Many real-world applications of language models (LMs), such as code autocomplete and writing assistance, involve human-LM interaction, but the main LM benchmarks are non-interactive, where a system produces output without human intervention. To evaluate human-LM interaction, we develop a framework, Human-AI Language-based Interaction Evaluation (H-LINE), that expands non-interactive evaluation along three dimensions, capturing (i) the interactive process, not only the final output; (ii) the first-person subjective experience, not just a third-party assessment; and (iii) notions of preference beyond quality. We then design five tasks ranging from goal-oriented to open-ended to capture different forms of interaction. On four state-of-the-art LMs (three variants of OpenAI's GPT-3 and AI21's J1-Jumbo), we find that non-interactive performance does not always result in better human-LM interaction and that first-person and third-party metrics can diverge, suggesting the importance of examining the nuances of human-LM interaction.
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The number of international benchmarking competitions is steadily increasing in various fields of machine learning (ML) research and practice. So far, however, little is known about the common practice as well as bottlenecks faced by the community in tackling the research questions posed. To shed light on the status quo of algorithm development in the specific field of biomedical imaging analysis, we designed an international survey that was issued to all participants of challenges conducted in conjunction with the IEEE ISBI 2021 and MICCAI 2021 conferences (80 competitions in total). The survey covered participants' expertise and working environments, their chosen strategies, as well as algorithm characteristics. A median of 72% challenge participants took part in the survey. According to our results, knowledge exchange was the primary incentive (70%) for participation, while the reception of prize money played only a minor role (16%). While a median of 80 working hours was spent on method development, a large portion of participants stated that they did not have enough time for method development (32%). 25% perceived the infrastructure to be a bottleneck. Overall, 94% of all solutions were deep learning-based. Of these, 84% were based on standard architectures. 43% of the respondents reported that the data samples (e.g., images) were too large to be processed at once. This was most commonly addressed by patch-based training (69%), downsampling (37%), and solving 3D analysis tasks as a series of 2D tasks. K-fold cross-validation on the training set was performed by only 37% of the participants and only 50% of the participants performed ensembling based on multiple identical models (61%) or heterogeneous models (39%). 48% of the respondents applied postprocessing steps.
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社交机器人已被用来以各种方式来协助心理健康,例如帮助自闭症儿童改善其社交技能和执行功能,例如共同关注和身体意识。他们还用于通过减少孤立和孤独感,并支持青少年和儿童的心理健康来帮助老年人。但是,这一领域的现有工作仅通过社交机器人对人类活动的互动响应来帮助他们学习相关技能,从而通过社交机器人表现出对心理健康的支持。我们假设人类还可以通过与社交机器人释放或分享其心理健康数据来从社交机器人那里获得帮助。在本文中,我们提出了一项人类机器人相互作用(HRI)研究,以评估这一假设。在为期五天的研究中,共有五十五名(n = 55)的参与者与社交机器人分享了他们的内在情绪和压力水平。我们看到大多数积极的结果表明,值得在这个方向上进行未来的工作,以及社会机器人在很大程度上支持心理健康的潜力。
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迄今为止,迄今为止,众所周知,对广泛的互补临床相关任务进行了全面比较了医学图像登记方法。这限制了采用研究进展,以防止竞争方法的公平基准。在过去五年内已经探讨了许多新的学习方法,但优化,建筑或度量战略的问题非常适合仍然是开放的。 Learn2reg涵盖了广泛的解剖学:脑,腹部和胸部,方式:超声波,CT,MRI,群体:患者内部和患者内部和监督水平。我们为3D注册的培训和验证建立了较低的入境障碍,这帮助我们从20多个独特的团队中汇编了65多个单独的方法提交的结果。我们的互补度量集,包括稳健性,准确性,合理性和速度,使得能够独特地位了解当前的医学图像登记现状。进一步分析监督问题的转移性,偏见和重要性,主要是基于深度学习的方法的优越性,并将新的研究方向开放到利用GPU加速的常规优化的混合方法。
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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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AI正在经历范式转变,随着模型的兴起(例如Bert,Dall-E,GPT-3),这些模型经过大规模的数据训练,并且可以适应广泛的下游任务。我们称这些模型基础模型来强调其至关重要但不完整的特征。该报告提供了基础模型的机会和风险的详尽说明,包括其功能(例如语言,愿景,机器人技术,推理,人类互动)和技术原则(例如,模型架构,培训程序,数据,系统,安全,安全性,评估,理论)对其应用(例如法律,医疗保健,教育)和社会影响(例如不平等,滥用,经济和环境影响,法律和道德考虑)。尽管基础模型基于标准的深度学习和转移学习,但它们的规模导致了新的新兴能力,以及它们在许多任务中的有效性都激发了同质化。同质化提供了强大的杠杆作用,但要求谨慎,因为基础模型的缺陷均由下游的所有适应模型继承。尽管即将广泛地部署基础模型,但我们目前对它们的工作方式,失败以及由于其新兴属性的影响而缺乏清晰的了解。为了解决这些问题,我们认为基础模型的许多批判性研究都需要与他们的基本社会技术性质相称。
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在集成感测和通信(ISAC)系统中表征传感和通信性能权衡,在基于学习的人类运动识别的应用中具有挑战性。这是因为大型实验数据集和深神经网络的黑盒性质。本文介绍了SDP3,这是一种模拟驱动的性能预测指标和优化器,由SDP3数据模拟器,SDP3性能预测器和SDP3性能优化器组成。具体而言,SDP3数据模拟器在虚拟环境中生成生动的无线传感数据集,SDP3性能预测器预测基于函数回归方法的传感性能,而SDP3性能优化器会在分析上研究传感和通信性能。结果表明,模拟传感数据集在运动识别精度中非常匹配实验数据集。通过利用SDP3,发现可实现的识别准确性和通信吞吐量由通信饱和区组成,感应饱和区和通讯感应的对抗区域,ISAC系统的所需平衡性能位于第三个一。
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In this paper, we propose ARCH (Animatable Reconstruction of Clothed Humans), a novel end-to-end framework for accurate reconstruction of animation-ready 3D clothed humans from a monocular image. Existing approaches to digitize 3D humans struggle to handle pose variations and recover details. Also, they do not produce models that are animation ready. In contrast, ARCH is a learned pose-aware model that produces detailed 3D rigged full-body human avatars from a single unconstrained RGB image. A Semantic Space and a Semantic Deformation Field are created using a parametric 3D body estimator. They allow the transformation of 2D/3D clothed humans into a canonical space, reducing ambiguities in geometry caused by pose variations and occlusions in training data. Detailed surface geometry and appearance are learned using an implicit function representation with spatial local features. Furthermore, we propose additional per-pixel supervision on the 3D reconstruction using opacity-aware differentiable rendering. Our experiments indicate that ARCH increases the fidelity of the reconstructed humans. We obtain more than 50% lower reconstruction errors for standard metrics compared to state-of-the-art methods on public datasets. We also show numerous qualitative examples of animated, high-quality reconstructed avatars unseen in the literature so far.
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We present Second Thought, a new learning paradigm that enables language models (LMs) to re-align with human values. By modeling the chain-of-edits between value-unaligned and value-aligned text, with LM fine-tuning and additional refinement through reinforcement learning, Second Thought not only achieves superior performance in three value alignment benchmark datasets but also shows strong human-value transfer learning ability in few-shot scenarios. The generated editing steps also offer better interpretability and ease for interactive error correction. Extensive human evaluations further confirm its effectiveness.
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The ability to distinguish between different movie scenes is critical for understanding the storyline of a movie. However, accurately detecting movie scenes is often challenging as it requires the ability to reason over very long movie segments. This is in contrast to most existing video recognition models, which are typically designed for short-range video analysis. This work proposes a State-Space Transformer model that can efficiently capture dependencies in long movie videos for accurate movie scene detection. Our model, dubbed TranS4mer, is built using a novel S4A building block, which combines the strengths of structured state-space sequence (S4) and self-attention (A) layers. Given a sequence of frames divided into movie shots (uninterrupted periods where the camera position does not change), the S4A block first applies self-attention to capture short-range intra-shot dependencies. Afterward, the state-space operation in the S4A block is used to aggregate long-range inter-shot cues. The final TranS4mer model, which can be trained end-to-end, is obtained by stacking the S4A blocks one after the other multiple times. Our proposed TranS4mer outperforms all prior methods in three movie scene detection datasets, including MovieNet, BBC, and OVSD, while also being $2\times$ faster and requiring $3\times$ less GPU memory than standard Transformer models. We will release our code and models.
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