人类的对象识别主要取决于形状线索。我们已经开发了一种新方法来测量基于最近邻视图匹配的基于系统嵌入空间内的视觉系统的形状识别性能。我们的性能基准,换型,允许精确控制任务难度,通过执行该视图匹配跨度指定的3D视点变化和/或外观变化。作为第一个测试用例,我们测量了在想象集上预先培训的RESET50的性能。匹配的错误率很高。例如,对象间距LED Reset50的27度变化以匹配45%的时间的错误对象。外观变化也很高。对错误匹配的检查表明Reset50的嵌入空间严重“纠结”。这些研究结果表明Stumey可以是用于绘制人工视觉系统朝向人级形状识别能力的进展的有用工具。
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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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由于结构化数据通常不足,因此在开发用于临床信息检索和决策支持系统模型时,需要从电子健康记录中的自由文本中提取标签。临床文本中最重要的上下文特性之一是否定,这表明没有发现。我们旨在通过比较荷兰临床注释中的三种否定检测方法来改善标签的大规模提取。我们使用Erasmus医疗中心荷兰临床语料库比较了基于ContextD的基于规则的方法,即使用MEDCAT和(Fineted)基于Roberta的模型的BilstM模型。我们发现,Bilstm和Roberta模型都在F1得分,精度和召回方面始终优于基于规则的模型。此外,我们将每个模型的分类错误系统地分类,这些错误可用于进一步改善特定应用程序的模型性能。在性能方面,将三个模型结合起来并不有益。我们得出的结论是,尤其是基于Bilstm和Roberta的模型在检测临床否定方面非常准确,但是最终,根据手头的用例,这三种方法最终都可以可行。
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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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超越地球轨道的人类空间勘探将涉及大量距离和持续时间的任务。为了有效减轻无数空间健康危害,数据和空间健康系统的范式转移是实现地球独立性的,而不是Earth-Reliance所必需的。有希望在生物学和健康的人工智能和机器学习领域的发展可以解决这些需求。我们提出了一个适当的自主和智能精密空间健康系统,可以监控,汇总和评估生物医学状态;分析和预测个性化不良健康结果;适应并响应新累积的数据;并提供对其船员医务人员的个人深度空间机组人员和迭代决策支持的预防性,可操作和及时的见解。在这里,我们介绍了美国国家航空航天局组织的研讨会的建议摘要,以便在太空生物学和健康中未来的人工智能应用。在未来十年,生物监测技术,生物标志科学,航天器硬件,智能软件和简化的数据管理必须成熟,并编织成精确的空间健康系统,以使人类在深空中茁壮成长。
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空间生物学研究旨在了解太空飞行对生物的根本影响,制定支持深度空间探索的基础知识,最终生物工程航天器和栖息地稳定植物,农作物,微生物,动物和人类的生态系统,为持续的多行星寿命稳定。要提高这些目标,该领域利用了来自星空和地下模拟研究的实验,平台,数据和模型生物。由于研究扩展到低地球轨道之外,实验和平台必须是最大自主,光,敏捷和智能化,以加快知识发现。在这里,我们介绍了由美国国家航空航天局的人工智能,机器学习和建模应用程序组织的研讨会的建议摘要,这些应用程序为这些空间生物学挑战提供了关键解决方案。在未来十年中,将人工智能融入太空生物学领域将深化天空效应的生物学理解,促进预测性建模和分析,支持最大自主和可重复的实验,并有效地管理星载数据和元数据,所有目标使生活能够在深空中茁壮成长。
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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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