多语言转移技术通常改善低资源机器翻译(MT)。这些技术中的许多是不考虑数据特征的情况下应用的。我们在海地对英语翻译的背景下显示,转移效率与知识共享语言之间的培训数据和关系数量相关。我们的实验表明,对于超出真实数据阈值的某些语言,反向翻译的增强方法是适得其反的,而从足够相关的语言中的跨语言转移则是优选的。我们通过贡献了基于规则的法国人行曲拼字和句法引擎以及一种新颖的语音嵌入方法来补充这一发现。当与多语言技术一起使用时,拼字法转换使对常规方法的统计学显着改善。在非常低的牙买加MT中,用传输语言进行矫正相似的代码转换可产生6.63的BLEU点优势。
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由于少量转录的音频数据,为低资源语言开发自动语音识别(ASR)是一个挑战。对于许多这样的语言,音频和文本可单独使用,但没有带有抄录的音频。使用文本,可以通过文本到语音(TTS)系统综合生产语音。但是,许多低资源语言也没有质量的TTS系统。我们提出了一种替代方案:通过通过训练有素的TTS系统运行来自目标语言的文本来制作综合音频,用于高资源枢轴语言。我们研究了该技术在低资源环境中最有效的何时以及如何有效。在我们的实验中,使用数千种合成TTS文本语音对并复制真实数据来平衡可产生最佳结果。我们的发现表明,搜索一组候选枢轴语言可能会导致边际改进,令人惊讶的是,ASR性能可能会受到测量的TTS质量的提高而受到的伤害。这些发现的应用将ASR分别提高了64.5 \%和45.0 \%的字符误差率(CERR),分别对两种低资源语言:瓜兰\'i和suba。
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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 in open-domain question answering (ODQA) has shown that adversarial poisoning of the input contexts can cause large drops in accuracy for production systems. However, little to no work has proposed methods to defend against these attacks. To do so, we introduce a new method that uses query augmentation to search for a diverse set of retrieved passages that could answer the original question. We integrate these new passages into the model through the design of a novel confidence method, comparing the predicted answer to its appearance in the retrieved contexts (what we call Confidence from Answer Redundancy, e.g. CAR). Together these methods allow for a simple but effective way to defend against poisoning attacks and provide gains of 5-20% exact match across varying levels of data poisoning.
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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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Human operators in human-robot teams are commonly perceived to be critical for mission success. To explore the direct and perceived impact of operator input on task success and team performance, 16 real-world missions (10 hrs) were conducted based on the DARPA Subterranean Challenge. These missions were to deploy a heterogeneous team of robots for a search task to locate and identify artifacts such as climbing rope, drills and mannequins representing human survivors. Two conditions were evaluated: human operators that could control the robot team with state-of-the-art autonomy (Human-Robot Team) compared to autonomous missions without human operator input (Robot-Autonomy). Human-Robot Teams were often in directed autonomy mode (70% of mission time), found more items, traversed more distance, covered more unique ground, and had a higher time between safety-related events. Human-Robot Teams were faster at finding the first artifact, but slower to respond to information from the robot team. In routine conditions, scores were comparable for artifacts, distance, and coverage. Reasons for intervention included creating waypoints to prioritise high-yield areas, and to navigate through error-prone spaces. After observing robot autonomy, operators reported increases in robot competency and trust, but that robot behaviour was not always transparent and understandable, even after high mission performance.
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Athletes routinely undergo fitness evaluations to evaluate their training progress. Typically, these evaluations require a trained professional who utilizes specialized equipment like force plates. For the assessment, athletes perform drop and squat jumps, and key variables are measured, e.g. velocity, flight time, and time to stabilization, to name a few. However, amateur athletes may not have access to professionals or equipment that can provide these assessments. Here, we investigate the feasibility of estimating key variables using video recordings. We focus on jump velocity as a starting point because it is highly correlated with other key variables and is important for determining posture and lower-limb capacity. We find that velocity can be estimated with a high degree of precision across a range of athletes, with an average R-value of 0.71 (SD = 0.06).
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We study the problem of finding elements in the intersection of an arbitrary conic variety in $\mathbb{F}^n$ with a given linear subspace (where $\mathbb{F}$ can be the real or complex field). This problem captures a rich family of algorithmic problems under different choices of the variety. The special case of the variety consisting of rank-1 matrices already has strong connections to central problems in different areas like quantum information theory and tensor decompositions. This problem is known to be NP-hard in the worst-case, even for the variety of rank-1 matrices. Surprisingly, despite these hardness results we give efficient algorithms that solve this problem for "typical" subspaces. Here, the subspace $U \subseteq \mathbb{F}^n$ is chosen generically of a certain dimension, potentially with some generic elements of the variety contained in it. Our main algorithmic result is a polynomial time algorithm that recovers all the elements of $U$ that lie in the variety, under some mild non-degeneracy assumptions on the variety. As corollaries, we obtain the following results: $\bullet$ Uniqueness results and polynomial time algorithms for generic instances of a broad class of low-rank decomposition problems that go beyond tensor decompositions. Here, we recover a decomposition of the form $\sum_{i=1}^R v_i \otimes w_i$, where the $v_i$ are elements of the given variety $X$. This implies new algorithmic results even in the special case of tensor decompositions. $\bullet$ Polynomial time algorithms for several entangled subspaces problems in quantum entanglement, including determining $r$-entanglement, complete entanglement, and genuine entanglement of a subspace. While all of these problems are NP-hard in the worst case, our algorithm solves them in polynomial time for generic subspaces of dimension up to a constant multiple of the maximum possible.
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The biomedical imaging world is notorious for working with small amounts of data, frustrating state-of-the-art efforts in the computer vision and deep learning worlds. With large datasets, it is easier to make progress we have seen from the natural image distribution. It is the same with microscopy videos of neuron cells moving in a culture. This problem presents several challenges as it can be difficult to grow and maintain the culture for days, and it is expensive to acquire the materials and equipment. In this work, we explore how to alleviate this data scarcity problem by synthesizing the videos. We, therefore, take the recent work of the video diffusion model to synthesize videos of cells from our training dataset. We then analyze the model's strengths and consistent shortcomings to guide us on improving video generation to be as high-quality as possible. To improve on such a task, we propose modifying the denoising function and adding motion information (dense optical flow) so that the model has more context regarding how video frames transition over time and how each pixel changes over time.
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Household environments are visually diverse. Embodied agents performing Vision-and-Language Navigation (VLN) in the wild must be able to handle this diversity, while also following arbitrary language instructions. Recently, Vision-Language models like CLIP have shown great performance on the task of zero-shot object recognition. In this work, we ask if these models are also capable of zero-shot language grounding. In particular, we utilize CLIP to tackle the novel problem of zero-shot VLN using natural language referring expressions that describe target objects, in contrast to past work that used simple language templates describing object classes. We examine CLIP's capability in making sequential navigational decisions without any dataset-specific finetuning, and study how it influences the path that an agent takes. Our results on the coarse-grained instruction following task of REVERIE demonstrate the navigational capability of CLIP, surpassing the supervised baseline in terms of both success rate (SR) and success weighted by path length (SPL). More importantly, we quantitatively show that our CLIP-based zero-shot approach generalizes better to show consistent performance across environments when compared to SOTA, fully supervised learning approaches when evaluated via Relative Change in Success (RCS).
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