Task-oriented dialogue (TOD) systems are mainly based on the slot-filling-based TOD (SF-TOD) framework, in which dialogues are broken down into smaller, controllable units (i.e., slots) to fulfill a specific task. A series of approaches based on this framework achieved remarkable success on various TOD benchmarks. However, we argue that the current TOD benchmarks are limited to surrogate real-world scenarios and that the current TOD models are still a long way from unraveling the scenarios. In this position paper, we first identify current status and limitations of SF-TOD systems. After that, we explore the WebTOD framework, the alternative direction for building a scalable TOD system when a web/mobile interface is available. In WebTOD, the dialogue system learns how to understand the web/mobile interface that the human agent interacts with, powered by a large-scale language model.
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Speaker embedding extractors significantly influence the performance of clustering-based speaker diarisation systems. Conventionally, only one embedding is extracted from each speech segment. However, because of the sliding window approach, a segment easily includes two or more speakers owing to speaker change points. This study proposes a novel embedding extractor architecture, referred to as a high-resolution embedding extractor (HEE), which extracts multiple high-resolution embeddings from each speech segment. Hee consists of a feature-map extractor and an enhancer, where the enhancer with the self-attention mechanism is the key to success. The enhancer of HEE replaces the aggregation process; instead of a global pooling layer, the enhancer combines relative information to each frame via attention leveraging the global context. Extracted dense frame-level embeddings can each represent a speaker. Thus, multiple speakers can be represented by different frame-level features in each segment. We also propose an artificially generating mixture data training framework to train the proposed HEE. Through experiments on five evaluation sets, including four public datasets, the proposed HEE demonstrates at least 10% improvement on each evaluation set, except for one dataset, which we analyse that rapid speaker changes less exist.
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婴儿生命的最初几年被称为关键时期,在此期间,由于神经可塑性,学习绩效的总体发展受到显着影响。在最近的研究中,具有深层神经网络模仿实际神经元的深层神经网络的AI药物表现出与人类关键时期类似的学习期。特别是在此初期,适当的刺激在发展学习能力中起着至关重要的作用。但是,将人类的认知偏见转变为适当的塑造奖励是非常具有挑战性的,并且在关键时期的先前工作并不集中于寻找适当的刺激。为了进一步迈出一步,我们建议多阶段的增强学习强调在关键时期发现``适当的刺激''。受到人类早期认知发展阶段的启发,我们在关键时期附近使用多阶段的指导,并证明就AI代理的性能,效率和稳定性而言,适当的成型奖励(2阶段指导)。
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关键时期是阶段,其中幼儿的大脑在喷射中发展。为促进儿童认知发展,在本阶段至关重要。然而,目前尚不清楚是否存在对AI代理商的培训也存在这种关键时期。与人类幼儿相似,顺序引导和多模式相互作用可能显着提高AI代理的培训效率。为了验证这一假设,我们将此概念调整到AI代理商中学习的关键时期,并调查AI代理人的虚拟环境中的关键时期。我们在加固学习(RL)框架中正规化关键时期和幼儿指导学习。然后,我们建立了一个像veca工具包的幼儿环境,以模仿人类托儿的学习特征。我们研究三个离散的相互互动水平:弱导兵指导(稀疏奖励),中等导师指导(助手奖励)和导师演示(行为克隆)。我们还介绍了由30,000个现实世界图像组成的EAVE数据集,以完全反映幼儿的观点。我们从两个角度评估关键时期对AI代理商的影响:如何以及何时在统一和多式化学习中最佳。我们的实验结果表明,Uni-和多式联运剂,具有中等导师的指导和100万和200万次训练步骤的关键期显示出明显的改进。我们通过在EAVE数据集上传输学习来验证这些结果,并在同一关键时期和指导下找到性能进步。
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The 3D-aware image synthesis focuses on conserving spatial consistency besides generating high-resolution images with fine details. Recently, Neural Radiance Field (NeRF) has been introduced for synthesizing novel views with low computational cost and superior performance. While several works investigate a generative NeRF and show remarkable achievement, they cannot handle conditional and continuous feature manipulation in the generation procedure. In this work, we introduce a novel model, called Class-Continuous Conditional Generative NeRF ($\text{C}^{3}$G-NeRF), which can synthesize conditionally manipulated photorealistic 3D-consistent images by projecting conditional features to the generator and the discriminator. The proposed $\text{C}^{3}$G-NeRF is evaluated with three image datasets, AFHQ, CelebA, and Cars. As a result, our model shows strong 3D-consistency with fine details and smooth interpolation in conditional feature manipulation. For instance, $\text{C}^{3}$G-NeRF exhibits a Fr\'echet Inception Distance (FID) of 7.64 in 3D-aware face image synthesis with a $\text{128}^{2}$ resolution. Additionally, we provide FIDs of generated 3D-aware images of each class of the datasets as it is possible to synthesize class-conditional images with $\text{C}^{3}$G-NeRF.
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Cellular automata (CA) captivate researchers due to teh emergent, complex individualized behavior that simple global rules of interaction enact. Recent advances in the field have combined CA with convolutional neural networks to achieve self-regenerating images. This new branch of CA is called neural cellular automata [1]. The goal of this project is to use the idea of idea of neural cellular automata to grow prediction machines. We place many different convolutional neural networks in a grid. Each conv net cell outputs a prediction of what the next state will be, and minimizes predictive error. Cells received their neighbors' colors and fitnesses as input. Each cell's fitness score described how accurate its predictions were. Cells could also move to explore their environment and some stochasticity was applied to movement.
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There is a dramatic shortage of skilled labor for modern vineyards. The Vinum project is developing a mobile robotic solution to autonomously navigate through vineyards for winter grapevine pruning. This necessitates an autonomous navigation stack for the robot pruning a vineyard. The Vinum project is using the quadruped robot HyQReal. This paper introduces an architecture for a quadruped robot to autonomously move through a vineyard by identifying and approaching grapevines for pruning. The higher level control is a state machine switching between searching for destination positions, autonomously navigating towards those locations, and stopping for the robot to complete a task. The destination points are determined by identifying grapevine trunks using instance segmentation from a Mask Region-Based Convolutional Neural Network (Mask-RCNN). These detections are sent through a filter to avoid redundancy and remove noisy detections. The combination of these features is the basis for the proposed architecture.
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Feature selection helps reduce data acquisition costs in ML, but the standard approach is to train models with static feature subsets. Here, we consider the dynamic feature selection (DFS) problem where a model sequentially queries features based on the presently available information. DFS is often addressed with reinforcement learning (RL), but we explore a simpler approach of greedily selecting features based on their conditional mutual information. This method is theoretically appealing but requires oracle access to the data distribution, so we develop a learning approach based on amortized optimization. The proposed method is shown to recover the greedy policy when trained to optimality and outperforms numerous existing feature selection methods in our experiments, thus validating it as a simple but powerful approach for this problem.
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In this paper, we learn a diffusion model to generate 3D data on a scene-scale. Specifically, our model crafts a 3D scene consisting of multiple objects, while recent diffusion research has focused on a single object. To realize our goal, we represent a scene with discrete class labels, i.e., categorical distribution, to assign multiple objects into semantic categories. Thus, we extend discrete diffusion models to learn scene-scale categorical distributions. In addition, we validate that a latent diffusion model can reduce computation costs for training and deploying. To the best of our knowledge, our work is the first to apply discrete and latent diffusion for 3D categorical data on a scene-scale. We further propose to perform semantic scene completion (SSC) by learning a conditional distribution using our diffusion model, where the condition is a partial observation in a sparse point cloud. In experiments, we empirically show that our diffusion models not only generate reasonable scenes, but also perform the scene completion task better than a discriminative model. Our code and models are available at https://github.com/zoomin-lee/scene-scale-diffusion
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We introduce a new tool for stochastic convex optimization (SCO): a Reweighted Stochastic Query (ReSQue) estimator for the gradient of a function convolved with a (Gaussian) probability density. Combining ReSQue with recent advances in ball oracle acceleration [CJJJLST20, ACJJS21], we develop algorithms achieving state-of-the-art complexities for SCO in parallel and private settings. For a SCO objective constrained to the unit ball in $\mathbb{R}^d$, we obtain the following results (up to polylogarithmic factors). We give a parallel algorithm obtaining optimization error $\epsilon_{\text{opt}}$ with $d^{1/3}\epsilon_{\text{opt}}^{-2/3}$ gradient oracle query depth and $d^{1/3}\epsilon_{\text{opt}}^{-2/3} + \epsilon_{\text{opt}}^{-2}$ gradient queries in total, assuming access to a bounded-variance stochastic gradient estimator. For $\epsilon_{\text{opt}} \in [d^{-1}, d^{-1/4}]$, our algorithm matches the state-of-the-art oracle depth of [BJLLS19] while maintaining the optimal total work of stochastic gradient descent. We give an $(\epsilon_{\text{dp}}, \delta)$-differentially private algorithm which, given $n$ samples of Lipschitz loss functions, obtains near-optimal optimization error and makes $\min(n, n^2\epsilon_{\text{dp}}^2 d^{-1}) + \min(n^{4/3}\epsilon_{\text{dp}}^{1/3}, (nd)^{2/3}\epsilon_{\text{dp}}^{-1})$ queries to the gradients of these functions. In the regime $d \le n \epsilon_{\text{dp}}^{2}$, where privacy comes at no cost in terms of the optimal loss up to constants, our algorithm uses $n + (nd)^{2/3}\epsilon_{\text{dp}}^{-1}$ queries and improves recent advancements of [KLL21, AFKT21]. In the moderately low-dimensional setting $d \le \sqrt n \epsilon_{\text{dp}}^{3/2}$, our query complexity is near-linear.
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