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 present in this article what we believe to be one of the first attempts at video game machine translation. Our study shows that models trained only with limited in-domain data surpass publicly available systems by a significant margin, and a subsequent human evaluation reveals interesting findings in the final translation. The first part of the article introduces some of the challenges of video game translation, some of the existing literature, as well as the systems and data sets used in this experiment. The last sections discuss our analysis of the resulting translation and the potential benefits of such an automated system. One such finding highlights the model's ability to learn typical rules and patterns of video game translations from English into French. Our conclusions therefore indicate that the specific case of video game machine translation could prove very much useful given the encouraging results, the highly repetitive nature of the work, and the often poor working conditions that translators face in this field. As with other use cases of MT in cultural sectors, however, we believe this is heavily dependent on the proper implementation of the tool, which should be used interactively by human translators to stimulate creativity instead of raw post-editing for the sake of productivity.

相關內容

機器翻譯(Machine Translation)涵蓋計算語言學和語言工程的所有分支,包含多語言方面。特色論文涵蓋理論,描述或計算方面的任何下列主題:雙語和多語語料庫的編寫和使用,計算機輔助語言教學,非羅馬字符集的計算含義,連接主義翻譯方法,對比語言學等。 官網地址:

Efforts to promote equitable public policy with algorithms appear to be fundamentally constrained by the "impossibility of fairness" (an incompatibility between mathematical definitions of fairness). This technical limitation raises a central question about algorithmic fairness: How can computer scientists and policymakers support equitable policy reforms with algorithms? In this article, I argue that promoting justice with algorithms requires reforming the methodology of algorithmic fairness. First, I diagnose the problems of the current methodology for algorithmic fairness, which I call "formal algorithmic fairness." Because formal algorithmic fairness restricts analysis to isolated decision-making procedures, it leads to the impossibility of fairness and to models that exacerbate oppression despite appearing "fair." Second, I draw on theories of substantive equality from law and philosophy to propose an alternative methodology, which I call "substantive algorithmic fairness." Because substantive algorithmic fairness takes a more expansive scope of analysis, it enables an escape from the impossibility of fairness and provides a rigorous guide for alleviating injustice with algorithms. In sum, substantive algorithmic fairness presents a new direction for algorithmic fairness: away from formal mathematical models of "fair" decision-making and toward substantive evaluations of whether and how algorithms can promote justice in practice.

In visual question answering (VQA), a machine must answer a question given an associated image. Recently, accessibility researchers have explored whether VQA can be deployed in a real-world setting where users with visual impairments learn about their environment by capturing their visual surroundings and asking questions. However, most of the existing benchmarking datasets for VQA focus on machine "understanding" and it remains unclear how progress on those datasets corresponds to improvements in this real-world use case. We aim to answer this question by evaluating discrepancies between machine "understanding" datasets (VQA-v2) and accessibility datasets (VizWiz) by evaluating a variety of VQA models. Based on our findings, we discuss opportunities and challenges in VQA for accessibility and suggest directions for future work.

In recent years, there has been increasing interest in causal reasoning for designing fair decision-making systems due to its compatibility with legal frameworks, interpretability for human stakeholders, and robustness to spurious correlations inherent in observational data, among other factors. The recent attention to causal fairness, however, has been accompanied with great skepticism due to practical and epistemological challenges with applying current causal fairness approaches in the literature. Motivated by the long-standing empirical work on causality in econometrics, social sciences, and biomedical sciences, in this paper we lay out the conditions for appropriate application of causal fairness under the "potential outcomes framework." We highlight key aspects of causal inference that are often ignored in the causal fairness literature. In particular, we discuss the importance of specifying the nature and timing of interventions on social categories such as race or gender. Precisely, instead of postulating an intervention on immutable attributes, we propose a shift in focus to their perceptions and discuss the implications for fairness evaluation. We argue that such conceptualization of the intervention is key in evaluating the validity of causal assumptions and conducting sound causal analysis including avoiding post-treatment bias. Subsequently, we illustrate how causality can address the limitations of existing fairness metrics, including those that depend upon statistical correlations. Specifically, we introduce causal variants of common statistical notions of fairness, and we make a novel observation that under the causal framework there is no fundamental disagreement between different notions of fairness. Finally, we conduct extensive experiments where we demonstrate our approach for evaluating and mitigating unfairness, specially when post-treatment variables are present.

Comparing the functional behavior of neural network models, whether it is a single network over time or two (or more networks) during or post-training, is an essential step in understanding what they are learning (and what they are not), and for identifying strategies for regularization or efficiency improvements. Despite recent progress, e.g., comparing vision transformers to CNNs, systematic comparison of function, especially across different networks, remains difficult and is often carried out layer by layer. Approaches such as canonical correlation analysis (CCA) are applicable in principle, but have been sparingly used so far. In this paper, we revisit a (less widely known) from statistics, called distance correlation (and its partial variant), designed to evaluate correlation between feature spaces of different dimensions. We describe the steps necessary to carry out its deployment for large scale models -- this opens the door to a surprising array of applications ranging from conditioning one deep model w.r.t. another, learning disentangled representations as well as optimizing diverse models that would directly be more robust to adversarial attacks. Our experiments suggest a versatile regularizer (or constraint) with many advantages, which avoids some of the common difficulties one faces in such analyses. Code is at //github.com/zhenxingjian/Partial_Distance_Correlation.

Recently vision transformers have been shown to be competitive with convolution-based methods (CNNs) broadly across multiple vision tasks. The less restrictive inductive bias of transformers endows greater representational capacity in comparison with CNNs. However, in the image classification setting this flexibility comes with a trade-off with respect to sample efficiency, where transformers require ImageNet-scale training. This notion has carried over to video where transformers have not yet been explored for video classification in the low-labeled or semi-supervised settings. Our work empirically explores the low data regime for video classification and discovers that, surprisingly, transformers perform extremely well in the low-labeled video setting compared to CNNs. We specifically evaluate video vision transformers across two contrasting video datasets (Kinetics-400 and SomethingSomething-V2) and perform thorough analysis and ablation studies to explain this observation using the predominant features of video transformer architectures. We even show that using just the labeled data, transformers significantly outperform complex semi-supervised CNN methods that leverage large-scale unlabeled data as well. Our experiments inform our recommendation that semi-supervised learning video work should consider the use of video transformers in the future.

$N$-gram language models (LM) have been largely superseded by neural LMs as the latter exhibits better performance. However, we find that $n$-gram models can achieve satisfactory performance on a large proportion of testing cases, indicating they have already captured abundant knowledge of the language with relatively low computational cost. With this observation, we propose to learn a neural LM that fits the residual between an $n$-gram LM and the real-data distribution. The combination of $n$-gram and neural LMs not only allows the neural part to focus on the deeper understanding of language but also provides a flexible way to customize an LM by switching the underlying $n$-gram model without changing the neural model. Experimental results on three typical language tasks (i.e., language modeling, machine translation, and summarization) demonstrate that our approach attains additional performance gains over popular standalone neural models consistently. We also show that our approach allows for effective domain adaptation by simply switching to a domain-specific $n$-gram model, without any extra training. Our code is released at //github.com/ghrua/NgramRes.

One of the challenges in virtual environments is the difficulty users have in interacting with these increasingly complex systems. Ultimately, endowing machines with the ability to perceive users emotions will enable a more intuitive and reliable interaction. Consequently, using the electroencephalogram as a bio-signal sensor, the affective state of a user can be modelled and subsequently utilised in order to achieve a system that can recognise and react to the user's emotions. This paper investigates features extracted from electroencephalogram signals for the purpose of affective state modelling based on Russell's Circumplex Model. Investigations are presented that aim to provide the foundation for future work in modelling user affect to enhance interaction experience in virtual environments. The DEAP dataset was used within this work, along with a Support Vector Machine and Random Forest, which yielded reasonable classification accuracies for Valence and Arousal using feature vectors based on statistical measurements and band power from the \'z, \b{eta}, \'z, and \'z\'z waves and High Order Crossing of the EEG signal.

Human-in-the-loop aims to train an accurate prediction model with minimum cost by integrating human knowledge and experience. Humans can provide training data for machine learning applications and directly accomplish some tasks that are hard for computers in the pipeline with the help of machine-based approaches. In this paper, we survey existing works on human-in-the-loop from a data perspective and classify them into three categories with a progressive relationship: (1) the work of improving model performance from data processing, (2) the work of improving model performance through interventional model training, and (3) the design of the system independent human-in-the-loop. Using the above categorization, we summarize major approaches in the field, along with their technical strengths/ weaknesses, we have simple classification and discussion in natural language processing, computer vision, and others. Besides, we provide some open challenges and opportunities. This survey intends to provide a high-level summarization for human-in-the-loop and motivates interested readers to consider approaches for designing effective human-in-the-loop solutions.

Recent years have witnessed significant advances in technologies and services in modern network applications, including smart grid management, wireless communication, cybersecurity as well as multi-agent autonomous systems. Considering the heterogeneous nature of networked entities, emerging network applications call for game-theoretic models and learning-based approaches in order to create distributed network intelligence that responds to uncertainties and disruptions in a dynamic or an adversarial environment. This paper articulates the confluence of networks, games and learning, which establishes a theoretical underpinning for understanding multi-agent decision-making over networks. We provide an selective overview of game-theoretic learning algorithms within the framework of stochastic approximation theory, and associated applications in some representative contexts of modern network systems, such as the next generation wireless communication networks, the smart grid and distributed machine learning. In addition to existing research works on game-theoretic learning over networks, we highlight several new angles and research endeavors on learning in games that are related to recent developments in artificial intelligence. Some of the new angles extrapolate from our own research interests. The overall objective of the paper is to provide the reader a clear picture of the strengths and challenges of adopting game-theoretic learning methods within the context of network systems, and further to identify fruitful future research directions on both theoretical and applied studies.

In humans, Attention is a core property of all perceptual and cognitive operations. Given our limited ability to process competing sources, attention mechanisms select, modulate, and focus on the information most relevant to behavior. For decades, concepts and functions of attention have been studied in philosophy, psychology, neuroscience, and computing. For the last six years, this property has been widely explored in deep neural networks. Currently, the state-of-the-art in Deep Learning is represented by neural attention models in several application domains. This survey provides a comprehensive overview and analysis of developments in neural attention models. We systematically reviewed hundreds of architectures in the area, identifying and discussing those in which attention has shown a significant impact. We also developed and made public an automated methodology to facilitate the development of reviews in the area. By critically analyzing 650 works, we describe the primary uses of attention in convolutional, recurrent networks and generative models, identifying common subgroups of uses and applications. Furthermore, we describe the impact of attention in different application domains and their impact on neural networks' interpretability. Finally, we list possible trends and opportunities for further research, hoping that this review will provide a succinct overview of the main attentional models in the area and guide researchers in developing future approaches that will drive further improvements.

北京阿比特科技有限公司