在过去的十年中,胶囊网络已显示出巨大的进步,由于其模棱两可的属性,在各种任务中表现出色。通过使用向量I/O,它提供了对象的幅度和方向的信息,或者是该部分的一部分,在无监督的学习环境中使用胶囊网络来进行视觉表示任务,例如多类图像分类。在本文中,我们提出了对比度胶囊(可口可乐)模型,该模型是一种暹罗风格的胶囊网络,使用我们的新型体系结构,训练和测试算法使用对比度损失。我们评估了无监督图像分类CIFAR-10数据集的模型,并获得了70.50%的TOP-1测试精度,前5个测试精度为98.10%。由于我们有效的体系结构,我们的模型的参数少了31倍,而在监督和无监督学习中,当前的SOTA的参数比当前的SOTA少了71倍。
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我们的最后一个是一款专注于隐身,陪伴和策略的游戏。该游戏基于大流行之后的孤独世界,因此它需要AI同伴来获得玩家的兴趣。游戏中有三个主要的NPC - 感染了人类敌人和好友AIS。该案例研究讨论了开发人员面前为这些NPC创建AI的挑战,以及他们用来解决它们的AI技术。它还比较了类似的行业领先游戏的挑战和方法。
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人工智能,当与游戏进行合并时,使研究和推进领域的理想结构。多种代理游戏对每个代理具有多个控件,同时增加搜索复杂性的同时生成大量数据。因此,我们需要高级搜索方法来查找解决方案并创建人工智能代理。在本文中,我们提出了我们的小说进化蒙特卡罗树搜索(FEMCTS)代理商,借用从进化的Algorthims(EA)和Monte Carlo树搜索(MCT)的想法来玩Pommerman的比赛。它优于滚动地平线进化算法(Rhea)在高可观察性环境中显着,几乎和MCTS用于大多数游戏种子,在某些情况下表现优于它。
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Landing an unmanned aerial vehicle unmanned aerial vehicle (UAV) on top of an unmanned surface vehicle (USV) in harsh open waters is a challenging problem, owing to forces that can damage the UAV due to a severe roll and/or pitch angle of the USV during touchdown. To tackle this, we propose a novel model predictive control (MPC) approach enabling a UAV to land autonomously on a USV in these harsh conditions. The MPC employs a novel objective function and an online decomposition of the oscillatory motion of the vessel to predict, attempt, and accomplish the landing during near-zero tilt of the landing platform. The nonlinear prediction of the motion of the vessel is performed using visual data from an onboard camera. Therefore, the system does not require any communication with the USV or a control station. The proposed method was analyzed in numerous robotics simulations in harsh and extreme conditions and further validated in various real-world scenarios.
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Real-world datasets exhibit imbalances of varying types and degrees. Several techniques based on re-weighting and margin adjustment of loss are often used to enhance the performance of neural networks, particularly on minority classes. In this work, we analyze the class-imbalanced learning problem by examining the loss landscape of neural networks trained with re-weighting and margin-based techniques. Specifically, we examine the spectral density of Hessian of class-wise loss, through which we observe that the network weights converge to a saddle point in the loss landscapes of minority classes. Following this observation, we also find that optimization methods designed to escape from saddle points can be effectively used to improve generalization on minority classes. We further theoretically and empirically demonstrate that Sharpness-Aware Minimization (SAM), a recent technique that encourages convergence to a flat minima, can be effectively used to escape saddle points for minority classes. Using SAM results in a 6.2\% increase in accuracy on the minority classes over the state-of-the-art Vector Scaling Loss, leading to an overall average increase of 4\% across imbalanced datasets. The code is available at: https://github.com/val-iisc/Saddle-LongTail.
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Parkinson's disease is marked by altered and increased firing characteristics of pathological oscillations in the brain. In other words, it causes abnormal synchronous oscillations and suppression during neurological processing. In order to examine and regulate the synchronization and pathological oscillations in motor circuits, deep brain stimulators (DBS) are used. Although machine learning methods have been applied for the investigation of suppression, these models require large amounts of training data and computational power, both of which pose challenges to resource-constrained DBS. This research proposes a novel reinforcement learning (RL) framework for suppressing the synchronization in neuronal activity during episodes of neurological disorders with less power consumption. The proposed RL algorithm comprises an ensemble of a temporal representation of stimuli and a twin-delayed deep deterministic (TD3) policy gradient algorithm. We quantify the stability of the proposed framework to noise and reduced synchrony using RL for three pathological signaling regimes: regular, chaotic, and bursting, and further eliminate the undesirable oscillations. Furthermore, metrics such as evaluation rewards, energy supplied to the ensemble, and the mean point of convergence were used and compared to other RL algorithms, specifically the Advantage actor critic (A2C), the Actor critic with Kronecker-featured trust region (ACKTR), and the Proximal policy optimization (PPO).
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Problem statement: Standardisation of AI fairness rules and benchmarks is challenging because AI fairness and other ethical requirements depend on multiple factors such as context, use case, type of the AI system, and so on. In this paper, we elaborate that the AI system is prone to biases at every stage of its lifecycle, from inception to its usage, and that all stages require due attention for mitigating AI bias. We need a standardised approach to handle AI fairness at every stage. Gap analysis: While AI fairness is a hot research topic, a holistic strategy for AI fairness is generally missing. Most researchers focus only on a few facets of AI model-building. Peer review shows excessive focus on biases in the datasets, fairness metrics, and algorithmic bias. In the process, other aspects affecting AI fairness get ignored. The solution proposed: We propose a comprehensive approach in the form of a novel seven-layer model, inspired by the Open System Interconnection (OSI) model, to standardise AI fairness handling. Despite the differences in the various aspects, most AI systems have similar model-building stages. The proposed model splits the AI system lifecycle into seven abstraction layers, each corresponding to a well-defined AI model-building or usage stage. We also provide checklists for each layer and deliberate on potential sources of bias in each layer and their mitigation methodologies. This work will facilitate layer-wise standardisation of AI fairness rules and benchmarking parameters.
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We introduce a language generation task grounded in a popular video game environment. KNUDGE (KNowledge Constrained User-NPC Dialogue GEneration) involves generating dialogue trees conditioned on an ontology captured in natural language passages providing quest and entity specifications. KNUDGE is constructed from side quest dialogues drawn directly from game data of Obsidian Entertainment's The Outer Worlds, leading to real-world complexities in generation: (1) dialogues are branching trees as opposed to linear chains of utterances; (2) utterances must remain faithful to the game lore--character personas, backstories, and entity relationships; and (3) a dialogue must accurately reveal new quest-related details to the human player. We report results for supervised and in-context learning techniques, finding there is significant room for future work on creating realistic game-quality dialogues.
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Recent work has shown that large language models are capable of generating natural language reasoning steps or Chains-of-Thoughts (CoT) to answer a multi-step question when prompted to do so. This is insufficient, however, when the necessary knowledge is not available or up-to-date within a model's parameters. A straightforward approach to address this is to retrieve text from an external knowledge source using the question as a query and prepend it as context to the model's input. This, however, is also insufficient for multi-step QA where \textit{what to retrieve} depends on \textit{what has already been derived}. To address this issue we propose IRCoT, a new approach that interleaves retrieval with CoT for multi-step QA, guiding the retrieval with CoT and in turn using retrieved results to improve CoT. Our experiments with GPT3 show substantial improvements in retrieval (up to 22 points) and downstream QA (up to 16 points) over the baselines on four datasets: HotpotQA, 2WikiMultihopQA, MuSiQue, and IIRC. Notably, our method also works well for much smaller models such as T5-Flan-large (0.7B) without any additional training.
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Active target sensing is the task of discovering and classifying an unknown number of targets in an environment and is critical in search-and-rescue missions. This paper develops a deep reinforcement learning approach to plan informative trajectories that increase the likelihood for an uncrewed aerial vehicle (UAV) to discover missing targets. Our approach efficiently (1) explores the environment to discover new targets, (2) exploits its current belief of the target states and incorporates inaccurate sensor models for high-fidelity classification, and (3) generates dynamically feasible trajectories for an agile UAV by employing a motion primitive library. Extensive simulations on randomly generated environments show that our approach is more efficient in discovering and classifying targets than several other baselines. A unique characteristic of our approach, in contrast to heuristic informative path planning approaches, is that it is robust to varying amounts of deviations of the prior belief from the true target distribution, thereby alleviating the challenge of designing heuristics specific to the application conditions.
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