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In a case study spanning four classic Super Mario games and the analysis of 237 known glitches within them, we classify a variety of weaknesses that are exploited by speedrunners to enable them to beat games quickly and in surprising ways. Using the Seven Pernicious Kingdoms software defect taxonomy and the Common Weakness Enumeration, we categorize the glitches by the weaknesses that enable them. We identify 7 new weaknesses that appear specific to games and which are not covered by current software weakness taxonomies.

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**2016年(nian)年(nian)度應用(yong)** * 無需鍛煉(lian)設備,每(mei)天(tian)只需幾(ji)分鐘時(shi)間 * 趣(qu)味成就和獎勵(li)不斷鼓勵(li)你(ni) * 基(ji)于《紐(niu)約時(shi)報雜(za)志》報道的7分鐘科學鍛煉(lian)文章

In this paper, we introduce and analyze a variant of the Thompson sampling (TS) algorithm for contextual bandits. At each round, traditional TS requires samples from the current posterior distribution, which is usually intractable. To circumvent this issue, approximate inference techniques can be used and provide samples with distribution close to the posteriors. However, current approximate techniques yield to either poor estimation (Laplace approximation) or can be computationally expensive (MCMC methods, Ensemble sampling...). In this paper, we propose a new algorithm, Varational Inference Thompson sampling VITS, based on Gaussian Variational Inference. This scheme provides powerful posterior approximations which are easy to sample from, and is computationally efficient, making it an ideal choice for TS. In addition, we show that VITS achieves a sub-linear regret bound of the same order in the dimension and number of round as traditional TS for linear contextual bandit. Finally, we demonstrate experimentally the effectiveness of VITS on both synthetic and real world datasets.

Fortification-interdiction games are tri-level adversarial games where two opponents act in succession to protect, disrupt and simply use an infrastructure for a specific purpose. Many such games have been formulated and tackled in the literature through specific algorithmic methods, however very few investigations exist on the completeness of such fortification problems in order to locate them rigorously in the polynomial hierarchy. We clarify the completeness status of several well-known fortification problems, such as the Tri-level Interdiction Knapsack Problem with unit fortification and attack weights, the Max-flow Interdiction Problem and Shortest Path Interdiction Problem with Fortification, the Multi-level Critical Node Problem with unit weights, as well as a well-studied electric grid defence planning problem. For all of these problems, we prove their completeness either for the $\Sigma^p_2$ or the $\Sigma^p_3$ class of the polynomial hierarchy. We also prove that the Multi-level Fortification-Interdiction Knapsack Problem with an arbitrary number of protection and interdiction rounds and unit fortification and attack weights is complete for any level of the polynomial hierarchy, therefore providing a useful basis for further attempts at proving the completeness of protection-interdiction games at any level of said hierarchy.

The rapid evolution of digital sports media necessitates sophisticated information retrieval systems that can efficiently parse extensive multimodal datasets. This paper demonstrates SoccerRAG, an innovative framework designed to harness the power of Retrieval Augmented Generation (RAG) and Large Language Models (LLMs) to extract soccer-related information through natural language queries. By leveraging a multimodal dataset, SoccerRAG supports dynamic querying and automatic data validation, enhancing user interaction and accessibility to sports archives. We present a novel interactive user interface (UI) based on the Chainlit framework which wraps around the core functionality, and enable users to interact with the SoccerRAG framework in a chatbot-like visual manner.

Whether a PTAS (polynomial-time approximation scheme) exists for equilibriums of games has been an open question, which relates to questions in three fields, the practicality of methods in algorithmic game theory, the equation PPAD=FP about the two complexity classes in computational complexity theory, and non-stationarity and curse of multiagency in MARL (multi-agent reinforcement learning). This paper introduces our discovery of the sufficient and necessary conditions for iterations based on dynamic programming and line search to approximate perfect equilibriums of dynamic games, out of which we construct a method proved to be a FPTAS (fully PTAS) for non-singular perfect equilibriums of dynamic games, where for almost any given dynamic game, all its perfect equilibriums are non-singular, indicating that FP$\subseteq$PPAD$\subseteq$Almost-FP. Our discovery consists of cone interior dynamic programming and primal-dual unbiased regret minimization, which fit into existing theories by degeneration in a structure-preserving manner. The former enables a dynamic programming operator to iteratively converge to a perfect equilibrium based on a concept called policy cone. The latter enables an interior-point line search to approximate a Nash equilibrium based on two concepts called primal-dual bias and unbiased central variety, solving a subproblem of the former. Validity of our discovery is cross-corroborated by a combination of theorem proofs, graphs of the three main concepts, and experimental results.

Event-based machine learning promises more energy-efficient AI on future neuromorphic hardware. Here, we investigate how the recently discovered Eventprop algorithm for gradient descent on exact gradients in spiking neural networks can be scaled up to challenging keyword recognition benchmarks. We implemented Eventprop in the GPU-enhanced Neural Networks framework and used it for training recurrent spiking neural networks on the Spiking Heidelberg Digits and Spiking Speech Commands datasets. We found that learning depended strongly on the loss function and extended Eventprop to a wider class of loss functions to enable effective training. When combined with the right additional mechanisms from the machine learning toolbox, Eventprop networks achieved state-of-the-art performance on Spiking Heidelberg Digits and good accuracy on Spiking Speech Commands. This work is a significant step towards a low-power neuromorphic alternative to current machine learning paradigms.

Safe deployment of AI models requires proactive detection of failures to prevent costly errors. To this end, we study the important problem of detecting failures in deep regression models. Existing approaches rely on epistemic uncertainty estimates or inconsistency w.r.t the training data to identify failure. Interestingly, we find that while uncertainties are necessary they are insufficient to accurately characterize failure in practice. Hence, we introduce PAGER (Principled Analysis of Generalization Errors in Regressors), a framework to systematically detect and characterize failures in deep regressors. Built upon the principle of anchored training in deep models, PAGER unifies both epistemic uncertainty and complementary manifold non-conformity scores to accurately organize samples into different risk regimes.

In repeated games, such as auctions, players typically use learning algorithms to choose their actions. The use of such autonomous learning agents has become widespread on online platforms. In this paper, we explore the impact of players incorporating monetary transfers into their agents' algorithms, aiming to incentivize behavior in their favor. Our focus is on understanding when players have incentives to make use of monetary transfers, how these payments affect learning dynamics, and what the implications are for welfare and its distribution among the players. We propose a simple game-theoretic model to capture such scenarios. Our results on general games show that in a broad class of games, players benefit from letting their learning agents make payments to other learners during the game dynamics, and that in many cases, this kind of behavior improves welfare for all players. Our results on first- and second-price auctions show that in equilibria of the ``payment policy game,'' the agents' dynamics can reach strong collusive outcomes with low revenue for the auctioneer. These results highlight a challenge for mechanism design in systems where automated learning agents can benefit from interacting with their peers outside the boundaries of the mechanism.

The Mixture of Experts (MoE) paradigm provides a powerful way to decompose dense layers into smaller, modular computations often more amenable to human interpretation, debugging, and editability. However, a major challenge lies in the computational cost of scaling the number of experts high enough to achieve fine-grained specialization. In this paper, we propose the Multilinear Mixture of Experts ($\mu$MoE) layer to address this, focusing on vision models. $\mu$MoE layers enable scalable expert specialization by performing an implicit computation on prohibitively large weight tensors entirely in factorized form. Consequently, $\mu$MoEs (1) avoid the restrictively high inference-time costs of 'soft' MoEs, yet (2) do not inherit the training issues of the popular 'sparse' MoEs' discrete (non-differentiable) expert routing. We present both qualitative and quantitative evidence that scaling $\mu$MoE layers when fine-tuning foundation models for vision tasks leads to more specialized experts at the class-level, further enabling manual bias correction in CelebA attribute classification. Finally, we show qualitative results demonstrating the expert specialism achieved when pre-training large GPT2 and MLP-Mixer models with parameter-matched $\mu$MoE blocks at every layer, maintaining comparable accuracy. Our code is available at: //github.com/james-oldfield/muMoE.

In the past few years, the emergence of pre-training models has brought uni-modal fields such as computer vision (CV) and natural language processing (NLP) to a new era. Substantial works have shown they are beneficial for downstream uni-modal tasks and avoid training a new model from scratch. So can such pre-trained models be applied to multi-modal tasks? Researchers have explored this problem and made significant progress. This paper surveys recent advances and new frontiers in vision-language pre-training (VLP), including image-text and video-text pre-training. To give readers a better overall grasp of VLP, we first review its recent advances from five aspects: feature extraction, model architecture, pre-training objectives, pre-training datasets, and downstream tasks. Then, we summarize the specific VLP models in detail. Finally, we discuss the new frontiers in VLP. To the best of our knowledge, this is the first survey on VLP. We hope that this survey can shed light on future research in the VLP field.

In this paper, we focus on the self-supervised learning of visual correspondence using unlabeled videos in the wild. Our method simultaneously considers intra- and inter-video representation associations for reliable correspondence estimation. The intra-video learning transforms the image contents across frames within a single video via the frame pair-wise affinity. To obtain the discriminative representation for instance-level separation, we go beyond the intra-video analysis and construct the inter-video affinity to facilitate the contrastive transformation across different videos. By forcing the transformation consistency between intra- and inter-video levels, the fine-grained correspondence associations are well preserved and the instance-level feature discrimination is effectively reinforced. Our simple framework outperforms the recent self-supervised correspondence methods on a range of visual tasks including video object tracking (VOT), video object segmentation (VOS), pose keypoint tracking, etc. It is worth mentioning that our method also surpasses the fully-supervised affinity representation (e.g., ResNet) and performs competitively against the recent fully-supervised algorithms designed for the specific tasks (e.g., VOT and VOS).

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