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Virtual character animation and movement synthesis have advanced rapidly during recent years, especially through a combination of extensive motion capture datasets and machine learning. A remaining challenge is interactively simulating characters that fatigue when performing extended motions, which is indispensable for the realism of generated animations. However, capturing such movements is problematic, as performing movements like backflips with fatigued variations up to exhaustion raises capture cost and risk of injury. Surprisingly, little research has been done on faithful fatigue modeling. To address this, we propose a deep reinforcement learning-based approach, which -- for the first time in literature -- generates control policies for full-body physically simulated agents aware of cumulative fatigue. For this, we first leverage Generative Adversarial Imitation Learning (GAIL) to learn an expert policy for the skill; Second, we learn a fatigue policy by limiting the generated constant torque bounds based on endurance time to non-linear, state- and time-dependent limits in the joint-actuation space using a Three-Compartment Controller (3CC) model. Our results demonstrate that agents can adapt to different fatigue and rest rates interactively, and discover realistic recovery strategies without the need for any captured data of fatigued movement.

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Modern time series forecasting methods, such as Transformer and its variants, have shown strong ability in sequential data modeling. To achieve high performance, they usually rely on redundant or unexplainable structures to model complex relations between variables and tune the parameters with large-scale data. Many real-world data mining tasks, however, lack sufficient variables for relation reasoning, and therefore these methods may not properly handle such forecasting problems. With insufficient data, time series appear to be affected by many exogenous variables, and thus, the modeling becomes unstable and unpredictable. To tackle this critical issue, in this paper, we develop a novel algorithmic framework for inferring the intrinsic latent factors implied by the observable time series. The inferred factors are used to form multiple independent and predictable signal components that enable not only sparse relation reasoning for long-term efficiency but also reconstructing the future temporal data for accurate prediction. To achieve this, we introduce three characteristics, i.e., predictability, sufficiency, and identifiability, and model these characteristics via the powerful deep latent dynamics models to infer the predictable signal components. Empirical results on multiple real datasets show the efficiency of our method for different kinds of time series forecasting. The statistical analysis validates the predictability of the learned latent factors.

Data augmentation methods are commonly integrated into the training of anomaly detection models. Previous approaches have primarily focused on replicating real-world anomalies or enhancing diversity, without considering that the standard of anomaly varies across different classes, potentially leading to a biased training distribution.This paper analyzes crucial traits of simulated anomalies that contribute to the training of reconstructive networks and condenses them into several methods, thus creating a comprehensive framework by selectively utilizing appropriate combinations.Furthermore, we integrate this framework with a reconstruction-based approach and concurrently propose a split training strategy that alleviates the issue of overfitting while avoiding introducing interference to the reconstruction process. The evaluations conducted on the MVTec anomaly detection dataset demonstrate that our method outperforms the previous state-of-the-art approach, particularly in terms of object classes. To evaluate generalizability, we generate a simulated dataset comprising anomalies with diverse characteristics since the original test samples only include specific types of anomalies and may lead to biased evaluations. Experimental results demonstrate that our approach exhibits promising potential for generalizing effectively to various unforeseen anomalies encountered in real-world scenarios.

Reactive languages are dedicated to the programming of systems which interact continuously and concurrently with their environment. Values take the form of unbounded streams modeling the (discrete) passing of time or the sequence of concurrent interactions. While conventional reactivity models recurrences forward in time, we introduce a symmetric reactive construct enabling backward recurrences. Constraints on the latter allow to make the implementation practical. Machine Learning (ML) systems provide numerous motivations for all of this: we demonstrate that reverse-mode automatic differentiation, backpropagation, batch normalization, bidirectional recurrent neural networks, training and reinforcement learning algorithms, are all naturally captured as bidirectional reactive programs.

Gaussian Process Networks (GPNs) are a class of directed graphical models which employ Gaussian processes as priors for the conditional expectation of each variable given its parents in the network. The model allows the description of continuous joint distributions in a compact but flexible manner with minimal parametric assumptions on the dependencies between variables. Bayesian structure learning of GPNs requires computing the posterior over graphs of the network and is computationally infeasible even in low dimensions. This work implements Monte Carlo and Markov Chain Monte Carlo methods to sample from the posterior distribution of network structures. As such, the approach follows the Bayesian paradigm, comparing models via their marginal likelihood and computing the posterior probability of the GPN features. Simulation studies show that our method outperforms state-of-the-art algorithms in recovering the graphical structure of the network and provides an accurate approximation of its posterior distribution.

We prove an inverse approximation theorem for the approximation of nonlinear sequence-to-sequence relationships using recurrent neural networks (RNNs). This is a so-called Bernstein-type result in approximation theory, which deduces properties of a target function under the assumption that it can be effectively approximated by a hypothesis space. In particular, we show that nonlinear sequence relationships that can be stably approximated by nonlinear RNNs must have an exponential decaying memory structure - a notion that can be made precise. This extends the previously identified curse of memory in linear RNNs into the general nonlinear setting, and quantifies the essential limitations of the RNN architecture for learning sequential relationships with long-term memory. Based on the analysis, we propose a principled reparameterization method to overcome the limitations. Our theoretical results are confirmed by numerical experiments. The code has been released in //github.com/radarFudan/Curse-of-memory

Humans perceive the world by concurrently processing and fusing high-dimensional inputs from multiple modalities such as vision and audio. Machine perception models, in stark contrast, are typically modality-specific and optimised for unimodal benchmarks, and hence late-stage fusion of final representations or predictions from each modality (`late-fusion') is still a dominant paradigm for multimodal video classification. Instead, we introduce a novel transformer based architecture that uses `fusion bottlenecks' for modality fusion at multiple layers. Compared to traditional pairwise self-attention, our model forces information between different modalities to pass through a small number of bottleneck latents, requiring the model to collate and condense the most relevant information in each modality and only share what is necessary. We find that such a strategy improves fusion performance, at the same time reducing computational cost. We conduct thorough ablation studies, and achieve state-of-the-art results on multiple audio-visual classification benchmarks including Audioset, Epic-Kitchens and VGGSound. All code and models will be released.

Recent contrastive representation learning methods rely on estimating mutual information (MI) between multiple views of an underlying context. E.g., we can derive multiple views of a given image by applying data augmentation, or we can split a sequence into views comprising the past and future of some step in the sequence. Contrastive lower bounds on MI are easy to optimize, but have a strong underestimation bias when estimating large amounts of MI. We propose decomposing the full MI estimation problem into a sum of smaller estimation problems by splitting one of the views into progressively more informed subviews and by applying the chain rule on MI between the decomposed views. This expression contains a sum of unconditional and conditional MI terms, each measuring modest chunks of the total MI, which facilitates approximation via contrastive bounds. To maximize the sum, we formulate a contrastive lower bound on the conditional MI which can be approximated efficiently. We refer to our general approach as Decomposed Estimation of Mutual Information (DEMI). We show that DEMI can capture a larger amount of MI than standard non-decomposed contrastive bounds in a synthetic setting, and learns better representations in a vision domain and for dialogue generation.

Behaviors of the synthetic characters in current military simulations are limited since they are generally generated by rule-based and reactive computational models with minimal intelligence. Such computational models cannot adapt to reflect the experience of the characters, resulting in brittle intelligence for even the most effective behavior models devised via costly and labor-intensive processes. Observation-based behavior model adaptation that leverages machine learning and the experience of synthetic entities in combination with appropriate prior knowledge can address the issues in the existing computational behavior models to create a better training experience in military training simulations. In this paper, we introduce a framework that aims to create autonomous synthetic characters that can perform coherent sequences of believable behavior while being aware of human trainees and their needs within a training simulation. This framework brings together three mutually complementary components. The first component is a Unity-based simulation environment - Rapid Integration and Development Environment (RIDE) - supporting One World Terrain (OWT) models and capable of running and supporting machine learning experiments. The second is Shiva, a novel multi-agent reinforcement and imitation learning framework that can interface with a variety of simulation environments, and that can additionally utilize a variety of learning algorithms. The final component is the Sigma Cognitive Architecture that will augment the behavior models with symbolic and probabilistic reasoning capabilities. We have successfully created proof-of-concept behavior models leveraging this framework on realistic terrain as an essential step towards bringing machine learning into military simulations.

Embedding entities and relations into a continuous multi-dimensional vector space have become the dominant method for knowledge graph embedding in representation learning. However, most existing models ignore to represent hierarchical knowledge, such as the similarities and dissimilarities of entities in one domain. We proposed to learn a Domain Representations over existing knowledge graph embedding models, such that entities that have similar attributes are organized into the same domain. Such hierarchical knowledge of domains can give further evidence in link prediction. Experimental results show that domain embeddings give a significant improvement over the most recent state-of-art baseline knowledge graph embedding models.

Graph neural networks (GNNs) are a popular class of machine learning models whose major advantage is their ability to incorporate a sparse and discrete dependency structure between data points. Unfortunately, GNNs can only be used when such a graph-structure is available. In practice, however, real-world graphs are often noisy and incomplete or might not be available at all. With this work, we propose to jointly learn the graph structure and the parameters of graph convolutional networks (GCNs) by approximately solving a bilevel program that learns a discrete probability distribution on the edges of the graph. This allows one to apply GCNs not only in scenarios where the given graph is incomplete or corrupted but also in those where a graph is not available. We conduct a series of experiments that analyze the behavior of the proposed method and demonstrate that it outperforms related methods by a significant margin.

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