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We present CGAAL, our efficient on-the-fly model checker for alternating-time temporal logic (ATL) on concurrent game structures (CGS). We present how our tool encodes ATL as extended dependency graphs with negation edges and employs the distributed on-the-fly algorithm by Dalsgaard et al. Our tool offers multiple novel search strategies for the algorithm, including DHS which is inspired by PageRank and uses the in-degree of configurations as a heuristic, IHS which estimates instability of assignment values, and LPS which estimates the distance to a state satisfying the constituent property using linear programming. CGS are input using our modelling language LCGS, where composition and synchronisation are easily described. We prove the correctness of our encoding, and our experiments show that our tool CGAAL is often one to three orders of magnitude faster than the popular tool PRISM-games on case studies from PRISM's documentation and among case studies we have developed. In our evaluation, we also compare and evaluate our search strategies, and find that our custom search strategies are often significantly faster than the usual breadth-first and depth-first search strategies.

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ACM/IEEE第23屆模型驅動工程語言和系統國際會議,是模型驅動軟件和系統工程的首要會議系列,由ACM-SIGSOFT和IEEE-TCSE支持組織。自1998年以來,模型涵蓋了建模的各個方面,從語言和方法到工具和應用程序。模特的參加者來自不同的背景,包括研究人員、學者、工程師和工業專業人士。MODELS 2019是一個論壇,參與者可以圍繞建模和模型驅動的軟件和系統交流前沿研究成果和創新實踐經驗。今年的版本將為建模社區提供進一步推進建模基礎的機會,并在網絡物理系統、嵌入式系統、社會技術系統、云計算、大數據、機器學習、安全、開源等新興領域提出建模的創新應用以及可持續性。 官網鏈接: · RGB-D · 正則的 · Learning · MoDELS ·
2023 年 11 月 14 日

We propose DynamicSurf, a model-free neural implicit surface reconstruction method for high-fidelity 3D modelling of non-rigid surfaces from monocular RGB-D video. To cope with the lack of multi-view cues in monocular sequences of deforming surfaces, one of the most challenging settings for 3D reconstruction, DynamicSurf exploits depth, surface normals, and RGB losses to improve reconstruction fidelity and optimisation time. DynamicSurf learns a neural deformation field that maps a canonical representation of the surface geometry to the current frame. We depart from current neural non-rigid surface reconstruction models by designing the canonical representation as a learned feature grid which leads to faster and more accurate surface reconstruction than competing approaches that use a single MLP. We demonstrate DynamicSurf on public datasets and show that it can optimize sequences of varying frames with $6\times$ speedup over pure MLP-based approaches while achieving comparable results to the state-of-the-art methods. Project is available at //mirgahney.github.io//DynamicSurf.io/.

Interpreting EEG signals linked to spoken language presents a complex challenge, given the data's intricate temporal and spatial attributes, as well as the various noise factors. Denoising diffusion probabilistic models (DDPMs), which have recently gained prominence in diverse areas for their capabilities in representation learning, are explored in our research as a means to address this issue. Using DDPMs in conjunction with a conditional autoencoder, our new approach considerably outperforms traditional machine learning algorithms and established baseline models in accuracy. Our results highlight the potential of DDPMs as a sophisticated computational method for the analysis of speech-related EEG signals. This could lead to significant advances in brain-computer interfaces tailored for spoken communication.

We present RoboGen, a generative robotic agent that automatically learns diverse robotic skills at scale via generative simulation. RoboGen leverages the latest advancements in foundation and generative models. Instead of directly using or adapting these models to produce policies or low-level actions, we advocate for a generative scheme, which uses these models to automatically generate diversified tasks, scenes, and training supervisions, thereby scaling up robotic skill learning with minimal human supervision. Our approach equips a robotic agent with a self-guided propose-generate-learn cycle: the agent first proposes interesting tasks and skills to develop, and then generates corresponding simulation environments by populating pertinent objects and assets with proper spatial configurations. Afterwards, the agent decomposes the proposed high-level task into sub-tasks, selects the optimal learning approach (reinforcement learning, motion planning, or trajectory optimization), generates required training supervision, and then learns policies to acquire the proposed skill. Our work attempts to extract the extensive and versatile knowledge embedded in large-scale models and transfer them to the field of robotics. Our fully generative pipeline can be queried repeatedly, producing an endless stream of skill demonstrations associated with diverse tasks and environments.

Responding to the thousands of student questions on online QA platforms each semester has a considerable human cost, particularly in computing courses with rapidly growing enrollments. To address the challenges of scalable and intelligent question-answering (QA), we introduce an innovative solution that leverages open-source Large Language Models (LLMs) from the LLaMA-2 family to ensure data privacy. Our approach combines augmentation techniques such as retrieval augmented generation (RAG), supervised fine-tuning (SFT), and learning from human preferences data using Direct Preference Optimization (DPO). Through extensive experimentation on a Piazza dataset from an introductory CS course, comprising 10,000 QA pairs and 1,500 pairs of preference data, we demonstrate a significant 30% improvement in the quality of answers, with RAG being a particularly impactful addition. Our contributions include the development of a novel architecture for educational QA, extensive evaluations of LLM performance utilizing both human assessments and LLM-based metrics, and insights into the challenges and future directions of educational data processing. This work paves the way for the development of CHATA, an intelligent QA assistant customizable for courses with an online QA platform

A Federated Learning (FL) system typically consists of two core processing entities: the federation controller and the learners. The controller is responsible for managing the execution of FL workflows across learners and the learners for training and evaluating federated models over their private datasets. While executing an FL workflow, the FL system has no control over the computational resources or data of the participating learners. Still, it is responsible for other operations, such as model aggregation, task dispatching, and scheduling. These computationally heavy operations generally need to be handled by the federation controller. Even though many FL systems have been recently proposed to facilitate the development of FL workflows, most of these systems overlook the scalability of the controller. To meet this need, we designed and developed a novel FL system called MetisFL, where the federation controller is the first-class citizen. MetisFL re-engineers all the operations conducted by the federation controller to accelerate the training of large-scale FL workflows. By quantitatively comparing MetisFL against other state-of-the-art FL systems, we empirically demonstrate that MetisFL leads to a 10-fold wall-clock time execution boost across a wide range of challenging FL workflows with increasing model sizes and federation sites.

We present Ball-AR, an augmented reality (AR) game where two players in the same physical space attempt to hit each other with virtual dodgeballs overlaid on the physical world. Researchers have studied AR's potential for fostering co-located interaction and physical activity; however, they have not investigated the impacts of physical activity and physical environment on user experiences and interaction. We created an AR dodgeball game centered around encouraging physical activity and harnessing the physical environment. We then evaluated the game with five dyads to analyze the impacts of these design choices on the quality of gameplay and interaction between players. We found that physical activity and the shared physical space created memorable experiences and interactions among participants, although participants desired a more augmented and immersive experience.

Inspired by the recent success of large language models (LLMs) like ChatGPT, researchers start to explore the adoption of LLMs for agile hardware design, such as generating design RTL based on natural-language instructions. However, in existing works, their target designs are all relatively simple and in a small scale, and proposed by the authors themselves, making a fair comparison among different LLM solutions challenging. In addition, many prior works only focus on the design correctness, without evaluating the design qualities of generated design RTL. In this work, we propose an open-source benchmark named RTLLM, for generating design RTL with natural language instructions. To systematically evaluate the auto-generated design RTL, we summarized three progressive goals, named syntax goal, functionality goal, and design quality goal. This benchmark can automatically provide a quantitative evaluation of any given LLM-based solution. Furthermore, we propose an easy-to-use yet surprisingly effective prompt engineering technique named self-planning, which proves to significantly boost the performance of GPT-3.5 in our proposed benchmark.

We introduce Voyager, the first LLM-powered embodied lifelong learning agent in Minecraft that continuously explores the world, acquires diverse skills, and makes novel discoveries without human intervention. Voyager consists of three key components: 1) an automatic curriculum that maximizes exploration, 2) an ever-growing skill library of executable code for storing and retrieving complex behaviors, and 3) a new iterative prompting mechanism that incorporates environment feedback, execution errors, and self-verification for program improvement. Voyager interacts with GPT-4 via blackbox queries, which bypasses the need for model parameter fine-tuning. The skills developed by Voyager are temporally extended, interpretable, and compositional, which compounds the agent's abilities rapidly and alleviates catastrophic forgetting. Empirically, Voyager shows strong in-context lifelong learning capability and exhibits exceptional proficiency in playing Minecraft. It obtains 3.3x more unique items, travels 2.3x longer distances, and unlocks key tech tree milestones up to 15.3x faster than prior SOTA. Voyager is able to utilize the learned skill library in a new Minecraft world to solve novel tasks from scratch, while other techniques struggle to generalize. We open-source our full codebase and prompts at //voyager.minedojo.org/.

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.

We present Emu, a system that semantically enhances multilingual sentence embeddings. Our framework fine-tunes pre-trained multilingual sentence embeddings using two main components: a semantic classifier and a language discriminator. The semantic classifier improves the semantic similarity of related sentences, whereas the language discriminator enhances the multilinguality of the embeddings via multilingual adversarial training. Our experimental results based on several language pairs show that our specialized embeddings outperform the state-of-the-art multilingual sentence embedding model on the task of cross-lingual intent classification using only monolingual labeled data.

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