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Graph grammars form an interesting area of research because of their versatility in modelling diverse situations with graphs as the structures which are to be manipulated. A new class of graph grammars, nc-eNCE Graph Grammars has been introduced recently with an aim of restricting the order of application of graph production rules, thereby generating different graph classes using the same set of rules. On the other hand 2D game design using an algorithmic approach known as procedural content generation has been of interest recently. In this paper we modify the structure of nc-eNCE graph grammars with the aim of generating directed graphs. We show that employing these graph grammars simplifies the design of 2D games. We have also developed an algorithm which makes use of these graph grammars for generating random game level layouts ensuring that the players will get a different gaming experience each time they play.

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A semidefinite program (SDP) is a particular kind of convex optimization problem with applications in operations research, combinatorial optimization, quantum information science, and beyond. In this work, we propose variational quantum algorithms for approximately solving SDPs. For one class of SDPs, we provide a rigorous analysis of their convergence to approximate locally optimal solutions, under the assumption that they are weakly constrained (i.e., $N\gg M$, where $N$ is the dimension of the input matrices and $M$ is the number of constraints). We also provide algorithms for a more general class of SDPs that requires fewer assumptions. Finally, we numerically simulate our quantum algorithms for applications such as MaxCut, and the results of these simulations provide evidence that convergence still occurs in noisy settings.

We present a novel character control framework that effectively utilizes motion diffusion probabilistic models to generate high-quality and diverse character animations, responding in real-time to a variety of dynamic user-supplied control signals. At the heart of our method lies a transformer-based Conditional Autoregressive Motion Diffusion Model (CAMDM), which takes as input the character's historical motion and can generate a range of diverse potential future motions conditioned on high-level, coarse user control. To meet the demands for diversity, controllability, and computational efficiency required by a real-time controller, we incorporate several key algorithmic designs. These include separate condition tokenization, classifier-free guidance on past motion, and heuristic future trajectory extension, all designed to address the challenges associated with taming motion diffusion probabilistic models for character control. As a result, our work represents the first model that enables real-time generation of high-quality, diverse character animations based on user interactive control, supporting animating the character in multiple styles with a single unified model. We evaluate our method on a diverse set of locomotion skills, demonstrating the merits of our method over existing character controllers. Project page and source codes: //aiganimation.github.io/CAMDM/

In this study, we address the complex issue of graph clustering in signed graphs, which are characterized by positive and negative weighted edges representing attraction and repulsion among nodes, respectively. The primary objective is to efficiently partition the graph into clusters, ensuring that nodes within a cluster are closely linked by positive edges while minimizing negative edge connections between them. To tackle this challenge, we first develop a scalable multilevel algorithm based on label propagation and FM local search. Then we develop a memetic algorithm that incorporates a multilevel strategy. This approach meticulously combines elements of evolutionary algorithms with local refinement techniques, aiming to explore the search space more effectively than repeated executions. Our experimental analysis reveals that this our new algorithms significantly outperforms existing state-of-the-art algorithms. For example, our memetic algorithm can reach solution quality of the previous state-of-the-art algorithm up to four orders of magnitude faster.

Neural networks are trained by minimizing a loss function that defines the discrepancy between the predicted model output and the target value. The selection of the loss function is crucial to achieve task-specific behaviour and highly influences the capability of the model. A variety of loss functions have been proposed for a wide range of tasks affecting training and model performance. For classification tasks, the cross entropy is the de-facto standard and usually the first choice. Here, we try to experimentally challenge the well-known loss functions, including cross entropy (CE) loss, by utilizing the genetic programming (GP) approach, a population-based evolutionary algorithm. GP constructs loss functions from a set of operators and leaf nodes and these functions are repeatedly recombined and mutated to find an optimal structure. Experiments were carried out on different small-sized datasets CIFAR-10, CIFAR-100 and Fashion-MNIST using an Inception model. The 5 best functions found were evaluated for different model architectures on a set of standard datasets ranging from 2 to 102 classes and very different sizes. One function, denoted as Next Generation Loss (NGL), clearly stood out showing same or better performance for all tested datasets compared to CE. To evaluate the NGL function on a large-scale dataset, we tested its performance on the Imagenet-1k dataset where it showed improved top-1 accuracy compared to models trained with identical settings and other losses. Finally, the NGL was trained on a segmentation downstream task for Pascal VOC 2012 and COCO-Stuff164k datasets improving the underlying model performance.

Observations in various applications are frequently represented as a time series of multidimensional arrays, called tensor time series, preserving the inherent multidimensional structure. In this paper, we present a factor model approach, in a form similar to tensor CP decomposition, to the analysis of high-dimensional dynamic tensor time series. As the loading vectors are uniquely defined but not necessarily orthogonal, it is significantly different from the existing tensor factor models based on Tucker-type tensor decomposition. The model structure allows for a set of uncorrelated one-dimensional latent dynamic factor processes, making it much more convenient to study the underlying dynamics of the time series. A new high order projection estimator is proposed for such a factor model, utilizing the special structure and the idea of the higher order orthogonal iteration procedures commonly used in Tucker-type tensor factor model and general tensor CP decomposition procedures. Theoretical investigation provides statistical error bounds for the proposed methods, which shows the significant advantage of utilizing the special model structure. Simulation study is conducted to further demonstrate the finite sample properties of the estimators. Real data application is used to illustrate the model and its interpretations.

Software engineering is a domain characterized by intricate decision-making processes, often relying on nuanced intuition and consultation. Recent advancements in deep learning have started to revolutionize software engineering practices through elaborate designs implemented at various stages of software development. In this paper, we present an innovative paradigm that leverages large language models (LLMs) throughout the entire software development process, streamlining and unifying key processes through natural language communication, thereby eliminating the need for specialized models at each phase. At the core of this paradigm lies ChatDev, a virtual chat-powered software development company that mirrors the established waterfall model, meticulously dividing the development process into four distinct chronological stages: designing, coding, testing, and documenting. Each stage engages a team of agents, such as programmers, code reviewers, and test engineers, fostering collaborative dialogue and facilitating a seamless workflow. The chat chain acts as a facilitator, breaking down each stage into atomic subtasks. This enables dual roles, allowing for proposing and validating solutions through context-aware communication, leading to efficient resolution of specific subtasks. The instrumental analysis of ChatDev highlights its remarkable efficacy in software generation, enabling the completion of the entire software development process in under seven minutes at a cost of less than one dollar. It not only identifies and alleviates potential vulnerabilities but also rectifies potential hallucinations while maintaining commendable efficiency and cost-effectiveness. The potential of ChatDev unveils fresh possibilities for integrating LLMs into the realm of software development.

The adaptive processing of structured data is a long-standing research topic in machine learning that investigates how to automatically learn a mapping from a structured input to outputs of various nature. Recently, there has been an increasing interest in the adaptive processing of graphs, which led to the development of different neural network-based methodologies. In this thesis, we take a different route and develop a Bayesian Deep Learning framework for graph learning. The dissertation begins with a review of the principles over which most of the methods in the field are built, followed by a study on graph classification reproducibility issues. We then proceed to bridge the basic ideas of deep learning for graphs with the Bayesian world, by building our deep architectures in an incremental fashion. This framework allows us to consider graphs with discrete and continuous edge features, producing unsupervised embeddings rich enough to reach the state of the art on several classification tasks. Our approach is also amenable to a Bayesian nonparametric extension that automatizes the choice of almost all model's hyper-parameters. Two real-world applications demonstrate the efficacy of deep learning for graphs. The first concerns the prediction of information-theoretic quantities for molecular simulations with supervised neural models. After that, we exploit our Bayesian models to solve a malware-classification task while being robust to intra-procedural code obfuscation techniques. We conclude the dissertation with an attempt to blend the best of the neural and Bayesian worlds together. The resulting hybrid model is able to predict multimodal distributions conditioned on input graphs, with the consequent ability to model stochasticity and uncertainty better than most works. Overall, we aim to provide a Bayesian perspective into the articulated research field of deep learning for graphs.

Humans perceive the world by concurrently processing and fusing high-dimensional inputs from multiple modalities such as vision and audio. Machine perception models, in stark contrast, are typically modality-specific and optimised for unimodal benchmarks, and hence late-stage fusion of final representations or predictions from each modality (`late-fusion') is still a dominant paradigm for multimodal video classification. Instead, we introduce a novel transformer based architecture that uses `fusion bottlenecks' for modality fusion at multiple layers. Compared to traditional pairwise self-attention, our model forces information between different modalities to pass through a small number of bottleneck latents, requiring the model to collate and condense the most relevant information in each modality and only share what is necessary. We find that such a strategy improves fusion performance, at the same time reducing computational cost. We conduct thorough ablation studies, and achieve state-of-the-art results on multiple audio-visual classification benchmarks including Audioset, Epic-Kitchens and VGGSound. All code and models will be released.

Behaviors of the synthetic characters in current military simulations are limited since they are generally generated by rule-based and reactive computational models with minimal intelligence. Such computational models cannot adapt to reflect the experience of the characters, resulting in brittle intelligence for even the most effective behavior models devised via costly and labor-intensive processes. Observation-based behavior model adaptation that leverages machine learning and the experience of synthetic entities in combination with appropriate prior knowledge can address the issues in the existing computational behavior models to create a better training experience in military training simulations. In this paper, we introduce a framework that aims to create autonomous synthetic characters that can perform coherent sequences of believable behavior while being aware of human trainees and their needs within a training simulation. This framework brings together three mutually complementary components. The first component is a Unity-based simulation environment - Rapid Integration and Development Environment (RIDE) - supporting One World Terrain (OWT) models and capable of running and supporting machine learning experiments. The second is Shiva, a novel multi-agent reinforcement and imitation learning framework that can interface with a variety of simulation environments, and that can additionally utilize a variety of learning algorithms. The final component is the Sigma Cognitive Architecture that will augment the behavior models with symbolic and probabilistic reasoning capabilities. We have successfully created proof-of-concept behavior models leveraging this framework on realistic terrain as an essential step towards bringing machine learning into military simulations.

Embedding entities and relations into a continuous multi-dimensional vector space have become the dominant method for knowledge graph embedding in representation learning. However, most existing models ignore to represent hierarchical knowledge, such as the similarities and dissimilarities of entities in one domain. We proposed to learn a Domain Representations over existing knowledge graph embedding models, such that entities that have similar attributes are organized into the same domain. Such hierarchical knowledge of domains can give further evidence in link prediction. Experimental results show that domain embeddings give a significant improvement over the most recent state-of-art baseline knowledge graph embedding models.

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