亚洲男人的天堂2018av,欧美草比,久久久久久免费视频精选,国色天香在线看免费,久久久久亚洲av成人片仓井空

We introduce \textsc{Pok\'eLLMon}, the first LLM-embodied agent that achieves human-parity performance in tactical battle games, as demonstrated in Pok\'emon battles. The design of \textsc{Pok\'eLLMon} incorporates three key strategies: (i) In-context reinforcement learning that instantly consumes text-based feedback derived from battles to iteratively refine the policy; (ii) Knowledge-augmented generation that retrieves external knowledge to counteract hallucination and enables the agent to act timely and properly; (iii) Consistent action generation to mitigate the \textit{panic switching} phenomenon when the agent faces a powerful opponent and wants to elude the battle. We show that online battles against human demonstrates \textsc{Pok\'eLLMon}'s human-like battle strategies and just-in-time decision making, achieving 49\% of win rate in the Ladder competitions and 56\% of win rate in the invited battles. Our implementation and playable battle logs are available at: \url{//github.com/git-disl/PokeLLMon}.

相關內容

Video games are increasingly accessible to blind and low vision (BLV) players, yet many aspects remain inaccessible. One aspect is the joy players feel when they explore environments and make new discoveries, which is integral to many games. Sighted players experience discovery by surveying environments and identifying unexplored areas. Current accessibility tools, however, guide BLV players directly to items and places, robbing them of that experience. Thus, a crucial challenge is to develop navigation assistance tools that also foster exploration and discovery. To address this challenge, we propose the concept of exploration assistance in games and design Surveyor, an in-game exploration assistance tool that enhances discovery by tracking where BLV players look and highlighting unexplored areas. We designed Surveyor using insights from a formative study and compared Surveyor's effectiveness to approaches found in existing accessible games. Our findings reveal implications for facilitating richer play experiences for BLV users within games.

Vision-based occupancy prediction, also known as 3D Semantic Scene Completion (SSC), presents a significant challenge in computer vision. Previous methods, confined to onboard processing, struggle with simultaneous geometric and semantic estimation, continuity across varying viewpoints, and single-view occlusion. Our paper introduces OccFiner, a novel offboard framework designed to enhance the accuracy of vision-based occupancy predictions. OccFiner operates in two hybrid phases: 1) a multi-to-multi local propagation network that implicitly aligns and processes multiple local frames for correcting onboard model errors and consistently enhancing occupancy accuracy across all distances. 2) the region-centric global propagation, focuses on refining labels using explicit multi-view geometry and integrating sensor bias, especially to increase the accuracy of distant occupied voxels. Extensive experiments demonstrate that OccFiner improves both geometric and semantic accuracy across various types of coarse occupancy, setting a new state-of-the-art performance on the SemanticKITTI dataset. Notably, OccFiner elevates vision-based SSC models to a level even surpassing that of LiDAR-based onboard SSC models.

Realistic 3D human generation from text prompts is a desirable yet challenging task. Existing methods optimize 3D representations like mesh or neural fields via score distillation sampling (SDS), which suffers from inadequate fine details or excessive training time. In this paper, we propose an efficient yet effective framework, HumanGaussian, that generates high-quality 3D humans with fine-grained geometry and realistic appearance. Our key insight is that 3D Gaussian Splatting is an efficient renderer with periodic Gaussian shrinkage or growing, where such adaptive density control can be naturally guided by intrinsic human structures. Specifically, 1) we first propose a Structure-Aware SDS that simultaneously optimizes human appearance and geometry. The multi-modal score function from both RGB and depth space is leveraged to distill the Gaussian densification and pruning process. 2) Moreover, we devise an Annealed Negative Prompt Guidance by decomposing SDS into a noisier generative score and a cleaner classifier score, which well addresses the over-saturation issue. The floating artifacts are further eliminated based on Gaussian size in a prune-only phase to enhance generation smoothness. Extensive experiments demonstrate the superior efficiency and competitive quality of our framework, rendering vivid 3D humans under diverse scenarios. Project Page: //alvinliu0.github.io/projects/HumanGaussian

We propose the first loss function for approximate Nash equilibria of normal-form games that is amenable to unbiased Monte Carlo estimation. This construction allows us to deploy standard non-convex stochastic optimization techniques for approximating Nash equilibria, resulting in novel algorithms with provable guarantees. We complement our theoretical analysis with experiments demonstrating that stochastic gradient descent can outperform previous state-of-the-art approaches.

Recent studies have demonstrated Large Language Models (LLMs) can extend their zero-shot generalization capabilities to multimodal learning through instruction tuning. As more modalities and downstream tasks are introduced, negative conflicts and interference may have a worse impact on performance. While this phenomenon has been overlooked in previous work, we propose a novel and extensible framework, called Octavius, for comprehensive studies and experimentation on multimodal learning with Multimodal Large Language Models (MLLMs). Specifically, we combine the well-known Mixture-of-Experts (MoE) and one of the representative PEFT techniques, i.e., LoRA, designing a novel LLM-based decoder, called LoRA-MoE, for multimodal learning. To the best of our knowledge, we are one of the pioneering efforts to introduce MoE into MLLMs to address this problem. The experimental results (about 20% improvement) have shown the effectiveness and versatility of our design in various 2D and 3D downstream tasks. Code and datasets are available at //openlamm.github.io/paper_list/Octavius.

We present a real-time visualization system for Transcranial Magnetic Stimulation (TMS), a non-invasive neuromodulation technique for treating various brain disorders and mental health diseases. Our solution targets the current challenges of slow and labor-intensive practices in treatment planning. Integrating Deep Learning (DL), our system rapidly predicts electric field (E-field) distributions in 0.2 seconds for precise and effective brain stimulation. The core advancement lies in our tool's real-time neuronavigation visualization capabilities, which support clinicians in making more informed decisions quickly and effectively. We assess our system's performance through three studies: First, a real-world use case scenario in a clinical setting, providing concrete feedback on applicability and usability in a practical environment. Second, a comparative analysis with another TMS tool focusing on computational efficiency across various hardware platforms. Lastly, we conducted an expert user study to measure usability and influence in optimizing TMS treatment planning. The system is openly available for community use and further development on GitHub: \url{//github.com/lorifranke/SlicerTMS}.

Automated generate-and-validate (G&V) program repair techniques typically rely on hard-coded rules, only fix bugs following specific patterns, and are hard to adapt to different programming languages. We propose ENCORE, a new G&V technique, which uses ensemble learning on convolutional neural machine translation (NMT) models to automatically fix bugs in multiple programming languages. We take advantage of the randomness in hyper-parameter tuning to build multiple models that fix different bugs and combine them using ensemble learning. This new convolutional NMT approach outperforms the standard long short-term memory (LSTM) approach used in previous work, as it better captures both local and long-distance connections between tokens. Our evaluation on two popular benchmarks, Defects4J and QuixBugs, shows that ENCORE fixed 42 bugs, including 16 that have not been fixed by existing techniques. In addition, ENCORE is the first G&V repair technique to be applied to four popular programming languages (Java, C++, Python, and JavaScript), fixing a total of 67 bugs across five benchmarks.

Diffusion models (DMs) have shown great potential for high-quality image synthesis. However, when it comes to producing images with complex scenes, how to properly describe both image global structures and object details remains a challenging task. In this paper, we present Frido, a Feature Pyramid Diffusion model performing a multi-scale coarse-to-fine denoising process for image synthesis. Our model decomposes an input image into scale-dependent vector quantized features, followed by a coarse-to-fine gating for producing image output. During the above multi-scale representation learning stage, additional input conditions like text, scene graph, or image layout can be further exploited. Thus, Frido can be also applied for conditional or cross-modality image synthesis. We conduct extensive experiments over various unconditioned and conditional image generation tasks, ranging from text-to-image synthesis, layout-to-image, scene-graph-to-image, to label-to-image. More specifically, we achieved state-of-the-art FID scores on five benchmarks, namely layout-to-image on COCO and OpenImages, scene-graph-to-image on COCO and Visual Genome, and label-to-image on COCO. Code is available at //github.com/davidhalladay/Frido.

Promoting behavioural diversity is critical for solving games with non-transitive dynamics where strategic cycles exist, and there is no consistent winner (e.g., Rock-Paper-Scissors). Yet, there is a lack of rigorous treatment for defining diversity and constructing diversity-aware learning dynamics. In this work, we offer a geometric interpretation of behavioural diversity in games and introduce a novel diversity metric based on \emph{determinantal point processes} (DPP). By incorporating the diversity metric into best-response dynamics, we develop \emph{diverse fictitious play} and \emph{diverse policy-space response oracle} for solving normal-form games and open-ended games. We prove the uniqueness of the diverse best response and the convergence of our algorithms on two-player games. Importantly, we show that maximising the DPP-based diversity metric guarantees to enlarge the \emph{gamescape} -- convex polytopes spanned by agents' mixtures of strategies. To validate our diversity-aware solvers, we test on tens of games that show strong non-transitivity. Results suggest that our methods achieve much lower exploitability than state-of-the-art solvers by finding effective and diverse strategies.

Multi-agent influence diagrams (MAIDs) are a popular form of graphical model that, for certain classes of games, have been shown to offer key complexity and explainability advantages over traditional extensive form game (EFG) representations. In this paper, we extend previous work on MAIDs by introducing the concept of a MAID subgame, as well as subgame perfect and trembling hand perfect equilibrium refinements. We then prove several equivalence results between MAIDs and EFGs. Finally, we describe an open source implementation for reasoning about MAIDs and computing their equilibria.

北京阿比特科技有限公司