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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我们提出了一种系统推理的方法,该方法生产了基于事实基础的人类可解释的证明树。我们的解决方案类似于经典的基于序言的推理引擎的风格,在该引擎中,我们通过神经语言建模,指导生成和半磁头密集检索的结合来代替手工制作的规则。这款新颖的推理引擎Nellie动态实例化了可解释的推理规则,这些规则捕获和分数构成(DE)在自然语言陈述上。内莉(Nellie)在科学质量检查数据集上提供竞争性能,需要对多个事实进行结构化解释。
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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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Previous work has shown that a neural network with the rectified linear unit (ReLU) activation function leads to a convex polyhedral decomposition of the input space. These decompositions can be represented by a dual graph with vertices corresponding to polyhedra and edges corresponding to polyhedra sharing a facet, which is a subgraph of a Hamming graph. This paper illustrates how one can utilize the dual graph to detect and analyze adversarial attacks in the context of digital images. When an image passes through a network containing ReLU nodes, the firing or non-firing at a node can be encoded as a bit ($1$ for ReLU activation, $0$ for ReLU non-activation). The sequence of all bit activations identifies the image with a bit vector, which identifies it with a polyhedron in the decomposition and, in turn, identifies it with a vertex in the dual graph. We identify ReLU bits that are discriminators between non-adversarial and adversarial images and examine how well collections of these discriminators can ensemble vote to build an adversarial image detector. Specifically, we examine the similarities and differences of ReLU bit vectors for adversarial images, and their non-adversarial counterparts, using a pre-trained ResNet-50 architecture. While this paper focuses on adversarial digital images, ResNet-50 architecture, and the ReLU activation function, our methods extend to other network architectures, activation functions, and types of datasets.
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Network intrusion detection systems (NIDS) to detect malicious attacks continues to meet challenges. NIDS are vulnerable to auto-generated port scan infiltration attempts and NIDS are often developed offline, resulting in a time lag to prevent the spread of infiltration to other parts of a network. To address these challenges, we use hypergraphs to capture evolving patterns of port scan attacks via the set of internet protocol addresses and destination ports, thereby deriving a set of hypergraph-based metrics to train a robust and resilient ensemble machine learning (ML) NIDS that effectively monitors and detects port scanning activities and adversarial intrusions while evolving intelligently in real-time. Through the combination of (1) intrusion examples, (2) NIDS update rules, (3) attack threshold choices to trigger NIDS retraining requests, and (4) production environment with no prior knowledge of the nature of network traffic 40 scenarios were auto-generated to evaluate the ML ensemble NIDS comprising three tree-based models. Results show that under the model settings of an Update-ALL-NIDS rule (namely, retrain and update all the three models upon the same NIDS retraining request) the proposed ML ensemble NIDS produced the best results with nearly 100% detection performance throughout the simulation, exhibiting robustness in the complex dynamics of the simulated cyber-security scenario.
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Human behavior emerges from planning over elaborate decompositions of tasks into goals, subgoals, and low-level actions. How are these decompositions created and used? Here, we propose and evaluate a normative framework for task decomposition based on the simple idea that people decompose tasks to reduce the overall cost of planning while maintaining task performance. Analyzing 11,117 distinct graph-structured planning tasks, we find that our framework justifies several existing heuristics for task decomposition and makes predictions that can be distinguished from two alternative normative accounts. We report a behavioral study of task decomposition ($N=806$) that uses 30 randomly sampled graphs, a larger and more diverse set than that of any previous behavioral study on this topic. We find that human responses are more consistent with our framework for task decomposition than alternative normative accounts and are most consistent with a heuristic -- betweenness centrality -- that is justified by our approach. Taken together, our results provide new theoretical insight into the computational principles underlying the intelligent structuring of goal-directed behavior.
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Molecular shape and geometry dictate key biophysical recognition processes, yet many graph neural networks disregard 3D information for molecular property prediction. Here, we propose a new contrastive-learning procedure for graph neural networks, Molecular Contrastive Learning from Shape Similarity (MolCLaSS), that implicitly learns a three-dimensional representation. Rather than directly encoding or targeting three-dimensional poses, MolCLaSS matches a similarity objective based on Gaussian overlays to learn a meaningful representation of molecular shape. We demonstrate how this framework naturally captures key aspects of three-dimensionality that two-dimensional representations cannot and provides an inductive framework for scaffold hopping.
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