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Computer games are widespread nowadays and enjoyed by people of all ages. But when it comes to kids, playing these games can be more than just fun, it is a way for them to develop important skills and build emotional intelligence. Facial expressions and sounds that kids produce during gameplay reflect their feelings, thoughts, and moods. In this paper, we propose a novel framework that integrates a fuzzy approach for the recognition of emotions through the analysis of audio and video data. Our focus lies within the specific context of computer games tailored for children, aiming to enhance their overall user experience. We use the FER dataset to detect facial emotions in video frames recorded from the screen during the game. For the audio emotion recognition of sounds a kid produces during the game, we use CREMA-D, TESS, RAVDESS, and Savee datasets. Next, a fuzzy inference system is used for the fusion of results. Besides this, our system can detect emotion stability and emotion diversity during gameplay, which, together with prevailing emotion report, can serve as valuable information for parents worrying about the effect of certain games on their kids. The proposed approach has shown promising results in the preliminary experiments we conducted, involving 3 different video games, namely fighting, racing, and logic games, and providing emotion-tracking results for kids in each game. Our study can contribute to the advancement of child-oriented game development, which is not only engaging but also accounts for children's cognitive and emotional states.

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2023 年 10 月 18 日

Most of the literature on learning in games has focused on the restrictive setting where the underlying repeated game does not change over time. Much less is known about the convergence of no-regret learning algorithms in dynamic multiagent settings. In this paper, we characterize the convergence of optimistic gradient descent (OGD) in time-varying games. Our framework yields sharp convergence bounds for the equilibrium gap of OGD in zero-sum games parameterized on natural variation measures of the sequence of games, subsuming known results for static games. Furthermore, we establish improved second-order variation bounds under strong convexity-concavity, as long as each game is repeated multiple times. Our results also apply to time-varying general-sum multi-player games via a bilinear formulation of correlated equilibria, which has novel implications for meta-learning and for obtaining refined variation-dependent regret bounds, addressing questions left open in prior papers. Finally, we leverage our framework to also provide new insights on dynamic regret guarantees in static games.

Question answering plays a pivotal role in human daily life because it involves our acquisition of knowledge about the world. However, due to the dynamic and ever-changing nature of real-world facts, the answer can be completely different when the time constraint in the question changes. Recently, Large Language Models (LLMs) have shown remarkable intelligence in question answering, while our experiments reveal that the aforementioned problems still pose a significant challenge to existing LLMs. This can be attributed to the LLMs' inability to perform rigorous reasoning based on surface-level text semantics. To overcome this limitation, rather than requiring LLMs to directly answer the question, we propose a novel approach where we reframe the $\textbf{Q}$uestion $\textbf{A}$nswering task $\textbf{a}$s $\textbf{P}$rogramming ($\textbf{QAaP}$). Concretely, by leveraging modern LLMs' superior capability in understanding both natural language and programming language, we endeavor to harness LLMs to represent diversely expressed text as well-structured code and select the best matching answer from multiple candidates through programming. We evaluate our QAaP framework on several time-sensitive question answering datasets and achieve decent improvement, up to $14.5$% over strong baselines. Our codes and data are available at //github.com/TianHongZXY/qaap

There is no doubt that the Moon has become the center of interest for commercial and international actors. Over the past decade, the number of planned long-term missions has increased dramatically. This makes the establishment of cislunar space networks (CSNs) crucial to orchestrate uninterrupted communications between the Moon and Earth. However, there are numerous challenges, unknowns, and uncertainties associated with cislunar communications that may pose various risks to lunar missions. In this study, we aim to address these challenges for cislunar communications by proposing a machine learning-based cislunar space domain awareness (SDA) capability that enables robust and secure communications. To this end, we first propose a detailed channel model for selected cislunar scenarios. Secondly, we propose two types of interference that could model anomalies that occur in cislunar space and are so far known only to a limited extent. Finally, we discuss our cislunar SDA to work in conjunction with the spacecraft communication system. Our proposed cislunar SDA, involving heuristic learning capabilities with machine learning algorithms, detects interference models with over 96% accuracy. The results demonstrate the promising performance of our cislunar SDA approach for secure and robust cislunar communication.

This work focuses on equilibrium selection in no-conflict multi-agent games, where we specifically study the problem of selecting a Pareto-optimal Nash equilibrium among several existing equilibria. It has been shown that many state-of-the-art multi-agent reinforcement learning (MARL) algorithms are prone to converging to Pareto-dominated equilibria due to the uncertainty each agent has about the policy of the other agents during training. To address sub-optimal equilibrium selection, we propose Pareto Actor-Critic (Pareto-AC), which is an actor-critic algorithm that utilises a simple property of no-conflict games (a superset of cooperative games): the Pareto-optimal equilibrium in a no-conflict game maximises the returns of all agents and, therefore, is the preferred outcome for all agents. We evaluate Pareto-AC in a diverse set of multi-agent games and show that it converges to higher episodic returns compared to seven state-of-the-art MARL algorithms and that it successfully converges to a Pareto-optimal equilibrium in a range of matrix games. Finally, we propose PACDCG, a graph neural network extension of Pareto-AC, which is shown to efficiently scale in games with a large number of agents.

Dyadic data is often encountered when quantities of interest are associated with the edges of a network. As such it plays an important role in statistics, econometrics and many other data science disciplines. We consider the problem of uniformly estimating a dyadic Lebesgue density function, focusing on nonparametric kernel-based estimators taking the form of dyadic empirical processes. Our main contributions include the minimax-optimal uniform convergence rate of the dyadic kernel density estimator, along with strong approximation results for the associated standardized and Studentized $t$-processes. A consistent variance estimator enables the construction of valid and feasible uniform confidence bands for the unknown density function. We showcase the broad applicability of our results by developing novel counterfactual density estimation and inference methodology for dyadic data, which can be used for causal inference and program evaluation. A crucial feature of dyadic distributions is that they may be "degenerate" at certain points in the support of the data, a property making our analysis somewhat delicate. Nonetheless our methods for uniform inference remain robust to the potential presence of such points. For implementation purposes, we discuss inference procedures based on positive semi-definite covariance estimators, mean squared error optimal bandwidth selectors and robust bias correction techniques. We illustrate the empirical finite-sample performance of our methods both in simulations and with real-world trade data, for which we make comparisons between observed and counterfactual trade distributions in different years. Our technical results concerning strong approximations and maximal inequalities are of potential independent interest.

Our perception of cold enriches our understanding of the world and allows us to interact with it. Therefore, the presentation of cold sensations will be beneficial in improving the sense of immersion and presence in virtual reality and the metaverse. This study proposed a novel method for spatially continuous cold sensation presentation based on low-temperature airflows. We defined the shortest distance between two airflows perceived as different cold stimuli as a local cold stimulus group discrimination threshold (LCSGDT). By setting the distance between airflows within the LCSGDT, spatially continuous cold sensations can be achieved with an optimal number of cold airflows. We hypothesized that the LCSGDTs are related to the heat-transfer capability of airflows and developed a model to relate them. We investigated the LCSGDTs at a flow rate of 25 L/min and presentation distances ranging from 10 to 50 mm. The results showed that under these conditions, the LCSGDTs are 131.4 $\pm$ 1.9 mm, and the heat-transfer capacity of the airflow corresponding to these LCSGDTs is an almost constant value, that is, 0.92.

Short videos on social media are the dominant way young people consume content. News outlets would like to reach audiences through news reels - short videos that convey news - but struggle to translate traditional journalistic formats into short, colloquial videos. Generative AI has the potential to transform content but often fails to be correct and coherent by itself. To help journalists create scripts and storyboards for news reels, we introduce a human-AI co-creative system called ReelFramer. It uses an intermediate step of framing and foundation to guide AI toward better outputs. We introduce three narrative framings to balance information and entertainment in news reels. The foundation for the script is a premise, and the foundation for the storyboard is a character board. Our studies show that the premise helps generate more relevant and coherent scripts and that co-creating with AI lowers journalists' barriers to making their first news reels.

Data processing and analytics are fundamental and pervasive. Algorithms play a vital role in data processing and analytics where many algorithm designs have incorporated heuristics and general rules from human knowledge and experience to improve their effectiveness. Recently, reinforcement learning, deep reinforcement learning (DRL) in particular, is increasingly explored and exploited in many areas because it can learn better strategies in complicated environments it is interacting with than statically designed algorithms. Motivated by this trend, we provide a comprehensive review of recent works focusing on utilizing DRL to improve data processing and analytics. First, we present an introduction to key concepts, theories, and methods in DRL. Next, we discuss DRL deployment on database systems, facilitating data processing and analytics in various aspects, including data organization, scheduling, tuning, and indexing. Then, we survey the application of DRL in data processing and analytics, ranging from data preparation, natural language processing to healthcare, fintech, etc. Finally, we discuss important open challenges and future research directions of using DRL in data processing and analytics.

Promoting behavioural diversity is critical for solving games with non-transitive dynamics where strategic cycles exist, and there is no consistent winner (e.g., Rock-Paper-Scissors). Yet, there is a lack of rigorous treatment for defining diversity and constructing diversity-aware learning dynamics. In this work, we offer a geometric interpretation of behavioural diversity in games and introduce a novel diversity metric based on \emph{determinantal point processes} (DPP). By incorporating the diversity metric into best-response dynamics, we develop \emph{diverse fictitious play} and \emph{diverse policy-space response oracle} for solving normal-form games and open-ended games. We prove the uniqueness of the diverse best response and the convergence of our algorithms on two-player games. Importantly, we show that maximising the DPP-based diversity metric guarantees to enlarge the \emph{gamescape} -- convex polytopes spanned by agents' mixtures of strategies. To validate our diversity-aware solvers, we test on tens of games that show strong non-transitivity. Results suggest that our methods achieve much lower exploitability than state-of-the-art solvers by finding effective and diverse strategies.

Machine learning techniques have deeply rooted in our everyday life. However, since it is knowledge- and labor-intensive to pursue good learning performance, human experts are heavily involved in every aspect of machine learning. In order to make machine learning techniques easier to apply and reduce the demand for experienced human experts, automated machine learning (AutoML) has emerged as a hot topic with both industrial and academic interest. In this paper, we provide an up to date survey on AutoML. First, we introduce and define the AutoML problem, with inspiration from both realms of automation and machine learning. Then, we propose a general AutoML framework that not only covers most existing approaches to date but also can guide the design for new methods. Subsequently, we categorize and review the existing works from two aspects, i.e., the problem setup and the employed techniques. Finally, we provide a detailed analysis of AutoML approaches and explain the reasons underneath their successful applications. We hope this survey can serve as not only an insightful guideline for AutoML beginners but also an inspiration for future research.

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