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This paper proposes a paradigm shift for affective computing by viewing the affect modeling task as a reinforcement learning process. According to our proposed framework the context (environment) and the actions of an agent define the common representation that interweaves behavior and affect. To realise this framework we build on recent advances in reinforcement learning and use a modified version of the Go-Explore algorithm which has showcased supreme performance in hard exploration tasks. In this initial study, we test our framework in an arcade game by training Go-Explore agents to both play optimally and attempt to mimic human demonstrations of arousal. We vary the degree of importance between optimal play and arousal imitation and create agents that can effectively display a palette of affect and behavioral patterns. Our Go-Explore implementation not only introduces a new paradigm for affect modeling; it empowers believable AI-based game testing by providing agents that can blend and express a multitude of behavioral and affective patterns.

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As with most Machine Learning systems, recommender systems are typically evaluated through performance metrics computed over held-out data points. However, real-world behavior is undoubtedly nuanced: ad hoc error analysis and deployment-specific tests must be employed to ensure the desired quality in actual deployments. In this paper, we propose RecList, a behavioral-based testing methodology. RecList organizes recommender systems by use case and introduces a general plug-and-play procedure to scale up behavioral testing. We demonstrate its capabilities by analyzing known algorithms and black-box commercial systems, and we release RecList as an open source, extensible package for the community.

The unprecedented volume, diversity and richness of aviation data that can be acquired, generated, stored, and managed provides unique capabilities for the aviation-related industries and pertains value that remains to be unlocked with the adoption of the innovative Big Data Analytics technologies. Despite the large efforts and investments on research and innovation, the Big Data technologies introduce a number of challenges to its adopters. Besides the effective storage and access to the underlying big data, efficient data integration and data interoperability should be considered, while at the same time multiple data sources should be effectively combined by performing data exchange and data sharing between the different stakeholders. However, this reveals additional challenges for the crucial preservation of the information security of the collected data, the trusted and secure data exchange and data sharing, as well as the robust data access control. The current paper aims to introduce the ICARUS big data-enabled platform that aims provide a multi-sided platform that offers a novel aviation data and intelligence marketplace accompanied by a trusted and secure analytics workspace. It holistically handles the complete big data lifecycle from the data collection, data curation and data exploration to the data integration and data analysis of data originating from heterogeneous data sources with different velocity, variety and volume in a trusted and secure manner.

Multi-agent behavior modeling aims to understand the interactions that occur between agents. We present a multi-agent dataset from behavioral neuroscience, the Caltech Mouse Social Interactions (CalMS21) Dataset. Our dataset consists of trajectory data of social interactions, recorded from videos of freely behaving mice in a standard resident-intruder assay. To help accelerate behavioral studies, the CalMS21 dataset provides benchmarks to evaluate the performance of automated behavior classification methods in three settings: (1) for training on large behavioral datasets all annotated by a single annotator, (2) for style transfer to learn inter-annotator differences in behavior definitions, and (3) for learning of new behaviors of interest given limited training data. The dataset consists of 6 million frames of unlabeled tracked poses of interacting mice, as well as over 1 million frames with tracked poses and corresponding frame-level behavior annotations. The challenge of our dataset is to be able to classify behaviors accurately using both labeled and unlabeled tracking data, as well as being able to generalize to new settings.

Efficient exploration remains a challenging problem in reinforcement learning, especially for tasks where extrinsic rewards from environments are sparse or even totally disregarded. Significant advances based on intrinsic motivation show promising results in simple environments but often get stuck in environments with multimodal and stochastic dynamics. In this work, we propose a variational dynamic model based on the conditional variational inference to model the multimodality and stochasticity. We consider the environmental state-action transition as a conditional generative process by generating the next-state prediction under the condition of the current state, action, and latent variable, which provides a better understanding of the dynamics and leads a better performance in exploration. We derive an upper bound of the negative log-likelihood of the environmental transition and use such an upper bound as the intrinsic reward for exploration, which allows the agent to learn skills by self-supervised exploration without observing extrinsic rewards. We evaluate the proposed method on several image-based simulation tasks and a real robotic manipulating task. Our method outperforms several state-of-the-art environment model-based exploration approaches.

We are motivated by the problem of learning policies for robotic systems with rich sensory inputs (e.g., vision) in a manner that allows us to guarantee generalization to environments unseen during training. We provide a framework for providing such generalization guarantees by leveraging a finite dataset of real-world environments in combination with a (potentially inaccurate) generative model of environments. The key idea behind our approach is to utilize the generative model in order to implicitly specify a prior over policies. This prior is updated using the real-world dataset of environments by minimizing an upper bound on the expected cost across novel environments derived via Probably Approximately Correct (PAC)-Bayes generalization theory. We demonstrate our approach on two simulated systems with nonlinear/hybrid dynamics and rich sensing modalities: (i) quadrotor navigation with an onboard vision sensor, and (ii) grasping objects using a depth sensor. Comparisons with prior work demonstrate the ability of our approach to obtain stronger generalization guarantees by utilizing generative models. We also present hardware experiments for validating our bounds for the grasping task.

We study the offline meta-reinforcement learning (OMRL) problem, a paradigm which enables reinforcement learning (RL) algorithms to quickly adapt to unseen tasks without any interactions with the environments, making RL truly practical in many real-world applications. This problem is still not fully understood, for which two major challenges need to be addressed. First, offline RL usually suffers from bootstrapping errors of out-of-distribution state-actions which leads to divergence of value functions. Second, meta-RL requires efficient and robust task inference learned jointly with control policy. In this work, we enforce behavior regularization on learned policy as a general approach to offline RL, combined with a deterministic context encoder for efficient task inference. We propose a novel negative-power distance metric on bounded context embedding space, whose gradients propagation is detached from the Bellman backup. We provide analysis and insight showing that some simple design choices can yield substantial improvements over recent approaches involving meta-RL and distance metric learning. To the best of our knowledge, our method is the first model-free and end-to-end OMRL algorithm, which is computationally efficient and demonstrated to outperform prior algorithms on several meta-RL benchmarks.

Click-through rate (CTR) prediction is one of the fundamental tasks for e-commerce search engines. As search becomes more personalized, it is necessary to capture the user interest from rich behavior data. Existing user behavior modeling algorithms develop different attention mechanisms to emphasize query-relevant behaviors and suppress irrelevant ones. Despite being extensively studied, these attentions still suffer from two limitations. First, conventional attentions mostly limit the attention field only to a single user's behaviors, which is not suitable in e-commerce where users often hunt for new demands that are irrelevant to any historical behaviors. Second, these attentions are usually biased towards frequent behaviors, which is unreasonable since high frequency does not necessarily indicate great importance. To tackle the two limitations, we propose a novel attention mechanism, termed Kalman Filtering Attention (KFAtt), that considers the weighted pooling in attention as a maximum a posteriori (MAP) estimation. By incorporating a priori, KFAtt resorts to global statistics when few user behaviors are relevant. Moreover, a frequency capping mechanism is incorporated to correct the bias towards frequent behaviors. Offline experiments on both benchmark and a 10 billion scale real production dataset, together with an Online A/B test, show that KFAtt outperforms all compared state-of-the-arts. KFAtt has been deployed in the ranking system of a leading e commerce website, serving the main traffic of hundreds of millions of active users everyday.

Humans and animals show remarkable flexibility in adjusting their behaviour when their goals, or rewards in the environment change. While such flexibility is a hallmark of intelligent behaviour, these multi-task scenarios remain an important challenge for machine learning algorithms and neurobiological models alike. Factored representations can enable flexible behaviour by abstracting away general aspects of a task from those prone to change, while nonparametric methods provide a principled way of using similarity to past experiences to guide current behaviour. Here we combine the successor representation (SR), that factors the value of actions into expected outcomes and corresponding rewards, with evaluating task similarity through nonparametric inference and clustering the space of rewards. The proposed algorithm improves SR's transfer capabilities by inverting a generative model over tasks, while also explaining important neurobiological signatures of place cell representation in the hippocampus. It dynamically samples from a flexible number of distinct SR maps while accumulating evidence about the current reward context, and outperforms competing algorithms in settings with both known and unsignalled rewards changes. It reproduces the "flickering" behaviour of hippocampal maps seen when rodents navigate to changing reward locations, and gives a quantitative account of trajectory-dependent hippocampal representations (so-called splitter cells) and their dynamics. We thus provide a novel algorithmic approach for multi-task learning, as well as a common normative framework that links together these different characteristics of the brain's spatial representation.

Most existing recommender systems leverage the data of one type of user behaviors only, such as the purchase behavior in E-commerce that is directly related to the business KPI (Key Performance Indicator) of conversion rate. Besides the key behavioral data, we argue that other forms of user behaviors also provide valuable signal on a user's preference, such as views, clicks, adding a product to shop carts and so on. They should be taken into account properly to provide quality recommendation for users. In this work, we contribute a novel solution named NMTR (short for Neural Multi-Task Recommendation) for learning recommender systems from multiple types of user behaviors. We develop a neural network model to capture the complicated and multi-type interactions between users and items. In particular, our model accounts for the cascading relationship among behaviors (e.g., a user must click on a product before purchasing it). To fully exploit the signal in the data of multiple types of behaviors, we perform a joint optimization based on the multi-task learning framework, where the optimization on a behavior is treated as a task. Extensive experiments on two real-world datasets demonstrate that NMTR significantly outperforms state-of-the-art recommender systems that are designed to learn from both single-behavior data and multi-behavior data. Further analysis shows that modeling multiple behaviors is particularly useful for providing recommendation for sparse users that have very few interactions.

Machine Learning is a widely-used method for prediction generation. These predictions are more accurate when the model is trained on a larger dataset. On the other hand, the data is usually divided amongst different entities. For privacy reasons, the training can be done locally and then the model can be safely aggregated amongst the participants. However, if there are only two participants in \textit{Collaborative Learning}, the safe aggregation loses its power since the output of the training already contains much information about the participants. To resolve this issue, they must employ privacy-preserving mechanisms, which inevitably affect the accuracy of the model. In this paper, we model the training process as a two-player game where each player aims to achieve a higher accuracy while preserving its privacy. We introduce the notion of \textit{Price of Privacy}, a novel approach to measure the effect of privacy protection on the accuracy of the model. We develop a theoretical model for different player types, and we either find or prove the existence of a Nash Equilibrium with some assumptions. Moreover, we confirm these assumptions via a Recommendation Systems use case: for a specific learning algorithm, we apply three privacy-preserving mechanisms on two real-world datasets. Finally, as a complementary work for the designed game, we interpolate the relationship between privacy and accuracy for this use case and present three other methods to approximate it in a real-world scenario.

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