多语言预训练的语言模型(PLM)在高资源和低资源语言的下游任务上表现出令人印象深刻的表现。但是,在预培训期间,尤其是非洲语言中,看不见的语言仍然有很大的表现。适应新语言的最有效方法之一是\ textit {语言自适应微调}(LAFT) - 使用预训练目标对单语言的多语言PLM进行微调。但是,适应目标语言会单独使用大磁盘空间,并限制了由此产生的模型的跨语言转移能力,因为它们已经专门用于单语言。在本文中,我们对17种最重要的非洲语言和其他三种在非洲大陆上广泛使用的高资源语言对17种最具资源的非洲语言进行\ Textit {多语言自适应微调},以鼓励跨语性转移学习。为了进一步专注于多语言PLM,我们从嵌入式层中删除了与MAFT之前的非非洲写作脚本相对应的词汇令牌,从而将模型大小降低了约50%。我们对两个多语言PLM(Afriberta和XLM-R)和三个NLP任务(NER,新闻主题分类和情感分类)的评估表明,我们的方法可以在单个语言上应用LAFT,同时需要较小的磁盘空间。此外,我们表明我们的适应性PLM还提高了参数有效微调方法的零击跨语性转移能力。
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Bibletts是一种在撒哈拉以南非洲使用的十种语言的大型,高质量的开放语音数据集。该语料库包含每语言最多86个小时的对齐,工作室质量的48kHz单扬声器唱片,从而能够开发高质量的文本到语音模型。代表的十种语言是:Akuapem Twi,Asante Twi,Chichewa,Ewe,Hausa,Kikuyu,Lingala,Luganda,Luganda,Luo和Yoruba。该语料库是由Biblica的Open.Bible Project制作和发行的圣经录音的衍生作品。我们已经对齐,清洁和过滤了原始录音,并还对每种语言的对齐子进行了手工检查。我们为具有Coqui TTS的文本到语音模型提供了结果。数据是根据商业友好的CC-SA许可发布的。
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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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语言模型预训练的最新进展利用大规模数据集创建多语言模型。但是,这些数据集中大多遗漏了低资源语言。这主要是因为网络上没有很好地表示口语,因此被排除在用于创建数据集的大规模爬网中。此外,这些模型的下游用户仅限于最初选择用于预训练的语言的选择。这项工作调查了如何最佳利用现有的预培训模型来为16种非洲语言创建低资源翻译系统。我们关注两个问题:1)如何将预训练的模型用于初始预培训中未包含的语言? 2)生成的翻译模型如何有效地转移到新域?为了回答这些问题,我们创建了一个新的非洲新闻语料库,涵盖16种语言,其中8种语言不属于任何现有评估数据集的一部分。我们证明,将两种语言转移到其他语言和其他领域的最有效策略是,以少量的高质量翻译数据微调大型预训练模型。
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We derive a set of causal deep neural networks whose architectures are a consequence of tensor (multilinear) factor analysis. Forward causal questions are addressed with a neural network architecture composed of causal capsules and a tensor transformer. The former estimate a set of latent variables that represent the causal factors, and the latter governs their interaction. Causal capsules and tensor transformers may be implemented using shallow autoencoders, but for a scalable architecture we employ block algebra and derive a deep neural network composed of a hierarchy of autoencoders. An interleaved kernel hierarchy preprocesses the data resulting in a hierarchy of kernel tensor factor models. Inverse causal questions are addressed with a neural network that implements multilinear projection and estimates the causes of effects. As an alternative to aggressive bottleneck dimension reduction or regularized regression that may camouflage an inherently underdetermined inverse problem, we prescribe modeling different aspects of the mechanism of data formation with piecewise tensor models whose multilinear projections are well-defined and produce multiple candidate solutions. Our forward and inverse neural network architectures are suitable for asynchronous parallel computation.
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User equipment is one of the main bottlenecks facing the gaming industry nowadays. The extremely realistic games which are currently available trigger high computational requirements of the user devices to run games. As a consequence, the game industry has proposed the concept of Cloud Gaming, a paradigm that improves gaming experience in reduced hardware devices. To this end, games are hosted on remote servers, relegating users' devices to play only the role of a peripheral for interacting with the game. However, this paradigm overloads the communication links connecting the users with the cloud. Therefore, service experience becomes highly dependent on network connectivity. To overcome this, Cloud Gaming will be boosted by the promised performance of 5G and future 6G networks, together with the flexibility provided by mobility in multi-RAT scenarios, such as WiFi. In this scope, the present work proposes a framework for measuring and estimating the main E2E metrics of the Cloud Gaming service, namely KQIs. In addition, different machine learning techniques are assessed for predicting KQIs related to Cloud Gaming user's experience. To this end, the main key quality indicators (KQIs) of the service such as input lag, freeze percent or perceived video frame rate are collected in a real environment. Based on these, results show that machine learning techniques provide a good estimation of these indicators solely from network-based metrics. This is considered a valuable asset to guide the delivery of Cloud Gaming services through cellular communications networks even without access to the user's device, as it is expected for telecom operators.
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Dataset scaling, also known as normalization, is an essential preprocessing step in a machine learning pipeline. It is aimed at adjusting attributes scales in a way that they all vary within the same range. This transformation is known to improve the performance of classification models, but there are several scaling techniques to choose from, and this choice is not generally done carefully. In this paper, we execute a broad experiment comparing the impact of 5 scaling techniques on the performances of 20 classification algorithms among monolithic and ensemble models, applying them to 82 publicly available datasets with varying imbalance ratios. Results show that the choice of scaling technique matters for classification performance, and the performance difference between the best and the worst scaling technique is relevant and statistically significant in most cases. They also indicate that choosing an inadequate technique can be more detrimental to classification performance than not scaling the data at all. We also show how the performance variation of an ensemble model, considering different scaling techniques, tends to be dictated by that of its base model. Finally, we discuss the relationship between a model's sensitivity to the choice of scaling technique and its performance and provide insights into its applicability on different model deployment scenarios. Full results and source code for the experiments in this paper are available in a GitHub repository.\footnote{https://github.com/amorimlb/scaling\_matters}
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Recently, Person Re-Identification (Re-ID) has received a lot of attention. Large datasets containing labeled images of various individuals have been released, allowing researchers to develop and test many successful approaches. However, when such Re-ID models are deployed in new cities or environments, the task of searching for people within a network of security cameras is likely to face an important domain shift, thus resulting in decreased performance. Indeed, while most public datasets were collected in a limited geographic area, images from a new city present different features (e.g., people's ethnicity and clothing style, weather, architecture, etc.). In addition, the whole frames of the video streams must be converted into cropped images of people using pedestrian detection models, which behave differently from the human annotators who created the dataset used for training. To better understand the extent of this issue, this paper introduces a complete methodology to evaluate Re-ID approaches and training datasets with respect to their suitability for unsupervised deployment for live operations. This method is used to benchmark four Re-ID approaches on three datasets, providing insight and guidelines that can help to design better Re-ID pipelines in the future.
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Automated plot generation is the challenge of generating a sequence of events that will be perceived by readers as the plot of a coherent story. Traditional symbolic planners plan a story from a goal state and guarantee logical causal plot coherence but rely on a library of hand-crafted actions with their preconditions and effects. This closed world setting limits the length and diversity of what symbolic planners can generate. On the other hand, pre-trained neural language models can generate stories with great diversity, while being generally incapable of ending a story in a specified manner and can have trouble maintaining coherence. In this paper, we present an approach to story plot generation that unifies causal planning with neural language models. We propose to use commonsense knowledge extracted from large language models to recursively expand a story plot in a backward chaining fashion. Specifically, our system infers the preconditions for events in the story and then events that will cause those conditions to become true. We performed automatic evaluation to measure narrative coherence as indicated by the ability to answer questions about whether different events in the story are causally related to other events. Results indicate that our proposed method produces more coherent plotlines than several strong baselines.
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Autonomous vehicles are suited for continuous area patrolling problems. However, finding an optimal patrolling strategy can be challenging for many reasons. Firstly, patrolling environments are often complex and can include unknown and evolving environmental factors. Secondly, autonomous vehicles can have failures or hardware constraints such as limited battery lives. Importantly, patrolling large areas often requires multiple agents that need to collectively coordinate their actions. In this work, we consider these limitations and propose an approach based on a distributed, model-free deep reinforcement learning based multi-agent patrolling strategy. In this approach, agents make decisions locally based on their own environmental observations and on shared information. In addition, agents are trained to automatically recharge themselves when required to support continuous collective patrolling. A homogeneous multi-agent architecture is proposed, where all patrolling agents have an identical policy. This architecture provides a robust patrolling system that can tolerate agent failures and allow supplementary agents to be added to replace failed agents or to increase the overall patrol performance. This performance is validated through experiments from multiple perspectives, including the overall patrol performance, the efficiency of the battery recharging strategy, the overall robustness of the system, and the agents' ability to adapt to environment dynamics.
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