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 consider the problem of efficient inference of the Average Treatment Effect in a sequential experiment where the policy governing the assignment of subjects to treatment or control can change over time. We first provide a central limit theorem for the Adaptive Augmented Inverse-Probability Weighted estimator, which is semiparametric efficient, under weaker assumptions than those previously made in the literature. This central limit theorem enables efficient inference at fixed sample sizes. We then consider a sequential inference setting, deriving both asymptotic and nonasymptotic confidence sequences that are considerably tighter than previous methods. These anytime-valid methods enable inference under data-dependent stopping times (sample sizes). Additionally, we use propensity score truncation techniques from the recent off-policy estimation literature to reduce the finite sample variance of our estimator without affecting the asymptotic variance. Empirical results demonstrate that our methods yield narrower confidence sequences than those previously developed in the literature while maintaining time-uniform error control.

相關內容

Counterfactual reasoning is pivotal in human cognition and especially important for providing explanations and making decisions. While Judea Pearl's influential approach is theoretically elegant, its generation of a counterfactual scenario often requires interventions that are too detached from the real scenarios to be feasible. In response, we propose a framework of natural counterfactuals and a method for generating counterfactuals that are natural with respect to the actual world's data distribution. Our methodology refines counterfactual reasoning, allowing changes in causally preceding variables to minimize deviations from realistic scenarios. To generate natural counterfactuals, we introduce an innovative optimization framework that permits but controls the extent of backtracking with a naturalness criterion. Empirical experiments indicate the effectiveness of our method.

The sequential recommendation problem has attracted considerable research attention in the past few years, leading to the rise of numerous recommendation models. In this work, we explore how Large Language Models (LLMs), which are nowadays introducing disruptive effects in many AI-based applications, can be used to build or improve sequential recommendation approaches. Specifically, we design three orthogonal approaches and hybrids of those to leverage the power of LLMs in different ways. In addition, we investigate the potential of each approach by focusing on its comprising technical aspects and determining an array of alternative choices for each one. We conduct extensive experiments on three datasets and explore a large variety of configurations, including different language models and baseline recommendation models, to obtain a comprehensive picture of the performance of each approach. Among other observations, we highlight that initializing state-of-the-art sequential recommendation models such as BERT4Rec or SASRec with embeddings obtained from an LLM can lead to substantial performance gains in terms of accuracy. Furthermore, we find that fine-tuning an LLM for recommendation tasks enables it to learn not only the tasks, but also concepts of a domain to some extent. We also show that fine-tuning OpenAI GPT leads to considerably better performance than fine-tuning Google PaLM 2. Overall, our extensive experiments indicate a huge potential value of leveraging LLMs in future recommendation approaches. We publicly share the code and data of our experiments to ensure reproducibility.

Recent work introduced an algorithm and tool in Coq to automatically repair broken proofs in response to changes that correspond to type equivalences. We report on case studies for manual proof repair across type equivalences using an adaptation of this algorithm in Cubical Agda. Crucially, these case studies capture proof repair use cases that were challenging to impossible in prior work in Coq due to type theoretic limitations, highlighting three benefits to working in Cubical Agda: (1) quotient types enrich the space of repairs we can express as type equivalences, (2) dependent path equality makes it possible to internally state and prove correctness of repaired proofs relative to the original proofs, and (3) functional extensionality and transport make it simple to move between slow and fast computations after repair. They also highlight two challenges of working in Cubical Agda, namely those introduced by: (1) lack of tools for automation, and (2) proof relevance, especially as it interacts with definitional equality. We detail these benefits and challenges in hopes to set the stage for later work in proof repair bridging the benefits of both languages.

Human communities have self-organizing properties that give rise to very specific natural grouping patterns, reflected in the Dunbar Number and its layered structure (a Dunbar Graph). Since work-groups are necessarily also social groups, we might expect the same principles to apply here as well. One factor likely to be important in limiting the size of groups is that conflicts typically escalate with the number of people involved. Here we analyse Wikipedia editing histories across a wide range of topics to show that there is an emergent coherence in the size of groups formed transiently to edit the content of subject texts, with two peaks averaging at around $N=8$ for the size corresponding to maximal contention, and at around $N=4$ as a regular team. These values are consistent with the observed sizes of conversational groups, as well as the hierarchical structuring of Dunbar graphs. We use the Promise Theory of trust to suggest a scaling law that may apply to all group distributions based on seeded attraction. In addition to providing further evidence that even natural communities of strangers are self-organising, the results have important implications for the governance of the Wikipedia commons and for the security of all online social platforms and associations.

3D Gaussian Splatting has emerged as an alternative 3D representation of Neural Radiance Fields (NeRFs), benefiting from its high-quality rendering results and real-time rendering speed. Considering the 3D Gaussian representation remains unparsed, it is necessary first to execute object segmentation within this domain. Subsequently, scene editing and collision detection can be performed, proving vital to a multitude of applications, such as virtual reality (VR), augmented reality (AR), game/movie production, etc. In this paper, we propose a novel approach to achieve object segmentation in 3D Gaussian via an interactive procedure without any training process and learned parameters. We refer to the proposed method as SA-GS, for Segment Anything in 3D Gaussians. Given a set of clicked points in a single input view, SA-GS can generalize SAM to achieve 3D consistent segmentation via the proposed multi-view mask generation and view-wise label assignment methods. We also propose a cross-view label-voting approach to assign labels from different views. In addition, in order to address the boundary roughness issue of segmented objects resulting from the non-negligible spatial sizes of 3D Gaussian located at the boundary, SA-GS incorporates the simple but effective Gaussian Decomposition scheme. Extensive experiments demonstrate that SA-GS achieves high-quality 3D segmentation results, which can also be easily applied for scene editing and collision detection tasks. Codes will be released soon.

3D Gaussian Splatting has emerged as an alternative 3D representation of Neural Radiance Fields (NeRFs), benefiting from its high-quality rendering results and real-time rendering speed. Considering the 3D Gaussian representation remains unparsed, it is necessary first to execute object segmentation within this domain. Subsequently, scene editing and collision detection can be performed, proving vital to a multitude of applications, such as virtual reality (VR), augmented reality (AR), game/movie production, etc. In this paper, we propose a novel approach to achieve object segmentation in 3D Gaussian via an interactive procedure without any training process and learned parameters. We refer to the proposed method as SA-GS, for Segment Anything in 3D Gaussians. Given a set of clicked points in a single input view, SA-GS can generalize SAM to achieve 3D consistent segmentation via the proposed multi-view mask generation and view-wise label assignment methods. We also propose a cross-view label-voting approach to assign labels from different views. In addition, in order to address the boundary roughness issue of segmented objects resulting from the non-negligible spatial sizes of 3D Gaussian located at the boundary, SA-GS incorporates the simple but effective Gaussian Decomposition scheme. Extensive experiments demonstrate that SA-GS achieves high-quality 3D segmentation results, which can also be easily applied for scene editing and collision detection tasks. Codes will be released soon.

Advances in artificial intelligence often stem from the development of new environments that abstract real-world situations into a form where research can be done conveniently. This paper contributes such an environment based on ideas inspired by elementary Microeconomics. Agents learn to produce resources in a spatially complex world, trade them with one another, and consume those that they prefer. We show that the emergent production, consumption, and pricing behaviors respond to environmental conditions in the directions predicted by supply and demand shifts in Microeconomics. We also demonstrate settings where the agents' emergent prices for goods vary over space, reflecting the local abundance of goods. After the price disparities emerge, some agents then discover a niche of transporting goods between regions with different prevailing prices -- a profitable strategy because they can buy goods where they are cheap and sell them where they are expensive. Finally, in a series of ablation experiments, we investigate how choices in the environmental rewards, bartering actions, agent architecture, and ability to consume tradable goods can either aid or inhibit the emergence of this economic behavior. This work is part of the environment development branch of a research program that aims to build human-like artificial general intelligence through multi-agent interactions in simulated societies. By exploring which environment features are needed for the basic phenomena of elementary microeconomics to emerge automatically from learning, we arrive at an environment that differs from those studied in prior multi-agent reinforcement learning work along several dimensions. For example, the model incorporates heterogeneous tastes and physical abilities, and agents negotiate with one another as a grounded form of communication.

Emotion recognition in conversation (ERC) aims to detect the emotion label for each utterance. Motivated by recent studies which have proven that feeding training examples in a meaningful order rather than considering them randomly can boost the performance of models, we propose an ERC-oriented hybrid curriculum learning framework. Our framework consists of two curricula: (1) conversation-level curriculum (CC); and (2) utterance-level curriculum (UC). In CC, we construct a difficulty measurer based on "emotion shift" frequency within a conversation, then the conversations are scheduled in an "easy to hard" schema according to the difficulty score returned by the difficulty measurer. For UC, it is implemented from an emotion-similarity perspective, which progressively strengthens the model's ability in identifying the confusing emotions. With the proposed model-agnostic hybrid curriculum learning strategy, we observe significant performance boosts over a wide range of existing ERC models and we are able to achieve new state-of-the-art results on four public ERC datasets.

Recently, a considerable literature has grown up around the theme of Graph Convolutional Network (GCN). How to effectively leverage the rich structural information in complex graphs, such as knowledge graphs with heterogeneous types of entities and relations, is a primary open challenge in the field. Most GCN methods are either restricted to graphs with a homogeneous type of edges (e.g., citation links only), or focusing on representation learning for nodes only instead of jointly propagating and updating the embeddings of both nodes and edges for target-driven objectives. This paper addresses these limitations by proposing a novel framework, namely the Knowledge Embedding based Graph Convolutional Network (KE-GCN), which combines the power of GCNs in graph-based belief propagation and the strengths of advanced knowledge embedding (a.k.a. knowledge graph embedding) methods, and goes beyond. Our theoretical analysis shows that KE-GCN offers an elegant unification of several well-known GCN methods as specific cases, with a new perspective of graph convolution. Experimental results on benchmark datasets show the advantageous performance of KE-GCN over strong baseline methods in the tasks of knowledge graph alignment and entity classification.

We study the problem of textual relation embedding with distant supervision. To combat the wrong labeling problem of distant supervision, we propose to embed textual relations with global statistics of relations, i.e., the co-occurrence statistics of textual and knowledge base relations collected from the entire corpus. This approach turns out to be more robust to the training noise introduced by distant supervision. On a popular relation extraction dataset, we show that the learned textual relation embedding can be used to augment existing relation extraction models and significantly improve their performance. Most remarkably, for the top 1,000 relational facts discovered by the best existing model, the precision can be improved from 83.9% to 89.3%.

北京阿比特科技有限公司