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AI agents powered by Large Language Models (LLMs) have made significant advances, enabling them to assist humans in diverse complex tasks and leading to a revolution in human-AI coordination. LLM-powered agents typically require invoking LLM APIs and employing artificially designed complex prompts, which results in high inference latency. While this paradigm works well in scenarios with minimal interactive demands, such as code generation, it is unsuitable for highly interactive and real-time applications, such as gaming. Traditional gaming AI often employs small models or reactive policies, enabling fast inference but offering limited task completion and interaction abilities. In this work, we consider Overcooked as our testbed where players could communicate with natural language and cooperate to serve orders. We propose a Hierarchical Language Agent (HLA) for human-AI coordination that provides both strong reasoning abilities while keeping real-time execution. In particular, HLA adopts a hierarchical framework and comprises three modules: a proficient LLM, referred to as Slow Mind, for intention reasoning and language interaction, a lightweight LLM, referred to as Fast Mind, for generating macro actions, and a reactive policy, referred to as Executor, for transforming macro actions into atomic actions. Human studies show that HLA outperforms other baseline agents, including slow-mind-only agents and fast-mind-only agents, with stronger cooperation abilities, faster responses, and more consistent language communications.

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Humans can quickly learn new behaviors by leveraging background world knowledge. In contrast, agents trained with reinforcement learning (RL) typically learn behaviors from scratch. We thus propose a novel approach that uses the vast amounts of general and indexable world knowledge encoded in vision-language models (VLMs) pre-trained on Internet-scale data for embodied RL. We initialize policies with VLMs by using them as promptable representations: embeddings that are grounded in visual observations and encode semantic features based on the VLM's internal knowledge, as elicited through prompts that provide task context and auxiliary information. We evaluate our approach on visually-complex, long horizon RL tasks in Minecraft and robot navigation in Habitat. We find that our policies trained on embeddings extracted from general-purpose VLMs outperform equivalent policies trained on generic, non-promptable image embeddings. We also find our approach outperforms instruction-following methods and performs comparably to domain-specific embeddings.

Digital twin (DT) platforms are increasingly regarded as a promising technology for controlling, optimizing, and monitoring complex engineering systems such as next-generation wireless networks. An important challenge in adopting DT solutions is their reliance on data collected offline, lacking direct access to the physical environment. This limitation is particularly severe in multi-agent systems, for which conventional multi-agent reinforcement (MARL) requires online interactions with the environment. A direct application of online MARL schemes to an offline setting would generally fail due to the epistemic uncertainty entailed by the limited availability of data. In this work, we propose an offline MARL scheme for DT-based wireless networks that integrates distributional RL and conservative Q-learning to address the environment's inherent aleatoric uncertainty and the epistemic uncertainty arising from limited data. To further exploit the offline data, we adapt the proposed scheme to the centralized training decentralized execution framework, allowing joint training of the agents' policies. The proposed MARL scheme, referred to as multi-agent conservative quantile regression (MA-CQR) addresses general risk-sensitive design criteria and is applied to the trajectory planning problem in drone networks, showcasing its advantages.

Modern Reinforcement Learning (RL) algorithms are able to outperform humans in a wide variety of tasks. Multi-agent reinforcement learning (MARL) settings present additional challenges, and successful cooperation in mixed-motive groups of agents depends on a delicate balancing act between individual and group objectives. Social conventions and norms, often inspired by human institutions, are used as tools for striking this balance. In this paper, we examine a fundamental, well-studied social convention that underlies cooperation in both animal and human societies: dominance hierarchies. We adapt the ethological theory of dominance hierarchies to artificial agents, borrowing the established terminology and definitions with as few amendments as possible. We demonstrate that populations of RL agents, operating without explicit programming or intrinsic rewards, can invent, learn, enforce, and transmit a dominance hierarchy to new populations. The dominance hierarchies that emerge have a similar structure to those studied in chickens, mice, fish, and other species.

Flexible and natural nonverbal reactions to human behavior remain a challenge for socially interactive agents (SIAs) that are predominantly animated using hand-crafted rules. While recently proposed machine learning based approaches to conversational behavior generation are a promising way to address this challenge, they have not yet been employed in SIAs. The primary reason for this is the lack of a software toolkit integrating such approaches with SIA frameworks that conforms to the challenging real-time requirements of human-agent interaction scenarios. In our work, we for the first time present such a toolkit consisting of three main components: (1) real-time feature extraction capturing multi-modal social cues from the user; (2) behavior generation based on a recent state-of-the-art neural network approach; (3) visualization of the generated behavior supporting both FLAME-based and Apple ARKit-based interactive agents. We comprehensively evaluate the real-time performance of the whole framework and its components. In addition, we introduce pre-trained behavioral generation models derived from psychotherapy sessions for domain-specific listening behaviors. Our software toolkit, pivotal for deploying and assessing SIAs' listening behavior in real-time, is publicly available. Resources, including code, behavioural multi-modal features extracted from therapeutic interactions, are hosted at \url{//daksitha.github.io/ReNeLib}

Large Language Model (LLM) assistants, such as ChatGPT, have emerged as potential alternatives to search methods for helping users navigate complex, feature-rich software. LLMs use vast training data from domain-specific texts, software manuals, and code repositories to mimic human-like interactions, offering tailored assistance, including step-by-step instructions. In this work, we investigated LLM-generated software guidance through a within-subject experiment with 16 participants and follow-up interviews. We compared a baseline LLM assistant with an LLM optimized for particular software contexts, SoftAIBot, which also offered guidelines for constructing appropriate prompts. We assessed task completion, perceived accuracy, relevance, and trust. Surprisingly, although SoftAIBot outperformed the baseline LLM, our results revealed no significant difference in LLM usage and user perceptions with or without prompt guidelines and the integration of domain context. Most users struggled to understand how the prompt's text related to the LLM's responses and often followed the LLM's suggestions verbatim, even if they were incorrect. This resulted in difficulties when using the LLM's advice for software tasks, leading to low task completion rates. Our detailed analysis also revealed that users remained unaware of inaccuracies in the LLM's responses, indicating a gap between their lack of software expertise and their ability to evaluate the LLM's assistance. With the growing push for designing domain-specific LLM assistants, we emphasize the importance of incorporating explainable, context-aware cues into LLMs to help users understand prompt-based interactions, identify biases, and maximize the utility of LLM assistants.

This paper addresses the pursuit-evasion problem involving three agents -- a purser, an evader, and a defender. We develop cooperative guidance laws for the evader-defender team that guarantee that the defender intercepts the pursuer before it reaches the vicinity of the evader. Unlike heuristic methods, optimal control, differential game formulation, and recently proposed time-constrained guidance techniques, we propose a geometric solution to safeguard the evader from the pursuer's incoming threat. The proposed strategy is computationally efficient and expected to be scalable as the number of agents increases. Another alluring feature of the proposed strategy is that the evader-defender team does not require the knowledge of the pursuer's strategy and that the pursuer's interception is guaranteed from arbitrary initial engagement geometries. We further show that the necessary error variables for the evader-defender team vanish within a time that can be exactly prescribed prior to the three-body engagement. Finally, we demonstrate the efficacy of the proposed cooperative defense strategy via simulation in diverse engagement scenarios.

We describe a class of tasks called decision-oriented dialogues, in which AI assistants must collaborate with one or more humans via natural language to help them make complex decisions. We formalize three domains in which users face everyday decisions: (1) choosing an assignment of reviewers to conference papers, (2) planning a multi-step itinerary in a city, and (3) negotiating travel plans for a group of friends. In each of these settings, AI assistants and users have disparate abilities that they must combine to arrive at the best decision: assistants can access and process large amounts of information, while users have preferences and constraints external to the system. For each task, we build a dialogue environment where agents receive a reward based on the quality of the final decision they reach. Using these environments, we collect human-human dialogues with humans playing the role of assistant. To compare how current AI assistants communicate in these settings, we present baselines using large language models in self-play. Finally, we highlight a number of challenges models face in decision-oriented dialogues, ranging from efficient communication to reasoning and optimization, and release our environments as a testbed for future modeling work.

Deployment of Internet of Things (IoT) devices and Data Fusion techniques have gained popularity in public and government domains. This usually requires capturing and consolidating data from multiple sources. As datasets do not necessarily originate from identical sensors, fused data typically results in a complex data problem. Because military is investigating how heterogeneous IoT devices can aid processes and tasks, we investigate a multi-sensor approach. Moreover, we propose a signal to image encoding approach to transform information (signal) to integrate (fuse) data from IoT wearable devices to an image which is invertible and easier to visualize supporting decision making. Furthermore, we investigate the challenge of enabling an intelligent identification and detection operation and demonstrate the feasibility of the proposed Deep Learning and Anomaly Detection models that can support future application that utilizes hand gesture data from wearable devices.

Seamlessly interacting with humans or robots is hard because these agents are non-stationary. They update their policy in response to the ego agent's behavior, and the ego agent must anticipate these changes to co-adapt. Inspired by humans, we recognize that robots do not need to explicitly model every low-level action another agent will make; instead, we can capture the latent strategy of other agents through high-level representations. We propose a reinforcement learning-based framework for learning latent representations of an agent's policy, where the ego agent identifies the relationship between its behavior and the other agent's future strategy. The ego agent then leverages these latent dynamics to influence the other agent, purposely guiding them towards policies suitable for co-adaptation. Across several simulated domains and a real-world air hockey game, our approach outperforms the alternatives and learns to influence the other agent.

Graph Neural Networks (GNNs) have recently become increasingly popular due to their ability to learn complex systems of relations or interactions arising in a broad spectrum of problems ranging from biology and particle physics to social networks and recommendation systems. Despite the plethora of different models for deep learning on graphs, few approaches have been proposed thus far for dealing with graphs that present some sort of dynamic nature (e.g. evolving features or connectivity over time). In this paper, we present Temporal Graph Networks (TGNs), a generic, efficient framework for deep learning on dynamic graphs represented as sequences of timed events. Thanks to a novel combination of memory modules and graph-based operators, TGNs are able to significantly outperform previous approaches being at the same time more computationally efficient. We furthermore show that several previous models for learning on dynamic graphs can be cast as specific instances of our framework. We perform a detailed ablation study of different components of our framework and devise the best configuration that achieves state-of-the-art performance on several transductive and inductive prediction tasks for dynamic graphs.

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