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Many advancements have been made in procedural content generation for games, and with mixed-initiative co-creativity, have the potential for great benefits to human designers. However, co-creative systems for game generation are typically limited to specific genres, rules, or games, limiting the creativity of the designer. We seek to model games abstractly enough to apply to any genre, focusing on designing game systems and mechanics, and create a controllable, co-creative agent that can collaborate on these designs. We present a model of games using state-machine-like components and resource flows, a set of controllable metrics, a design evaluator simulating playthroughs with these metrics, and an evolutionary design balancer and generator. We find this system to be both able to express a wide range of games and able to be human-controllable for future co-creative applications.

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The integration of different modalities, such as audio and visual information, plays a crucial role in human perception of the surrounding environment. Recent research has made significant progress in designing fusion modules for audio-visual speech separation. However, they predominantly focus on multi-modal fusion architectures situated either at the top or bottom positions, rather than comprehensively considering multi-modal fusion at various hierarchical positions within the network. In this paper, we propose a novel model called self- and cross-attention network (SCANet), which leverages the attention mechanism for efficient audio-visual feature fusion. SCANet consists of two types of attention blocks: self-attention (SA) and cross-attention (CA) blocks, where the CA blocks are distributed at the top (TCA), middle (MCA) and bottom (BCA) of SCANet. These blocks maintain the ability to learn modality-specific features and enable the extraction of different semantics from audio-visual features. Comprehensive experiments on three standard audio-visual separation benchmarks (LRS2, LRS3, and VoxCeleb2) demonstrate the effectiveness of SCANet, outperforming existing state-of-the-art (SOTA) methods while maintaining comparable inference time.

Surveillance videos are an essential component of daily life with various critical applications, particularly in public security. However, current surveillance video tasks mainly focus on classifying and localizing anomalous events. Existing methods are limited to detecting and classifying the predefined events with unsatisfactory generalization ability and semantic understanding, although they have obtained considerable performance. To address this issue, we propose constructing the first multimodal surveillance video dataset by manually annotating the real-world surveillance dataset UCF-Crime with fine-grained event content and timing. Our newly annotated dataset, UCA (UCF-Crime Annotation), provides a novel benchmark for multimodal surveillance video analysis. It not only describes events in detailed descriptions but also provides precise temporal grounding of the events in 0.1-second intervals. UCA contains 20,822 sentences, with an average length of 23 words, and its annotated videos are as long as 102 hours. Furthermore, we benchmark the state-of-the-art models of multiple multimodal tasks on this newly created dataset, including temporal sentence grounding in videos, video captioning, and dense video captioning. Through our experiments, we found that mainstream models used in previously publicly available datasets perform poorly on multimodal surveillance video scenarios, which highlights the necessity of constructing this dataset. The link to our dataset and code is provided at: //github.com/Xuange923/UCA-dataset.

The recent large-scale generative modeling has attained unprecedented performance especially in producing high-fidelity images driven by text prompts. Text inversion (TI), alongside the text-to-image model backbones, is proposed as an effective technique in personalizing the generation when the prompts contain user-defined, unseen or long-tail concept tokens. Despite that, we find and show that the deployment of TI remains full of "dark-magics" -- to name a few, the harsh requirement of additional datasets, arduous human efforts in the loop and lack of robustness. In this work, we propose a much-enhanced version of TI, dubbed Controllable Textual Inversion (COTI), in resolving all the aforementioned problems and in turn delivering a robust, data-efficient and easy-to-use framework. The core to COTI is a theoretically-guided loss objective instantiated with a comprehensive and novel weighted scoring mechanism, encapsulated by an active-learning paradigm. The extensive results show that COTI significantly outperforms the prior TI-related approaches with a 26.05 decrease in the FID score and a 23.00% boost in the R-precision.

The performance of Hamiltonian Monte Carlo crucially depends on its parameters, in particular the integration timestep and the number of integration steps. We present an adaptive general-purpose framework to automatically tune these parameters based on a loss function which promotes the fast exploration of phase-space. For this, we make use of a fully-differentiable set-up and use backpropagation for optimization. An attention-like loss is defined which allows for the gradient driven learning of the distribution of integration steps. We also highlight the importance of jittering for a smooth loss-surface. Our approach is demonstrated for the one-dimensional harmonic oscillator and alanine dipeptide, a small protein common as a test-case for simulation methods. We find a good correspondence between our loss and the autocorrelation times, resulting in well-tuned parameters for Hamiltonian Monte Carlo.

Crowd simulation is important for video-games design, since it enables to populate virtual worlds with autonomous avatars that navigate in a human-like manner. Reinforcement learning has shown great potential in simulating virtual crowds, but the design of the reward function is critical to achieving effective and efficient results. In this work, we explore the design of reward functions for reinforcement learning-based crowd simulation. We provide theoretical insights on the validity of certain reward functions according to their analytical properties, and evaluate them empirically using a range of scenarios, using the energy efficiency as the metric. Our experiments show that directly minimizing the energy usage is a viable strategy as long as it is paired with an appropriately scaled guiding potential, and enable us to study the impact of the different reward components on the behavior of the simulated crowd. Our findings can inform the development of new crowd simulation techniques, and contribute to the wider study of human-like navigation.

We present a new method to learn video representations from large-scale unlabeled video data. Ideally, this representation will be generic and transferable, directly usable for new tasks such as action recognition and zero or few-shot learning. We formulate unsupervised representation learning as a multi-modal, multi-task learning problem, where the representations are shared across different modalities via distillation. Further, we introduce the concept of loss function evolution by using an evolutionary search algorithm to automatically find optimal combination of loss functions capturing many (self-supervised) tasks and modalities. Thirdly, we propose an unsupervised representation evaluation metric using distribution matching to a large unlabeled dataset as a prior constraint, based on Zipf's law. This unsupervised constraint, which is not guided by any labeling, produces similar results to weakly-supervised, task-specific ones. The proposed unsupervised representation learning results in a single RGB network and outperforms previous methods. Notably, it is also more effective than several label-based methods (e.g., ImageNet), with the exception of large, fully labeled video datasets.

Learning with limited data is a key challenge for visual recognition. Few-shot learning methods address this challenge by learning an instance embedding function from seen classes and apply the function to instances from unseen classes with limited labels. This style of transfer learning is task-agnostic: the embedding function is not learned optimally discriminative with respect to the unseen classes, where discerning among them is the target task. In this paper, we propose a novel approach to adapt the embedding model to the target classification task, yielding embeddings that are task-specific and are discriminative. To this end, we employ a type of self-attention mechanism called Transformer to transform the embeddings from task-agnostic to task-specific by focusing on relating instances from the test instances to the training instances in both seen and unseen classes. Our approach also extends to both transductive and generalized few-shot classification, two important settings that have essential use cases. We verify the effectiveness of our model on two standard benchmark few-shot classification datasets --- MiniImageNet and CUB, where our approach demonstrates state-of-the-art empirical performance.

Multivariate time series forecasting is extensively studied throughout the years with ubiquitous applications in areas such as finance, traffic, environment, etc. Still, concerns have been raised on traditional methods for incapable of modeling complex patterns or dependencies lying in real word data. To address such concerns, various deep learning models, mainly Recurrent Neural Network (RNN) based methods, are proposed. Nevertheless, capturing extremely long-term patterns while effectively incorporating information from other variables remains a challenge for time-series forecasting. Furthermore, lack-of-explainability remains one serious drawback for deep neural network models. Inspired by Memory Network proposed for solving the question-answering task, we propose a deep learning based model named Memory Time-series network (MTNet) for time series forecasting. MTNet consists of a large memory component, three separate encoders, and an autoregressive component to train jointly. Additionally, the attention mechanism designed enable MTNet to be highly interpretable. We can easily tell which part of the historic data is referenced the most.

Recent advancements in deep neural networks for graph-structured data have led to state-of-the-art performance on recommender system benchmarks. However, making these methods practical and scalable to web-scale recommendation tasks with billions of items and hundreds of millions of users remains a challenge. Here we describe a large-scale deep recommendation engine that we developed and deployed at Pinterest. We develop a data-efficient Graph Convolutional Network (GCN) algorithm PinSage, which combines efficient random walks and graph convolutions to generate embeddings of nodes (i.e., items) that incorporate both graph structure as well as node feature information. Compared to prior GCN approaches, we develop a novel method based on highly efficient random walks to structure the convolutions and design a novel training strategy that relies on harder-and-harder training examples to improve robustness and convergence of the model. We also develop an efficient MapReduce model inference algorithm to generate embeddings using a trained model. We deploy PinSage at Pinterest and train it on 7.5 billion examples on a graph with 3 billion nodes representing pins and boards, and 18 billion edges. According to offline metrics, user studies and A/B tests, PinSage generates higher-quality recommendations than comparable deep learning and graph-based alternatives. To our knowledge, this is the largest application of deep graph embeddings to date and paves the way for a new generation of web-scale recommender systems based on graph convolutional architectures.

Most previous event extraction studies have relied heavily on features derived from annotated event mentions, thus cannot be applied to new event types without annotation effort. In this work, we take a fresh look at event extraction and model it as a grounding problem. We design a transferable neural architecture, mapping event mentions and types jointly into a shared semantic space using structural and compositional neural networks, where the type of each event mention can be determined by the closest of all candidate types . By leveraging (1)~available manual annotations for a small set of existing event types and (2)~existing event ontologies, our framework applies to new event types without requiring additional annotation. Experiments on both existing event types (e.g., ACE, ERE) and new event types (e.g., FrameNet) demonstrate the effectiveness of our approach. \textit{Without any manual annotations} for 23 new event types, our zero-shot framework achieved performance comparable to a state-of-the-art supervised model which is trained from the annotations of 500 event mentions.

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