for their computation. Specifically, we propose a Newton-style method for finding game trajectories which satisfy necessary conditions for an equilibrium, which can then be checked against sufficiency conditions. We show that the evaluation of the necessary conditions in general requires computing a series of nested, implicitly-defined derivatives, which quickly becomes intractable. To this end, we introduce an approximation to the necessary conditions which is amenable to efficient evaluation, and in turn, computation of solutions. We term the solutions to the approximate necessary conditions Generalized Feedback Quasi-Nash Equilibria (GFQNE), and we introduce numerical methods for their computation. In particular, we develop a Sequential Linear-Quadratic Game approach, in which a LQ local approximation of the game is solved at each iteration. The development of this method relies on the ability to compute a GFNE to inequality- and equality-constrained LQ games, and therefore specific methods for the solution of these special cases are developed in detail. We demonstrate the effectiveness of the proposed solution approach on a dynamic game arising in an autonomous driving application.

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We introduce a Robust version of the Physics-Informed Neural Networks (RPINNs) to approximate the Partial Differential Equations (PDEs) solution. Standard Physics Informed Neural Networks (PINN) takes into account the governing physical laws described by PDE during the learning process. The network is trained on a data set that consists of randomly selected points in the physical domain and its boundary. PINNs have been successfully applied to solve various problems described by PDEs with boundary conditions. The loss function in traditional PINNs is based on the strong residuals of the PDEs. This loss function in PINNs is generally not robust with respect to the true error. The loss function in PINNs can be far from the true error, which makes the training process more difficult. In particular, we do not know if the training process has already converged to the solution with the required accuracy. This is especially true if we do not know the exact solution, so we cannot estimate the true error during the training. This paper introduces a different way of defining the loss function. It incorporates the residual and the inverse of the Gram matrix, computed using the energy norm. We test our RPINN algorithm on two Laplace problems and one advection-diffusion problem in two spatial dimensions. We conclude that RPINN is a robust method. The proposed loss coincides well with the true error of the solution, as measured in the energy norm. Thus, we know if our training process goes well, and we know when to stop the training to obtain the neural network approximation of the solution of the PDE with the true error of required accuracy.

We address the problem of checking the satisfiability of a set of constrained Horn clauses (CHCs) possibly including more than one query. We propose a transformation technique that takes as input a set of CHCs, including a set of queries, and returns as output a new set of CHCs, such that the transformed CHCs are satisfiable if and only if so are the original ones, and the transformed CHCs incorporate in each new query suitable information coming from the other ones so that the CHC satisfiability algorithm is able to exploit the relationships among all queries. We show that our proposed technique is effective on a non trivial benchmark of sets of CHCs that encode many verification problems for programs manipulating algebraic data types such as lists and trees.

Neural Radiances Fields (NeRF) and their extensions have shown great success in representing 3D scenes and synthesizing novel-view images. However, most NeRF methods take in low-dynamic-range (LDR) images, which may lose details, especially with nonuniform illumination. Some previous NeRF methods attempt to introduce high-dynamic-range (HDR) techniques but mainly target static scenes. To extend HDR NeRF methods to wider applications, we propose a dynamic HDR NeRF framework, named HDR-HexPlane, which can learn 3D scenes from dynamic 2D images captured with various exposures. A learnable exposure mapping function is constructed to obtain adaptive exposure values for each image. Based on the monotonically increasing prior, a camera response function is designed for stable learning. With the proposed model, high-quality novel-view images at any time point can be rendered with any desired exposure. We further construct a dataset containing multiple dynamic scenes captured with diverse exposures for evaluation. All the datasets and code are available at \url{//guanjunwu.github.io/HDR-HexPlane/}.

Video Anomaly Detection (VAD) aims to localize abnormal events on the timeline of long-range surveillance videos. Anomaly-scoring-based methods have been prevailing for years but suffer from the high complexity of thresholding and low explanability of detection results. In this paper, we conduct pioneer research on equipping video-based large language models (VLLMs) in the framework of VAD, making the VAD model free from thresholds and able to explain the reasons for the detected anomalies. We introduce a novel network module Long-Term Context (LTC) to mitigate the incapability of VLLMs in long-range context modeling. We design a three-phase training method to improve the efficiency of fine-tuning VLLMs by substantially minimizing the requirements for VAD data and lowering the costs of annotating instruction-tuning data. Our trained model achieves the top performance on the anomaly videos of the UCF-Crime and TAD benchmarks, with the AUC improvements of +3.86\% and +4.96\%, respectively. More impressively, our approach can provide textual explanations for detected anomalies.

Human-Object Interaction (HOI) detection plays a vital role in scene understanding, which aims to predict the HOI triplet in the form of <human, object, action>. Existing methods mainly extract multi-modal features (e.g., appearance, object semantics, human pose) and then fuse them together to directly predict HOI triplets. However, most of these methods focus on seeking for self-triplet aggregation, but ignore the potential cross-triplet dependencies, resulting in ambiguity of action prediction. In this work, we propose to explore Self- and Cross-Triplet Correlations (SCTC) for HOI detection. Specifically, we regard each triplet proposal as a graph where Human, Object represent nodes and Action indicates edge, to aggregate self-triplet correlation. Also, we try to explore cross-triplet dependencies by jointly considering instance-level, semantic-level, and layout-level relations. Besides, we leverage the CLIP model to assist our SCTC obtain interaction-aware feature by knowledge distillation, which provides useful action clues for HOI detection. Extensive experiments on HICO-DET and V-COCO datasets verify the effectiveness of our proposed SCTC.

Poker is in the family of imperfect information games unlike other games such as chess, connect four, etc which are perfect information game instead. While many perfect information games have been solved, no non-trivial imperfect information game has been solved to date. This makes poker a great test bed for Artificial Intelligence research. In this paper we firstly compare Game theory optimal poker to Exploitative poker. Secondly, we discuss the intricacies of abstraction techniques, betting models, and specific strategies employed by successful poker bots like Tartanian[1] and Pluribus[6]. Thirdly, we also explore 2-player vs multi-player games and the limitations that come when playing with more players. Finally, this paper discusses the role of machine learning and theoretical approaches in developing winning strategies and suggests future directions for this rapidly evolving field.

Multimodal Large Language Model (MLLM) recently has been a new rising research hotspot, which uses powerful Large Language Models (LLMs) as a brain to perform multimodal tasks. The surprising emergent capabilities of MLLM, such as writing stories based on images and OCR-free math reasoning, are rare in traditional methods, suggesting a potential path to artificial general intelligence. In this paper, we aim to trace and summarize the recent progress of MLLM. First of all, we present the formulation of MLLM and delineate its related concepts. Then, we discuss the key techniques and applications, including Multimodal Instruction Tuning (M-IT), Multimodal In-Context Learning (M-ICL), Multimodal Chain of Thought (M-CoT), and LLM-Aided Visual Reasoning (LAVR). Finally, we discuss existing challenges and point out promising research directions. In light of the fact that the era of MLLM has only just begun, we will keep updating this survey and hope it can inspire more research. An associated GitHub link collecting the latest papers is available at //github.com/BradyFU/Awesome-Multimodal-Large-Language-Models.

This work aims to provide an engagement decision support tool for Beyond Visual Range (BVR) air combat in the context of Defensive Counter Air (DCA) missions. In BVR air combat, engagement decision refers to the choice of the moment the pilot engages a target by assuming an offensive stance and executing corresponding maneuvers. To model this decision, we use the Brazilian Air Force's Aerospace Simulation Environment (\textit{Ambiente de Simula\c{c}\~ao Aeroespacial - ASA} in Portuguese), which generated 3,729 constructive simulations lasting 12 minutes each and a total of 10,316 engagements. We analyzed all samples by an operational metric called the DCA index, which represents, based on the experience of subject matter experts, the degree of success in this type of mission. This metric considers the distances of the aircraft of the same team and the opposite team, the point of Combat Air Patrol, and the number of missiles used. By defining the engagement status right before it starts and the average of the DCA index throughout the engagement, we create a supervised learning model to determine the quality of a new engagement. An algorithm based on decision trees, working with the XGBoost library, provides a regression model to predict the DCA index with a coefficient of determination close to 0.8 and a Root Mean Square Error of 0.05 that can furnish parameters to the BVR pilot to decide whether or not to engage. Thus, using data obtained through simulations, this work contributes by building a decision support system based on machine learning for BVR air combat.

Emotion plays an important role in detecting fake news online. When leveraging emotional signals, the existing methods focus on exploiting the emotions of news contents that conveyed by the publishers (i.e., publisher emotion). However, fake news is always fabricated to evoke high-arousal or activating emotions of people to spread like a virus, so the emotions of news comments that aroused by the crowd (i.e., social emotion) can not be ignored. Furthermore, it needs to be explored whether there exists a relationship between publisher emotion and social emotion (i.e., dual emotion), and how the dual emotion appears in fake news. In the paper, we propose Dual Emotion Features to mine dual emotion and the relationship between them for fake news detection. And we design a universal paradigm to plug it into any existing detectors as an enhancement. Experimental results on three real-world datasets indicate the effectiveness of the proposed features.

We introduce an effective model to overcome the problem of mode collapse when training Generative Adversarial Networks (GAN). Firstly, we propose a new generator objective that finds it better to tackle mode collapse. And, we apply an independent Autoencoders (AE) to constrain the generator and consider its reconstructed samples as "real" samples to slow down the convergence of discriminator that enables to reduce the gradient vanishing problem and stabilize the model. Secondly, from mappings between latent and data spaces provided by AE, we further regularize AE by the relative distance between the latent and data samples to explicitly prevent the generator falling into mode collapse setting. This idea comes when we find a new way to visualize the mode collapse on MNIST dataset. To the best of our knowledge, our method is the first to propose and apply successfully the relative distance of latent and data samples for stabilizing GAN. Thirdly, our proposed model, namely Generative Adversarial Autoencoder Networks (GAAN), is stable and has suffered from neither gradient vanishing nor mode collapse issues, as empirically demonstrated on synthetic, MNIST, MNIST-1K, CelebA and CIFAR-10 datasets. Experimental results show that our method can approximate well multi-modal distribution and achieve better results than state-of-the-art methods on these benchmark datasets. Our model implementation is published here: //github.com/tntrung/gaan

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