赤道等离子体气泡(EPB)是低密度血浆的羽毛,它们从F层的底部升至Exosphere。 EPB是无线电波闪烁的已知原因,可以降低与航天器的通信。我们构建了一个随机的森林回归剂,以预测和预测IBI处理器在船上检测到的EPB [0-1]的可能性。我们使用从2014年到2021年的8年群数据,并将数据从时间序列转换为5维空间,该空间包括纬度,经度,MLT,年份和年度。我们还增加了KP,F10.7厘米和太阳风速。关于地理位置,当地时间,季节和太阳活动的EPB的观察主要与现有工作一致,而链接的地磁活动尚不清楚。该预测的精度为88%,并且在EPB特异性时空尺度上的性能很好。这证明了XGBoost方法能够成功捕获群EPB的气候和每日变异性。由于电离层内的局部和随机特征,捕获每日方差长期以来一直逃避研究人员。我们利用Shapley值来解释该模型并深入了解EPB的物理学。我们发现,随着太阳能速度的增加,EPB的概率降低。我们还确定了EPB概率周围的尖峰。这两个见解直接源自XGBoost和Shapley技术。
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在本文中,使用聚类和阈值算法实现了DIBA数据集细菌属和物种的半自动注释。深度学习模型经过训练,以实现细菌物种的语义分割和分类。分类精度达到95%。深度学习模型在生物医学图像处理中发现了巨大的应用。从革兰氏阴性微观图像中自动分割细菌对于诊断呼吸道和尿路感染,检测癌症等至关重要。深度学习将有助于生物学家在更少的时间内获得可靠的结果。此外,可以减少许多人类干预措施。这项工作可能有助于检测尿液涂片图像,痰液涂片图像等的细菌,以诊断尿路感染,结核病,肺炎等。
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语言模型既展示了定量的改进,又展示了新的定性功能,随着规模的增加。尽管它们具有潜在的变革性影响,但这些新能力的特征却很差。为了为未来的研究提供信息,为破坏性的新模型能力做准备,并改善社会有害的效果,至关重要的是,我们必须了解目前和近乎未来的能力和语言模型的局限性。为了应对这一挑战,我们介绍了超越模仿游戏基准(Big Bench)。 Big Bench目前由204个任务组成,由132家机构的442位作者贡献。任务主题是多样的,从语言学,儿童发展,数学,常识性推理,生物学,物理学,社会偏见,软件开发等等。 Big-Bench专注于被认为超出当前语言模型的功能的任务。我们评估了OpenAI的GPT型号,Google内部密集变压器体系结构和大型基础上的开关稀疏变压器的行为,跨越了数百万到数十亿个参数。此外,一个人类专家评估者团队执行了所有任务,以提供强大的基准。研究结果包括:模型性能和校准都随规模改善,但绝对的术语(以及与评估者的性能相比);在模型类中的性能非常相似,尽管带有稀疏性。逐渐和预测的任务通常涉及大量知识或记忆成分,而在临界规模上表现出“突破性”行为的任务通常涉及多个步骤或组成部分或脆性指标;社交偏见通常会随着含糊不清的环境而随着规模而增加,但这可以通过提示来改善。
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索赔检测和验证对于新闻认识至关重要,并且已成为有前途的技术,以减轻新闻中的错误信息。然而,大多数现有的工作侧重于索赔句子的分析,同时俯瞰关键背景属性,例如索引者,声称对象和连接到索赔的其他知识。在这项工作中,我们提供了新闻本,新的基准,了解新闻领域的知识意识索赔检测。我们重新定义了索赔探测问题,包括提取与索赔相关的附加背景属性,并发布529索赔由103个新闻文章提示。此外,报讯人旨在在新兴场景中索取索赔检测系统,包括不少培训数据的看不见的主题。最后,我们对这款新基准测试提供了对各种零射和及时的基础基准的全面评估。
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智能手机已经使用基于生物识别的验证系统,以在高度敏感的应用中提供安全性。视听生物识别技术因其可用性而受欢迎,并且由于其多式化性质,欺骗性将具有挑战性。在这项工作中,我们介绍了一个在五个不同最近智能手机中捕获的视听智能手机数据集。考虑到不同的现实情景,这个新数据集包含在三个不同的会话中捕获的103个科目。在该数据集中获取三种不同的语言,以包括扬声器识别系统的语言依赖性问题。这些数据集的这些独特的特征将为实施新的艺术技术的单向或视听扬声器识别系统提供途径。我们还报告了DataSet上的基准标记的生物识别系统的性能。生物识别算法的鲁棒性朝向具有广泛实验的重播和合成信号等信号噪声,设备,语言和呈现攻击等多种依赖性。获得的结果提出了许多关于智能手机中最先进的生物识别方法的泛化特性的担忧。
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Designing experiments often requires balancing between learning about the true treatment effects and earning from allocating more samples to the superior treatment. While optimal algorithms for the Multi-Armed Bandit Problem (MABP) provide allocation policies that optimally balance learning and earning, they tend to be computationally expensive. The Gittins Index (GI) is a solution to the MABP that can simultaneously attain optimality and computationally efficiency goals, and it has been recently used in experiments with Bernoulli and Gaussian rewards. For the first time, we present a modification of the GI rule that can be used in experiments with exponentially-distributed rewards. We report its performance in simulated 2- armed and 3-armed experiments. Compared to traditional non-adaptive designs, our novel GI modified design shows operating characteristics comparable in learning (e.g. statistical power) but substantially better in earning (e.g. direct benefits). This illustrates the potential that designs using a GI approach to allocate participants have to improve participant benefits, increase efficiencies, and reduce experimental costs in adaptive multi-armed experiments with exponential rewards.
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Quadruped robots are currently used in industrial robotics as mechanical aid to automate several routine tasks. However, presently, the usage of such a robot in a domestic setting is still very much a part of the research. This paper discusses the understanding and virtual simulation of such a robot capable of detecting and understanding human emotions, generating its gait, and responding via sounds and expression on a screen. To this end, we use a combination of reinforcement learning and software engineering concepts to simulate a quadruped robot that can understand emotions, navigate through various terrains and detect sound sources, and respond to emotions using audio-visual feedback. This paper aims to establish the framework of simulating a quadruped robot that is emotionally intelligent and can primarily respond to audio-visual stimuli using motor or audio response. The emotion detection from the speech was not as performant as ERANNs or Zeta Policy learning, still managing an accuracy of 63.5%. The video emotion detection system produced results that are almost at par with the state of the art, with an accuracy of 99.66%. Due to its "on-policy" learning process, the PPO algorithm was extremely rapid to learn, allowing the simulated dog to demonstrate a remarkably seamless gait across the different cadences and variations. This enabled the quadruped robot to respond to generated stimuli, allowing us to conclude that it functions as predicted and satisfies the aim of this work.
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Real-world robotic grasping can be done robustly if a complete 3D Point Cloud Data (PCD) of an object is available. However, in practice, PCDs are often incomplete when objects are viewed from few and sparse viewpoints before the grasping action, leading to the generation of wrong or inaccurate grasp poses. We propose a novel grasping strategy, named 3DSGrasp, that predicts the missing geometry from the partial PCD to produce reliable grasp poses. Our proposed PCD completion network is a Transformer-based encoder-decoder network with an Offset-Attention layer. Our network is inherently invariant to the object pose and point's permutation, which generates PCDs that are geometrically consistent and completed properly. Experiments on a wide range of partial PCD show that 3DSGrasp outperforms the best state-of-the-art method on PCD completion tasks and largely improves the grasping success rate in real-world scenarios. The code and dataset will be made available upon acceptance.
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When robots learn reward functions using high capacity models that take raw state directly as input, they need to both learn a representation for what matters in the task -- the task ``features" -- as well as how to combine these features into a single objective. If they try to do both at once from input designed to teach the full reward function, it is easy to end up with a representation that contains spurious correlations in the data, which fails to generalize to new settings. Instead, our ultimate goal is to enable robots to identify and isolate the causal features that people actually care about and use when they represent states and behavior. Our idea is that we can tune into this representation by asking users what behaviors they consider similar: behaviors will be similar if the features that matter are similar, even if low-level behavior is different; conversely, behaviors will be different if even one of the features that matter differs. This, in turn, is what enables the robot to disambiguate between what needs to go into the representation versus what is spurious, as well as what aspects of behavior can be compressed together versus not. The notion of learning representations based on similarity has a nice parallel in contrastive learning, a self-supervised representation learning technique that maps visually similar data points to similar embeddings, where similarity is defined by a designer through data augmentation heuristics. By contrast, in order to learn the representations that people use, so we can learn their preferences and objectives, we use their definition of similarity. In simulation as well as in a user study, we show that learning through such similarity queries leads to representations that, while far from perfect, are indeed more generalizable than self-supervised and task-input alternatives.
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and widely used information measurement metric, particularly popularized for SSVEP- based Brain-Computer (BCI) interfaces. By combining speed and accuracy into a single-valued parameter, this metric aids in the evaluation and comparison of various target identification algorithms across different BCI communities. To accurately depict performance and inspire an end-to-end design for futuristic BCI designs, a more thorough examination and definition of ITR is therefore required. We model the symbiotic communication medium, hosted by the retinogeniculate visual pathway, as a discrete memoryless channel and use the modified capacity expressions to redefine the ITR. We use graph theory to characterize the relationship between the asymmetry of the transition statistics and the ITR gain with the new definition, leading to potential bounds on data rate performance. On two well-known SSVEP datasets, we compared two cutting-edge target identification methods. Results indicate that the induced DM channel asymmetry has a greater impact on the actual perceived ITR than the change in input distribution. Moreover, it is demonstrated that the ITR gain under the new definition is inversely correlated with the asymmetry in the channel transition statistics. Individual input customizations are further shown to yield perceived ITR performance improvements. An algorithm is proposed to find the capacity of binary classification and further discussions are given to extend such results to ensemble techniques.We anticipate that the results of our study will contribute to the characterization of the highly dynamic BCI channel capacities, performance thresholds, and improved BCI stimulus designs for a tighter symbiosis between the human brain and computer systems while enhancing the efficiency of the underlying communication resources.
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