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There is a growing interest in using Large Language Models (LLMs) as agents to tackle real-world tasks that may require assessing complex situations. Yet, we have a limited understanding of LLMs' reasoning and decision-making capabilities, partly stemming from a lack of dedicated evaluation benchmarks. As negotiating and compromising are key aspects of our everyday communication and collaboration, we propose using scorable negotiation games as a new evaluation framework for LLMs. We create a testbed of diverse text-based, multi-agent, multi-issue, semantically rich negotiation games, with easily tunable difficulty. To solve the challenge, agents need to have strong arithmetic, inference, exploration, and planning capabilities, while seamlessly integrating them. Via a systematic zero-shot Chain-of-Thought prompting (CoT), we show that agents can negotiate and consistently reach successful deals. We quantify the performance with multiple metrics and observe a large gap between GPT-4 and earlier models. Importantly, we test the generalization to new games and setups. Finally, we show that these games can help evaluate other critical aspects, such as the interaction dynamics between agents in the presence of greedy and adversarial players.

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IFIP TC13 Conference on Human-Computer Interaction是人機交互領域的研究者和實踐者展示其工作的重要平臺。多年來,這些會議吸引了來自幾個國家和文化的研究人員。官網鏈接: · 生成器網絡 · 估計/估計量 · 有偏 · 近似 ·
2023 年 11 月 14 日

Randomized experiments are a powerful methodology for data-driven evaluation of decisions or interventions. Yet, their validity may be undermined by network interference. This occurs when the treatment of one unit impacts not only its outcome but also that of connected units, biasing traditional treatment effect estimations. Our study introduces a new framework to accommodate complex and unknown network interference, moving beyond specialized models in the existing literature. Our framework, which we term causal message-passing, is grounded in a high-dimensional approximate message passing methodology and is specifically tailored to experimental design settings with prevalent network interference. Utilizing causal message-passing, we present a practical algorithm for estimating the total treatment effect and demonstrate its efficacy in four numerical scenarios, each with its unique interference structure.

Advanced Persistent Threats (APTs) represent the most threatening form of attack nowadays since they can stay undetected for a long time. Adversary emulation is a proactive approach for preparing against these attacks. However, adversary emulation tools lack the anti-detection abilities of APTs. We introduce Laccolith, a hypervisor-based solution for adversary emulation with anti-detection to fill this gap. We also present an experimental study to compare Laccolith with MITRE CALDERA, a state-of-the-art solution for adversary emulation, against five popular anti-virus products. We found that CALDERA cannot evade detection, limiting the realism of emulated attacks, even when combined with a state-of-the-art anti-detection framework. Our experiments show that Laccolith can hide its activities from all the tested anti-virus products, thus making it suitable for realistic emulations.

Grammatical error correction (GEC) is an important NLP task that is currently usually solved with autoregressive sequence-to-sequence models. However, approaches of this class are inherently slow due to one-by-one token generation, so non-autoregressive alternatives are needed. In this work, we propose a novel non-autoregressive approach to GEC that decouples the architecture into a permutation network that outputs a self-attention weight matrix that can be used in beam search to find the best permutation of input tokens (with auxiliary {ins} tokens) and a decoder network based on a step-unrolled denoising autoencoder that fills in specific tokens. This allows us to find the token permutation after only one forward pass of the permutation network, avoiding autoregressive constructions. We show that the resulting network improves over previously known non-autoregressive methods for GEC and reaches the level of autoregressive methods that do not use language-specific synthetic data generation methods. Our results are supported by a comprehensive experimental validation on the ConLL-2014 and Write&Improve+LOCNESS datasets and an extensive ablation study that supports our architectural and algorithmic choices.

Large Language Models (LLMs) can justify or criticize their predictions through discussion with other models or humans, thereby enhancing their intrinsic understanding of instances. While proactive discussions enhance performance, this approach is currently limited to the inference phase. In this context, we posit a hypothesis: learning interactive discussions during training can improve understanding for the instances in the training step and proficiency in logical/critical thinking ability and verbalized expression of the model in the inference step. Our proposed SAIE training method involves both supportive and adversarial discussions between the learner and partner models. The learner model receives a remark from the partner through the discussion, and the parameters of the learner model are then updated based on this remark. That is, the teacher signal dynamically adjusts in response to the evolving model output throughout the training step. By bolstering the capacity for discussion and comprehension of instances, our experiments across datasets, including GSM8K, CommonsenseQA, and MMLU, reveal that models fine-tuned with our method consistently surpass those trained with standard fine-tuning techniques. Moreover, our approach demonstrates superior performance in multi-agent inference scenarios, boosting the models' reasoning abilities at the inference step.

We present BYOKG, a universal question-answering (QA) system that can operate on any knowledge graph (KG), requires no human-annotated training data, and can be ready to use within a day -- attributes that are out-of-scope for current KGQA systems. BYOKG draws inspiration from the remarkable ability of humans to comprehend information present in an unseen KG through exploration -- starting at random nodes, inspecting the labels of adjacent nodes and edges, and combining them with their prior world knowledge. In BYOKG, exploration leverages an LLM-backed symbolic agent that generates a diverse set of query-program exemplars, which are then used to ground a retrieval-augmented reasoning procedure to predict programs for arbitrary questions. BYOKG is effective over both small- and large-scale graphs, showing dramatic gains in QA accuracy over a zero-shot baseline of 27.89 and 58.02 F1 on GrailQA and MetaQA, respectively. On GrailQA, we further show that our unsupervised BYOKG outperforms a supervised in-context learning method, demonstrating the effectiveness of exploration. Lastly, we find that performance of BYOKG reliably improves with continued exploration as well as improvements in the base LLM, notably outperforming a state-of-the-art fine-tuned model by 7.08 F1 on a sub-sampled zero-shot split of GrailQA.

Black-box Large Language Models (LLMs) have shown great power in solving various tasks and are considered general problem solvers. However, LLMs still fail in many specific tasks although understand the task instruction. In this paper, we focus on the problem of boosting the ability of black-box LLMs to solve downstream tasks. We propose ExpNote, an automated framework to help LLMs better adapt to unfamiliar tasks through reflecting and noting experiences from training data and retrieving them from external memory during testing. We evaluate ExpNote on multiple tasks and the experimental results demonstrate that the proposed method significantly improves the performance of black-box LLMs. The data and code are available at //github.com/forangel2014/ExpNote

As more non-AI experts use complex AI systems for daily tasks, there has been an increasing effort to develop methods that produce explanations of AI decision making that are understandable by non-AI experts. Towards this effort, leveraging higher-level concepts and producing concept-based explanations have become a popular method. Most concept-based explanations have been developed for classification techniques, and we posit that the few existing methods for sequential decision making are limited in scope. In this work, we first contribute a desiderata for defining concepts in sequential decision making settings. Additionally, inspired by the Protege Effect which states explaining knowledge often reinforces one's self-learning, we explore how concept-based explanations of an RL agent's decision making can in turn improve the agent's learning rate, as well as improve end-user understanding of the agent's decision making. To this end, we contribute a unified framework, State2Explanation (S2E), that involves learning a joint embedding model between state-action pairs and concept-based explanations, and leveraging such learned model to both (1) inform reward shaping during an agent's training, and (2) provide explanations to end-users at deployment for improved task performance. Our experimental validations, in Connect 4 and Lunar Lander, demonstrate the success of S2E in providing a dual-benefit, successfully informing reward shaping and improving agent learning rate, as well as significantly improving end user task performance at deployment time.

Despite the proven effectiveness of Transformer neural networks across multiple domains, their performance with Electronic Health Records (EHR) can be nuanced. The unique, multidimensional sequential nature of EHR data can sometimes make even simple linear models with carefully engineered features more competitive. Thus, the advantages of Transformers, such as efficient transfer learning and improved scalability are not always fully exploited in EHR applications. Addressing these challenges, we introduce SANSformer, an attention-free sequential model designed with specific inductive biases to cater for the unique characteristics of EHR data. In this work, we aim to forecast the demand for healthcare services, by predicting the number of patient visits to healthcare facilities. The challenge amplifies when dealing with divergent patient subgroups, like those with rare diseases, which are characterized by unique health trajectories and are typically smaller in size. To address this, we employ a self-supervised pretraining strategy, Generative Summary Pretraining (GSP), which predicts future summary statistics based on past health records of a patient. Our models are pretrained on a health registry of nearly one million patients, then fine-tuned for specific subgroup prediction tasks, showcasing the potential to handle the multifaceted nature of EHR data. In evaluation, SANSformer consistently surpasses robust EHR baselines, with our GSP pretraining method notably amplifying model performance, particularly within smaller patient subgroups. Our results illuminate the promising potential of tailored attention-free models and self-supervised pretraining in refining healthcare utilization predictions across various patient demographics.

The Human Activity Recognition (HAR) tasks automatically identify human activities using the sensor data, which has numerous applications in healthcare, sports, security, and human-computer interaction. Despite significant advances in HAR, critical challenges still exist. Game theory has emerged as a promising solution to address these challenges in machine learning problems including HAR. However, there is a lack of research work on applying game theory solutions to the HAR problems. This review paper explores the potential of game theory as a solution for HAR tasks, and bridges the gap between game theory and HAR research work by suggesting novel game-theoretic approaches for HAR problems. The contributions of this work include exploring how game theory can improve the accuracy and robustness of HAR models, investigating how game-theoretic concepts can optimize recognition algorithms, and discussing the game-theoretic approaches against the existing HAR methods. The objective is to provide insights into the potential of game theory as a solution for sensor-based HAR, and contribute to develop a more accurate and efficient recognition system in the future research directions.

In recent years, Face Image Quality Assessment (FIQA) has become an indispensable part of the face recognition system to guarantee the stability and reliability of recognition performance in an unconstrained scenario. For this purpose, the FIQA method should consider both the intrinsic property and the recognizability of the face image. Most previous works aim to estimate the sample-wise embedding uncertainty or pair-wise similarity as the quality score, which only considers the information from partial intra-class. However, these methods ignore the valuable information from the inter-class, which is for estimating to the recognizability of face image. In this work, we argue that a high-quality face image should be similar to its intra-class samples and dissimilar to its inter-class samples. Thus, we propose a novel unsupervised FIQA method that incorporates Similarity Distribution Distance for Face Image Quality Assessment (SDD-FIQA). Our method generates quality pseudo-labels by calculating the Wasserstein Distance (WD) between the intra-class similarity distributions and inter-class similarity distributions. With these quality pseudo-labels, we are capable of training a regression network for quality prediction. Extensive experiments on benchmark datasets demonstrate that the proposed SDD-FIQA surpasses the state-of-the-arts by an impressive margin. Meanwhile, our method shows good generalization across different recognition systems.

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