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Recent advancements in algorithms for sequential decision-making under imperfect information have shown remarkable success in large games such as limit- and no-limit poker. These algorithms traditionally formalize the games using the extensive-form game formalism, which, as we show, while theoretically sound, is memory-inefficient and computationally intensive in practice. To mitigate these challenges, a popular workaround involves using a specialized representation based on player specific information-state trees. However, as we show, this alternative significantly narrows the set of games that can be represented efficiently. In this study, we identify the set of large games on which modern algorithms have been benchmarked as being naturally represented by Sequential Bayesian Games. We elucidate the critical differences between extensive-form game and sequential Bayesian game representations, both theoretically and empirically. We further argue that the impressive experimental results often cited in the literature may be skewed, as they frequently stem from testing these algorithms only on this restricted class of games. By understanding these nuances, we aim to guide future research in developing more universally applicable and efficient algorithms for sequential decision-making under imperfect information.

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Over the last decade, researchers have extensively explored the vulnerabilities of Android malware detectors to adversarial examples through the development of evasion attacks; however, the practicality of these attacks in real-world scenarios remains arguable. The majority of studies have assumed attackers know the details of the target classifiers used for malware detection, while in reality, malicious actors have limited access to the target classifiers. This paper introduces EvadeDroid, a problem-space adversarial attack designed to effectively evade black-box Android malware detectors in real-world scenarios. EvadeDroid constructs a collection of problem-space transformations derived from benign donors that share opcode-level similarity with malware apps by leveraging an n-gram-based approach. These transformations are then used to morph malware instances into benign ones via an iterative and incremental manipulation strategy. The proposed manipulation technique is a query-efficient optimization algorithm that can find and inject optimal sequences of transformations into malware apps. Our empirical evaluations, carried out on 1K malware apps, demonstrate the effectiveness of our approach in generating real-world adversarial examples in both soft- and hard-label settings. Our findings reveal that EvadeDroid can effectively deceive diverse malware detectors that utilize different features with various feature types. Specifically, EvadeDroid achieves evasion rates of 80%-95% against DREBIN, Sec-SVM, ADE-MA, MaMaDroid, and Opcode-SVM with only 1-9 queries. Furthermore, we show that the proposed problem-space adversarial attack is able to preserve its stealthiness against five popular commercial antiviruses with an average of 79% evasion rate, thus demonstrating its feasibility in the real world.

Despite the impressive performance across numerous tasks, large language models (LLMs) often fail in solving simple decision-making tasks due to the misalignment of the knowledge in LLMs with environments. On the contrary, reinforcement learning (RL) agents learn policies from scratch, which makes them always align with environments but difficult to incorporate prior knowledge for efficient explorations. To narrow the gap, we propose TWOSOME, a novel general online framework that deploys LLMs as decision-making agents to efficiently interact and align with embodied environments via RL without requiring any prepared datasets or prior knowledge of the environments. Firstly, we query the joint probabilities of each valid action with LLMs to form behavior policies. Then, to enhance the stability and robustness of the policies, we propose two normalization methods and summarize four prompt design principles. Finally, we design a novel parameter-efficient training architecture where the actor and critic share one frozen LLM equipped with low-rank adapters (LoRA) updated by PPO. We conduct extensive experiments to evaluate TWOSOME. i) TWOSOME exhibits significantly better sample efficiency and performance compared to the conventional RL method, PPO, and prompt tuning method, SayCan, in both classical decision-making environment, Overcooked, and simulated household environment, VirtualHome. ii) Benefiting from LLMs' open-vocabulary feature, TWOSOME shows superior generalization ability to unseen tasks. iii) Under our framework, there is no significant loss of the LLMs' original ability during online PPO finetuning.

Conventional recommendation methods have achieved notable advancements by harnessing collaborative or sequential information from user behavior. Recently, large language models (LLMs) have gained prominence for their capabilities in understanding and reasoning over textual semantics, and have found utility in various domains, including recommendation. Conventional recommendation methods and LLMs each have their strengths and weaknesses. While conventional methods excel at mining collaborative information and modeling sequential behavior, they struggle with data sparsity and the long-tail problem. LLMs, on the other hand, are proficient at utilizing rich textual contexts but face challenges in mining collaborative or sequential information. Despite their individual successes, there is a significant gap in leveraging their combined potential to enhance recommendation performance. In this paper, we introduce a general and model-agnostic framework known as \textbf{L}arge \textbf{la}nguage model with \textbf{m}utual augmentation and \textbf{a}daptive aggregation for \textbf{Rec}ommendation (\textbf{Llama4Rec}). Llama4Rec synergistically combines conventional and LLM-based recommendation models. Llama4Rec proposes data augmentation and prompt augmentation strategies tailored to enhance the conventional model and LLM respectively. An adaptive aggregation module is adopted to combine the predictions of both kinds of models to refine the final recommendation results. Empirical studies on three real-world datasets validate the superiority of Llama4Rec, demonstrating its consistent outperformance of baseline methods and significant improvements in recommendation performance.

Incremental decision making in real-world environments is one of the most challenging tasks in embodied artificial intelligence. One particularly demanding scenario is Vision and Language Navigation~(VLN) which requires visual and natural language understanding as well as spatial and temporal reasoning capabilities. The embodied agent needs to ground its understanding of navigation instructions in observations of a real-world environment like Street View. Despite the impressive results of LLMs in other research areas, it is an ongoing problem of how to best connect them with an interactive visual environment. In this work, we propose VELMA, an embodied LLM agent that uses a verbalization of the trajectory and of visual environment observations as contextual prompt for the next action. Visual information is verbalized by a pipeline that extracts landmarks from the human written navigation instructions and uses CLIP to determine their visibility in the current panorama view. We show that VELMA is able to successfully follow navigation instructions in Street View with only two in-context examples. We further finetune the LLM agent on a few thousand examples and achieve 25%-30% relative improvement in task completion over the previous state-of-the-art for two datasets.

The advancement of Spatial Transcriptomics (ST) has facilitated the spatially-aware profiling of gene expressions based on histopathology images. Although ST data offers valuable insights into the micro-environment of tumors, its acquisition cost remains expensive. Therefore, directly predicting the ST expressions from digital pathology images is desired. Current methods usually adopt existing regression backbones for this task, which ignore the inherent multi-scale hierarchical data structure of digital pathology images. To address this limit, we propose M2ORT, a many-to-one regression Transformer that can accommodate the hierarchical structure of the pathology images through a decoupled multi-scale feature extractor. Different from traditional models that are trained with one-to-one image-label pairs, M2ORT accepts multiple pathology images of different magnifications at a time to jointly predict the gene expressions at their corresponding common ST spot, aiming at learning a many-to-one relationship through training. We have tested M2ORT on three public ST datasets and the experimental results show that M2ORT can achieve state-of-the-art performance with fewer parameters and floating-point operations (FLOPs). The code is available at: //github.com/Dootmaan/M2ORT/.

Recent advances in large language models elicit reasoning in a chain-of-thought that allows models to decompose problems in a human-like fashion. Though this paradigm improves multi-step reasoning ability in language models, it is limited by being unimodal and applied mainly to question-answering tasks. We claim that incorporating visual augmentation into reasoning is essential, especially for complex, imaginative tasks. Consequently, we introduce VCoT, a novel method that leverages chain-of-thought prompting with vision-language grounding to recursively bridge the logical gaps within sequential data. Our method uses visual guidance to generate synthetic multimodal infillings that add consistent and novel information to reduce the logical gaps for downstream tasks that can benefit from temporal reasoning, as well as provide interpretability into models' multi-step reasoning. We apply VCoT to the Visual Storytelling and WikiHow summarization datasets and demonstrate through human evaluation that VCoT offers novel and consistent synthetic data augmentation beating chain-of-thought baselines, which can be used to enhance downstream performance.

Recent years have seen significant advances in quantum/quantum-inspired technologies capable of approximately searching for the ground state of Ising spin Hamiltonians. The promise of leveraging such technologies to accelerate the solution of difficult optimization problems has spurred an increased interest in exploring methods to integrate Ising problems as part of their solution process, with existing approaches ranging from direct transcription to hybrid quantum-classical approaches rooted in existing optimization algorithms. While it is widely acknowledged that quantum computers should augment classical computers, rather than replace them entirely, comparatively little attention has been directed toward deriving analytical characterizations of their interactions. In this paper, we present a formal analysis of hybrid algorithms in the context of solving mixed-binary quadratic programs (MBQP) via Ising solvers. By leveraging an existing completely positive reformulation of MBQPs, as well as a new strong-duality result, we show the exactness of the dual problem over the cone of copositive matrices, thus allowing the resulting reformulation to inherit the straightforward analysis of convex optimization. We propose to solve this reformulation with a hybrid quantum-classical cutting-plane algorithm. Using existing complexity results for convex cutting-plane algorithms, we deduce that the classical portion of this hybrid framework is guaranteed to be polynomial time. This suggests that when applied to NP-hard problems, the complexity of the solution is shifted onto the subroutine handled by the Ising solver.

Sound event localization and detection (SELD) is an important task in machine listening. Major advancements rely on simulated data with sound events in specific rooms and strong spatio-temporal labels. SELD data is simulated by convolving spatialy-localized room impulse responses (RIRs) with sound waveforms to place sound events in a soundscape. However, RIRs require manual collection in specific rooms. We present SpatialScaper, a library for SELD data simulation and augmentation. Compared to existing tools, SpatialScaper emulates virtual rooms via parameters such as size and wall absorption. This allows for parameterized placement (including movement) of foreground and background sound sources. SpatialScaper also includes data augmentation pipelines that can be applied to existing SELD data. As a case study, we use SpatialScaper to add rooms to the DCASE SELD data. Training a model with our data led to progressive performance improves as a direct function of acoustic diversity. These results show that SpatialScaper is valuable to train robust SELD models.

Images can convey rich semantics and induce various emotions in viewers. Recently, with the rapid advancement of emotional intelligence and the explosive growth of visual data, extensive research efforts have been dedicated to affective image content analysis (AICA). In this survey, we will comprehensively review the development of AICA in the recent two decades, especially focusing on the state-of-the-art methods with respect to three main challenges -- the affective gap, perception subjectivity, and label noise and absence. We begin with an introduction to the key emotion representation models that have been widely employed in AICA and description of available datasets for performing evaluation with quantitative comparison of label noise and dataset bias. We then summarize and compare the representative approaches on (1) emotion feature extraction, including both handcrafted and deep features, (2) learning methods on dominant emotion recognition, personalized emotion prediction, emotion distribution learning, and learning from noisy data or few labels, and (3) AICA based applications. Finally, we discuss some challenges and promising research directions in the future, such as image content and context understanding, group emotion clustering, and viewer-image interaction.

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.

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