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Large Language Models (LLMs), such as ChatGPT and GPT-4, are designed to provide useful and safe responses. However, adversarial prompts known as 'jailbreaks' can circumvent safeguards, leading LLMs to generate potentially harmful content. Exploring jailbreak prompts can help to better reveal the weaknesses of LLMs and further steer us to secure them. Unfortunately, existing jailbreak methods either suffer from intricate manual design or require optimization on other white-box models, which compromises either generalization or efficiency. In this paper, we generalize jailbreak prompt attacks into two aspects: (1) Prompt Rewriting and (2) Scenario Nesting. Based on this, we propose ReNeLLM, an automatic framework that leverages LLMs themselves to generate effective jailbreak prompts. Extensive experiments demonstrate that ReNeLLM significantly improves the attack success rate while greatly reducing the time cost compared to existing baselines. Our study also reveals the inadequacy of current defense methods in safeguarding LLMs. Finally, we analyze the failure of LLMs defense from the perspective of prompt execution priority, and propose corresponding defense strategies. We hope that our research can catalyze both the academic community and LLMs developers towards the provision of safer and more regulated LLMs. The code is available at //github.com/NJUNLP/ReNeLLM.

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Generative approaches have significantly influenced Aspect-Based Sentiment Analysis (ABSA), garnering considerable attention. However, existing studies often predict target text components monolithically, neglecting the benefits of utilizing single elements for tuple prediction. In this paper, we introduce Element to Tuple Prompting (E2TP), employing a two-step architecture. The former step focuses on predicting single elements, while the latter step completes the process by mapping these predicted elements to their corresponding tuples. E2TP is inspired by human problem-solving, breaking down tasks into manageable parts, using the first step's output as a guide in the second step. Within this strategy, three types of paradigms, namely E2TP($diet$), E2TP($f_1$), and E2TP($f_2$), are designed to facilitate the training process. Beyond in-domain task-specific experiments, our paper addresses cross-domain scenarios, demonstrating the effectiveness and generalizability of the approach. By conducting a comprehensive analysis on various benchmarks, we show that E2TP achieves new state-of-the-art results in nearly all cases.

We propose a novel Attentional Scale Sequence Fusion based You Only Look Once (YOLO) framework (ASF-YOLO) which combines spatial and scale features for accurate and fast cell instance segmentation. Built on the YOLO segmentation framework, we employ the Scale Sequence Feature Fusion (SSFF) module to enhance the multi-scale information extraction capability of the network, and the Triple Feature Encoder (TFE) module to fuse feature maps of different scales to increase detailed information. We further introduce a Channel and Position Attention Mechanism (CPAM) to integrate both the SSFF and TPE modules, which focus on informative channels and spatial position-related small objects for improved detection and segmentation performance. Experimental validations on two cell datasets show remarkable segmentation accuracy and speed of the proposed ASF-YOLO model. It achieves a box mAP of 0.91, mask mAP of 0.887, and an inference speed of 47.3 FPS on the 2018 Data Science Bowl dataset, outperforming the state-of-the-art methods. The source code is available at //github.com/mkang315/ASF-YOLO.

In the last three decades, the Steered Response Power (SRP) method has been widely used for the task of Sound Source Localization (SSL), due to its satisfactory localization performance on moderately reverberant and noisy scenarios. Many works have analyzed and extended the original SRP method to reduce its computational cost, to allow it to locate multiple sources, or to improve its performance in adverse environments. In this work, we review over 200 papers on the SRP method and its variants, with emphasis on the SRP-PHAT method. We also present eXtensible-SRP, or X-SRP, a generalized and modularized version of the SRP algorithm which allows the reviewed extensions to be implemented. We provide a Python implementation of the algorithm which includes selected extensions from the literature.

Gaussian Splatting has garnered widespread attention due to its exceptional performance. Consequently, SLAM systems based on Gaussian Splatting have emerged, leveraging its capabilities for rapid real-time rendering and high-fidelity mapping. However, current Gaussian Splatting SLAM systems usually struggle with large scene representation and lack effective loop closure adjustments and scene generalization capabilities. To address these issues, we introduce NGM-SLAM, the first GS-SLAM system that utilizes neural radiance field submaps for progressive scene expression, effectively integrating the strengths of neural radiance fields and 3D Gaussian Splatting. We have developed neural implicit submaps as supervision and achieve high-quality scene expression and online loop closure adjustments through Gaussian rendering of fused submaps. Our results on multiple real-world scenes and large-scale scene datasets demonstrate that our method can achieve accurate gap filling and high-quality scene expression, supporting both monocular, stereo, and RGB-D inputs, and achieving state-of-the-art scene reconstruction and tracking performance.

We demonstrate a situation in which Large Language Models, trained to be helpful, harmless, and honest, can display misaligned behavior and strategically deceive their users about this behavior without being instructed to do so. Concretely, we deploy GPT-4 as an agent in a realistic, simulated environment, where it assumes the role of an autonomous stock trading agent. Within this environment, the model obtains an insider tip about a lucrative stock trade and acts upon it despite knowing that insider trading is disapproved of by company management. When reporting to its manager, the model consistently hides the genuine reasons behind its trading decision. We perform a brief investigation of how this behavior varies under changes to the setting, such as removing model access to a reasoning scratchpad, attempting to prevent the misaligned behavior by changing system instructions, changing the amount of pressure the model is under, varying the perceived risk of getting caught, and making other simple changes to the environment. To our knowledge, this is the first demonstration of Large Language Models trained to be helpful, harmless, and honest, strategically deceiving their users in a realistic situation without direct instructions or training for deception.

Biomedical data is growing exponentially, and managing it is increasingly challenging. While Findable, Accessible, Interoperable and Reusable (FAIR) data principles provide guidance, their adoption has proven difficult, especially in larger enterprises like pharmaceutical companies. In this manuscript, we describe how we leverage an Ontology-Based Data Management (OBDM) strategy for digital transformation in Novo Nordisk Research & Early Development. Here, we include both our technical blueprint and our approach for organizational change management. We further discuss how such an OBDM ecosystem plays a pivotal role in the organizations digital aspirations for data federation and discovery fuelled by artificial intelligence. Our aim for this paper is to share the lessons learned in order to foster dialogue with parties navigating similar waters while collectively advancing the efforts in the fields of data management, semantics and data driven drug discovery.

As the significance of Software Engineering (SE) professionals continues to grow in the industry, the adoption of gamification techniques for training purposes has gained traction due to its potential to enhance class appeal through game-derived elements. This paper presents a tertiary study investigating the application of gamification in Software Engineering (SE) education. The study was conducted in response to recent systematic literature reviews and mappings on the topic. The findings reveal that the areas of SE most frequently gamified are Software Testing and Software Quality, with competition and cooperation being the most commonly utilized gamification elements. Additionally, the majority of studies focus on structural gamification, where game elements are employed to modify the learning environment without altering the content. The results demonstrate the potential of gamification to improve students' engagement and motivation throughout the SE learning process, while also impacting other aspects such as performance improvement, skill development, and fostering good SE practices. However, caution is advised as unplanned and incorrectly applied gamification measures may lead to significant declines in performance and motivation. (English Version of the paper in Portuguese available here: HTTP://doi.org/10.1145/3613372.3614193

Large Multimodal Models (LMMs) have achieved impressive success in visual understanding and reasoning, remarkably improving the performance of mathematical reasoning in a visual context. Yet, a challenging type of visual math lies in the multimodal graph theory problem, which demands that LMMs understand the graphical structures accurately and perform multi-step reasoning on the visual graph. Additionally, exploring multimodal graph theory problems will lead to more effective strategies in fields like biology, transportation, and robotics planning. To step forward in this direction, we are the first to design a benchmark named VisionGraph, used to explore the capabilities of advanced LMMs in solving multimodal graph theory problems. It encompasses eight complex graph problem tasks, from connectivity to shortest path problems. Subsequently, we present a Description-Program-Reasoning (DPR) chain to enhance the logical accuracy of reasoning processes through graphical structure description generation and algorithm-aware multi-step reasoning. Our extensive study shows that 1) GPT-4V outperforms Gemini Pro in multi-step graph reasoning; 2) All LMMs exhibit inferior perception accuracy for graphical structures, whether in zero/few-shot settings or with supervised fine-tuning (SFT), which further affects problem-solving performance; 3) DPR significantly improves the multi-step graph reasoning capabilities of LMMs and the GPT-4V (DPR) agent achieves SOTA performance.

Knowledge Graph Embedding (KGE) aims to learn representations for entities and relations. Most KGE models have gained great success, especially on extrapolation scenarios. Specifically, given an unseen triple (h, r, t), a trained model can still correctly predict t from (h, r, ?), or h from (?, r, t), such extrapolation ability is impressive. However, most existing KGE works focus on the design of delicate triple modeling function, which mainly tells us how to measure the plausibility of observed triples, but offers limited explanation of why the methods can extrapolate to unseen data, and what are the important factors to help KGE extrapolate. Therefore in this work, we attempt to study the KGE extrapolation of two problems: 1. How does KGE extrapolate to unseen data? 2. How to design the KGE model with better extrapolation ability? For the problem 1, we first discuss the impact factors for extrapolation and from relation, entity and triple level respectively, propose three Semantic Evidences (SEs), which can be observed from train set and provide important semantic information for extrapolation. Then we verify the effectiveness of SEs through extensive experiments on several typical KGE methods. For the problem 2, to make better use of the three levels of SE, we propose a novel GNN-based KGE model, called Semantic Evidence aware Graph Neural Network (SE-GNN). In SE-GNN, each level of SE is modeled explicitly by the corresponding neighbor pattern, and merged sufficiently by the multi-layer aggregation, which contributes to obtaining more extrapolative knowledge representation. Finally, through extensive experiments on FB15k-237 and WN18RR datasets, we show that SE-GNN achieves state-of-the-art performance on Knowledge Graph Completion task and performs a better extrapolation ability.

A sememe is defined as the minimum semantic unit of human languages. Sememe knowledge bases (KBs), which contain words annotated with sememes, have been successfully applied to many NLP tasks. However, existing sememe KBs are built on only a few languages, which hinders their widespread utilization. To address the issue, we propose to build a unified sememe KB for multiple languages based on BabelNet, a multilingual encyclopedic dictionary. We first build a dataset serving as the seed of the multilingual sememe KB. It manually annotates sememes for over $15$ thousand synsets (the entries of BabelNet). Then, we present a novel task of automatic sememe prediction for synsets, aiming to expand the seed dataset into a usable KB. We also propose two simple and effective models, which exploit different information of synsets. Finally, we conduct quantitative and qualitative analyses to explore important factors and difficulties in the task. All the source code and data of this work can be obtained on //github.com/thunlp/BabelNet-Sememe-Prediction.

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