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Visual Prompting is a technique for teaching models to perform a visual task via in-context examples, without any additional training. In this work, we analyze the activations of MAE-VQGAN, a recent Visual Prompting model, and find task vectors, activations that encode task-specific information. Equipped with this insight, we demonstrate that it is possible to identify the task vectors and use them to guide the network towards performing different tasks without providing any input-output examples. To find task vectors, we compute the average intermediate activations per task and use the REINFORCE algorithm to search for the subset of task vectors. The resulting task vectors guide the model towards performing a task better than the original model without the need for input-output examples.

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We develop Bayesian predictive stacking for geostatistical models, where the primary inferential objective is to provide inference on the latent spatial random field and conduct spatial predictions at arbitrary locations. We exploit analytically tractable posterior distributions for regression coefficients of predictors and the realizations of the spatial process conditional upon process parameters. We subsequently combine such inference by stacking these models across the range of values of the hyper-parameters. We devise stacking of means and posterior densities in a manner that is computationally efficient without resorting to iterative algorithms such as Markov chain Monte Carlo (MCMC) and can exploit the benefits of parallel computations. We offer novel theoretical insights into the resulting inference within an infill asymptotic paradigm and through empirical results showing that stacked inference is comparable to full sampling-based Bayesian inference at a significantly lower computational cost.

Texture modeling and synthesis are essential for enhancing the realism of virtual environments. Methods that directly synthesize textures in 3D offer distinct advantages to the UV-mapping-based methods as they can create seamless textures and align more closely with the ways textures form in nature. We propose Mesh Neural Cellular Automata (MeshNCA), a method that directly synthesizes dynamic textures on 3D meshes without requiring any UV maps. MeshNCA is a generalized type of cellular automata that can operate on a set of cells arranged on non-grid structures such as the vertices of a 3D mesh. MeshNCA accommodates multi-modal supervision and can be trained using different targets such as images, text prompts, and motion vector fields. Only trained on an Icosphere mesh, MeshNCA shows remarkable test-time generalization and can synthesize textures on unseen meshes in real time. We conduct qualitative and quantitative comparisons to demonstrate that MeshNCA outperforms other 3D texture synthesis methods in terms of generalization and producing high-quality textures. Moreover, we introduce a way of grafting trained MeshNCA instances, enabling interpolation between textures. MeshNCA allows several user interactions including texture density/orientation controls, grafting/regenerate brushes, and motion speed/direction controls. Finally, we implement the forward pass of our MeshNCA model using the WebGL shading language and showcase our trained models in an online interactive demo, which is accessible on personal computers and smartphones and is available at //meshnca.github.io.

Decision diagrams (DDs) are powerful tools to represent effectively propositional formulas, which are largely used in many domains, in particular in formal verification and in knowledge compilation. Some forms of DDs (e.g., OBDDs, SDDs) are canonical, that is, (under given conditions on the atom list) they univocally represent equivalence classes of formulas. Given the limited expressiveness of propositional logic, a few attempts to leverage DDs to SMT level have been presented in the literature. Unfortunately, these techniques still suffer from some limitations: most procedures are theory-specific; some produce theory DDs (T-DDs) which do not univocally represent T-valid formulas or T-inconsistent formulas; none of these techniques provably produces theory-canonical T-DDs, which (under given conditions on the T-atom list) univocally represent T-equivalence classes of formulas. Also, these procedures are not easy to implement, and very few implementations are actually available. In this paper, we present a novel very-general technique to leverage DDs to SMT level, which has several advantages: it is very easy to implement on top of an AllSMT solver and a DD package, which are used as blackboxes; it works for every form of DDs and every theory, or combination thereof, supported by the AllSMT solver; it produces theory-canonical T-DDs if the propositional DD is canonical. We have implemented a prototype tool for both T-OBDDs and T-SDDs on top of OBDD and SDD packages and the MathSAT SMT solver. Some preliminary empirical evaluation supports the effectiveness of the approach.

We propose the characteristic generator, a novel one-step generative model that combines the efficiency of sampling in Generative Adversarial Networks (GANs) with the stable performance of flow-based models. Our model is driven by characteristics, along which the probability density transport can be described by ordinary differential equations (ODEs). Specifically, We estimate the velocity field through nonparametric regression and utilize Euler method to solve the probability flow ODE, generating a series of discrete approximations to the characteristics. We then use a deep neural network to fit these characteristics, ensuring a one-step mapping that effectively pushes the prior distribution towards the target distribution. In the theoretical aspect, we analyze the errors in velocity matching, Euler discretization, and characteristic fitting to establish a non-asymptotic convergence rate for the characteristic generator in 2-Wasserstein distance. To the best of our knowledge, this is the first thorough analysis for simulation-free one step generative models. Additionally, our analysis refines the error analysis of flow-based generative models in prior works. We apply our method on both synthetic and real datasets, and the results demonstrate that the characteristic generator achieves high generation quality with just a single evaluation of neural network.

Interactive Natural Language Processing (iNLP) has emerged as a novel paradigm within the field of NLP, aimed at addressing limitations in existing frameworks while aligning with the ultimate goals of artificial intelligence. This paradigm considers language models as agents capable of observing, acting, and receiving feedback iteratively from external entities. Specifically, language models in this context can: (1) interact with humans for better understanding and addressing user needs, personalizing responses, aligning with human values, and improving the overall user experience; (2) interact with knowledge bases for enriching language representations with factual knowledge, enhancing the contextual relevance of responses, and dynamically leveraging external information to generate more accurate and informed responses; (3) interact with models and tools for effectively decomposing and addressing complex tasks, leveraging specialized expertise for specific subtasks, and fostering the simulation of social behaviors; and (4) interact with environments for learning grounded representations of language, and effectively tackling embodied tasks such as reasoning, planning, and decision-making in response to environmental observations. This paper offers a comprehensive survey of iNLP, starting by proposing a unified definition and framework of the concept. We then provide a systematic classification of iNLP, dissecting its various components, including interactive objects, interaction interfaces, and interaction methods. We proceed to delve into the evaluation methodologies used in the field, explore its diverse applications, scrutinize its ethical and safety issues, and discuss prospective research directions. This survey serves as an entry point for researchers who are interested in this rapidly evolving area and offers a broad view of the current landscape and future trajectory of iNLP.

Contrastive learning models have achieved great success in unsupervised visual representation learning, which maximize the similarities between feature representations of different views of the same image, while minimize the similarities between feature representations of views of different images. In text summarization, the output summary is a shorter form of the input document and they have similar meanings. In this paper, we propose a contrastive learning model for supervised abstractive text summarization, where we view a document, its gold summary and its model generated summaries as different views of the same mean representation and maximize the similarities between them during training. We improve over a strong sequence-to-sequence text generation model (i.e., BART) on three different summarization datasets. Human evaluation also shows that our model achieves better faithfulness ratings compared to its counterpart without contrastive objectives.

Adversarial attack is a technique for deceiving Machine Learning (ML) models, which provides a way to evaluate the adversarial robustness. In practice, attack algorithms are artificially selected and tuned by human experts to break a ML system. However, manual selection of attackers tends to be sub-optimal, leading to a mistakenly assessment of model security. In this paper, a new procedure called Composite Adversarial Attack (CAA) is proposed for automatically searching the best combination of attack algorithms and their hyper-parameters from a candidate pool of \textbf{32 base attackers}. We design a search space where attack policy is represented as an attacking sequence, i.e., the output of the previous attacker is used as the initialization input for successors. Multi-objective NSGA-II genetic algorithm is adopted for finding the strongest attack policy with minimum complexity. The experimental result shows CAA beats 10 top attackers on 11 diverse defenses with less elapsed time (\textbf{6 $\times$ faster than AutoAttack}), and achieves the new state-of-the-art on $l_{\infty}$, $l_{2}$ and unrestricted adversarial attacks.

Embedding models for deterministic Knowledge Graphs (KG) have been extensively studied, with the purpose of capturing latent semantic relations between entities and incorporating the structured knowledge into machine learning. However, there are many KGs that model uncertain knowledge, which typically model the inherent uncertainty of relations facts with a confidence score, and embedding such uncertain knowledge represents an unresolved challenge. The capturing of uncertain knowledge will benefit many knowledge-driven applications such as question answering and semantic search by providing more natural characterization of the knowledge. In this paper, we propose a novel uncertain KG embedding model UKGE, which aims to preserve both structural and uncertainty information of relation facts in the embedding space. Unlike previous models that characterize relation facts with binary classification techniques, UKGE learns embeddings according to the confidence scores of uncertain relation facts. To further enhance the precision of UKGE, we also introduce probabilistic soft logic to infer confidence scores for unseen relation facts during training. We propose and evaluate two variants of UKGE based on different learning objectives. Experiments are conducted on three real-world uncertain KGs via three tasks, i.e. confidence prediction, relation fact ranking, and relation fact classification. UKGE shows effectiveness in capturing uncertain knowledge by achieving promising results on these tasks, and consistently outperforms baselines on these tasks.

We introduce an approach for deep reinforcement learning (RL) that improves upon the efficiency, generalization capacity, and interpretability of conventional approaches through structured perception and relational reasoning. It uses self-attention to iteratively reason about the relations between entities in a scene and to guide a model-free policy. Our results show that in a novel navigation and planning task called Box-World, our agent finds interpretable solutions that improve upon baselines in terms of sample complexity, ability to generalize to more complex scenes than experienced during training, and overall performance. In the StarCraft II Learning Environment, our agent achieves state-of-the-art performance on six mini-games -- surpassing human grandmaster performance on four. By considering architectural inductive biases, our work opens new directions for overcoming important, but stubborn, challenges in deep RL.

We investigate a lattice-structured LSTM model for Chinese NER, which encodes a sequence of input characters as well as all potential words that match a lexicon. Compared with character-based methods, our model explicitly leverages word and word sequence information. Compared with word-based methods, lattice LSTM does not suffer from segmentation errors. Gated recurrent cells allow our model to choose the most relevant characters and words from a sentence for better NER results. Experiments on various datasets show that lattice LSTM outperforms both word-based and character-based LSTM baselines, achieving the best results.

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