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Spiking neural networks (SNNs) have tremendous potential for energy-efficient neuromorphic chips due to their binary and event-driven architecture. SNNs have been primarily used in classification tasks, but limited exploration on image generation tasks. To fill the gap, we propose a Spiking-Diffusion model, which is based on the vector quantized discrete diffusion model. First, we develop a vector quantized variational autoencoder with SNNs (VQ-SVAE) to learn a discrete latent space for images. In VQ-SVAE, image features are encoded using both the spike firing rate and postsynaptic potential, and an adaptive spike generator is designed to restore embedding features in the form of spike trains. Next, we perform absorbing state diffusion in the discrete latent space and construct a spiking diffusion image decoder (SDID) with SNNs to denoise the image. Our work is the first to build the diffusion model entirely from SNN layers. Experimental results on MNIST, FMNIST, KMNIST, Letters, and Cifar10 demonstrate that Spiking-Diffusion outperforms the existing SNN-based generation model. We achieve FIDs of 37.50, 91.98, 59.23, 67.41, and 120.5 on the above datasets respectively, with reductions of 58.60\%, 18.75\%, 64.51\%, 29.75\%, and 44.88\% in FIDs compared with the state-of-art work. Our code will be available at \url{//github.com/Arktis2022/Spiking-Diffusion}.

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Reinforcement Learning (RL)-based recommender systems (RSs) have garnered considerable attention due to their ability to learn optimal recommendation policies and maximize long-term user rewards. However, deploying RL models directly in online environments and generating authentic data through A/B tests can pose challenges and require substantial resources. Simulators offer an alternative approach by providing training and evaluation environments for RS models, reducing reliance on real-world data. Existing simulators have shown promising results but also have limitations such as simplified user feedback, lacking consistency with real-world data, the challenge of simulator evaluation, and difficulties in migration and expansion across RSs. To address these challenges, we propose KuaiSim, a comprehensive user environment that provides user feedback with multi-behavior and cross-session responses. The resulting simulator can support three levels of recommendation problems: the request level list-wise recommendation task, the whole-session level sequential recommendation task, and the cross-session level retention optimization task. For each task, KuaiSim also provides evaluation protocols and baseline recommendation algorithms that further serve as benchmarks for future research. We also restructure existing competitive simulators on the KuaiRand Dataset and compare them against KuaiSim to future assess their performance and behavioral differences. Furthermore, to showcase KuaiSim's flexibility in accommodating different datasets, we demonstrate its versatility and robustness when deploying it on the ML-1m dataset.

Ambiguity is ubiquitous in human communication. Previous approaches in Human-Robot Interaction (HRI) have often relied on predefined interaction templates, leading to reduced performance in realistic and open-ended scenarios. To address these issues, we present a large-scale dataset, \invig, for interactive visual grounding under language ambiguity. Our dataset comprises over 520K images accompanied by open-ended goal-oriented disambiguation dialogues, encompassing millions of object instances and corresponding question-answer pairs. Leveraging the \invig dataset, we conduct extensive studies and propose a set of baseline solutions for end-to-end interactive visual disambiguation and grounding, achieving a 45.6\% success rate during validation. To the best of our knowledge, the \invig dataset is the first large-scale dataset for resolving open-ended interactive visual grounding, presenting a practical yet highly challenging benchmark for ambiguity-aware HRI. Codes and datasets are available at: \href{//openivg.github.io}{//openivg.github.io}.

We propose VQ-NeRF, a two-branch neural network model that incorporates Vector Quantization (VQ) to decompose and edit reflectance fields in 3D scenes. Conventional neural reflectance fields use only continuous representations to model 3D scenes, despite the fact that objects are typically composed of discrete materials in reality. This lack of discretization can result in noisy material decomposition and complicated material editing. To address these limitations, our model consists of a continuous branch and a discrete branch. The continuous branch follows the conventional pipeline to predict decomposed materials, while the discrete branch uses the VQ mechanism to quantize continuous materials into individual ones. By discretizing the materials, our model can reduce noise in the decomposition process and generate a segmentation map of discrete materials. Specific materials can be easily selected for further editing by clicking on the corresponding area of the segmentation outcomes. Additionally, we propose a dropout-based VQ codeword ranking strategy to predict the number of materials in a scene, which reduces redundancy in the material segmentation process. To improve usability, we also develop an interactive interface to further assist material editing. We evaluate our model on both computer-generated and real-world scenes, demonstrating its superior performance. To the best of our knowledge, our model is the first to enable discrete material editing in 3D scenes.

Augmented reality (AR) requires the seamless integration of visual, auditory, and linguistic channels for optimized human-computer interaction. While auditory and visual inputs facilitate real-time and contextual user guidance, the potential of large language models (LLMs) in this landscape remains largely untapped. Our study introduces an innovative method harnessing LLMs to assimilate information from visual, auditory, and contextual modalities. Focusing on the unique challenge of task performance quantification in AR, we utilize egocentric video, speech, and context analysis. The integration of LLMs facilitates enhanced state estimation, marking a step towards more adaptive AR systems. Code, dataset, and demo will be available at //github.com/nguyennm1024/misar.

Modeling multi-party conversations (MPCs) with graph neural networks has been proven effective at capturing complicated and graphical information flows. However, existing methods rely heavily on the necessary addressee labels and can only be applied to an ideal setting where each utterance must be tagged with an addressee label. To study the scarcity of addressee labels which is a common issue in MPCs, we propose MADNet that maximizes addressee deduction expectation in heterogeneous graph neural networks for MPC generation. Given an MPC with a few addressee labels missing, existing methods fail to build a consecutively connected conversation graph, but only a few separate conversation fragments instead. To ensure message passing between these conversation fragments, four additional types of latent edges are designed to complete a fully-connected graph. Besides, to optimize the edge-type-dependent message passing for those utterances without addressee labels, an Expectation-Maximization-based method that iteratively generates silver addressee labels (E step), and optimizes the quality of generated responses (M step), is designed. Experimental results on two Ubuntu IRC channel benchmarks show that MADNet outperforms various baseline models on the task of MPC generation, especially under the more common and challenging setting where part of addressee labels are missing.

Robotic dexterous grasping is a challenging problem due to the high degree of freedom (DoF) and complex contacts of multi-fingered robotic hands. Existing deep reinforcement learning (DRL) based methods leverage human demonstrations to reduce sample complexity due to the high dimensional action space with dexterous grasping. However, less attention has been paid to hand-object interaction representations for high-level generalization. In this paper, we propose a novel geometric and spatial hand-object interaction representation, named DexRep, to capture dynamic object shape features and the spatial relations between hands and objects during grasping. DexRep comprises Occupancy Feature for rough shapes within sensing range by moving hands, Surface Feature for changing hand-object surface distances, and Local-Geo Feature for local geometric surface features most related to potential contacts. Based on the new representation, we propose a dexterous deep reinforcement learning method to learn a generalizable grasping policy DexRepNet. Experimental results show that our method outperforms baselines using existing representations for robotic grasping dramatically both in grasp success rate and convergence speed. It achieves a 93% grasping success rate on seen objects and higher than 80% grasping success rates on diverse objects of unseen categories in both simulation and real-world experiments.

We introduce a new debiasing framework for high-dimensional linear regression that bypasses the restrictions on covariate distributions imposed by modern debiasing technology. We study the prevalent setting where the number of features and samples are both large and comparable. In this context, state-of-the-art debiasing technology uses a degrees-of-freedom correction to remove the shrinkage bias of regularized estimators and conduct inference. However, this method requires that the observed samples are i.i.d., the covariates follow a mean zero Gaussian distribution, and reliable covariance matrix estimates for observed features are available. This approach struggles when (i) covariates are non-Gaussian with heavy tails or asymmetric distributions, (ii) rows of the design exhibit heterogeneity or dependencies, and (iii) reliable feature covariance estimates are lacking. To address these, we develop a new strategy where the debiasing correction is a rescaled gradient descent step (suitably initialized) with step size determined by the spectrum of the sample covariance matrix. Unlike prior work, we assume that eigenvectors of this matrix are uniform draws from the orthogonal group. We show this assumption remains valid in diverse situations where traditional debiasing fails, including designs with complex row-column dependencies, heavy tails, asymmetric properties, and latent low-rank structures. We establish asymptotic normality of our proposed estimator (centered and scaled) under various convergence notions. Moreover, we develop a consistent estimator for its asymptotic variance. Lastly, we introduce a debiased Principal Components Regression (PCR) technique using our Spectrum-Aware approach. In varied simulations and real data experiments, we observe that our method outperforms degrees-of-freedom debiasing by a margin.

Since real-world objects and their interactions are often multi-modal and multi-typed, heterogeneous networks have been widely used as a more powerful, realistic, and generic superclass of traditional homogeneous networks (graphs). Meanwhile, representation learning (\aka~embedding) has recently been intensively studied and shown effective for various network mining and analytical tasks. In this work, we aim to provide a unified framework to deeply summarize and evaluate existing research on heterogeneous network embedding (HNE), which includes but goes beyond a normal survey. Since there has already been a broad body of HNE algorithms, as the first contribution of this work, we provide a generic paradigm for the systematic categorization and analysis over the merits of various existing HNE algorithms. Moreover, existing HNE algorithms, though mostly claimed generic, are often evaluated on different datasets. Understandable due to the application favor of HNE, such indirect comparisons largely hinder the proper attribution of improved task performance towards effective data preprocessing and novel technical design, especially considering the various ways possible to construct a heterogeneous network from real-world application data. Therefore, as the second contribution, we create four benchmark datasets with various properties regarding scale, structure, attribute/label availability, and \etc.~from different sources, towards handy and fair evaluations of HNE algorithms. As the third contribution, we carefully refactor and amend the implementations and create friendly interfaces for 13 popular HNE algorithms, and provide all-around comparisons among them over multiple tasks and experimental settings.

Graph neural networks (GNNs) have emerged as a powerful paradigm for embedding-based entity alignment due to their capability of identifying isomorphic subgraphs. However, in real knowledge graphs (KGs), the counterpart entities usually have non-isomorphic neighborhood structures, which easily causes GNNs to yield different representations for them. To tackle this problem, we propose a new KG alignment network, namely AliNet, aiming at mitigating the non-isomorphism of neighborhood structures in an end-to-end manner. As the direct neighbors of counterpart entities are usually dissimilar due to the schema heterogeneity, AliNet introduces distant neighbors to expand the overlap between their neighborhood structures. It employs an attention mechanism to highlight helpful distant neighbors and reduce noises. Then, it controls the aggregation of both direct and distant neighborhood information using a gating mechanism. We further propose a relation loss to refine entity representations. We perform thorough experiments with detailed ablation studies and analyses on five entity alignment datasets, demonstrating the effectiveness of AliNet.

Recurrent neural nets (RNN) and convolutional neural nets (CNN) are widely used on NLP tasks to capture the long-term and local dependencies, respectively. Attention mechanisms have recently attracted enormous interest due to their highly parallelizable computation, significantly less training time, and flexibility in modeling dependencies. We propose a novel attention mechanism in which the attention between elements from input sequence(s) is directional and multi-dimensional (i.e., feature-wise). A light-weight neural net, "Directional Self-Attention Network (DiSAN)", is then proposed to learn sentence embedding, based solely on the proposed attention without any RNN/CNN structure. DiSAN is only composed of a directional self-attention with temporal order encoded, followed by a multi-dimensional attention that compresses the sequence into a vector representation. Despite its simple form, DiSAN outperforms complicated RNN models on both prediction quality and time efficiency. It achieves the best test accuracy among all sentence encoding methods and improves the most recent best result by 1.02% on the Stanford Natural Language Inference (SNLI) dataset, and shows state-of-the-art test accuracy on the Stanford Sentiment Treebank (SST), Multi-Genre natural language inference (MultiNLI), Sentences Involving Compositional Knowledge (SICK), Customer Review, MPQA, TREC question-type classification and Subjectivity (SUBJ) datasets.

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