在过去的十年中,通过在机器学习的深度学习和其他接近的深度学习和其他方法杠杆化的自主导航。这些方法在机器人性能方面具有明显的显着优势。 Butthey有缺点,他们需要大量的数据进入知识。在本文中,我们介绍了一种算法,其中包含具有基于机器学习和测试机器学习的属性的属性的算法。地图基于Dungeons环境,其中建造了Sev-Eral随机房间,然后是那些房间。此外,我们提供了一个数据集,由所提出的算法和延长信息的描述提供了10,000 MapsSsssprofuctumpuce。这种信息包括路径存在的验证,最佳路径,距离等其他属性。我们认为,赛义斯及其相关信息可能是一个非常有用的传感器爱好者和研究人员,他们想要测试防范方法。数据集是可用的Athttps://github.com/gbriel21/map2d_dataset.git
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Large language models (LLMs) have been shown to be able to perform new tasks based on a few demonstrations or natural language instructions. While these capabilities have led to widespread adoption, most LLMs are developed by resource-rich organizations and are frequently kept from the public. As a step towards democratizing this powerful technology, we present BLOOM, a 176B-parameter open-access language model designed and built thanks to a collaboration of hundreds of researchers. BLOOM is a decoder-only Transformer language model that was trained on the ROOTS corpus, a dataset comprising hundreds of sources in 46 natural and 13 programming languages (59 in total). We find that BLOOM achieves competitive performance on a wide variety of benchmarks, with stronger results after undergoing multitask prompted finetuning. To facilitate future research and applications using LLMs, we publicly release our models and code under the Responsible AI License.
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In recent years, reinforcement learning (RL) has become increasingly successful in its application to science and the process of scientific discovery in general. However, while RL algorithms learn to solve increasingly complex problems, interpreting the solutions they provide becomes ever more challenging. In this work, we gain insights into an RL agent's learned behavior through a post-hoc analysis based on sequence mining and clustering. Specifically, frequent and compact subroutines, used by the agent to solve a given task, are distilled as gadgets and then grouped by various metrics. This process of gadget discovery develops in three stages: First, we use an RL agent to generate data, then, we employ a mining algorithm to extract gadgets and finally, the obtained gadgets are grouped by a density-based clustering algorithm. We demonstrate our method by applying it to two quantum-inspired RL environments. First, we consider simulated quantum optics experiments for the design of high-dimensional multipartite entangled states where the algorithm finds gadgets that correspond to modern interferometer setups. Second, we consider a circuit-based quantum computing environment where the algorithm discovers various gadgets for quantum information processing, such as quantum teleportation. This approach for analyzing the policy of a learned agent is agent and environment agnostic and can yield interesting insights into any agent's policy.
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How would you fairly evaluate two multi-object tracking algorithms (i.e. trackers), each one employing a different object detector? Detectors keep improving, thus trackers can make less effort to estimate object states over time. Is it then fair to compare a new tracker employing a new detector with another tracker using an old detector? In this paper, we propose a novel performance measure, named Tracking Effort Measure (TEM), to evaluate trackers that use different detectors. TEM estimates the improvement that the tracker does with respect to its input data (i.e. detections) at frame level (intra-frame complexity) and sequence level (inter-frame complexity). We evaluate TEM over well-known datasets, four trackers and eight detection sets. Results show that, unlike conventional tracking evaluation measures, TEM can quantify the effort done by the tracker with a reduced correlation on the input detections. Its implementation is publicly available online at https://github.com/vpulab/MOT-evaluation.
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Reinforcement learning is a machine learning approach based on behavioral psychology. It is focused on learning agents that can acquire knowledge and learn to carry out new tasks by interacting with the environment. However, a problem occurs when reinforcement learning is used in critical contexts where the users of the system need to have more information and reliability for the actions executed by an agent. In this regard, explainable reinforcement learning seeks to provide to an agent in training with methods in order to explain its behavior in such a way that users with no experience in machine learning could understand the agent's behavior. One of these is the memory-based explainable reinforcement learning method that is used to compute probabilities of success for each state-action pair using an episodic memory. In this work, we propose to make use of the memory-based explainable reinforcement learning method in a hierarchical environment composed of sub-tasks that need to be first addressed to solve a more complex task. The end goal is to verify if it is possible to provide to the agent the ability to explain its actions in the global task as well as in the sub-tasks. The results obtained showed that it is possible to use the memory-based method in hierarchical environments with high-level tasks and compute the probabilities of success to be used as a basis for explaining the agent's behavior.
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Deep learning models have shown promising results in recognizing depressive states using video-based facial expressions. While successful models typically leverage using 3D-CNNs or video distillation techniques, the different use of pretraining, data augmentation, preprocessing, and optimization techniques across experiments makes it difficult to make fair architectural comparisons. We propose instead to enhance two simple models based on ResNet-50 that use only static spatial information by using two specific face alignment methods and improved data augmentation, optimization, and scheduling techniques. Our extensive experiments on benchmark datasets obtain similar results to sophisticated spatio-temporal models for single streams, while the score-level fusion of two different streams outperforms state-of-the-art methods. Our findings suggest that specific modifications in the preprocessing and training process result in noticeable differences in the performance of the models and could hide the actual originally attributed to the use of different neural network architectures.
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Deep learning surrogate models are being increasingly used in accelerating scientific simulations as a replacement for costly conventional numerical techniques. However, their use remains a significant challenge when dealing with real-world complex examples. In this work, we demonstrate three types of neural network architectures for efficient learning of highly non-linear deformations of solid bodies. The first two architectures are based on the recently proposed CNN U-NET and MAgNET (graph U-NET) frameworks which have shown promising performance for learning on mesh-based data. The third architecture is Perceiver IO, a very recent architecture that belongs to the family of attention-based neural networks--a class that has revolutionised diverse engineering fields and is still unexplored in computational mechanics. We study and compare the performance of all three networks on two benchmark examples, and show their capabilities to accurately predict the non-linear mechanical responses of soft bodies.
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互动主义模型引入了一种动态的语言,交流和认知方法。在这项工作中,我们在对话对话系统(SDS)的对话建模的背景下探讨了这一基本理论。为了扩展这样的理论框架,我们提出了一组设计原则,这些设计原则遵守中央心理语言和交流理论,以实现SDS中的互动主义。通过这些,关键思想可以构成我们提出的设计原则的基础。
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嗜睡是驾驶员和交通事故主要原因之一的主要关注点。认知神经科学和计算机科学的进步已通过使用脑部计算机界面(BCIS)和机器学习(ML)来检测驾驶员的嗜睡。然而,几个挑战仍然开放,应该面对。首先,文献中缺少使用一组ML算法的多种ML算法对嗜睡检测性能的全面评估。最后,需要研究适合受试者组的可扩展ML模型的检测性能,并将其与文献中提出的单个模型进行比较。为了改善这些局限性,这项工作提出了一个智能框架,该框架采用了BCIS和基于脑电图(EEG)的功能,以检测驾驶场景中的嗜睡。 SEED-VIG数据集用于喂食不同的ML回归器和三类分类器,然后评估,分析和比较单个受试者和组的表现最佳模型。有关单个模型的更多详细信息,随机森林(RF)获得了78%的F1分数,改善了通过文献中使用的模型(例如支持向量机(SVM))获得的58%。关于可扩展模型,RF达到了79%的F1得分,证明了这些方法的有效性。所学的经验教训可以总结如下:i)不仅SVM,而且文献中未充分探索的其他模型与嗜睡检测有关,ii)ii)适用于受试者组的可伸缩方法也有效地检测嗜睡,即使新受试者也是如此评估模型培训中未包括的。
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ICECUBE是一种用于检测1 GEV和1 PEV之间大气和天体中微子的光学传感器的立方公斤阵列,该阵列已部署1.45 km至2.45 km的南极的冰盖表面以下1.45 km至2.45 km。来自ICE探测器的事件的分类和重建在ICeCube数据分析中起着核心作用。重建和分类事件是一个挑战,这是由于探测器的几何形状,不均匀的散射和冰中光的吸收,并且低于100 GEV的光,每个事件产生的信号光子数量相对较少。为了应对这一挑战,可以将ICECUBE事件表示为点云图形,并将图形神经网络(GNN)作为分类和重建方法。 GNN能够将中微子事件与宇宙射线背景区分开,对不同的中微子事件类型进行分类,并重建沉积的能量,方向和相互作用顶点。基于仿真,我们提供了1-100 GEV能量范围的比较与当前ICECUBE分析中使用的当前最新最大似然技术,包括已知系统不确定性的影响。对于中微子事件分类,与当前的IceCube方法相比,GNN以固定的假阳性速率(FPR)提高了信号效率的18%。另外,GNN在固定信号效率下将FPR的降低超过8(低于半百分比)。对于能源,方向和相互作用顶点的重建,与当前最大似然技术相比,分辨率平均提高了13%-20%。当在GPU上运行时,GNN能够以几乎是2.7 kHz的中位数ICECUBE触发速率的速率处理ICECUBE事件,这打开了在在线搜索瞬态事件中使用低能量中微子的可能性。
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