本文档描述了Spotify出于学术研究目的发布的葡萄牙语播客数据集。我们概述了如何采样数据,有关集合的一些基本统计数据,以及有关巴西和葡萄牙方言的分发信息的简要信息。
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Numerous works use word embedding-based metrics to quantify societal biases and stereotypes in texts. Recent studies have found that word embeddings can capture semantic similarity but may be affected by word frequency. In this work we study the effect of frequency when measuring female vs. male gender bias with word embedding-based bias quantification methods. We find that Skip-gram with negative sampling and GloVe tend to detect male bias in high frequency words, while GloVe tends to return female bias in low frequency words. We show these behaviors still exist when words are randomly shuffled. This proves that the frequency-based effect observed in unshuffled corpora stems from properties of the metric rather than from word associations. The effect is spurious and problematic since bias metrics should depend exclusively on word co-occurrences and not individual word frequencies. Finally, we compare these results with the ones obtained with an alternative metric based on Pointwise Mutual Information. We find that this metric does not show a clear dependence on frequency, even though it is slightly skewed towards male bias across all frequencies.
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Color is a critical design factor for web pages, affecting important factors such as viewer emotions and the overall trust and satisfaction of a website. Effective coloring requires design knowledge and expertise, but if this process could be automated through data-driven modeling, efficient exploration and alternative workflows would be possible. However, this direction remains underexplored due to the lack of a formalization of the web page colorization problem, datasets, and evaluation protocols. In this work, we propose a new dataset consisting of e-commerce mobile web pages in a tractable format, which are created by simplifying the pages and extracting canonical color styles with a common web browser. The web page colorization problem is then formalized as a task of estimating plausible color styles for a given web page content with a given hierarchical structure of the elements. We present several Transformer-based methods that are adapted to this task by prepending structural message passing to capture hierarchical relationships between elements. Experimental results, including a quantitative evaluation designed for this task, demonstrate the advantages of our methods over statistical and image colorization methods. The code is available at https://github.com/CyberAgentAILab/webcolor.
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When simulating soft robots, both their morphology and their controllers play important roles in task performance. This paper introduces a new method to co-evolve these two components in the same process. We do that by using the hyperNEAT algorithm to generate two separate neural networks in one pass, one responsible for the design of the robot body structure and the other for the control of the robot. The key difference between our method and most existing approaches is that it does not treat the development of the morphology and the controller as separate processes. Similar to nature, our method derives both the "brain" and the "body" of an agent from a single genome and develops them together. While our approach is more realistic and doesn't require an arbitrary separation of processes during evolution, it also makes the problem more complex because the search space for this single genome becomes larger and any mutation to the genome affects "brain" and the "body" at the same time. Additionally, we present a new speciation function that takes into consideration both the genotypic distance, as is the standard for NEAT, and the similarity between robot bodies. By using this function, agents with very different bodies are more likely to be in different species, this allows robots with different morphologies to have more specialized controllers since they won't crossover with other robots that are too different from them. We evaluate the presented methods on four tasks and observe that even if the search space was larger, having a single genome makes the evolution process converge faster when compared to having separated genomes for body and control. The agents in our population also show morphologies with a high degree of regularity and controllers capable of coordinating the voxels to produce the necessary movements.
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Prior work has extensively studied the latent space structure of GANs for unconditional image synthesis, enabling global editing of generated images by the unsupervised discovery of interpretable latent directions. However, the discovery of latent directions for conditional GANs for semantic image synthesis (SIS) has remained unexplored. In this work, we specifically focus on addressing this gap. We propose a novel optimization method for finding spatially disentangled class-specific directions in the latent space of pretrained SIS models. We show that the latent directions found by our method can effectively control the local appearance of semantic classes, e.g., changing their internal structure, texture or color independently from each other. Visual inspection and quantitative evaluation of the discovered GAN controls on various datasets demonstrate that our method discovers a diverse set of unique and semantically meaningful latent directions for class-specific edits.
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The accurate prediction of physicochemical properties of chemical compounds in mixtures (such as the activity coefficient at infinite dilution $\gamma_{ij}^\infty$) is essential for developing novel and more sustainable chemical processes. In this work, we analyze the performance of previously-proposed GNN-based models for the prediction of $\gamma_{ij}^\infty$, and compare them with several mechanistic models in a series of 9 isothermal studies. Moreover, we develop the Gibbs-Helmholtz Graph Neural Network (GH-GNN) model for predicting $\ln \gamma_{ij}^\infty$ of molecular systems at different temperatures. Our method combines the simplicity of a Gibbs-Helmholtz-derived expression with a series of graph neural networks that incorporate explicit molecular and intermolecular descriptors for capturing dispersion and hydrogen bonding effects. We have trained this model using experimentally determined $\ln \gamma_{ij}^\infty$ data of 40,219 binary-systems involving 1032 solutes and 866 solvents, overall showing superior performance compared to the popular UNIFAC-Dortmund model. We analyze the performance of GH-GNN for continuous and discrete inter/extrapolation and give indications for the model's applicability domain and expected accuracy. In general, GH-GNN is able to produce accurate predictions for extrapolated binary-systems if at least 25 systems with the same combination of solute-solvent chemical classes are contained in the training set and a similarity indicator above 0.35 is also present. This model and its applicability domain recommendations have been made open-source at https://github.com/edgarsmdn/GH-GNN.
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We present a lightweight post-processing method to refine the semantic segmentation results of point cloud sequences. Most existing methods usually segment frame by frame and encounter the inherent ambiguity of the problem: based on a measurement in a single frame, labels are sometimes difficult to predict even for humans. To remedy this problem, we propose to explicitly train a network to refine these results predicted by an existing segmentation method. The network, which we call the P2Net, learns the consistency constraints between coincident points from consecutive frames after registration. We evaluate the proposed post-processing method both qualitatively and quantitatively on the SemanticKITTI dataset that consists of real outdoor scenes. The effectiveness of the proposed method is validated by comparing the results predicted by two representative networks with and without the refinement by the post-processing network. Specifically, qualitative visualization validates the key idea that labels of the points that are difficult to predict can be corrected with P2Net. Quantitatively, overall mIoU is improved from 10.5% to 11.7% for PointNet [1] and from 10.8% to 15.9% for PointNet++ [2].
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Embedded and IoT devices, largely powered by microcontroller units (MCUs), could be made more intelligent by leveraging on-device deep learning. One of the main challenges of neural network inference on an MCU is the extremely limited amount of read-write on-chip memory (SRAM, < 512 kB). SRAM is consumed by the neural network layer (operator) input and output buffers, which, traditionally, must be in memory (materialised) for an operator to execute. We discuss a novel execution paradigm for microcontroller deep learning, which modifies the execution of neural networks to avoid materialising full buffers in memory, drastically reducing SRAM usage with no computation overhead. This is achieved by exploiting the properties of operators, which can consume/produce a fraction of their input/output at a time. We describe a partial execution compiler, Pex, which produces memory-efficient execution schedules automatically by identifying subgraphs of operators whose execution can be split along the feature ("channel") dimension. Memory usage is reduced further by targeting memory bottlenecks with structured pruning, leading to the co-design of the network architecture and its execution schedule. Our evaluation of image and audio classification models: (a) establishes state-of-the-art performance in low SRAM usage regimes for considered tasks with up to +2.9% accuracy increase; (b) finds that a 4x memory reduction is possible by applying partial execution alone, or up to 10.5x when using the compiler-pruning co-design, while maintaining the classification accuracy compared to prior work; (c) uses the recovered SRAM to process higher resolution inputs instead, increasing accuracy by up to +3.9% on Visual Wake Words.
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Taking into account background knowledge as the context has always been an important part of solving tasks that involve natural language. One representative example of such tasks is text-based games, where players need to make decisions based on both description text previously shown in the game, and their own background knowledge about the language and common sense. In this work, we investigate not simply giving common sense, as can be seen in prior research, but also its effective usage. We assume that a part of the environment states different from common sense should constitute one of the grounds for action selection. We propose a novel agent, DiffG-RL, which constructs a Difference Graph that organizes the environment states and common sense by means of interactive objects with a dedicated graph encoder. DiffG-RL also contains a framework for extracting the appropriate amount and representation of common sense from the source to support the construction of the graph. We validate DiffG-RL in experiments with text-based games that require common sense and show that it outperforms baselines by 17% of scores. The code is available at https://github.com/ibm/diffg-rl
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Multi-agent artificial intelligence research promises a path to develop intelligent technologies that are more human-like and more human-compatible than those produced by "solipsistic" approaches, which do not consider interactions between agents. Melting Pot is a research tool developed to facilitate work on multi-agent artificial intelligence, and provides an evaluation protocol that measures generalization to novel social partners in a set of canonical test scenarios. Each scenario pairs a physical environment (a "substrate") with a reference set of co-players (a "background population"), to create a social situation with substantial interdependence between the individuals involved. For instance, some scenarios were inspired by institutional-economics-based accounts of natural resource management and public-good-provision dilemmas. Others were inspired by considerations from evolutionary biology, game theory, and artificial life. Melting Pot aims to cover a maximally diverse set of interdependencies and incentives. It includes the commonly-studied extreme cases of perfectly-competitive (zero-sum) motivations and perfectly-cooperative (shared-reward) motivations, but does not stop with them. As in real-life, a clear majority of scenarios in Melting Pot have mixed incentives. They are neither purely competitive nor purely cooperative and thus demand successful agents be able to navigate the resulting ambiguity. Here we describe Melting Pot 2.0, which revises and expands on Melting Pot. We also introduce support for scenarios with asymmetric roles, and explain how to integrate them into the evaluation protocol. This report also contains: (1) details of all substrates and scenarios; (2) a complete description of all baseline algorithms and results. Our intention is for it to serve as a reference for researchers using Melting Pot 2.0.
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