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Persuasion games have been fundamental in economics and AI research, and have significant practical applications. Recent works in this area have started to incorporate natural language, moving beyond the traditional stylized message setting. However, previous research has focused on on-policy prediction, where the train and test data have the same distribution, which is not representative of real-life scenarios. In this paper, we tackle the challenging problem of off-policy evaluation (OPE) in language-based persuasion games. To address the inherent difficulty of human data collection in this setup, we propose a novel approach which combines real and simulated human-bot interaction data. Our simulated data is created by an exogenous model assuming decision makers (DMs) start with a mixture of random and decision-theoretic based behaviors and improve over time. We present a deep learning training algorithm that effectively integrates real interaction and simulated data, substantially improving over models that train only with interaction data. Our results demonstrate the potential of real interaction and simulation mixtures as a cost-effective and scalable solution for OPE in language-based persuasion games.\footnote{Our code and the large dataset we collected and generated are submitted as supplementary material and will be made publicly available upon acceptance.

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IFIP TC13 Conference on Human-Computer Interaction是人機交互領域的研究者和實踐者展示其工作的重要平臺。多年來,這些會議吸引了來自幾個國家和文化的研究人員。官網鏈接: · Continuity · 賭博機/老虎機 · 近似 · Analysis ·
2023 年 7 月 3 日

We develop a flexible stochastic approximation framework for analyzing the long-run behavior of learning in games (both continuous and finite). The proposed analysis template incorporates a wide array of popular learning algorithms, including gradient-based methods, the exponential/multiplicative weights algorithm for learning in finite games, optimistic and bandit variants of the above, etc. In addition to providing an integrated view of these algorithms, our framework further allows us to obtain several new convergence results, both asymptotic and in finite time, in both continuous and finite games. Specifically, we provide a range of criteria for identifying classes of Nash equilibria and sets of action profiles that are attracting with high probability, and we also introduce the notion of coherence, a game-theoretic property that includes strict and sharp equilibria, and which leads to convergence in finite time. Importantly, our analysis applies to both oracle-based and bandit, payoff-based methods - that is, when players only observe their realized payoffs.

Human motion prediction has achieved a brilliant performance with the help of CNNs, which facilitates human-machine cooperation. However, currently, there is no work evaluating the potential risk in human motion prediction when facing adversarial attacks, which may cause danger in real applications. The adversarial attack will face two problems against human motion prediction: 1. For naturalness, pose data is highly related to the physical dynamics of human skeletons where Lp norm constraints cannot constrain the adversarial example well; 2. Unlike the pixel value in images, pose data is diverse at scale because of the different acquisition equipment and the data processing, which makes it hard to set fixed parameters to perform attacks. To solve the problems above, we propose a new adversarial attack method that perturbs the input human motion sequence by maximizing the prediction error with physical constraints. Specifically, we introduce a novel adaptable scheme that facilitates the attack to suit the scale of the target pose and two physical constraints to enhance the imperceptibility of the adversarial example. The evaluating experiments on three datasets show that the prediction errors of all target models are enlarged significantly, which means current convolution-based human motion prediction models can be easily disturbed under the proposed attack. The quantitative analysis shows that prior knowledge and semantic information modeling can be the key to the adversarial robustness of human motion predictors. The qualitative results indicate that the adversarial sample is hard to be noticed when compared frame by frame but is relatively easy to be detected when the sample is animated.

Diversity is an important criterion for many areas of machine learning (ML), including generative modeling and dataset curation. However, existing metrics for measuring diversity are often domain-specific and limited in flexibility. In this paper, we address the diversity evaluation problem by proposing the Vendi Score, which connects and extends ideas from ecology and quantum statistical mechanics to ML. The Vendi Score is defined as the exponential of the Shannon entropy of the eigenvalues of a similarity matrix. This matrix is induced by a user-defined similarity function applied to the sample to be evaluated for diversity. In taking a similarity function as input, the Vendi Score enables its user to specify any desired form of diversity. Importantly, unlike many existing metrics in ML, the Vendi Score does not require a reference dataset or distribution over samples or labels, it is therefore general and applicable to any generative model, decoding algorithm, and dataset from any domain where similarity can be defined. We showcase the Vendi Score on molecular generative modeling where we found it addresses shortcomings of the current diversity metric of choice in that domain. We also applied the Vendi Score to generative models of images and decoding algorithms of text where we found it confirms known results about diversity in those domains. Furthermore, we used the Vendi Score to measure mode collapse, a known shortcoming of generative adversarial networks (GANs). In particular, the Vendi Score revealed that even GANs that capture all the modes of a labeled dataset can be less diverse than the original dataset. Finally, the interpretability of the Vendi Score allowed us to diagnose several benchmark ML datasets for diversity, opening the door for diversity-informed data augmentation.

A key challenge in robotic manipulation in open domains is how to acquire diverse and generalizable skills for robots. Recent research in one-shot imitation learning has shown promise in transferring trained policies to new tasks based on demonstrations. This feature is attractive for enabling robots to acquire new skills and improving task and motion planning. However, due to limitations in the training dataset, the current focus of the community has mainly been on simple cases, such as push or pick-place tasks, relying solely on visual guidance. In reality, there are many complex skills, some of which may even require both visual and tactile perception to solve. This paper aims to unlock the potential for an agent to generalize to hundreds of real-world skills with multi-modal perception. To achieve this, we have collected a dataset comprising over 110,000 \emph{contact-rich} robot manipulation sequences across diverse skills, contexts, robots, and camera viewpoints, all collected \emph{in the real world}. Each sequence in the dataset includes visual, force, audio, and action information, along with a corresponding human demonstration video. We have invested significant efforts in calibrating all the sensors and ensuring a high-quality dataset. The dataset is made publicly available at rh20t.github.io

Detecting human-object interactions (HOIs) is an intricate challenge in the field of computer vision. Existing methods for HOI detection heavily rely on appearance-based features, but these may not fully capture all the essential characteristics necessary for accurate detection. To overcome these challenges, we propose an innovative graph-based approach called TMGHOI (Translational Model for Human-Object Interaction Detection). Our method effectively captures the sentiment representation of HOIs by integrating both spatial and semantic knowledge. By representing HOIs as a graph, where the interaction components serve as nodes and their spatial relationships as edges. To extract crucial spatial and semantic information, TMGHOI employs separate spatial and semantic encoders. Subsequently, these encodings are combined to construct a knowledge graph that effectively captures the sentiment representation of HOIs. Additionally, the ability to incorporate prior knowledge enhances the understanding of interactions, further boosting detection accuracy. We conducted extensive evaluations on the widely-used HICO-DET datasets to demonstrate the effectiveness of TMGHOI. Our approach outperformed existing state-of-the-art graph-based methods by a significant margin, showcasing its potential as a superior solution for HOI detection. We are confident that TMGHOI has the potential to significantly improve the accuracy and efficiency of HOI detection. Its integration of spatial and semantic knowledge, along with its computational efficiency and practicality, makes it a valuable tool for researchers and practitioners in the computer vision community. As with any research, we acknowledge the importance of further exploration and evaluation on various datasets to establish the generalizability and robustness of our proposed method.

Deploying service robots in our daily life, whether in restaurants, warehouses or hospitals, calls for the need to reason on the interactions happening in dense and dynamic scenes. In this paper, we present and benchmark three new approaches to model and predict multi-agent interactions in dense scenes, including the use of an intuitive qualitative representation. The proposed solutions take into account static and dynamic context to predict individual interactions. They exploit an input- and a temporal-attention mechanism, and are tested on medium and long-term time horizons. The first two approaches integrate different relations from the so-called Qualitative Trajectory Calculus (QTC) within a state-of-the-art deep neural network to create a symbol-driven neural architecture for predicting spatial interactions. The third approach implements a purely data-driven network for motion prediction, the output of which is post-processed to predict QTC spatial interactions. Experimental results on a popular robot dataset of challenging crowded scenarios show that the purely data-driven prediction approach generally outperforms the other two. The three approaches were further evaluated on a different but related human scenarios to assess their generalisation capability.

This paper proposes the cooperative use of zero velocity update (ZU) in a decentralized extended Kalman filter (DEKF) based localization algorithm for multi-robot systems. The filter utilizes inertial measurement unit (IMU), ultra-wideband (UWB), and odometry velocity measurements to improve the localization performance of the system in the presence of a GNSS-denied environment. The contribution of this work is to evaluate the benefits of using ZU in a DEKF-based localization algorithm. The algorithm is tested with real hardware in a video motion capture facility and a Robot Operating System (ROS) based simulation environment for unmanned ground vehicles (UGV). Both simulation and real-world experiments are performed to show the effectiveness of using ZU in one robot to reinstate the localization of other robots in a multi-robot system. Experimental results from GNSS-denied simulation and real-world environments show that using ZU with simple heuristics in the DEKF significantly improves the 3D localization accuracy.

Generative flow networks (GFlowNets) are amortized variational inference algorithms that treat sampling from a distribution over compositional objects as a sequential decision-making problem with a learnable action policy. Unlike other algorithms for hierarchical sampling that optimize a variational bound, GFlowNet algorithms can stably run off-policy, which can be advantageous for discovering modes of the target distribution. Despite this flexibility in the choice of behaviour policy, the optimal way of efficiently selecting trajectories for training has not yet been systematically explored. In this paper, we view the choice of trajectories for training as an active learning problem and approach it using Bayesian techniques inspired by methods for multi-armed bandits. The proposed algorithm, Thompson sampling GFlowNets (TS-GFN), maintains an approximate posterior distribution over policies and samples trajectories from this posterior for training. We show in two domains that TS-GFN yields improved exploration and thus faster convergence to the target distribution than the off-policy exploration strategies used in past work.

Human-centric perception plays a vital role in vision and graphics. But their data annotations are prohibitively expensive. Therefore, it is desirable to have a versatile pre-train model that serves as a foundation for data-efficient downstream tasks transfer. To this end, we propose the Human-Centric Multi-Modal Contrastive Learning framework HCMoCo that leverages the multi-modal nature of human data (e.g. RGB, depth, 2D keypoints) for effective representation learning. The objective comes with two main challenges: dense pre-train for multi-modality data, efficient usage of sparse human priors. To tackle the challenges, we design the novel Dense Intra-sample Contrastive Learning and Sparse Structure-aware Contrastive Learning targets by hierarchically learning a modal-invariant latent space featured with continuous and ordinal feature distribution and structure-aware semantic consistency. HCMoCo provides pre-train for different modalities by combining heterogeneous datasets, which allows efficient usage of existing task-specific human data. Extensive experiments on four downstream tasks of different modalities demonstrate the effectiveness of HCMoCo, especially under data-efficient settings (7.16% and 12% improvement on DensePose Estimation and Human Parsing). Moreover, we demonstrate the versatility of HCMoCo by exploring cross-modality supervision and missing-modality inference, validating its strong ability in cross-modal association and reasoning.

We propose a new method for event extraction (EE) task based on an imitation learning framework, specifically, inverse reinforcement learning (IRL) via generative adversarial network (GAN). The GAN estimates proper rewards according to the difference between the actions committed by the expert (or ground truth) and the agent among complicated states in the environment. EE task benefits from these dynamic rewards because instances and labels yield to various extents of difficulty and the gains are expected to be diverse -- e.g., an ambiguous but correctly detected trigger or argument should receive high gains -- while the traditional RL models usually neglect such differences and pay equal attention on all instances. Moreover, our experiments also demonstrate that the proposed framework outperforms state-of-the-art methods, without explicit feature engineering.

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