对国际气候变化小组(IPCC)的第六次评估指出,“过去十年(2010-2019)的累积净二氧化碳排放量与剩下的11个碳预算可能会限制为1.5C(中等信心)大约相同)。”这样的报告直接培养了公众的话语,但是诸如信念和信心程度之类的细微差别常常失去。在本文中,我们提出了一个正式的帐户,以允许在抽象论证设置中使用这种信念和相关的信心来标记论证。与概率论证中的其他建议不同,我们关注对Sato分布语义的选择构建的概率推断的任务,Sato的分布语义已被证明涵盖了包括贝叶斯网络的语义在内的各种情况。从有关此类语义的大量文献中借用,我们研究了如何在考虑不确定概率的情况下在实践中处理此类任务,并与现有的概率论点的现有建议讨论联系。
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在二阶不确定的贝叶斯网络中,条件概率仅在分布中已知,即概率上的概率。Delta方法已应用于扩展精确的一阶推理方法,以通过从贝叶斯网络得出的总和产物网络传播均值和方差,从而表征了认知不确定性或模型本身的不确定性。另外,已经证明了Polytrees的二阶信仰传播,但没有针对一般的定向无环形结构。在这项工作中,我们将循环信念传播扩展到二阶贝叶斯网络的设置,从而产生二阶循环信念传播(SOLBP)。对于二阶贝叶斯网络,SOLBP生成了与Sum-Propoduct网络生成的网络一致的推论,同时更加有效且可扩展。
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当历史数据受到限制时,与贝叶斯网络节点相关的条件概率不确定,并且可以在经验上进行估计。二阶估计方法为估计概率和量化这些估计的不确定性提供了一个框架。我们将这些案例称为Uncer Tain或二阶贝叶斯网络。当完成此类数据时,即每个实例化都观察到所有可变值,已知有条件的概率是dirichlet分布的。本文通过使他们能够学习参数(即条件概率),通过不完整的数据来学习不确定的贝叶斯网络的当前最新方法。我们广泛评估各种方法,通过各种查询的置信界的所需和经验得出的强度来学习参数的后验。
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It is well known that conservative mechanical systems exhibit local oscillatory behaviours due to their elastic and gravitational potentials, which completely characterise these periodic motions together with the inertial properties of the system. The classification of these periodic behaviours and their geometric characterisation are in an on-going secular debate, which recently led to the so-called eigenmanifold theory. The eigenmanifold characterises nonlinear oscillations as a generalisation of linear eigenspaces. With the motivation of performing periodic tasks efficiently, we use tools coming from this theory to construct an optimization problem aimed at inducing desired closed-loop oscillations through a state feedback law. We solve the constructed optimization problem via gradient-descent methods involving neural networks. Extensive simulations show the validity of the approach.
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Our aim is to build autonomous agents that can solve tasks in environments like Minecraft. To do so, we used an imitation learning-based approach. We formulate our control problem as a search problem over a dataset of experts' demonstrations, where the agent copies actions from a similar demonstration trajectory of image-action pairs. We perform a proximity search over the BASALT MineRL-dataset in the latent representation of a Video PreTraining model. The agent copies the actions from the expert trajectory as long as the distance between the state representations of the agent and the selected expert trajectory from the dataset do not diverge. Then the proximity search is repeated. Our approach can effectively recover meaningful demonstration trajectories and show human-like behavior of an agent in the Minecraft environment.
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Object instance segmentation is a key challenge for indoor robots navigating cluttered environments with many small objects. Limitations in 3D sensing capabilities often make it difficult to detect every possible object. While deep learning approaches may be effective for this problem, manually annotating 3D data for supervised learning is time-consuming. In this work, we explore zero-shot instance segmentation (ZSIS) from RGB-D data to identify unseen objects in a semantic category-agnostic manner. We introduce a zero-shot split for Tabletop Objects Dataset (TOD-Z) to enable this study and present a method that uses annotated objects to learn the ``objectness'' of pixels and generalize to unseen object categories in cluttered indoor environments. Our method, SupeRGB-D, groups pixels into small patches based on geometric cues and learns to merge the patches in a deep agglomerative clustering fashion. SupeRGB-D outperforms existing baselines on unseen objects while achieving similar performance on seen objects. Additionally, it is extremely lightweight (0.4 MB memory requirement) and suitable for mobile and robotic applications. The dataset split and code will be made publicly available upon acceptance.
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Increasingly taking place in online spaces, modern political conversations are typically perceived to be unproductively affirming -- siloed in so called ``echo chambers'' of exclusively like-minded discussants. Yet, to date we lack sufficient means to measure viewpoint diversity in conversations. To this end, in this paper, we operationalize two viewpoint metrics proposed for recommender systems and adapt them to the context of social media conversations. This is the first study to apply these two metrics (Representation and Fragmentation) to real world data and to consider the implications for online conversations specifically. We apply these measures to two topics -- daylight savings time (DST), which serves as a control, and the more politically polarized topic of immigration. We find that the diversity scores for both Fragmentation and Representation are lower for immigration than for DST. Further, we find that while pro-immigrant views receive consistent pushback on the platform, anti-immigrant views largely operate within echo chambers. We observe less severe yet similar patterns for DST. Taken together, Representation and Fragmentation paint a meaningful and important new picture of viewpoint diversity.
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This volume contains revised versions of the papers selected for the third volume of the Online Handbook of Argumentation for AI (OHAAI). Previously, formal theories of argument and argument interaction have been proposed and studied, and this has led to the more recent study of computational models of argument. Argumentation, as a field within artificial intelligence (AI), is highly relevant for researchers interested in symbolic representations of knowledge and defeasible reasoning. The purpose of this handbook is to provide an open access and curated anthology for the argumentation research community. OHAAI is designed to serve as a research hub to keep track of the latest and upcoming PhD-driven research on the theory and application of argumentation in all areas related to AI.
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Evaluating and comparing text-to-image models is a challenging problem. Significant advances in the field have recently been made, piquing interest of various industrial sectors. As a consequence, a gold standard in the field should cover a variety of tasks and application contexts. In this paper a novel evaluation approach is experimented, on the basis of: (i) a curated data set, made by high-quality royalty-free image-text pairs, divided into ten categories; (ii) a quantitative metric, the CLIP-score, (iii) a human evaluation task to distinguish, for a given text, the real and the generated images. The proposed method has been applied to the most recent models, i.e., DALLE2, Latent Diffusion, Stable Diffusion, GLIDE and Craiyon. Early experimental results show that the accuracy of the human judgement is fully coherent with the CLIP-score. The dataset has been made available to the public.
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Real-time monocular 3D reconstruction is a challenging problem that remains unsolved. Although recent end-to-end methods have demonstrated promising results, tiny structures and geometric boundaries are hardly captured due to their insufficient supervision neglecting spatial details and oversimplified feature fusion ignoring temporal cues. To address the problems, we propose an end-to-end 3D reconstruction network SST, which utilizes Sparse estimated points from visual SLAM system as additional Spatial guidance and fuses Temporal features via a novel cross-modal attention mechanism, achieving more detailed reconstruction results. We propose a Local Spatial-Temporal Fusion module to exploit more informative spatial-temporal cues from multi-view color information and sparse priors, as well a Global Spatial-Temporal Fusion module to refine the local TSDF volumes with the world-frame model from coarse to fine. Extensive experiments on ScanNet and 7-Scenes demonstrate that SST outperforms all state-of-the-art competitors, whilst keeping a high inference speed at 59 FPS, enabling real-world applications with real-time requirements.
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