亚洲男人的天堂2018av,欧美草比,久久久久久免费视频精选,国色天香在线看免费,久久久久亚洲av成人片仓井空

We propose modeling designer style in mixed-initiative game content creation tools as archetypical design traces. These design traces are formulated as transitions between design styles; these design styles are in turn found through clustering all intermediate designs along the way to making a complete design. This method is implemented in the Evolutionary Dungeon Designer, a research platform for mixed-initiative systems to create adventure and dungeon crawler games. We present results both in the form of design styles for rooms, which can be analyzed to better understand the kind of rooms designed by users, and in the form of archetypical sequences between these rooms, i.e., Designer Personas.

相關內容

Interactive machine learning (IML) is a field of research that explores how to leverage both human and computational abilities in decision making systems. IML represents a collaboration between multiple complementary human and machine intelligent systems working as a team, each with their own unique abilities and limitations. This teamwork might mean that both systems take actions at the same time, or in sequence. Two major open research questions in the field of IML are: "How should we design systems that can learn to make better decisions over time with human interaction?" and "How should we evaluate the design and deployment of such systems?" A lack of appropriate consideration for the humans involved can lead to problematic system behaviour, and issues of fairness, accountability, and transparency. Thus, our goal with this work is to present a human-centred guide to designing and evaluating IML systems while mitigating risks. This guide is intended to be used by machine learning practitioners who are responsible for the health, safety, and well-being of interacting humans. An obligation of responsibility for public interaction means acting with integrity, honesty, fairness, and abiding by applicable legal statutes. With these values and principles in mind, we as a machine learning research community can better achieve goals of augmenting human skills and abilities. This practical guide therefore aims to support many of the responsible decisions necessary throughout the iterative design, development, and dissemination of IML systems.

We introduce a subclass of concurrent game structures (CGS) with imperfect information in which agents are endowed with private data-sharing capabilities. Importantly, our CGSs are such that it is still decidable to model-check these CGSs against a relevant fragment of ATL. These systems can be thought as a generalisation of architectures allowing information forks, in the sense that, in the initial states of the system, we allow information forks from agents outside a given set A to agents inside this A. For this reason, together with the fact that the communication in our models underpins a specialised form of broadcast, we call our formalism A-cast systems. To underline, the fragment of ATL for which we show the model-checking problem to be decidable over A-cast is a large and significant one; it expresses coalitions over agents in any subset of the set A. Indeed, as we show, our systems and this ATL fragments can encode security problems that are notoriously hard to express faithfully: terrorist-fraud attacks in identity schemes.

The COVID-19 pandemic is accompanied by a massive "infodemic" that makes it hard to identify concise and credible information for COVID-19-related questions, like incubation time, infection rates, or the effectiveness of vaccines. As a novel solution, our paper is concerned with designing a question-answering system based on modern technologies from natural language processing to overcome information overload and misinformation in pandemic situations. To carry out our research, we followed a design science research approach and applied Ingwersen's cognitive model of information retrieval interaction to inform our design process from a socio-technical lens. On this basis, we derived prescriptive design knowledge in terms of design requirements and design principles, which we translated into the construction of a prototypical instantiation. Our implementation is based on the comprehensive CORD-19 dataset, and we demonstrate our artifact's usefulness by evaluating its answer quality based on a sample of COVID-19 questions labeled by biomedical experts.

Pre-trained neural Language Models (PTLM), such as CodeBERT, are recently used in software engineering as models pre-trained on large source code corpora. Their knowledge is transferred to downstream tasks (e.g. code clone detection) via fine-tuning. In natural language processing (NLP), other alternatives for transferring the knowledge of PTLMs are explored through using adapters, compact, parameter efficient modules inserted in the layers of the PTLM. Although adapters are known to facilitate adapting to many downstream tasks compared to fine-tuning the model that require retraining all of the models' parameters -- which owes to the adapters' plug and play nature and being parameter efficient -- their usage in software engineering is not explored. Here, we explore the knowledge transfer using adapters and based on the Naturalness Hypothesis proposed by Hindle et. al \cite{hindle2016naturalness}. Thus, studying the bimodality of adapters for two tasks of cloze test and code clone detection, compared to their benchmarks from the CodeXGLUE platform. These adapters are trained using programming languages and are inserted in a PTLM that is pre-trained on English corpora (N-PTLM). Three programming languages, C/C++, Python, and Java, are studied along with extensive experiments on the best setup used for adapters. Improving the results of the N-PTLM confirms the success of the adapters in knowledge transfer to software engineering, which sometimes are in par with or exceed the results of a PTLM trained on source code; while being more efficient in terms of the number of parameters, memory usage, and inference time. Our results can open new directions to build smaller models for more software engineering tasks. We open source all the scripts and the trained adapters.

Human-AI co-creativity involves both humans and AI collaborating on a shared creative product as partners. In a creative collaboration, interaction dynamics, such as turn-taking, contribution type, and communication, are the driving forces of the co-creative process. Therefore the interaction model is a critical and essential component for effective co-creative systems. There is relatively little research about interaction design in the co-creativity field, which is reflected in a lack of focus on interaction design in many existing co-creative systems. The primary focus of co-creativity research has been on the abilities of the AI. This paper focuses on the importance of interaction design in co-creative systems with the development of the Co-Creative Framework for Interaction design (COFI) that describes the broad scope of possibilities for interaction design in co-creative systems. Researchers can use COFI for modeling interaction in co-creative systems by exploring alternatives in this design space of interaction. COFI can also be beneficial while investigating and interpreting the interaction design of existing co-creative systems. We coded a dataset of existing 92 co-creative systems using COFI and analyzed the data to show how COFI provides a basis to categorize the interaction models of existing co-creative systems. We identify opportunities to shift the focus of interaction models in co-creativity to enable more communication between the user and AI leading to human-AI partnerships.

Designers reportedly struggle with design optimization tasks where they are asked to find a combination of design parameters that maximizes a given set of objectives. In HCI, design optimization problems are often exceedingly complex, involving multiple objectives and expensive empirical evaluations. Model-based computational design algorithms assist designers by generating design examples during design, however they assume a model of the interaction domain. Black box methods for assistance, on the other hand, can work with any design problem. However, virtually all empirical studies of this human-in-the-loop approach have been carried out by either researchers or end-users. The question stands out if such methods can help designers in realistic tasks. In this paper, we study Bayesian optimization as an algorithmic method to guide the design optimization process. It operates by proposing to a designer which design candidate to try next, given previous observations. We report observations from a comparative study with 40 novice designers who were tasked to optimize a complex 3D touch interaction technique. The optimizer helped designers explore larger proportions of the design space and arrive at a better solution, however they reported lower agency and expressiveness. Designers guided by an optimizer reported lower mental effort but also felt less creative and less in charge of the progress. We conclude that human-in-the-loop optimization can support novice designers in cases where agency is not critical.

The minimum energy path (MEP) describes the mechanism of reaction, and the energy barrier along the path can be used to calculate the reaction rate in thermal systems. The nudged elastic band (NEB) method is one of the most commonly used schemes to compute MEPs numerically. It approximates an MEP by a discrete set of configuration images, where the discretization size determines both computational cost and accuracy of the simulations. In this paper, we consider a discrete MEP to be a stationary state of the NEB method and prove an optimal convergence rate of the discrete MEP with respect to the number of images. Numerical simulations for the transitions of some several proto-typical model systems are performed to support the theory.

Speech impairments due to cerebral lesions and degenerative disorders can be devastating. For humans with severe speech deficits, imagined speech in the brain-computer interface has been a promising hope for reconstructing the neural signals of speech production. However, studies in the EEG-based imagined speech domain still have some limitations due to high variability in spatial and temporal information and low signal-to-noise ratio. In this paper, we investigated the neural signals for two groups of native speakers with two tasks with different languages, English and Chinese. Our assumption was that English, a non-tonal and phonogram-based language, would have spectral differences in neural computation compared to Chinese, a tonal and ideogram-based language. The results showed the significant difference in the relative power spectral density between English and Chinese in specific frequency band groups. Also, the spatial evaluation of Chinese native speakers in the theta band was distinctive during the imagination task. Hence, this paper would suggest the key spectral and spatial information of word imagination with specialized language while decoding the neural signals of speech.

We present a pipelined multiplier with reduced activities and minimized interconnect based on online digit-serial arithmetic. The working precision has been truncated such that $p<n$ bits are used to compute $n$ bits product, resulting in significant savings in area and power. The digit slices follow variable precision according to input, increasing upto $p$ and then decreases according to the error profile. Pipelining has been done to achieve high throughput and low latency which is desirable for compute intensive inner products. Synthesis results of the proposed designs have been presented and compared with the non-pipelined online multiplier, pipelined online multiplier with full working precision and conventional serial-parallel and array multipliers. For $8, 16, 24$ and $32$ bit precision, the proposed low power pipelined design show upto $38\%$ and $44\%$ reduction in power and area respectively compared to the pipelined online multiplier without working precision truncation.

The area of Data Analytics on graphs promises a paradigm shift as we approach information processing of classes of data, which are typically acquired on irregular but structured domains (social networks, various ad-hoc sensor networks). Yet, despite its long history, current approaches mostly focus on the optimization of graphs themselves, rather than on directly inferring learning strategies, such as detection, estimation, statistical and probabilistic inference, clustering and separation from signals and data acquired on graphs. To fill this void, we first revisit graph topologies from a Data Analytics point of view, and establish a taxonomy of graph networks through a linear algebraic formalism of graph topology (vertices, connections, directivity). This serves as a basis for spectral analysis of graphs, whereby the eigenvalues and eigenvectors of graph Laplacian and adjacency matrices are shown to convey physical meaning related to both graph topology and higher-order graph properties, such as cuts, walks, paths, and neighborhoods. Next, to illustrate estimation strategies performed on graph signals, spectral analysis of graphs is introduced through eigenanalysis of mathematical descriptors of graphs and in a generic way. Finally, a framework for vertex clustering and graph segmentation is established based on graph spectral representation (eigenanalysis) which illustrates the power of graphs in various data association tasks. The supporting examples demonstrate the promise of Graph Data Analytics in modeling structural and functional/semantic inferences. At the same time, Part I serves as a basis for Part II and Part III which deal with theory, methods and applications of processing Data on Graphs and Graph Topology Learning from data.

北京阿比特科技有限公司