在大量人员中,在线社交媒体(OSMS)消费的广泛上升构成了遏制这些平台上仇恨内容的传播的关键问题。随着多种语言的效果越来越多,检测和表征仇恨的任务变得更加复杂。代码混合文本的微妙变化以及切换脚本仅增加了复杂性。本文介绍了哈索克2021多语种推特仇恨语音检测挑战的解决方案,由Team Precog IIIT Hyderabad。我们采用基于多语言变压器的方法,并为所有6个子任务描述了我们的架构作为挑战的一部分。在参加所有子特设券的6支球队中,我们的提交总体排名第3。
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We introduce Argoverse 2 (AV2) - a collection of three datasets for perception and forecasting research in the self-driving domain. The annotated Sensor Dataset contains 1,000 sequences of multimodal data, encompassing high-resolution imagery from seven ring cameras, and two stereo cameras in addition to lidar point clouds, and 6-DOF map-aligned pose. Sequences contain 3D cuboid annotations for 26 object categories, all of which are sufficiently-sampled to support training and evaluation of 3D perception models. The Lidar Dataset contains 20,000 sequences of unlabeled lidar point clouds and map-aligned pose. This dataset is the largest ever collection of lidar sensor data and supports self-supervised learning and the emerging task of point cloud forecasting. Finally, the Motion Forecasting Dataset contains 250,000 scenarios mined for interesting and challenging interactions between the autonomous vehicle and other actors in each local scene. Models are tasked with the prediction of future motion for "scored actors" in each scenario and are provided with track histories that capture object location, heading, velocity, and category. In all three datasets, each scenario contains its own HD Map with 3D lane and crosswalk geometry - sourced from data captured in six distinct cities. We believe these datasets will support new and existing machine learning research problems in ways that existing datasets do not. All datasets are released under the CC BY-NC-SA 4.0 license.
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Object movement identification is one of the most researched problems in the field of computer vision. In this task, we try to classify a pixel as foreground or background. Even though numerous traditional machine learning and deep learning methods already exist for this problem, the two major issues with most of them are the need for large amounts of ground truth data and their inferior performance on unseen videos. Since every pixel of every frame has to be labeled, acquiring large amounts of data for these techniques gets rather expensive. Recently, Zhao et al. [1] proposed one of a kind Arithmetic Distribution Neural Network (ADNN) for universal background subtraction which utilizes probability information from the histogram of temporal pixels and achieves promising results. Building onto this work, we developed an intelligent video surveillance system that uses ADNN architecture for motion detection, trims the video with parts only containing motion, and performs anomaly detection on the trimmed video.
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The machine translation mechanism translates texts automatically between different natural languages, and Neural Machine Translation (NMT) has gained attention for its rational context analysis and fluent translation accuracy. However, processing low-resource languages that lack relevant training attributes like supervised data is a current challenge for Natural Language Processing (NLP). We incorporated a technique known Active Learning with the NMT toolkit Joey NMT to reach sufficient accuracy and robust predictions of low-resource language translation. With active learning, a semi-supervised machine learning strategy, the training algorithm determines which unlabeled data would be the most beneficial for obtaining labels using selected query techniques. We implemented two model-driven acquisition functions for selecting the samples to be validated. This work uses transformer-based NMT systems; baseline model (BM), fully trained model (FTM) , active learning least confidence based model (ALLCM), and active learning margin sampling based model (ALMSM) when translating English to Hindi. The Bilingual Evaluation Understudy (BLEU) metric has been used to evaluate system results. The BLEU scores of BM, FTM, ALLCM and ALMSM systems are 16.26, 22.56 , 24.54, and 24.20, respectively. The findings in this paper demonstrate that active learning techniques helps the model to converge early and improve the overall quality of the translation system.
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We study the problem of planning under model uncertainty in an online meta-reinforcement learning (RL) setting where an agent is presented with a sequence of related tasks with limited interactions per task. The agent can use its experience in each task and across tasks to estimate both the transition model and the distribution over tasks. We propose an algorithm to meta-learn the underlying structure across tasks, utilize it to plan in each task, and upper-bound the regret of the planning loss. Our bound suggests that the average regret over tasks decreases as the number of tasks increases and as the tasks are more similar. In the classical single-task setting, it is known that the planning horizon should depend on the estimated model's accuracy, that is, on the number of samples within task. We generalize this finding to meta-RL and study this dependence of planning horizons on the number of tasks. Based on our theoretical findings, we derive heuristics for selecting slowly increasing discount factors, and we validate its significance empirically.
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As language models have grown in parameters and layers, it has become much harder to train and infer with them on single GPUs. This is severely restricting the availability of large language models such as GPT-3, BERT-Large, and many others. A common technique to solve this problem is pruning the network architecture by removing transformer heads, fully-connected weights, and other modules. The main challenge is to discern the important parameters from the less important ones. Our goal is to find strong metrics for identifying such parameters. We thus propose two strategies: Cam-Cut based on the GradCAM interpretations, and Smooth-Cut based on the SmoothGrad, for calculating the importance scores. Through this work, we show that our scoring functions are able to assign more relevant task-based scores to the network parameters, and thus both our pruning approaches significantly outperform the standard weight and gradient-based strategies, especially at higher compression ratios in BERT-based models. We also analyze our pruning masks and find them to be significantly different from the ones obtained using standard metrics.
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Neoplasms (NPs) and neurological diseases and disorders (NDDs) are amongst the major classes of diseases underlying deaths of a disproportionate number of people worldwide. To determine if there exist some distinctive features in the local wiring patterns of protein interactions emerging at the onset of a disease belonging to either of these two classes, we examined 112 and 175 protein interaction networks belonging to NPs and NDDs, respectively. Orbit usage profiles (OUPs) for each of these networks were enumerated by investigating the networks' local topology. 56 non-redundant OUPs (nrOUPs) were derived and used as network features for classification between these two disease classes. Four machine learning classifiers, namely, k-nearest neighbour (KNN), support vector machine (SVM), deep neural network (DNN), random forest (RF) were trained on these data. DNN obtained the greatest average AUPRC (0.988) among these classifiers. DNNs developed on node2vec and the proposed nrOUPs embeddings were compared using 5-fold cross validation on the basis of average values of the six of performance measures, viz., AUPRC, Accuracy, Sensitivity, Specificity, Precision and MCC. It was found that nrOUPs based classifier performed better in all of these six performance measures.
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Customers are rapidly turning to social media for customer support. While brand agents on these platforms are motivated and well-intentioned to help and engage with customers, their efforts are often ignored if their initial response to the customer does not match a specific tone, style, or topic the customer is aiming to receive. The length of a conversation can reflect the effort and quality of the initial response made by a brand toward collaborating and helping consumers, even when the overall sentiment of the conversation might not be very positive. Thus, through this study, we aim to bridge this critical gap in the existing literature by analyzing language's content and stylistic aspects such as expressed empathy, psycho-linguistic features, dialogue tags, and metrics for quantifying personalization of the utterances that can influence the engagement of an interaction. This paper demonstrates that we can predict engagement using initial customer and brand posts.
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Many researchers have voiced their support towards Pearl's counterfactual theory of causation as a stepping stone for AI/ML research's ultimate goal of intelligent systems. As in any other growing subfield, patience seems to be a virtue since significant progress on integrating notions from both fields takes time, yet, major challenges such as the lack of ground truth benchmarks or a unified perspective on classical problems such as computer vision seem to hinder the momentum of the research movement. This present work exemplifies how the Pearl Causal Hierarchy (PCH) can be understood on image data by providing insights on several intricacies but also challenges that naturally arise when applying key concepts from Pearlian causality to the study of image data.
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Tic Tac Toe is amongst the most well-known games. It has already been shown that it is a biased game, giving more chances to win for the first player leaving only a draw or a loss as possibilities for the opponent, assuming both the players play optimally. Thus on average majority of the games played result in a draw. The majority of the latest research on how to solve a tic tac toe board state employs strategies such as Genetic Algorithms, Neural Networks, Co-Evolution, and Evolutionary Programming. But these approaches deal with a trivial board state of 3X3 and very little research has been done for a generalized algorithm to solve 4X4,5X5,6X6 and many higher states. Even though an algorithm exists which is Min-Max but it takes a lot of time in coming up with an ideal move due to its recursive nature of implementation. A Sample has been created on this link \url{https://bk-tic-tac-toe.herokuapp.com/} to prove this fact. This is the main problem that this study is aimed at solving i.e providing a generalized algorithm(Approximate method, Learning-Based) for higher board states of tic tac toe to make precise moves in a short period. Also, the code changes needed to accommodate higher board states will be nominal. The idea is to pose the tic tac toe game as a well-posed learning problem. The study and its results are promising, giving a high win to draw ratio with each epoch of training. This study could also be encouraging for other researchers to apply the same algorithm to other similar board games like Minesweeper, Chess, and GO for finding efficient strategies and comparing the results.
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