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Video games are increasingly accessible to blind and low vision (BLV) players, yet many aspects remain inaccessible. One aspect is the joy players feel when they explore environments and make new discoveries, which is integral to many games. Sighted players experience discovery by surveying environments and identifying unexplored areas. Current accessibility tools, however, guide BLV players directly to items and places, robbing them of that experience. Thus, a crucial challenge is to develop navigation assistance tools that also foster exploration and discovery. To address this challenge, we propose the concept of exploration assistance in games and design Surveyor, an in-game exploration assistance tool that enhances discovery by tracking where BLV players look and highlighting unexplored areas. We designed Surveyor using insights from a formative study and compared Surveyor's effectiveness to approaches found in existing accessible games. Our findings reveal implications for facilitating richer play experiences for BLV users within games.

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Real world testing is of vital importance to the success of automated driving. While many players in the business design purpose build testing vehicles, we designed and build a modular platform that offers high flexibility for any kind of scenario. CoCar NextGen is equipped with next generation hardware that addresses all future use cases. Its extensive, redundant sensor setup allows to develop cross-domain data driven approaches that manage the transfer to other sensor setups. Together with the possibility of being deployed on public roads, this creates a unique research platform that supports the road to automated driving on SAE Level 5.

The Effective Receptive field (ERF) plays an important role in transform coding, which determines how much redundancy can be removed at most during transform and how many spatial priors can be utilized to synthesize textures during inverse transform. Existing methods rely on stacks of small kernels, whose ERF remains not large enough instead, or heavy non-local attention mechanisms, which limit the potential of high-resolution image coding. To tackle this issue, we propose Large Receptive Field Transform Coding with Adaptive Weights for Learned Image Compression (LLIC). Specifically, for the first time in the learned image compression community, we introduce a few large kernel-based depth-wise convolutions to reduce more redundancy while maintaining modest complexity. Due to the wide range of image diversity, we further propose a mechanism to augment convolution adaptability through the self-conditioned generation of weights. The large kernels cooperate with non-linear embedding and gate mechanisms for better expressiveness and lighter point-wise interactions. Our investigation extends to refined training methods that unlock the full potential of these large kernels. Moreover, to promote more dynamic inter-channel interactions, we introduce an adaptive channel-wise bit allocation strategy that autonomously generates channel importance factors in a self-conditioned manner. To demonstrate the effectiveness of the proposed transform coding, we align the entropy model to compare with existing transform methods and obtain models LLIC-STF, LLIC-ELIC, LLIC-TCM. Extensive experiments demonstrate our proposed LLIC models have significant improvements over corresponding baselines and reduce BD-Rate by 9.49%, 9.47%, 10.94% on Kodak over VTM-17.0 Intra, respectively. Our LLIC models achieve state-of-the-art performances and better trade-offs between performance and complexity.

State-of-the-art models on contemporary 3D segmentation benchmarks like ScanNet consume and label dataset-provided 3D point clouds, obtained through post processing of sensed multiview RGB-D images. They are typically trained in-domain, forego large-scale 2D pre-training and outperform alternatives that featurize the posed RGB-D multiview images instead. The gap in performance between methods that consume posed images versus post-processed 3D point clouds has fueled the belief that 2D and 3D perception require distinct model architectures. In this paper, we challenge this view and propose ODIN (Omni-Dimensional INstance segmentation), a model that can segment and label both 2D RGB images and 3D point clouds, using a transformer architecture that alternates between 2D within-view and 3D cross-view information fusion. Our model differentiates 2D and 3D feature operations through the positional encodings of the tokens involved, which capture pixel coordinates for 2D patch tokens and 3D coordinates for 3D feature tokens. ODIN achieves state-of-the-art performance on ScanNet200, Matterport3D and AI2THOR 3D instance segmentation benchmarks, and competitive performance on ScanNet, S3DIS and COCO. It outperforms all previous works by a wide margin when the sensed 3D point cloud is used in place of the point cloud sampled from 3D mesh. When used as the 3D perception engine in an instructable embodied agent architecture, it sets a new state-of-the-art on the TEACh action-from-dialogue benchmark. Our code and checkpoints can be found at the project website (//odin-seg.github.io).

While Poker, as a family of games, has been studied extensively in the last decades, collectible card games have seen relatively little attention. Only recently have we seen an agent that can compete with professional human players in Hearthstone, one of the most popular collectible card games. Although artificial agents must be able to work with imperfect information in both of these genres, collectible card games pose another set of distinct challenges. Unlike in many poker variants, agents must deal with state space so vast that even enumerating all states consistent with the agent's beliefs is intractable, rendering the current search methods unusable and requiring the agents to opt for other techniques. In this paper, we investigate the strength of such techniques for this class of games. Namely, we present preliminary analysis results of ByteRL, the state-of-the-art agent in Legends of Code and Magic and Hearthstone. Although ByteRL beat a top-10 Hearthstone player from China, we show that its play in Legends of Code and Magic is highly exploitable.

Recent advances in Vision and Language Models (VLMs) have improved open-world 3D representation, facilitating 3D zero-shot capability in unseen categories. Existing open-world methods pre-train an extra 3D encoder to align features from 3D data (e.g., depth maps or point clouds) with CAD-rendered images and corresponding texts. However, the limited color and texture variations in CAD images can compromise the alignment robustness. Furthermore, the volume discrepancy between pre-training datasets of the 3D encoder and VLM leads to sub-optimal 2D to 3D knowledge transfer. To overcome these issues, we propose OpenDlign, a novel framework for learning open-world 3D representations, that leverages depth-aligned images generated from point cloud-projected depth maps. Unlike CAD-rendered images, our generated images provide rich, realistic color and texture diversity while preserving geometric and semantic consistency with the depth maps. OpenDlign also optimizes depth map projection and integrates depth-specific text prompts, improving 2D VLM knowledge adaptation for 3D learning efficient fine-tuning. Experimental results show that OpenDlign significantly outperforms existing benchmarks in zero-shot and few-shot 3D tasks, exceeding prior scores by 8.0% on ModelNet40 and 16.4% on OmniObject3D with just 6 million tuned parameters. Moreover, integrating generated depth-aligned images into existing 3D learning pipelines consistently improves their performance.

Deepfake videos are becoming increasingly realistic, showing subtle tampering traces on facial areasthat vary between frames. Consequently, many existing Deepfake detection methods struggle to detect unknown domain Deepfake videos while accurately locating the tampered region. To address thislimitation, we propose Delocate, a novel Deepfake detection model that can both recognize andlocalize unknown domain Deepfake videos. Ourmethod consists of two stages named recoveringand localization. In the recovering stage, the modelrandomly masks regions of interest (ROIs) and reconstructs real faces without tampering traces, resulting in a relatively good recovery effect for realfaces and a poor recovery effect for fake faces. Inthe localization stage, the output of the recoveryphase and the forgery ground truth mask serve assupervision to guide the forgery localization process. This process strategically emphasizes the recovery phase of fake faces with poor recovery, facilitating the localization of tampered regions. Ourextensive experiments on four widely used benchmark datasets demonstrate that Delocate not onlyexcels in localizing tampered areas but also enhances cross-domain detection performance.

Long methods that encapsulate multiple responsibilities within a single method are challenging to maintain. Choosing which statements to extract into new methods has been the target of many research tools. Despite steady improvements, these tools often fail to generate refactorings that align with developers' preferences and acceptance criteria. Given that Large Language Models (LLMs) have been trained on large code corpora, if we harness their familiarity with the way developers form functions, we could suggest refactorings that developers are likely to accept. In this paper, we advance the science and practice of refactoring by synergistically combining the insights of LLMs with the power of IDEs to perform Extract Method (EM). Our formative study on 1752 EM scenarios revealed that LLMs are very effective for giving expert suggestions, yet they are unreliable: up to 76.3% of the suggestions are hallucinations. We designed a novel approach that removes hallucinations from the candidates suggested by LLMs, then further enhances and ranks suggestions based on static analysis techniques from program slicing, and finally leverages the IDE to execute refactorings correctly. We implemented this approach in an IntelliJ IDEA plugin called EM-Assist. We empirically evaluated EM-Assist on a diverse corpus that replicates 1752 actual refactorings from open-source projects. We found that EM-Assist outperforms previous state of the art tools: EM-Assist suggests the developerperformed refactoring in 53.4% of cases, improving over the recall rate of 39.4% for previous best-in-class tools. Furthermore, we conducted firehouse surveys with 16 industrial developers and suggested refactorings on their recent commits. 81.3% of them agreed with the recommendations provided by EM-Assist.

Recently, 3D Gaussian splatting (3D-GS) has gained popularity in novel-view scene synthesis. It addresses the challenges of lengthy training times and slow rendering speeds associated with Neural Radiance Fields (NeRFs). Through rapid, differentiable rasterization of 3D Gaussians, 3D-GS achieves real-time rendering and accelerated training. They, however, demand substantial memory resources for both training and storage, as they require millions of Gaussians in their point cloud representation for each scene. We present a technique utilizing quantized embeddings to significantly reduce per-point memory storage requirements and a coarse-to-fine training strategy for a faster and more stable optimization of the Gaussian point clouds. Our approach develops a pruning stage which results in scene representations with fewer Gaussians, leading to faster training times and rendering speeds for real-time rendering of high resolution scenes. We reduce storage memory by more than an order of magnitude all while preserving the reconstruction quality. We validate the effectiveness of our approach on a variety of datasets and scenes preserving the visual quality while consuming 10-20x lesser memory and faster training/inference speed. Project page and code is available //efficientgaussian.github.io

Diffusion models (DMs) have shown great potential for high-quality image synthesis. However, when it comes to producing images with complex scenes, how to properly describe both image global structures and object details remains a challenging task. In this paper, we present Frido, a Feature Pyramid Diffusion model performing a multi-scale coarse-to-fine denoising process for image synthesis. Our model decomposes an input image into scale-dependent vector quantized features, followed by a coarse-to-fine gating for producing image output. During the above multi-scale representation learning stage, additional input conditions like text, scene graph, or image layout can be further exploited. Thus, Frido can be also applied for conditional or cross-modality image synthesis. We conduct extensive experiments over various unconditioned and conditional image generation tasks, ranging from text-to-image synthesis, layout-to-image, scene-graph-to-image, to label-to-image. More specifically, we achieved state-of-the-art FID scores on five benchmarks, namely layout-to-image on COCO and OpenImages, scene-graph-to-image on COCO and Visual Genome, and label-to-image on COCO. Code is available at //github.com/davidhalladay/Frido.

Multi-agent influence diagrams (MAIDs) are a popular form of graphical model that, for certain classes of games, have been shown to offer key complexity and explainability advantages over traditional extensive form game (EFG) representations. In this paper, we extend previous work on MAIDs by introducing the concept of a MAID subgame, as well as subgame perfect and trembling hand perfect equilibrium refinements. We then prove several equivalence results between MAIDs and EFGs. Finally, we describe an open source implementation for reasoning about MAIDs and computing their equilibria.

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