当今智能城市中产生的大型视频数据从其有目的的用法角度引起了人们的关注,其中监视摄像机等是最突出的资源,是为大量数据做出贡献的最突出的资源,使其自动化分析成为计算方面的艰巨任务。和精确。暴力检测(VD)在行动和活动识别域中广泛崩溃,用于分析大型视频数据,以了解由于人类而引起的异常动作。传统上,VD文献基于手动设计的功能,尽管开发了基于深度学习的独立模型的进步用于实时VD分析。本文重点介绍了深度序列学习方法以及检测到的暴力的本地化策略。该概述还介入了基于机器学习的初始图像处理和基于机器学习的文献及其可能具有的优势,例如针对当前复杂模型的效率。此外,讨论了数据集,以提供当前模型的分析,并用对先前方法的深入分析得出的VD域中的未来方向解释了他们的利弊。
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基于优化的元学习旨在学习初始化,以便在一些梯度更新中可以学习新的看不见的任务。模型不可知的元学习(MAML)是一种包括两个优化回路的基准算法。内部循环致力于学习一项新任务,并且外循环导致元定义。但是,Anil(几乎没有内部环)算法表明,功能重用是MAML快速学习的替代方法。因此,元定义阶段使MAML用于特征重用,并消除了快速学习的需求。与Anil相反,我们假设可能需要在元测试期间学习新功能。从非相似分布中进行的一项新的看不见的任务将需要快速学习,并重用现有功能。在本文中,我们调用神经网络的宽度深度二元性,其中,我们通过添加额外的计算单元(ACU)来增加网络的宽度。 ACUS可以在元测试任务中学习新的原子特征,而相关的增加宽度有助于转发通行证中的信息传播。新学习的功能与最后一层的现有功能相结合,用于元学习。实验结果表明,我们提出的MAC方法的表现优于现有的非相似任务分布的Anil算法,约为13%(5次任务设置)
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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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尽管最近从遮挡和嘈杂的面部图像中的3D面部重建的发展,但性能仍然不满意。主要挑战之一是在面部图像中处理中等至重闭塞。另外,面部图像中的噪声抑制了面部属性的正确捕获,从而需要可靠地解决。此外,大多数现有方法依赖于额外的依赖性,对培训过程构成了许多约束。因此,我们提出了一种自我监督的强制性指导(流氓)框架,以获得面部图像中的遮挡和噪声的鲁棒性。所提出的网络包含1)指导管线,用于获得清洁面的3D面系数,以及2)稳定流水线,以获取封闭或噪声图像的估计系数与清洁对应物之间的估计系数之间的一致性。所提出的图像和特征级损失功能有助于流氓学习过程而不会构成额外的依赖性。在Celeba的测试数据集的三种变化:理性闭塞,妄想闭塞和嘈杂的面部图像,我们的方法优于当前的最先进的方法(例如,基于形状的3D顶点错误,合理闭塞的0.146〜0.048的减少,从0.292〜0.061,妄想闭塞和面部图像中的噪声为0.269至0.053),展示了所提出的方法的有效性。
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数据增强是自然语言处理(NLP)模型的鲁棒性评估的重要组成部分,以及增强他们培训的数据的多样性。在本文中,我们呈现NL-Cogmenter,这是一种新的参与式Python的自然语言增强框架,它支持创建两个转换(对数据的修改)和过滤器(根据特定功能的数据拆分)。我们描述了框架和初始的117个变换和23个过滤器,用于各种自然语言任务。我们通过使用其几个转换来分析流行自然语言模型的鲁棒性来证明NL-Upmenter的功效。基础架构,Datacards和稳健性分析结果在NL-Augmenter存储库上公开可用(\ url {https://github.com/gem-benchmark/nl-augmenter})。
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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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