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This work presents StrAE: a Structured Autoencoder framework that through strict adherence to explicit structure, and use of a novel contrastive objective over tree-structured representations, enables effective learning of multi-level representations. Through comparison over different forms of structure, we verify that our results are directly attributable to the informativeness of the structure provided as input, and show that this is not the case for existing tree models. We then further extend StrAE to allow the model to define its own compositions using a simple localised-merge algorithm. This variant, called Self-StrAE, outperforms baselines that don't involve explicit hierarchical compositions, and is comparable to models given informative structure (e.g. constituency parses). Our experiments are conducted in a data-constrained (circa 10M tokens) setting to help tease apart the contribution of the inductive bias to effective learning. However, we find that this framework can be robust to scale, and when extended to a much larger dataset (circa 100M tokens), our 430 parameter model performs comparably to a 6-layer RoBERTa many orders of magnitude larger in size. Our findings support the utility of incorporating explicit composition as an inductive bias for effective representation learning.

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We address the problem of generating realistic 3D human-object interactions (HOIs) driven by textual prompts. Instead of a single model, our key insight is to take a modular design and decompose the complex task into simpler sub-tasks. We first develop a dual-branch diffusion model (HOI-DM) to generate both human and object motions conditioning on the input text, and encourage coherent motions by a cross-attention communication module between the human and object motion generation branches. We also develop an affordance prediction diffusion model (APDM) to predict the contacting area between the human and object during the interactions driven by the textual prompt. The APDM is independent of the results by the HOI-DM and thus can correct potential errors by the latter. Moreover, it stochastically generates the contacting points to diversify the generated motions. Finally, we incorporate the estimated contacting points into the classifier-guidance to achieve accurate and close contact between humans and objects. To train and evaluate our approach, we annotate BEHAVE dataset with text descriptions. Experimental results demonstrate that our approach is able to produce realistic HOIs with various interactions and different types of objects.

The research study of detecting multiple intents and filling slots is becoming more popular because of its relevance to complicated real-world situations. Recent advanced approaches, which are joint models based on graphs, might still face two potential issues: (i) the uncertainty introduced by constructing graphs based on preliminary intents and slots, which may transfer intent-slot correlation information to incorrect label node destinations, and (ii) direct incorporation of multiple intent labels for each token w.r.t. token-level intent voting might potentially lead to incorrect slot predictions, thereby hurting the overall performance. To address these two issues, we propose a joint model named MISCA. Our MISCA introduces an intent-slot co-attention mechanism and an underlying layer of label attention mechanism. These mechanisms enable MISCA to effectively capture correlations between intents and slot labels, eliminating the need for graph construction. They also facilitate the transfer of correlation information in both directions: from intents to slots and from slots to intents, through multiple levels of label-specific representations, without relying on token-level intent information. Experimental results show that MISCA outperforms previous models, achieving new state-of-the-art overall accuracy performances on two benchmark datasets MixATIS and MixSNIPS. This highlights the effectiveness of our attention mechanisms.

Click-through rate (CTR) prediction is a vital task in industry advertising systems. Most existing methods focus on the structure design of neural network for better accuracy and suffer from the data sparsity problem. Especially in industry advertising systems, the widely applied negative sample downsampling technique due to resource limitation worsens the problem, resulting in a decline in performance. In this paper, we propose \textbf{A}uxiliary Match \textbf{T}asks for enhancing \textbf{C}lick-\textbf{T}hrough \textbf{R}ate performance (AT4CTR) to alleviate the data sparsity problem. Specifically, we design two match tasks inspired by collaborative filtering to enhance the relevance between user and item. As the "click" action is a strong signal which indicates user's preference towards item directly, we make the first match task aim at pulling closer the representation between user and item regarding the positive samples. Since the user's past click behaviors can also be treated as the user him/herself, we apply the next item prediction as the second match task. For both the match tasks, we choose the InfoNCE in contrastive learning as their loss function. The two match tasks can provide meaningful training signals to speed up the model's convergence and alleviate the data sparsity. We conduct extensive experiments on a public dataset and a large-scale industry advertising dataset. The results demonstrate the effectiveness of the proposed auxiliary match tasks. AT4CTR has been deployed in the real industry advertising system and gains remarkable revenue.

Nakamoto's consensus protocol works in a permissionless model and tolerates Byzantine failures, but only offers probabilistic agreement. Recently, the Sandglass protocol has shown such weaker guarantees are not a necessary consequence of a permissionless model; yet, Sandglass only tolerates benign failures, and operates in an unconventional partially synchronous model. We present Gorilla Sandglass, the first Byzantine tolerant consensus protocol to guarantee, in the same synchronous model adopted by Nakamoto, deterministic agreement and termination with probability 1 in a permissionless setting. We prove the correctness of Gorilla by mapping executions that would violate agreement or termination in Gorilla to executions in Sandglass, where we know such violations are impossible. Establishing termination proves particularly interesting, as the mapping requires reasoning about infinite executions and their probabilities.

Manually creating 3D environments for AR/VR applications is a complex process requiring expert knowledge in 3D modeling software. Pioneering works facilitate this process by generating room meshes conditioned on textual style descriptions. Yet, many of these automatically generated 3D meshes do not adhere to typical room layouts, compromising their plausibility, e.g., by placing several beds in one bedroom. To address these challenges, we present ControlRoom3D, a novel method to generate high-quality room meshes. Central to our approach is a user-defined 3D semantic proxy room that outlines a rough room layout based on semantic bounding boxes and a textual description of the overall room style. Our key insight is that when rendered to 2D, this 3D representation provides valuable geometric and semantic information to control powerful 2D models to generate 3D consistent textures and geometry that aligns well with the proxy room. Backed up by an extensive study including quantitative metrics and qualitative user evaluations, our method generates diverse and globally plausible 3D room meshes, thus empowering users to design 3D rooms effortlessly without specialized knowledge.

We present DARLEI, a framework that combines evolutionary algorithms with parallelized reinforcement learning for efficiently training and evolving populations of UNIMAL agents. Our approach utilizes Proximal Policy Optimization (PPO) for individual agent learning and pairs it with a tournament selection-based generational learning mechanism to foster morphological evolution. By building on Nvidia's Isaac Gym, DARLEI leverages GPU accelerated simulation to achieve over 20x speedup using just a single workstation, compared to previous work which required large distributed CPU clusters. We systematically characterize DARLEI's performance under various conditions, revealing factors impacting diversity of evolved morphologies. For example, by enabling inter-agent collisions within the simulator, we find that we can simulate some multi-agent interactions between the same morphology, and see how it influences individual agent capabilities and long-term evolutionary adaptation. While current results demonstrate limited diversity across generations, we hope to extend DARLEI in future work to include interactions between diverse morphologies in richer environments, and create a platform that allows for coevolving populations and investigating emergent behaviours in them. Our source code is also made publicly at //saeejithnair.github.io/darlei.

This paper presents a Gaussian Process (GP) framework, a non-parametric technique widely acknowledged for regression and classification tasks, to address inverse problems in mean field games (MFGs). By leveraging GPs, we aim to recover agents' strategic actions and the environment's configurations from partial and noisy observations of the population of agents and the setup of the environment. Our method is a probabilistic tool to infer the behaviors of agents in MFGs from data in scenarios where the comprehensive dataset is either inaccessible or contaminated by noises.

We present a novel method for 3D surface reconstruction from multiple images where only a part of the object of interest is captured. Our approach builds on two recent developments: surface reconstruction using neural radiance fields for the reconstruction of the visible parts of the surface, and guidance of pre-trained 2D diffusion models in the form of Score Distillation Sampling (SDS) to complete the shape in unobserved regions in a plausible manner. We introduce three components. First, we suggest employing normal maps as a pure geometric representation for SDS instead of color renderings which are entangled with the appearance information. Second, we introduce the freezing of the SDS noise during training which results in more coherent gradients and better convergence. Third, we propose Multi-View SDS as a way to condition the generation of the non-observable part of the surface without fine-tuning or making changes to the underlying 2D Stable Diffusion model. We evaluate our approach on the BlendedMVS dataset demonstrating significant qualitative and quantitative improvements over competing methods.

This paper presents Pix2Seq, a simple and generic framework for object detection. Unlike existing approaches that explicitly integrate prior knowledge about the task, we simply cast object detection as a language modeling task conditioned on the observed pixel inputs. Object descriptions (e.g., bounding boxes and class labels) are expressed as sequences of discrete tokens, and we train a neural net to perceive the image and generate the desired sequence. Our approach is based mainly on the intuition that if a neural net knows about where and what the objects are, we just need to teach it how to read them out. Beyond the use of task-specific data augmentations, our approach makes minimal assumptions about the task, yet it achieves competitive results on the challenging COCO dataset, compared to highly specialized and well optimized detection algorithms.

Causality knowledge is vital to building robust AI systems. Deep learning models often perform poorly on tasks that require causal reasoning, which is often derived using some form of commonsense knowledge not immediately available in the input but implicitly inferred by humans. Prior work has unraveled spurious observational biases that models fall prey to in the absence of causality. While language representation models preserve contextual knowledge within learned embeddings, they do not factor in causal relationships during training. By blending causal relationships with the input features to an existing model that performs visual cognition tasks (such as scene understanding, video captioning, video question-answering, etc.), better performance can be achieved owing to the insight causal relationships bring about. Recently, several models have been proposed that have tackled the task of mining causal data from either the visual or textual modality. However, there does not exist widespread research that mines causal relationships by juxtaposing the visual and language modalities. While images offer a rich and easy-to-process resource for us to mine causality knowledge from, videos are denser and consist of naturally time-ordered events. Also, textual information offers details that could be implicit in videos. We propose iReason, a framework that infers visual-semantic commonsense knowledge using both videos and natural language captions. Furthermore, iReason's architecture integrates a causal rationalization module to aid the process of interpretability, error analysis and bias detection. We demonstrate the effectiveness of iReason using a two-pronged comparative analysis with language representation learning models (BERT, GPT-2) as well as current state-of-the-art multimodal causality models.

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