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In this paper, we investigate the vulnerability of MDE to adversarial patches. We propose a novel \underline{S}tealthy \underline{A}dversarial \underline{A}ttacks on \underline{M}DE (SAAM) that compromises MDE by either corrupting the estimated distance or causing an object to seamlessly blend into its surroundings. Our experiments, demonstrate that the designed stealthy patch successfully causes a DNN-based MDE to misestimate the depth of objects. In fact, our proposed adversarial patch achieves a significant 60\% depth error with 99\% ratio of the affected region. Importantly, despite its adversarial nature, the patch maintains a naturalistic appearance, making it inconspicuous to human observers. We believe that this work sheds light on the threat of adversarial attacks in the context of MDE on edge devices. We hope it raises awareness within the community about the potential real-life harm of such attacks and encourages further research into developing more robust and adaptive defense mechanisms.

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In this paper, we introduce LLaVA-$\phi$ (LLaVA-Phi), an efficient multi-modal assistant that harnesses the power of the recently advanced small language model, Phi-2, to facilitate multi-modal dialogues. LLaVA-Phi marks a notable advancement in the realm of compact multi-modal models. It demonstrates that even smaller language models, with as few as 2.7B parameters, can effectively engage in intricate dialogues that integrate both textual and visual elements, provided they are trained with high-quality corpora. Our model delivers commendable performance on publicly available benchmarks that encompass visual comprehension, reasoning, and knowledge-based perception. Beyond its remarkable performance in multi-modal dialogue tasks, our model opens new avenues for applications in time-sensitive environments and systems that require real-time interaction, such as embodied agents. It highlights the potential of smaller language models to achieve sophisticated levels of understanding and interaction, while maintaining greater resource efficiency.The project is available at {//github.com/zhuyiche/llava-phi}.

In this paper, we study how to optimize existing Non-Fungible Token (NFT) incentives. Upon exploring a large number of NFT-related standards and real-world projects, we come across an unexpected finding. That is, the current NFT incentive mechanisms, often organized in an isolated and one-time-use fashion, tend to overlook their potential for scalable organizational structures. We propose, analyze, and implement a novel reference incentive model, which is inherently structured as a Directed Acyclic Graph (DAG)-based NFT network. This model aims to maximize connections (or references) between NFTs, enabling each isolated NFT to expand its network and accumulate rewards derived from subsequent or subscribed ones. We conduct both theoretical and practical analyses of the model, demonstrating its optimal utility.

The math abilities of large language models can represent their abstract reasoning ability. In this paper, we introduce and open-source our math reasoning LLMs InternLM-Math which is continue pre-trained from InternLM2. We unify chain-of-thought reasoning, reward modeling, formal reasoning, data augmentation, and code interpreter in a unified seq2seq format and supervise our model to be a versatile math reasoner, verifier, prover, and augmenter. These abilities can be used to develop the next math LLMs or self-iteration. InternLM-Math obtains open-sourced state-of-the-art performance under the setting of in-context learning, supervised fine-tuning, and code-assisted reasoning in various informal and formal benchmarks including GSM8K, MATH, Hungary math exam, MathBench-ZH, and MiniF2F. Our pre-trained model achieves 30.3 on the MiniF2F test set without fine-tuning. We further explore how to use LEAN to solve math problems and study its performance under the setting of multi-task learning which shows the possibility of using LEAN as a unified platform for solving and proving in math. Our models, codes, and data are released at \url{//github.com/InternLM/InternLM-Math}.

This paper introduces a novel approach, Decision Theory-guided Deep Reinforcement Learning (DT-guided DRL), to address the inherent cold start problem in DRL. By integrating decision theory principles, DT-guided DRL enhances agents' initial performance and robustness in complex environments, enabling more efficient and reliable convergence during learning. Our investigation encompasses two primary problem contexts: the cart pole and maze navigation challenges. Experimental results demonstrate that the integration of decision theory not only facilitates effective initial guidance for DRL agents but also promotes a more structured and informed exploration strategy, particularly in environments characterized by large and intricate state spaces. The results of experiment demonstrate that DT-guided DRL can provide significantly higher rewards compared to regular DRL. Specifically, during the initial phase of training, the DT-guided DRL yields up to an 184% increase in accumulated reward. Moreover, even after reaching convergence, it maintains a superior performance, ending with up to 53% more reward than standard DRL in large maze problems. DT-guided DRL represents an advancement in mitigating a fundamental challenge of DRL by leveraging functions informed by human (designer) knowledge, setting a foundation for further research in this promising interdisciplinary domain.

In this paper, we first present the character texture generation system \textit{Minecraft-ify}, specified to Minecraft video game toward in-game application. Ours can generate face-focused image for texture mapping tailored to 3D virtual character having cube manifold. While existing projects or works only generate texture, proposed system can inverse the user-provided real image, or generate average/random appearance from learned distribution. Moreover, it can be manipulated with text-guidance using StyleGAN and StyleCLIP. These features provide a more extended user experience with enlarged freedom as a user-friendly AI-tool. Project page can be found at //gh-bumsookim.github.io/Minecraft-ify/

In this paper, we present a distribution-dependent PAC-Chernoff bound that is perfectly tight for interpolators even under overparametrized model classes. This bound relies on basic principles of Large Deviation Theory and naturally provides a characterization of the smoothness of a model described as a simple real-valued function. Based on this distribution-dependent bound and the novel definition of smoothness, we propose an unifying theoretical explanation of why some interpolators generalize remarkably well while others not. And why a wide range of modern learning techniques (i.e., $\ell_2$-norm, distance-from-initialization, input-gradient and variance regularization together with data augmentation, invariant architectures, and overparameterization) are able to find them. The emergent conclusion is that all these methods provide complimentary procedures that bias the optimizer to smoother interpolators, which, according to this theoretical analysis, are the ones with better generalization error. One of the main insights of this study is that distribution-dependent bounds serve as a powerful tool better understand the complex dynamics behind the generalization capabilities of highly-overparameterized interpolators.

In this paper, we introduce a new flow-based method for global optimization of Lipschitz functions, called Stein Boltzmann Sampling (SBS). Our method samples from the Boltzmann distribution that becomes asymptotically uniform over the set of the minimizers of the function to be optimized. Candidate solutions are sampled via the \emph{Stein Variational Gradient Descent} algorithm. We prove the asymptotic convergence of our method, introduce two SBS variants, and provide a detailed comparison with several state-of-the-art global optimization algorithms on various benchmark functions. The design of our method, the theoretical results, and our experiments, suggest that SBS is particularly well-suited to be used as a continuation of efficient global optimization methods as it can produce better solutions while making a good use of the budget.

This paper surveys the field of transfer learning in the problem setting of Reinforcement Learning (RL). RL has been the key solution to sequential decision-making problems. Along with the fast advance of RL in various domains. including robotics and game-playing, transfer learning arises as an important technique to assist RL by leveraging and transferring external expertise to boost the learning process. In this survey, we review the central issues of transfer learning in the RL domain, providing a systematic categorization of its state-of-the-art techniques. We analyze their goals, methodologies, applications, and the RL frameworks under which these transfer learning techniques would be approachable. We discuss the relationship between transfer learning and other relevant topics from an RL perspective and also explore the potential challenges as well as future development directions for transfer learning in RL.

We consider an interesting problem-salient instance segmentation in this paper. Other than producing bounding boxes, our network also outputs high-quality instance-level segments. Taking into account the category-independent property of each target, we design a single stage salient instance segmentation framework, with a novel segmentation branch. Our new branch regards not only local context inside each detection window but also its surrounding context, enabling us to distinguish the instances in the same scope even with obstruction. Our network is end-to-end trainable and runs at a fast speed (40 fps when processing an image with resolution 320x320). We evaluate our approach on a publicly available benchmark and show that it outperforms other alternative solutions. We also provide a thorough analysis of the design choices to help readers better understand the functions of each part of our network. The source code can be found at \url{//github.com/RuochenFan/S4Net}.

We study the problem of learning to reason in large scale knowledge graphs (KGs). More specifically, we describe a novel reinforcement learning framework for learning multi-hop relational paths: we use a policy-based agent with continuous states based on knowledge graph embeddings, which reasons in a KG vector space by sampling the most promising relation to extend its path. In contrast to prior work, our approach includes a reward function that takes the accuracy, diversity, and efficiency into consideration. Experimentally, we show that our proposed method outperforms a path-ranking based algorithm and knowledge graph embedding methods on Freebase and Never-Ending Language Learning datasets.

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