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The discovery of Behavior Trees (BTs) impacted the field of Artificial Intelligence (AI) in games, by providing flexible and natural representation of non-player characters (NPCs) logic, manageable by game-designers. Nevertheless, increased pressure on ever better NPCs AI-agents forced complexity of handcrafted BTs to became barely-tractable and error-prone. On the other hand, while many just-launched on-line games suffer from player-shortage, the existence of AI with a broad-range of capabilities could increase players retention. Therefore, to handle above challenges, recent trends in the field focused on automatic creation of AI-agents: from deep- and reinforcementlearning techniques to combinatorial (constrained) optimization and evolution of BTs. In this paper, we present a novel approach to semi-automatic construction of AI-agents, that mimic and generalize given human gameplays by adapting and tuning of expert-created BT under a developed similarity metric between source and BT gameplays. To this end, we formulated mixed discrete-continuous optimization problem, in which topological and functional changes of the BT are reflected in numerical variables, and constructed a dedicated hybrid-metaheuristic. The performance of presented approach was verified experimentally in a prototype real-time strategy game. Carried out experiments confirmed efficiency and perspectives of presented approach, which is going to be applied in a commercial game.

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RTS:Real-Time Systems。 Explanation:實(shi)時系統。 Publisher:Springer。 SIT:

Parameter sharing, where each agent independently learns a policy with fully shared parameters between all policies, is a popular baseline method for multi-agent deep reinforcement learning. Unfortunately, since all agents share the same policy network, they cannot learn different policies or tasks. This issue has been circumvented experimentally by adding an agent-specific indicator signal to observations, which we term "agent indication." Agent indication is limited, however, in that without modification it does not allow parameter sharing to be applied to environments where the action spaces and/or observation spaces are heterogeneous. This work formalizes the notion of agent indication and proves that it enables convergence to optimal policies for the first time. Next, we formally introduce methods to extend parameter sharing to learning in heterogeneous observation and action spaces, and prove that these methods allow for convergence to optimal policies. Finally, we experimentally confirm that the methods we introduce function empirically, and conduct a wide array of experiments studying the empirical efficacy of many different agent indication schemes for graphical observation spaces.

We revisit widely used preferential Gaussian processes by Chu et al.(2005) and challenge their modelling assumption that imposes rankability of data items via latent utility function values. We propose a generalisation of pgp which can capture more expressive latent preferential structures in the data and thus be used to model inconsistent preferences, i.e. where transitivity is violated, or to discover clusters of comparable items via spectral decomposition of the learned preference functions. We also consider the properties of associated covariance kernel functions and its reproducing kernel Hilbert Space (RKHS), giving a simple construction that satisfies universality in the space of preference functions. Finally, we provide an extensive set of numerical experiments on simulated and real-world datasets showcasing the competitiveness of our proposed method with state-of-the-art. Our experimental findings support the conjecture that violations of rankability are ubiquitous in real-world preferential data.

Generating various strategies for a given task is challenging. However, it has already proven to bring many assets to the main learning process, such as improved behavior exploration. With the growth in the interest of heterogeneity in solution in evolutionary computation and reinforcement learning, many promising approaches have emerged. To better understand how one guides multiple policies toward distinct strategies and benefit from diversity, we need to analyze further the influence of the reward signal modulation and other evolutionary mechanisms on the obtained behaviors. To that effect, this paper considers an existing evolutionary reinforcement learning framework which exploits multi-objective optimization as a way to obtain policies that succeed at behavior-related tasks as well as completing the main goal. Experiments on the Atari games stress that optimization formulations which do not consider objectives equally fail at generating diversity and even output agents that are worse at solving the problem at hand, regardless of the obtained behaviors.

Epilepsy is the fourth most common neurological disorder and affects people of all ages worldwide. Deep Brain Stimulation (DBS) has emerged as an alternative treatment option when anti-epileptic drugs or resective surgery cannot lead to satisfactory outcomes. To facilitate the planning of the procedure and for its standardization, it is desirable to develop an algorithm to automatically localize the DBS stimulation target, i.e., Anterior Nucleus of Thalamus (ANT), which is a challenging target to plan. In this work, we perform an extensive comparative study by benchmarking various localization methods for ANT-DBS. Specifically, the methods involved in this study include traditional registration method and deep-learning-based methods including heatmap matching and differentiable spatial to numerical transform (DSNT). Our experimental results show that the deep-learning (DL)-based localization methods that are trained with pseudo labels can achieve a performance that is comparable to the inter-rater and intra-rater variability and that they are orders of magnitude faster than traditional methods.

Reference priors are theoretically attractive for the analysis of geostatistical data since they enable automatic Bayesian analysis and have desirable Bayesian and frequentist properties. But their use is hindered by computational hurdles that make their application in practice challenging. In this work, we derive a new class of default priors that approximate reference priors for the parameters of some Gaussian random fields. It is based on an approximation to the integrated likelihood of the covariance parameters derived from the spectral approximation of stationary random fields. This prior depends on the structure of the mean function and the spectral density of the model evaluated at a set of spectral points associated with an auxiliary regular grid. In addition to preserving the desirable Bayesian and frequentist properties, these approximate reference priors are more stable, and their computations are much less onerous than those of exact reference priors. Unlike exact reference priors, the marginal approximate reference prior of correlation parameter is always proper, regardless of the mean function or the smoothness of the correlation function. This property has important consequences for covariance model selection. An illustration comparing default Bayesian analyses is provided with a data set of lead pollution in Galicia, Spain.

The rapid recent progress in machine learning (ML) has raised a number of scientific questions that challenge the longstanding dogma of the field. One of the most important riddles is the good empirical generalization of overparameterized models. Overparameterized models are excessively complex with respect to the size of the training dataset, which results in them perfectly fitting (i.e., interpolating) the training data, which is usually noisy. Such interpolation of noisy data is traditionally associated with detrimental overfitting, and yet a wide range of interpolating models -- from simple linear models to deep neural networks -- have recently been observed to generalize extremely well on fresh test data. Indeed, the recently discovered double descent phenomenon has revealed that highly overparameterized models often improve over the best underparameterized model in test performance. Understanding learning in this overparameterized regime requires new theory and foundational empirical studies, even for the simplest case of the linear model. The underpinnings of this understanding have been laid in very recent analyses of overparameterized linear regression and related statistical learning tasks, which resulted in precise analytic characterizations of double descent. This paper provides a succinct overview of this emerging theory of overparameterized ML (henceforth abbreviated as TOPML) that explains these recent findings through a statistical signal processing perspective. We emphasize the unique aspects that define the TOPML research area as a subfield of modern ML theory and outline interesting open questions that remain.

Human parsing is for pixel-wise human semantic understanding. As human bodies are underlying hierarchically structured, how to model human structures is the central theme in this task. Focusing on this, we seek to simultaneously exploit the representational capacity of deep graph networks and the hierarchical human structures. In particular, we provide following two contributions. First, three kinds of part relations, i.e., decomposition, composition, and dependency, are, for the first time, completely and precisely described by three distinct relation networks. This is in stark contrast to previous parsers, which only focus on a portion of the relations and adopt a type-agnostic relation modeling strategy. More expressive relation information can be captured by explicitly imposing the parameters in the relation networks to satisfy the specific characteristics of different relations. Second, previous parsers largely ignore the need for an approximation algorithm over the loopy human hierarchy, while we instead address an iterative reasoning process, by assimilating generic message-passing networks with their edge-typed, convolutional counterparts. With these efforts, our parser lays the foundation for more sophisticated and flexible human relation patterns of reasoning. Comprehensive experiments on five datasets demonstrate that our parser sets a new state-of-the-art on each.

Importance sampling is one of the most widely used variance reduction strategies in Monte Carlo rendering. In this paper, we propose a novel importance sampling technique that uses a neural network to learn how to sample from a desired density represented by a set of samples. Our approach considers an existing Monte Carlo rendering algorithm as a black box. During a scene-dependent training phase, we learn to generate samples with a desired density in the primary sample space of the rendering algorithm using maximum likelihood estimation. We leverage a recent neural network architecture that was designed to represent real-valued non-volume preserving ('Real NVP') transformations in high dimensional spaces. We use Real NVP to non-linearly warp primary sample space and obtain desired densities. In addition, Real NVP efficiently computes the determinant of the Jacobian of the warp, which is required to implement the change of integration variables implied by the warp. A main advantage of our approach is that it is agnostic of underlying light transport effects, and can be combined with many existing rendering techniques by treating them as a black box. We show that our approach leads to effective variance reduction in several practical scenarios.

Deep reinforcement learning (RL) methods generally engage in exploratory behavior through noise injection in the action space. An alternative is to add noise directly to the agent's parameters, which can lead to more consistent exploration and a richer set of behaviors. Methods such as evolutionary strategies use parameter perturbations, but discard all temporal structure in the process and require significantly more samples. Combining parameter noise with traditional RL methods allows to combine the best of both worlds. We demonstrate that both off- and on-policy methods benefit from this approach through experimental comparison of DQN, DDPG, and TRPO on high-dimensional discrete action environments as well as continuous control tasks. Our results show that RL with parameter noise learns more efficiently than traditional RL with action space noise and evolutionary strategies individually.

Discrete random structures are important tools in Bayesian nonparametrics and the resulting models have proven effective in density estimation, clustering, topic modeling and prediction, among others. In this paper, we consider nested processes and study the dependence structures they induce. Dependence ranges between homogeneity, corresponding to full exchangeability, and maximum heterogeneity, corresponding to (unconditional) independence across samples. The popular nested Dirichlet process is shown to degenerate to the fully exchangeable case when there are ties across samples at the observed or latent level. To overcome this drawback, inherent to nesting general discrete random measures, we introduce a novel class of latent nested processes. These are obtained by adding common and group-specific completely random measures and, then, normalising to yield dependent random probability measures. We provide results on the partition distributions induced by latent nested processes, and develop an Markov Chain Monte Carlo sampler for Bayesian inferences. A test for distributional homogeneity across groups is obtained as a by product. The results and their inferential implications are showcased on synthetic and real data.

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