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In this paper, we introduce Neural Information Retrieval resources for 11 widely spoken Indian Languages (Assamese, Bengali, Gujarati, Hindi, Kannada, Malayalam, Marathi, Oriya, Punjabi, Tamil, and Telugu) from two major Indian language families (Indo-Aryan and Dravidian). These resources include (a) INDIC-MARCO, a multilingual version of the MSMARCO dataset in 11 Indian Languages created using Machine Translation, and (b) Indic-ColBERT, a collection of 11 distinct Monolingual Neural Information Retrieval models, each trained on one of the 11 languages in the INDIC-MARCO dataset. To the best of our knowledge, IndicIRSuite is the first attempt at building large-scale Neural Information Retrieval resources for a large number of Indian languages, and we hope that it will help accelerate research in Neural IR for Indian Languages. Experiments demonstrate that Indic-ColBERT achieves 47.47% improvement in the MRR@10 score averaged over the INDIC-MARCO baselines for all 11 Indian languages except Oriya, 12.26% improvement in the NDCG@10 score averaged over the MIRACL Bengali and Hindi Language baselines, and 20% improvement in the MRR@100 Score over the Mr.Tydi Bengali Language baseline. IndicIRSuite is available at //github.com/saifulhaq95/IndicIRSuite

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《計算機信息》雜志發表高質量的論文,擴大了運籌學和計算的范圍,尋求有關理論、方法、實驗、系統和應用方面的原創研究論文、新穎的調查和教程論文,以及描述新的和有用的軟件工具的論文。官網鏈接: · SimPLe · 情景 · binary · Performer ·
2024 年 2 月 4 日

Simple Stochastic Games (SSGs) were introduced by Anne Condon in 1990, as the simplest version of Stochastic Games for which there is no known polynomial-time algorithm. Condon showed that Stochastic Games are polynomial-time reducible to SSGs, which in turn are polynomial-time reducible to Stopping Games. SSGs are games where all decisions are binary and every move has a random outcome with a known probability distribution. Stopping Games are SSGs that are guaranteed to terminate. There are many algorithms for SSGs, most of which are fast in practice, but they all lack theoretical guarantees for polynomial-time convergence. The pursuit of a polynomial-time algorithm for SSGs is an active area of research. This paper is intended to support such research by making it easier to study the graphical structure of SSGs. Our contributions are: (1) a generating algorithm for Stopping Games, (2) a proof that the algorithm can generate any game, (3) a list of additional polynomial-time reductions that can be made to Stopping Games, (4) an open source generator for generating fully reduced instances of Stopping Games that comes with instructions and is fully documented, (5) a benchmark set of such instances, (6) and an analysis of how two main algorithm types perform on our benchmark set.

Recently, there have been significant advancements in Image Restoration based on CNN and transformer. However, the inherent characteristics of the Image Restoration task are often overlooked in many works. These works often focus on the basic block design and stack numerous basic blocks to the model, leading to redundant parameters and unnecessary computations and hindering the efficiency of the image restoration. In this paper, we propose a Lightweight Image Restoration network called LIR to efficiently remove degradation (blur, rain, noise, haze, etc.). A key component in LIR is the Efficient Adaptive Attention (EAA) Block, which is mainly composed of Adaptive Filters and Attention Blocks. It is capable of adaptively sharpening contours, removing degradation, and capturing global information in various image restoration scenes in an efficient and computation-friendly manner. In addition, through a simple structural design, LIR addresses the degradations existing in the local and global residual connections that are ignored by modern networks. Extensive experiments demonstrate that our LIR achieves comparable performance to state-of-the-art networks on most benchmarks with fewer parameters and computations. It is worth noting that our LIR produces better visual results than state-of-the-art networks that are more in line with the human aesthetic.

In this work, we reexamine the vulnerability of Payment Channel Networks (PCNs) to bribing attacks, where an adversary incentivizes blockchain miners to deliberately ignore a specific transaction to undermine the punishment mechanism of PCNs. While previous studies have posited a prohibitive cost for such attacks, we show that this cost may be dramatically reduced (to approximately \$125), thereby increasing the likelihood of these attacks. To this end, we introduce Bribe & Fork, a modified bribing attack that leverages the threat of a so-called feather fork which we analyze with a novel formal model for the mining game with forking. We empirically analyze historical data of some real-world blockchain implementations to evaluate the scale of this cost reduction. Our findings shed more light on the potential vulnerability of PCNs and highlight the need for robust solutions.

Adapting the Diffusion Probabilistic Model (DPM) for direct image super-resolution is wasteful, given that a simple Convolutional Neural Network (CNN) can recover the main low-frequency content. Therefore, we present ResDiff, a novel Diffusion Probabilistic Model based on Residual structure for Single Image Super-Resolution (SISR). ResDiff utilizes a combination of a CNN, which restores primary low-frequency components, and a DPM, which predicts the residual between the ground-truth image and the CNN predicted image. In contrast to the common diffusion-based methods that directly use LR images to guide the noise towards HR space, ResDiff utilizes the CNN's initial prediction to direct the noise towards the residual space between HR space and CNN-predicted space, which not only accelerates the generation process but also acquires superior sample quality. Additionally, a frequency-domain-based loss function for CNN is introduced to facilitate its restoration, and a frequency-domain guided diffusion is designed for DPM on behalf of predicting high-frequency details. The extensive experiments on multiple benchmark datasets demonstrate that ResDiff outperforms previous diffusion based methods in terms of shorter model convergence time, superior generation quality, and more diverse samples.

In this paper, we introduce a novel Distributed Markov Chain Monte Carlo (MCMC) inference method for the Bayesian Non-Parametric Latent Block Model (DisNPLBM), employing the Master/Worker architecture. Our non-parametric co-clustering algorithm divides observations and features into partitions using latent multivariate Gaussian block distributions. The workload on rows is evenly distributed among workers, who exclusively communicate with the master and not among themselves. DisNPLBM demonstrates its impact on cluster labeling accuracy and execution times through experimental results. Moreover, we present a real-use case applying our approach to co-cluster gene expression data. The code source is publicly available at //github.com/redakhoufache/Distributed-NPLBM.

Recently emerged prompt-based Recommendation Language Models (RLM) can solve multiple recommendation tasks uniformly. The RLMs make full use of the inherited knowledge learned from the abundant pre-training data to solve the downstream recommendation tasks by prompts, without introducing additional parameters or network training. However, handcrafted prompts require significant expertise and human effort since slightly rewriting prompts may cause massive performance changes. In this paper, we propose PAP-REC, a framework to generate the Personalized Automatic Prompt for RECommendation language models to mitigate the inefficiency and ineffectiveness problems derived from manually designed prompts. Specifically, personalized automatic prompts allow different users to have different prompt tokens for the same task, automatically generated using a gradient-based method. One challenge for personalized automatic prompt generation for recommendation language models is the extremely large search space, leading to a long convergence time. To effectively and efficiently address the problem, we develop surrogate metrics and leverage an alternative updating schedule for prompting recommendation language models. Experimental results show that our PAP-REC framework manages to generate personalized prompts, and the automatically generated prompts outperform manually constructed prompts and also outperform various baseline recommendation models. The source code of the work is available at //github.com/rutgerswiselab/PAP-REC.

We present UNSEE: Unsupervised Non-Contrastive Sentence Embeddings, a novel approach that outperforms SimCSE in the Massive Text Embedding benchmark. Our exploration begins by addressing the challenge of representation collapse, a phenomenon observed when contrastive objectives in SimCSE are replaced with non-contrastive objectives. To counter this issue, we propose a straightforward solution known as the target network, effectively mitigating representation collapse. The introduction of the target network allows us to leverage non-contrastive objectives, maintaining training stability while achieving performance improvements comparable to contrastive objectives. Our method has achieved peak performance in non-contrastive sentence embeddings through meticulous fine-tuning and optimization. This comprehensive effort has yielded superior sentence representation models, showcasing the effectiveness of our approach.

This paper investigates the voting behaviors of Large Language Models (LLMs), particularly OpenAI's GPT4 and LLaMA2, and their alignment with human voting patterns. Our approach included a human voting experiment to establish a baseline for human preferences and a parallel experiment with LLM agents. The study focused on both collective outcomes and individual preferences, revealing differences in decision-making and inherent biases between humans and LLMs. We observed a trade-off between preference diversity and alignment in LLMs, with a tendency towards more uniform choices as compared to the diverse preferences of human voters. This finding indicates that LLMs could lead to more homogenized collective outcomes when used in voting assistance, underscoring the need for cautious integration of LLMs into democratic processes.

This paper presents an exhaustive quantitative and qualitative evaluation of Large Language Models (LLMs) for Knowledge Graph (KG) construction and reasoning. We employ eight distinct datasets that encompass aspects including entity, relation and event extraction, link prediction, and question answering. Empirically, our findings suggest that GPT-4 outperforms ChatGPT in the majority of tasks and even surpasses fine-tuned models in certain reasoning and question-answering datasets. Moreover, our investigation extends to the potential generalization ability of LLMs for information extraction, which culminates in the presentation of the Virtual Knowledge Extraction task and the development of the VINE dataset. Drawing on these empirical findings, we further propose AutoKG, a multi-agent-based approach employing LLMs for KG construction and reasoning, which aims to chart the future of this field and offer exciting opportunities for advancement. We anticipate that our research can provide invaluable insights for future undertakings of KG\footnote{Code and datasets will be available in //github.com/zjunlp/AutoKG.

《FlowQA: Grasping Flow in History for Conversational Machine Comprehension.》Hsin-YuanHuang, Eunsol Choi,Wen-tauYih [ICLR] (2019)

會(hui)話(hua)機器理解需要對會(hui)話(hua)歷(li)史(shi)有深刻(ke)的(de)(de)理解,為了使傳統的(de)(de)單圈模型能夠進行全(quan)面(mian)編碼,作(zuo)者(zhe)引(yin)入(ru)Flow機制,該(gai)機制可以通過交替(ti)并行處(chu)理結構(gou)合并在(zai)回(hui)答先(xian)前問題(ti)的(de)(de)過程中(zhong)生成的(de)(de)中(zhong)間表示(shi)。與先(xian)前的(de)(de)將問題(ti)/答案作(zuo)為輸入(ru)的(de)(de)方法(fa)相(xiang)比(bi),Flow更(geng)深入(ru)地整合了歷(li)史(shi)對話(hua)的(de)(de)潛在(zai)語義。其性能也優于(yu)SCONE中(zhong)的(de)(de)所有三個領域中(zhong)的(de)(de)最佳(jia)模型,準確性提高了2.6%

Github項目地址://github.com/momohuang/FlowQA

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