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In previous work on higher-order games, we accounted for finite games of unbounded length by working with continuous outcome functions, which carry implicit game trees. In this work we make such trees explicit. We use concepts from dependent type theory to capture history-dependent games, where the set of available moves at a given position in the game depends on the moves played up to that point. In particular, games are modelled by a W-type, which is essentially the same type used by Aczel to model constructive Zermelo-Frankel set theory (CZF). We have also implemented all our definitions, constructions, results and proofs in the dependently-typed programming language Agda, which, in particular, allows us to run concrete examples of computations of optimal strategies, that is, strategies in subgame perfect equilibrium.

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In this paper, we study the class of games known as hidden-role games in which players get privately assigned a team and are faced with the challenge of recognizing and cooperating with teammates. This model includes both popular recreational games such as the Mafia/Werewolf family and The Resistance (Avalon) and real-world security settings, where a distributed system wants to operate while some of its nodes are controlled by adversaries. There has been little to no formal mathematical grounding of such settings in the literature, and it is not even immediately clear what the right solution concept is. In particular, the suitable notion of equilibrium depends on communication available to the players (whether players can communicate, whether they can communicate in private, and whether they can observe who is communicating), and defining it turns out to be a nontrivial task with several surprising consequences. We show that in certain cases, including the above recreational games, near-optimal equilibria can be computed efficiently. In most other cases, we show that computing an optimal equilibrium is either NP-hard or coNP-hard. Lastly, we experimentally validate our approach by computing nearly-exact equilibria for complete Avalon instances up to 6 players whose size in terms of number of information sets is larger than $10^{56}$.

Modern tourism in the 21st century is facing numerous challenges. Among these the rapidly growing number of tourists visiting space-limited regions like historical cities, museums and bottlenecks such as bridges is one of the biggest. In this context, a proper and accurate prediction of tourism volume and tourism flow within a certain area is important and critical for visitor management tasks such as sustainable treatment of the environment and prevention of overcrowding. Static flow control methods like conventional low-level controllers or limiting access to overcrowded venues could not solve the problem yet. In this paper, we empirically evaluate the performance of state-of-the-art deep-learning methods such as RNNs, GNNs, and Transformers as well as the classic statistical ARIMA method. Granular limited data supplied by a tourism region is extended by exogenous data such as geolocation trajectories of individual tourists, weather and holidays. In the field of visitor flow prediction with sparse data, we are thereby capable of increasing the accuracy of our predictions, incorporating modern input feature handling as well as mapping geolocation data on top of discrete POI data.

Information asymmetry in games enables players with the information advantage to manipulate others' beliefs by strategically revealing information to other players. This work considers a double-sided information asymmetry in a Bayesian Stackelberg game, where the leader's realized action, sampled from the mixed strategy commitment, is hidden from the follower. In contrast, the follower holds private information about his payoff. Given asymmetric information on both sides, an important question arises: \emph{Does the leader's information advantage outweigh the follower's?} We answer this question affirmatively in this work, where we demonstrate that by adequately designing a signaling device that reveals partial information regarding the leader's realized action to the follower, the leader can achieve a higher expected utility than that without signaling. Moreover, unlike previous works on the Bayesian Stackelberg game where mathematical programming tools are utilized, we interpret the leader's commitment as a probability measure over the belief space. Such a probabilistic language greatly simplifies the analysis and allows an indirect signaling scheme, leading to a geometric characterization of the equilibrium under the proposed game model.

In this work, we focus on the Bipartite Stochastic Block Model (BiSBM), a popular model for bipartite graphs with a community structure. We consider the high dimensional setting where the number $n_1$ of type I nodes is far smaller than the number $n_2$ of type II nodes. The recent work of Braun and Tyagi (2022) established a sufficient and necessary condition on the sparsity level $p_{max}$ of the bipartite graph to be able to recover the latent partition of type I nodes. They proposed an iterative method that extends the one proposed by Ndaoud et al. (2022) to achieve this goal. Their method requires a good enough initialization, usually obtained by a spectral method, but empirical results showed that the refinement algorithm doesn't improve much the performance of the spectral method. This suggests that the spectral achieves exact recovery in the same regime as the refinement method. We show that it is indeed the case by providing new entrywise bounds on the eigenvectors of the similarity matrix used by the spectral method. Our analysis extend the framework of Lei (2019) that only applies to symmetric matrices with limited dependencies. As an important technical step, we also derive an improved concentration inequality for similarity matrices.

In this paper, we tackle two challenges in multimodal learning for visual recognition: 1) when missing-modality occurs either during training or testing in real-world situations; and 2) when the computation resources are not available to finetune on heavy transformer models. To this end, we propose to utilize prompt learning and mitigate the above two challenges together. Specifically, our modality-missing-aware prompts can be plugged into multimodal transformers to handle general missing-modality cases, while only requiring less than 1% learnable parameters compared to training the entire model. We further explore the effect of different prompt configurations and analyze the robustness to missing modality. Extensive experiments are conducted to show the effectiveness of our prompt learning framework that improves the performance under various missing-modality cases, while alleviating the requirement of heavy model re-training. Code is available.

Promoting behavioural diversity is critical for solving games with non-transitive dynamics where strategic cycles exist, and there is no consistent winner (e.g., Rock-Paper-Scissors). Yet, there is a lack of rigorous treatment for defining diversity and constructing diversity-aware learning dynamics. In this work, we offer a geometric interpretation of behavioural diversity in games and introduce a novel diversity metric based on \emph{determinantal point processes} (DPP). By incorporating the diversity metric into best-response dynamics, we develop \emph{diverse fictitious play} and \emph{diverse policy-space response oracle} for solving normal-form games and open-ended games. We prove the uniqueness of the diverse best response and the convergence of our algorithms on two-player games. Importantly, we show that maximising the DPP-based diversity metric guarantees to enlarge the \emph{gamescape} -- convex polytopes spanned by agents' mixtures of strategies. To validate our diversity-aware solvers, we test on tens of games that show strong non-transitivity. Results suggest that our methods achieve much lower exploitability than state-of-the-art solvers by finding effective and diverse strategies.

Over the past few years, we have seen fundamental breakthroughs in core problems in machine learning, largely driven by advances in deep neural networks. At the same time, the amount of data collected in a wide array of scientific domains is dramatically increasing in both size and complexity. Taken together, this suggests many exciting opportunities for deep learning applications in scientific settings. But a significant challenge to this is simply knowing where to start. The sheer breadth and diversity of different deep learning techniques makes it difficult to determine what scientific problems might be most amenable to these methods, or which specific combination of methods might offer the most promising first approach. In this survey, we focus on addressing this central issue, providing an overview of many widely used deep learning models, spanning visual, sequential and graph structured data, associated tasks and different training methods, along with techniques to use deep learning with less data and better interpret these complex models --- two central considerations for many scientific use cases. We also include overviews of the full design process, implementation tips, and links to a plethora of tutorials, research summaries and open-sourced deep learning pipelines and pretrained models, developed by the community. We hope that this survey will help accelerate the use of deep learning across different scientific domains.

Learning with limited data is a key challenge for visual recognition. Few-shot learning methods address this challenge by learning an instance embedding function from seen classes and apply the function to instances from unseen classes with limited labels. This style of transfer learning is task-agnostic: the embedding function is not learned optimally discriminative with respect to the unseen classes, where discerning among them is the target task. In this paper, we propose a novel approach to adapt the embedding model to the target classification task, yielding embeddings that are task-specific and are discriminative. To this end, we employ a type of self-attention mechanism called Transformer to transform the embeddings from task-agnostic to task-specific by focusing on relating instances from the test instances to the training instances in both seen and unseen classes. Our approach also extends to both transductive and generalized few-shot classification, two important settings that have essential use cases. We verify the effectiveness of our model on two standard benchmark few-shot classification datasets --- MiniImageNet and CUB, where our approach demonstrates state-of-the-art empirical performance.

To quickly obtain new labeled data, we can choose crowdsourcing as an alternative way at lower cost in a short time. But as an exchange, crowd annotations from non-experts may be of lower quality than those from experts. In this paper, we propose an approach to performing crowd annotation learning for Chinese Named Entity Recognition (NER) to make full use of the noisy sequence labels from multiple annotators. Inspired by adversarial learning, our approach uses a common Bi-LSTM and a private Bi-LSTM for representing annotator-generic and -specific information. The annotator-generic information is the common knowledge for entities easily mastered by the crowd. Finally, we build our Chinese NE tagger based on the LSTM-CRF model. In our experiments, we create two data sets for Chinese NER tasks from two domains. The experimental results show that our system achieves better scores than strong baseline systems.

Most previous event extraction studies have relied heavily on features derived from annotated event mentions, thus cannot be applied to new event types without annotation effort. In this work, we take a fresh look at event extraction and model it as a grounding problem. We design a transferable neural architecture, mapping event mentions and types jointly into a shared semantic space using structural and compositional neural networks, where the type of each event mention can be determined by the closest of all candidate types . By leveraging (1)~available manual annotations for a small set of existing event types and (2)~existing event ontologies, our framework applies to new event types without requiring additional annotation. Experiments on both existing event types (e.g., ACE, ERE) and new event types (e.g., FrameNet) demonstrate the effectiveness of our approach. \textit{Without any manual annotations} for 23 new event types, our zero-shot framework achieved performance comparable to a state-of-the-art supervised model which is trained from the annotations of 500 event mentions.

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