We introduce a language generation task grounded in a popular video game environment. KNUDGE (KNowledge Constrained User-NPC Dialogue GEneration) involves generating dialogue trees conditioned on an ontology captured in natural language passages providing quest and entity specifications. KNUDGE is constructed from side quest dialogues drawn directly from game data of Obsidian Entertainment's The Outer Worlds, leading to real-world complexities in generation: (1) dialogues are branching trees as opposed to linear chains of utterances; (2) utterances must remain faithful to the game lore--character personas, backstories, and entity relationships; and (3) a dialogue must accurately reveal new quest-related details to the human player. We report results for supervised and in-context learning techniques, finding there is significant room for future work on creating realistic game-quality dialogues.
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Large language models (LLMs) have shown impressive results across a variety of tasks while requiring little or no direct supervision. Further, there is mounting evidence that LLMs may have potential in information-seeking scenarios. We believe the ability of an LLM to attribute the text that it generates is likely to be crucial for both system developers and users in this setting. We propose and study Attributed QA as a key first step in the development of attributed LLMs. We develop a reproducable evaluation framework for the task, using human annotations as a gold standard and a correlated automatic metric that we show is suitable for development settings. We describe and benchmark a broad set of architectures for the task. Our contributions give some concrete answers to two key questions (How to measure attribution?, and How well do current state-of-the-art methods perform on attribution?), and give some hints as to how to address a third key question (How to build LLMs with attribution?).
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In this paper, we present the Multi-view Extended Videos with Identities (MEVID) dataset for large-scale, video person re-identification (ReID) in the wild. To our knowledge, MEVID represents the most-varied video person ReID dataset, spanning an extensive indoor and outdoor environment across nine unique dates in a 73-day window, various camera viewpoints, and entity clothing changes. Specifically, we label the identities of 158 unique people wearing 598 outfits taken from 8, 092 tracklets, average length of about 590 frames, seen in 33 camera views from the very large-scale MEVA person activities dataset. While other datasets have more unique identities, MEVID emphasizes a richer set of information about each individual, such as: 4 outfits/identity vs. 2 outfits/identity in CCVID, 33 viewpoints across 17 locations vs. 6 in 5 simulated locations for MTA, and 10 million frames vs. 3 million for LS-VID. Being based on the MEVA video dataset, we also inherit data that is intentionally demographically balanced to the continental United States. To accelerate the annotation process, we developed a semi-automatic annotation framework and GUI that combines state-of-the-art real-time models for object detection, pose estimation, person ReID, and multi-object tracking. We evaluate several state-of-the-art methods on MEVID challenge problems and comprehensively quantify their robustness in terms of changes of outfit, scale, and background location. Our quantitative analysis on the realistic, unique aspects of MEVID shows that there are significant remaining challenges in video person ReID and indicates important directions for future research.
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Post-hoc explanation methods have become increasingly depended upon for understanding black-box classifiers in high-stakes applications, precipitating a need for reliable explanations. While numerous explanation methods have been proposed, recent works have shown that many existing methods can be inconsistent or unstable. In addition, high-performing classifiers are often highly nonlinear and can exhibit complex behavior around the decision boundary, leading to brittle or misleading local explanations. Therefore, there is an impending need to quantify the uncertainty of such explanation methods in order to understand when explanations are trustworthy. We introduce a novel uncertainty quantification method parameterized by a Gaussian Process model, which combines the uncertainty approximation of existing methods with a novel geodesic-based similarity which captures the complexity of the target black-box decision boundary. The proposed framework is highly flexible; it can be used with any black-box classifier and feature attribution method to amortize uncertainty estimates for explanations. We show theoretically that our proposed geodesic-based kernel similarity increases with the complexity of the decision boundary. Empirical results on multiple tabular and image datasets show that our decision boundary-aware uncertainty estimate improves understanding of explanations as compared to existing methods.
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ICECUBE是一种用于检测1 GEV和1 PEV之间大气和天体中微子的光学传感器的立方公斤阵列,该阵列已部署1.45 km至2.45 km的南极的冰盖表面以下1.45 km至2.45 km。来自ICE探测器的事件的分类和重建在ICeCube数据分析中起着核心作用。重建和分类事件是一个挑战,这是由于探测器的几何形状,不均匀的散射和冰中光的吸收,并且低于100 GEV的光,每个事件产生的信号光子数量相对较少。为了应对这一挑战,可以将ICECUBE事件表示为点云图形,并将图形神经网络(GNN)作为分类和重建方法。 GNN能够将中微子事件与宇宙射线背景区分开,对不同的中微子事件类型进行分类,并重建沉积的能量,方向和相互作用顶点。基于仿真,我们提供了1-100 GEV能量范围的比较与当前ICECUBE分析中使用的当前最新最大似然技术,包括已知系统不确定性的影响。对于中微子事件分类,与当前的IceCube方法相比,GNN以固定的假阳性速率(FPR)提高了信号效率的18%。另外,GNN在固定信号效率下将FPR的降低超过8(低于半百分比)。对于能源,方向和相互作用顶点的重建,与当前最大似然技术相比,分辨率平均提高了13%-20%。当在GPU上运行时,GNN能够以几乎是2.7 kHz的中位数ICECUBE触发速率的速率处理ICECUBE事件,这打开了在在线搜索瞬态事件中使用低能量中微子的可能性。
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光环伴形培养基中的离子气体通过热阳光阳光层(TSZ)效应在宇宙微波背景上留下烙印。来自活性银河核(AGN)和超新星的反馈会影响晕孔集成TSZ通量的测量($ y_ \ mathrm {sz} $),并导致其与光晕质量的关系($ y_ \ mathrm {sz} -mm $ )偏离病毒定理的自相似幂律预测。我们对使用骆驼,一套流体动力模拟的套件进行了全面研究,反馈处方的差异很大。我们使用两个机器学习工具(随机森林和符号回归)的组合来搜索$ y-m $关系的类似物,这对低质量的反馈过程($ m \ sillesim 10^{14} \,h^, {-1} \,m_ \ odot $);我们发现,仅替换$ y \ rightarrow y(1+m _*/m_ \ mathrm {gas})$在关系中使其非常相似。这可以用作低质量簇和星系组的强大多波长质量代理。我们的方法通常对于提高其他天体分级关系的有效性领域通常也很有用。我们还预测,$ y-m $关系的测量值可以在反馈参数的某些组合和/或排除超级新闻和AGN反馈模型的主要部分,以提供百分比的约束。艺术流体动力模拟。我们的结果对于使用即将进行的SZ调查(例如SO,CMB-S4)和Galaxy Surveys(例如Desi和Rubin)来限制Baryonic反馈的性质。最后,我们发现,$ y-m _*$的另一种关系提供了有关反馈的补充信息,而不是$ y-m $。
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尽管变压器语言模型(LMS)是信息提取的最新技术,但长文本引入了需要次优的预处理步骤或替代模型体系结构的计算挑战。稀疏注意的LMS可以代表更长的序列,克服性能障碍。但是,目前尚不清楚如何解释这些模型的预测,因为并非所有令牌都在自我发项层中相互参加,而在运行时,长序列对可解释性算法提出了计算挑战,而当运行时取决于文档长度。这些挑战在文档可能很长的医学环境中是严重的,机器学习(ML)模型必须是审核和值得信赖的。我们介绍了一种新颖的蒙版抽样程序(MSP),以识别有助于预测的文本块,将MSP应用于预测医学文本诊断的背景下,并通过两位临床医生的盲目审查来验证我们的方法。我们的方法比以前的最先进的临床信息块高约1.7倍,速度更快100倍,并且可用于生成重要的短语对。 MSP特别适合长LMS,但可以应用于任何文本分类器。我们提供了MSP的一般实施。
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大语言模型(LLM)的广泛成功已受到怀疑,即他们拥有人类概念或含义之类的东西。与声称LLM没有任何意义的声称相反,我们认为它们可能会捕捉意义的重要方面,此外,工作的工作方式近似于对人类认知的令人信服的说法,在这种认知中,概念作用引起了意义。由于概念角色是由内部代表性之间的关系定义的,因此含义不能从模型的架构,培训数据或目标功能中确定,而只能通过检查其内部状态之间的相互关系。这种方法可以阐明为什么LLM如此成功,并暗示如何使它们变得更像人性化。
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在基于模型的马尔可夫决策过程的大多数应用中,通常从经验数据中估算出未知基础模型的参数。由于噪音,从估计模型中学到的政策通常与基础模型的最佳政策相去甚远。当应用于基础模型的环境时,学习的政策会导致次优性能,因此要求提供更好的概括性能的解决方案。在这项工作中,我们采用贝叶斯的观点,并通过先验信息将马尔可夫决策过程的目标函数正规化,以获得更强大的策略。提出了两种方法,一种基于$ l^1 $正则化,另一种基于相对熵正则化。我们评估了有关合成模拟和大规模在线购物商店的现实搜索日志的建议算法。我们的结果证明了正则MDP策略对模型中存在的噪声的鲁棒性。
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气候,化学或天体物理学中的数值模拟在计算上对于高分辨率下的不确定性定量或参数探索而言太昂贵。减少或替代模型的多个数量级更快,但是传统的替代物是僵化或不准确和纯机器学习(ML)基于基于数据的替代物。我们提出了一个混合,灵活的替代模型,该模型利用已知的物理学来模拟大规模动力学,并将学习到难以模拟的项,该术语称为参数化或闭合,并捕获了细界面对大型动力学的影响。利用神经操作员,我们是第一个学习独立于网格的,非本地和灵活的参数化的人。我们的\ textit {多尺度神经操作员}是由多尺度建模的丰富文献进行的,具有准线性运行时复杂性,比最先进的参数化更准确或更灵活,并且在混乱方程的多尺度lorenz96上证明。
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