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Open-ended Commonsense Reasoning is defined as solving a commonsense question without providing 1) a short list of answer candidates and 2) a pre-defined answer scope. Conventional ways of formulating the commonsense question into a question-answering form or utilizing external knowledge to learn retrieval-based methods are less applicable in the open-ended setting due to an inherent challenge. Without pre-defining an answer scope or a few candidates, open-ended commonsense reasoning entails predicting answers by searching over an extremely large searching space. Moreover, most questions require implicit multi-hop reasoning, which presents even more challenges to our problem. In this work, we leverage pre-trained language models to iteratively retrieve reasoning paths on the external knowledge base, which does not require task-specific supervision. The reasoning paths can help to identify the most precise answer to the commonsense question. We conduct experiments on two commonsense benchmark datasets. Compared to other approaches, our proposed method achieves better performance both quantitatively and qualitatively.

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Large language models (LLMs) have demonstrated impressive reasoning capabilities, yet there is ongoing debate about these abilities and the potential data contamination problem recently. This paper aims to evaluate the reasoning capacities of LLMs, specifically in solving recent competition-level programming problems in Codeforces, which are expert-crafted and unique, requiring deep understanding and robust reasoning skills. We first provide a comprehensive evaluation of GPT-4's peiceived zero-shot performance on this task, considering various aspects such as problems' release time, difficulties, and types of errors encountered. Surprisingly, the peiceived performance of GPT-4 has experienced a cliff like decline in problems after September 2021 consistently across all the difficulties and types of problems, which shows the potential data contamination, as well as the challenges for any existing LLM to solve unseen complex reasoning problems. We further explore various approaches such as fine-tuning, Chain-of-Thought prompting and problem description simplification, unfortunately none of them is able to consistently mitigate the challenges. Through our work, we emphasis the importance of this excellent data source for assessing the genuine reasoning capabilities of LLMs, and foster the development of LLMs with stronger reasoning abilities and better generalization in the future.

Worked examples (solutions to typical programming problems presented as a source code in a certain language and are used to explain the topics from a programming class) are among the most popular types of learning content in programming classes. Most approaches and tools for presenting these examples to students are based on line-by-line explanations of the example code. However, instructors rarely have time to provide line-by-line explanations for a large number of examples typically used in a programming class. In this paper, we explore and assess a human-AI collaboration approach to authoring worked examples for Java programming. We introduce an authoring system for creating Java worked examples that generates a starting version of code explanations and presents it to the instructor to edit if necessary. We also present a study that assesses the quality of explanations created with this approach.

This paper studies the qualitative behavior and robustness of two variants of Minimal Random Code Learning (MIRACLE) used to compress variational Bayesian neural networks. MIRACLE implements a powerful, conditionally Gaussian variational approximation for the weight posterior $Q_{\mathbf{w}}$ and uses relative entropy coding to compress a weight sample from the posterior using a Gaussian coding distribution $P_{\mathbf{w}}$. To achieve the desired compression rate, $D_{\mathrm{KL}}[Q_{\mathbf{w}} \Vert P_{\mathbf{w}}]$ must be constrained, which requires a computationally expensive annealing procedure under the conventional mean-variance (Mean-Var) parameterization for $Q_{\mathbf{w}}$. Instead, we parameterize $Q_{\mathbf{w}}$ by its mean and KL divergence from $P_{\mathbf{w}}$ to constrain the compression cost to the desired value by construction. We demonstrate that variational training with Mean-KL parameterization converges twice as fast and maintains predictive performance after compression. Furthermore, we show that Mean-KL leads to more meaningful variational distributions with heavier tails and compressed weight samples which are more robust to pruning.

Large language models (LLMs) have shown remarkable performance in natural language processing (NLP) tasks. To comprehend and execute diverse human instructions over image data, instruction-tuned large vision-language models (LVLMs) have been introduced. However, LVLMs may suffer from different types of object hallucinations. Nevertheless, LVLMs are evaluated for coarse-grained object hallucinations only (i.e., generated objects non-existent in the input image). The fine-grained object attributes and behaviors non-existent in the image may still be generated but not measured by the current evaluation methods. In this paper, we thus focus on reducing fine-grained hallucinations of LVLMs. We propose \textit{ReCaption}, a framework that consists of two components: rewriting captions using ChatGPT and fine-tuning the instruction-tuned LVLMs on the rewritten captions. We also propose a fine-grained probing-based evaluation method named \textit{Fine-Grained Object Hallucination Evaluation} (\textit{FGHE}). Our experiment results demonstrate that ReCaption effectively reduces fine-grained object hallucination for different LVLM options and improves their text generation quality. The code can be found at //github.com/Anonymousanoy/FOHE.

We propose a novel Neural Radiance Field (NeRF) representation for non-opaque scenes that allows fast inference by utilizing textured polygons. Despite the high-quality novel view rendering that NeRF provides, a critical limitation is that it relies on volume rendering that can be computationally expensive and does not utilize the advancements in modern graphics hardware. Existing methods for this problem fall short when it comes to modelling volumetric effects as they rely purely on surface rendering. We thus propose to model the scene with polygons, which can then be used to obtain the quadrature points required to model volumetric effects, and also their opacity and colour from the texture. To obtain such polygonal mesh, we train a specialized field whose zero-crossings would correspond to the quadrature points when volume rendering, and perform marching cubes on this field. We then rasterize the polygons and utilize the fragment shaders to obtain the final colour image. Our method allows rendering on various devices and easy integration with existing graphics frameworks while keeping the benefits of volume rendering alive.

Large language models of code (Code-LLMs) have recently brought tremendous advances to code completion, a fundamental feature of programming assistance and code intelligence. However, most existing works ignore the possible presence of bugs in the code context for generation, which are inevitable in software development. Therefore, we introduce and study the buggy-code completion problem, inspired by the realistic scenario of real-time code suggestion where the code context contains potential bugs -- anti-patterns that can become bugs in the completed program. To systematically study the task, we introduce two datasets: one with synthetic bugs derived from semantics-altering operator changes (buggy-HumanEval) and one with realistic bugs derived from user submissions to coding problems (buggy-FixEval). We find that the presence of potential bugs significantly degrades the generation performance of the high-performing Code-LLMs. For instance, the passing rates of CODEGEN-2B-MONO on test cases of buggy-HumanEval drop more than 50% given a single potential bug in the context. Finally, we investigate several post-hoc methods for mitigating the adverse effect of potential bugs and find that there remains a significant gap in post-mitigation performance.

Knowledge enhanced pre-trained language models (K-PLMs) are shown to be effective for many public tasks in the literature but few of them have been successfully applied in practice. To address this problem, we propose K-AID, a systematic approach that includes a low-cost knowledge acquisition process for acquiring domain knowledge, an effective knowledge infusion module for improving model performance, and a knowledge distillation component for reducing the model size and deploying K-PLMs on resource-restricted devices (e.g., CPU) for real-world application. Importantly, instead of capturing entity knowledge like the majority of existing K-PLMs, our approach captures relational knowledge, which contributes to better-improving sentence-level text classification and text matching tasks that play a key role in question answering (QA). We conducted a set of experiments on five text classification tasks and three text matching tasks from three domains, namely E-commerce, Government, and Film&TV, and performed online A/B tests in E-commerce. Experimental results show that our approach is able to achieve substantial improvement on sentence-level question answering tasks and bring beneficial business value in industrial settings.

We propose a novel method for automatic reasoning on knowledge graphs based on debate dynamics. The main idea is to frame the task of triple classification as a debate game between two reinforcement learning agents which extract arguments -- paths in the knowledge graph -- with the goal to promote the fact being true (thesis) or the fact being false (antithesis), respectively. Based on these arguments, a binary classifier, called the judge, decides whether the fact is true or false. The two agents can be considered as sparse, adversarial feature generators that present interpretable evidence for either the thesis or the antithesis. In contrast to other black-box methods, the arguments allow users to get an understanding of the decision of the judge. Since the focus of this work is to create an explainable method that maintains a competitive predictive accuracy, we benchmark our method on the triple classification and link prediction task. Thereby, we find that our method outperforms several baselines on the benchmark datasets FB15k-237, WN18RR, and Hetionet. We also conduct a survey and find that the extracted arguments are informative for users.

Incompleteness is a common problem for existing knowledge graphs (KGs), and the completion of KG which aims to predict links between entities is challenging. Most existing KG completion methods only consider the direct relation between nodes and ignore the relation paths which contain useful information for link prediction. Recently, a few methods take relation paths into consideration but pay less attention to the order of relations in paths which is important for reasoning. In addition, these path-based models always ignore nonlinear contributions of path features for link prediction. To solve these problems, we propose a novel KG completion method named OPTransE. Instead of embedding both entities of a relation into the same latent space as in previous methods, we project the head entity and the tail entity of each relation into different spaces to guarantee the order of relations in the path. Meanwhile, we adopt a pooling strategy to extract nonlinear and complex features of different paths to further improve the performance of link prediction. Experimental results on two benchmark datasets show that the proposed model OPTransE performs better than state-of-the-art methods.

We examine the problem of question answering over knowledge graphs, focusing on simple questions that can be answered by the lookup of a single fact. Adopting a straightforward decomposition of the problem into entity detection, entity linking, relation prediction, and evidence combination, we explore simple yet strong baselines. On the popular SimpleQuestions dataset, we find that basic LSTMs and GRUs plus a few heuristics yield accuracies that approach the state of the art, and techniques that do not use neural networks also perform reasonably well. These results show that gains from sophisticated deep learning techniques proposed in the literature are quite modest and that some previous models exhibit unnecessary complexity.

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