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 a novel method for a multi-party, zero-trust validator infrastructure deployment arrangement via smart contracts to secure Proof-of-Stake (PoS) blockchains. The proposed arrangement architecture employs a combination of non-fungible tokens (NFTs), a treasury contract, and validator smart contract wallets to facilitate trustless participation in staking mechanisms. The NFT minting process allows depositors to exchange their capital for an NFT representing their stake in a validator, while the treasury contract manages the registry of NFT holders and handles rewards distribution. Validator smart contract wallets are employed to create a trustless connection between the validator operator and the treasury, enabling autonomous staking and unstaking processes based on predefined conditions. In addition, the proposed system incorporates protection mechanisms for depositors, such as triggered exits in case of non-payment of rewards and a penalty payout from the validator operator. The arrangement benefits from the extensibility and interoperability of web3 technologies, with potential applications in the broader digital ecosystem. This zero-trust staking mechanism aims to serve users who desire increased privacy, trust, and flexibility in managing their digital wealth, while promoting greater decentralization and transparency in the PoS ecosystem.

相關內容

We propose a robust and reliable evaluation metric for generative models by introducing topological and statistical treatments for rigorous support estimation. Existing metrics, such as Inception Score (IS), Frechet Inception Distance (FID), and the variants of Precision and Recall (P&R), heavily rely on supports that are estimated from sample features. However, the reliability of their estimation has not been seriously discussed (and overlooked) even though the quality of the evaluation entirely depends on it. In this paper, we propose Topological Precision and Recall (TopP&R, pronounced 'topper'), which provides a systematic approach to estimating supports, retaining only topologically and statistically important features with a certain level of confidence. This not only makes TopP&R strong for noisy features, but also provides statistical consistency. Our theoretical and experimental results show that TopP&R is robust to outliers and non-independent and identically distributed (Non-IID) perturbations, while accurately capturing the true trend of change in samples. To the best of our knowledge, this is the first evaluation metric focused on the robust estimation of the support and provides its statistical consistency under noise.

Modern recommender systems lie at the heart of complex ecosystems that couple the behavior of users, content providers, advertisers, and other actors. Despite this, the focus of the majority of recommender research -- and most practical recommenders of any import -- is on the local, myopic optimization of the recommendations made to individual users. This comes at a significant cost to the long-term utility that recommenders could generate for its users. We argue that explicitly modeling the incentives and behaviors of all actors in the system -- and the interactions among them induced by the recommender's policy -- is strictly necessary if one is to maximize the value the system brings to these actors and improve overall ecosystem "health". Doing so requires: optimization over long horizons using techniques such as reinforcement learning; making inevitable tradeoffs in the utility that can be generated for different actors using the methods of social choice; reducing information asymmetry, while accounting for incentives and strategic behavior, using the tools of mechanism design; better modeling of both user and item-provider behaviors by incorporating notions from behavioral economics and psychology; and exploiting recent advances in generative and foundation models to make these mechanisms interpretable and actionable. We propose a conceptual framework that encompasses these elements, and articulate a number of research challenges that emerge at the intersection of these different disciplines.

The recommendation of appropriate development pathways, also known as ecological civilization patterns for achieving Sustainable Development Goals (namely, sustainable development patterns), are of utmost importance for promoting ecological, economic, social, and resource sustainability in a specific region. To achieve this, the recommendation process must carefully consider the region's natural, environmental, resource, and economic characteristics. However, current recommendation algorithms in the field of computer science fall short in adequately addressing the spatial heterogeneity related to environment and sparsity of regional historical interaction data, which limits their effectiveness in recommending sustainable development patterns. To overcome these challenges, this paper proposes a method called User Graph after Pruning and Intent Graph (UGPIG). Firstly, we utilize the high-density linking capability of the pruned User Graph to address the issue of spatial heterogeneity neglect in recommendation algorithms. Secondly, we construct an Intent Graph by incorporating the intent network, which captures the preferences for attributes including environmental elements of target regions. This approach effectively alleviates the problem of sparse historical interaction data in the region. Through extensive experiments, we demonstrate that UGPIG outperforms state-of-the-art recommendation algorithms like KGCN, KGAT, and KGIN in sustainable development pattern recommendations, with a maximum improvement of 9.61% in Top-3 recommendation performance.

We discuss the emerging new opportunity for building feedback-rich computational models of social systems using generative artificial intelligence. Referred to as Generative Agent-Based Models (GABMs), such individual-level models utilize large language models such as ChatGPT to represent human decision-making in social settings. We provide a GABM case in which human behavior can be incorporated in simulation models by coupling a mechanistic model of human interactions with a pre-trained large language model. This is achieved by introducing a simple GABM of social norm diffusion in an organization. For educational purposes, the model is intentionally kept simple. We examine a wide range of scenarios and the sensitivity of the results to several changes in the prompt. We hope the article and the model serve as a guide for building useful diffusion models that include realistic human reasoning and decision-making.

We present VAPOR, a novel method for autonomous legged robot navigation in unstructured, densely vegetated outdoor environments using offline Reinforcement Learning (RL). Our method trains a novel RL policy using an actor-critic network and arbitrary data collected in real outdoor vegetation. Our policy uses height and intensity-based cost maps derived from 3D LiDAR point clouds, a goal cost map, and processed proprioception data as state inputs, and learns the physical and geometric properties of the surrounding obstacles such as height, density, and solidity/stiffness. The fully-trained policy's critic network is then used to evaluate the quality of dynamically feasible velocities generated from a novel context-aware planner. Our planner adapts the robot's velocity space based on the presence of entrapment inducing vegetation, and narrow passages in dense environments. We demonstrate our method's capabilities on a Spot robot in complex real-world outdoor scenes, including dense vegetation. We observe that VAPOR's actions improve success rates by up to 40%, decrease the average current consumption by up to 2.9%, and decrease the normalized trajectory length by up to 11.2% compared to existing end-to-end offline RL and other outdoor navigation methods.

This paper presents a novel framework, Artificial Intelligence-Enabled Intelligent Assistant (AIIA), for personalized and adaptive learning in higher education. The AIIA system leverages advanced AI and Natural Language Processing (NLP) techniques to create an interactive and engaging learning platform. This platform is engineered to reduce cognitive load on learners by providing easy access to information, facilitating knowledge assessment, and delivering personalized learning support tailored to individual needs and learning styles. The AIIA's capabilities include understanding and responding to student inquiries, generating quizzes and flashcards, and offering personalized learning pathways. The research findings have the potential to significantly impact the design, implementation, and evaluation of AI-enabled Virtual Teaching Assistants (VTAs) in higher education, informing the development of innovative educational tools that can enhance student learning outcomes, engagement, and satisfaction. The paper presents the methodology, system architecture, intelligent services, and integration with Learning Management Systems (LMSs) while discussing the challenges, limitations, and future directions for the development of AI-enabled intelligent assistants in education.

With the breakthrough of AlphaGo, deep reinforcement learning becomes a recognized technique for solving sequential decision-making problems. Despite its reputation, data inefficiency caused by its trial and error learning mechanism makes deep reinforcement learning hard to be practical in a wide range of areas. Plenty of methods have been developed for sample efficient deep reinforcement learning, such as environment modeling, experience transfer, and distributed modifications, amongst which, distributed deep reinforcement learning has shown its potential in various applications, such as human-computer gaming, and intelligent transportation. In this paper, we conclude the state of this exciting field, by comparing the classical distributed deep reinforcement learning methods, and studying important components to achieve efficient distributed learning, covering single player single agent distributed deep reinforcement learning to the most complex multiple players multiple agents distributed deep reinforcement learning. Furthermore, we review recently released toolboxes that help to realize distributed deep reinforcement learning without many modifications of their non-distributed versions. By analyzing their strengths and weaknesses, a multi-player multi-agent distributed deep reinforcement learning toolbox is developed and released, which is further validated on Wargame, a complex environment, showing usability of the proposed toolbox for multiple players and multiple agents distributed deep reinforcement learning under complex games. Finally, we try to point out challenges and future trends, hoping this brief review can provide a guide or a spark for researchers who are interested in distributed deep reinforcement learning.

Over the past few years, the rapid development of deep learning technologies for computer vision has greatly promoted the performance of medical image segmentation (MedISeg). However, the recent MedISeg publications usually focus on presentations of the major contributions (e.g., network architectures, training strategies, and loss functions) while unwittingly ignoring some marginal implementation details (also known as "tricks"), leading to a potential problem of the unfair experimental result comparisons. In this paper, we collect a series of MedISeg tricks for different model implementation phases (i.e., pre-training model, data pre-processing, data augmentation, model implementation, model inference, and result post-processing), and experimentally explore the effectiveness of these tricks on the consistent baseline models. Compared to paper-driven surveys that only blandly focus on the advantages and limitation analyses of segmentation models, our work provides a large number of solid experiments and is more technically operable. With the extensive experimental results on both the representative 2D and 3D medical image datasets, we explicitly clarify the effect of these tricks. Moreover, based on the surveyed tricks, we also open-sourced a strong MedISeg repository, where each of its components has the advantage of plug-and-play. We believe that this milestone work not only completes a comprehensive and complementary survey of the state-of-the-art MedISeg approaches, but also offers a practical guide for addressing the future medical image processing challenges including but not limited to small dataset learning, class imbalance learning, multi-modality learning, and domain adaptation. The code has been released at: //github.com/hust-linyi/MedISeg

Hierarchical structures are popular in recent vision transformers, however, they require sophisticated designs and massive datasets to work well. In this paper, we explore the idea of nesting basic local transformers on non-overlapping image blocks and aggregating them in a hierarchical way. We find that the block aggregation function plays a critical role in enabling cross-block non-local information communication. This observation leads us to design a simplified architecture that requires minor code changes upon the original vision transformer. The benefits of the proposed judiciously-selected design are threefold: (1) NesT converges faster and requires much less training data to achieve good generalization on both ImageNet and small datasets like CIFAR; (2) when extending our key ideas to image generation, NesT leads to a strong decoder that is 8$\times$ faster than previous transformer-based generators; and (3) we show that decoupling the feature learning and abstraction processes via this nested hierarchy in our design enables constructing a novel method (named GradCAT) for visually interpreting the learned model. Source code is available //github.com/google-research/nested-transformer.

In order to answer natural language questions over knowledge graphs, most processing pipelines involve entity and relation linking. Traditionally, entity linking and relation linking has been performed either as dependent sequential tasks or independent parallel tasks. In this paper, we propose a framework called "EARL", which performs entity linking and relation linking as a joint single task. EARL uses a graph connection based solution to the problem. We model the linking task as an instance of the Generalised Travelling Salesman Problem (GTSP) and use GTSP approximate algorithm solutions. We later develop EARL which uses a pair-wise graph-distance based solution to the problem.The system determines the best semantic connection between all keywords of the question by referring to a knowledge graph. This is achieved by exploiting the "connection density" between entity candidates and relation candidates. The "connection density" based solution performs at par with the approximate GTSP solution.We have empirically evaluated the framework on a dataset with 5000 questions. Our system surpasses state-of-the-art scores for entity linking task by reporting an accuracy of 0.65 to 0.40 from the next best entity linker.

北京阿比特科技有限公司