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arXiv:2309.12276

LLMR: Real-time Prompting of Interactive Worlds using Large Language Models

We present Large Language Model for Mixed Reality (LLMR), a framework for the real-time creation and modification of interactive Mixed Reality experiences using LLMs. LLMR leverages novel strategies to tackle difficult cases where ideal training data is scarce, or where the design goal requires the synthesis of internal dynamics, intuitive analysis, or advanced interactivity. Our framework relies on text interaction and the Unity game engine. By incorporating techniques for scene understanding, task planning, self-debugging, and memory management, LLMR outperforms the standard GPT-4 by 4x in average error rate. We demonstrate LLMR's cross-platform interoperability with several example worlds, and evaluate it on a variety of creation and modification tasks to show that it can produce and edit diverse objects, tools, and scenes. Finally, we conducted a usability study (N=11) with a diverse set that revealed participants had positive experiences with the system and would use it again.

arXiv:2309.09476

Mechanic Maker 2.0: Reinforcement Learning for Evaluating Generated Rules

Automated game design (AGD), the study of automatically generating game rules, has a long history in technical games research. AGD approaches generally rely on approximations of human play, either objective functions or AI agents. Despite this, the majority of these approximators are static, meaning they do not reflect human player's ability to learn and improve in a game. In this paper, we investigate the application of Reinforcement Learning (RL) as an approximator for human play for rule generation. We recreate the classic AGD environment Mechanic Maker in Unity as a new, open-source rule generation framework. Our results demonstrate that RL produces distinct sets of rules from an A* agent baseline, which may be more usable by humans.

arXiv:2309.08239

Human-Inspired Topological Representations for Visual Object Recognition in Unseen Environments

Visual object recognition in unseen and cluttered indoor environments is a challenging problem for mobile robots. Toward this goal, we extend our previous work to propose the TOPS2 descriptor, and an accompanying recognition framework, THOR2, inspired by a human reasoning mechanism known as object unity. We interleave color embeddings obtained using the Mapper algorithm for topological soft clustering with the shape-based TOPS descriptor to obtain the TOPS2 descriptor. THOR2, trained using synthetic data, achieves substantially higher recognition accuracy than the shape-based THOR framework and outperforms RGB-D ViT on two real-world datasets: the benchmark OCID dataset and the UW-IS Occluded dataset. Therefore, THOR2 is a promising step toward achieving robust recognition in low-cost robots.

arXiv:2309.05783공식 코드 · Papers with Code

A New Framework to Estimate Return on Investment for Player Salaries in the National Basketball Association

The National Basketball Association (NBA) imposes a player salary cap. It is therefore useful to develop tools to measure the relative realized return of a player's salary given their on court performance. Very few such studies exist, however. We thus present the first known framework to estimate a return on investment (ROI) for NBA player contracts. The framework operates in five parts: (1) decide on a measurement time horizon, such as the standard 82-game NBA regular season; (2) calculate the novel game contribution percentage (GCP) measure we propose, which is a single game summary statistic that sums to unity for each competing team and is comprised of traditional, playtype, hustle, box outs, defensive, tracking, and rebounding per game NBA statistics; (3) estimate the single game value (SGV) of each regular season NBA game using a standard currency conversion calculation; (4) multiply the SGV by the vector of realized GCPs to obtain a series of realized per-player single season cash flows; and (5) use the player salary as an initial investment to perform the traditional ROI calculation. We illustrate our framework by compiling a novel, sharable dataset of per game GCP statistics and salaries for the 2022-2023 NBA regular season. A scatter plot of ROI by salary for all players is presented, including the top and bottom 50 performers. Notably, missed games are treated as defaults because GCP is a per game metric. This allows for break-even calculations between high-performing players with frequent missed games and average performers with few missed games, which we demonstrate with a comparison of the 2023 NBA regular seasons of Anthony Davis and Brook Lopez. We conclude by suggesting uses of our framework, discussing its flexibility through customization, and outlining potential future improvements.

arXiv:2308.15491공식 코드 · Papers with Code

Detecting Inactive Cyberwarriors from Online Forums

The proliferation of misinformation has emerged as a new form of warfare in the information age. This type of warfare involves cyberwarriors, who deliberately propagate messages aimed at defaming opponents or fostering unity among allies. In this study, we investigate the level of activity exhibited by cyberwarriors within a large online forum, and remarkably, we discover that only a minute fraction of cyberwarriors are active users. Surprisingly, despite their expected role of actively disseminating misinformation, cyberwarriors remain predominantly silent during peacetime and only spring into action when necessary. Moreover, we analyze the challenges associated with identifying cyberwarriors and provide evidence that detecting inactive cyberwarriors is considerably more challenging than identifying their active counterparts. Finally, we discuss potential methodologies to more effectively identify cyberwarriors during their inactive phases, offering insights into better capturing their presence and actions. The experimental code is released for reproducibility: \url{https://github.com/Ryaninthegame/Detect-Inactive-Spammers-on-PTT}.

arXiv:2308.13548

Towards a Holodeck-style Simulation Game

We introduce Infinitia, a simulation game system that uses generative image and language models at play time to reshape all aspects of the setting and NPCs based on a short description from the player, in a way similar to how settings are created on the fictional Holodeck. Building off the ideas of the Generative Agents paper, our system introduces gameplay elements, such as infinite generated fantasy worlds, controllability of NPC behavior, humorous dialogue, cost & time efficiency, collaboration between players and elements of non-determinism among in-game events. Infinitia is implemented in the Unity engine with a server-client architecture, facilitating the addition of exciting features by community developers in the future. Furthermore, it uses a multiplayer framework to allow humans to be present and interact in the simulation. The simulation will be available in open-alpha shortly at https://infinitia.ai/ and we are looking forward to building upon it with the community.

arXiv:2308.14437

Data-iterative Optimization Score Model for Stable Ultra-Sparse-View CT Reconstruction

Score-based generative models (SGMs) have gained prominence in sparse-view CT reconstruction for their precise sampling of complex distributions. In SGM-based reconstruction, data consistency in the score-based diffusion model ensures close adherence of generated samples to observed data distribution, crucial for improving image quality. Shortcomings in data consistency characterization manifest in three aspects. Firstly, data from the optimization process can lead to artifacts in reconstructed images. Secondly, it often neglects that the generation model and original data constraints are independently completed, fragmenting unity. Thirdly, it predominantly focuses on constraining intermediate results in the inverse sampling process, rather than ideal real images. Thus, we propose an iterative optimization data scoring model. This paper introduces the data-iterative optimization score-based model (DOSM), integrating innovative data consistency into the Stochastic Differential Equation, a valuable constraint for ultra-sparse-view CT reconstruction. The novelty of this data consistency element lies in its sole reliance on original measurement data to confine generation outcomes, effectively balancing measurement data and generative model constraints. Additionally, we pioneer an inference strategy that traces back from current iteration results to ideal truth, enhancing reconstruction stability. We leverage conventional iteration techniques to optimize DOSM updates. Quantitative and qualitative results from 23 views of numerical and clinical cardiac datasets demonstrate DOSM's superiority over other methods. Remarkably, even with 10 views, our method achieves excellent performance.

arXiv:2308.06594

CoverNav: Cover Following Navigation Planning in Unstructured Outdoor Environment with Deep Reinforcement Learning

Autonomous navigation in offroad environments has been extensively studied in the robotics field. However, navigation in covert situations where an autonomous vehicle needs to remain hidden from outside observers remains an underexplored area. In this paper, we propose a novel Deep Reinforcement Learning (DRL) based algorithm, called CoverNav, for identifying covert and navigable trajectories with minimal cost in offroad terrains and jungle environments in the presence of observers. CoverNav focuses on unmanned ground vehicles seeking shelters and taking covers while safely navigating to a predefined destination. Our proposed DRL method computes a local cost map that helps distinguish which path will grant the maximal covertness while maintaining a low cost trajectory using an elevation map generated from 3D point cloud data, the robot's pose, and directed goal information. CoverNav helps robot agents to learn the low elevation terrain using a reward function while penalizing it proportionately when it experiences high elevation. If an observer is spotted, CoverNav enables the robot to select natural obstacles (e.g., rocks, houses, disabled vehicles, trees, etc.) and use them as shelters to hide behind. We evaluate CoverNav using the Unity simulation environment and show that it guarantees dynamically feasible velocities in the terrain when fed with an elevation map generated by another DRL based navigation algorithm. Additionally, we evaluate CoverNav's effectiveness in achieving a maximum goal distance of 12 meters and its success rate in different elevation scenarios with and without cover objects. We observe competitive performance comparable to state of the art (SOTA) methods without compromising accuracy.

arXiv:2308.05394

Robust Localization with Visual-Inertial Odometry Constraints for Markerless Mobile AR

Visual Inertial Odometry (VIO) is an essential component of modern Augmented Reality (AR) applications. However, VIO only tracks the relative pose of the device, leading to drift over time. Absolute pose estimation methods infer the device's absolute pose, but their accuracy depends on the input quality. This paper introduces VIO-APR, a new framework for markerless mobile AR that combines an absolute pose regressor (APR) with a local VIO tracking system. VIO-APR uses VIO to assess the reliability of the APR and the APR to identify and compensate for VIO drift. This feedback loop results in more accurate positioning and more stable AR experiences. To evaluate VIO-APR, we created a dataset that combines camera images with ARKit's VIO system output for six indoor and outdoor scenes of various scales. Over this dataset, VIO-APR improves the median accuracy of popular APR by up to 36\% in position and 29\% in orientation, increases the percentage of frames in the high ($0.25 m, 2^{\circ}$) accuracy level by up to 112\% and reduces the percentage of frames predicted below the low ($5 m, 10^\circ$) accuracy greatly. We implement VIO-APR into a mobile AR application using Unity to demonstrate its capabilities. VIO-APR results in noticeably more accurate localization and a more stable overall experience.

arXiv:2308.02665공식 코드 · Papers with Code

Let's Give a Voice to Conversational Agents in Virtual Reality

The dialogue experience with conversational agents can be greatly enhanced with multimodal and immersive interactions in virtual reality. In this work, we present an open-source architecture with the goal of simplifying the development of conversational agents operating in virtual environments. The architecture offers the possibility of plugging in conversational agents of different domains and adding custom or cloud-based Speech-To-Text and Text-To-Speech models to make the interaction voice-based. Using this architecture, we present two conversational prototypes operating in the digital health domain developed in Unity for both non-immersive displays and VR headsets.

arXiv:2308.01418

Limit Theory under Network Dependence and Nonstationarity

These lecture notes represent supplementary material for a short course on time series econometrics and network econometrics. We give emphasis on limit theory for time series regression models as well as the use of the local-to-unity parametrization when modeling time series nonstationarity. Moreover, we present various non-asymptotic theory results for moderate deviation principles when considering the eigenvalues of covariance matrices as well as asymptotics for unit root moderate deviations in nonstationary autoregressive processes. Although not all applications from the literature are covered we also discuss some open problems in the time series and network econometrics literature.

arXiv:2307.16446

Power Transfer between Two Antenna Arrays in the Near Field

We present numerical results with a focus on power transfer between two standard linear antenna arrays placed in the near field, where a much smaller active multi-antenna feeder (AMAF) space feeds a far larger passive array referred to as a reflective intelligent surface (RIS). The interest is in the regime of focal length to diameter ratio ($F/D$) less than unity. We address the question of center feed vs. end feed for array fed array antenna architectures and present the following novel findings and contributions: 1. In the regime of $F/D$ ratio less than one, the AMAF-RIS power transfer deviates from the classical inverse square law. Furthermore, the behavior of the power transmission coefficient is more sensitive to the $F/D$ ratio than to a particular RIS size. 2. For an end feed, non-eigenmodes provide better beam shapes than the eigenmodes, which are still inferior to beam shapes from the center feed eigenmodes. 3. The center feed provides more power gain than an end feed. This clearly illustrates that the center feed configuration should be used for array fed arrays, in contrast to the classical parabolic geometry.

arXiv:2307.14929

The channel capacity of the ribosome

Translation is one of the most fundamental processes in the biological cell. Because of the central role that translation plays across all domains of life, the enzyme that carries out this process, the ribosome, is required to process information with high accuracy. This accuracy often approaches values near unity experimentally. In this paper, we model the ribosome as an information channel and demonstrate mathematically that this biological machine has information-processing capabilities that have not been recognized previously. In particular, we calculate bounds on the ribosome's theoretical Shannon capacity and numerically approximate this capacity. Finally, by incorporating estimates on the ribosome's operation time, we show that the ribosome operates at speeds safely below its capacity, allowing the ribosome to process information with an arbitrary degree of error. Our results show that the ribosome achieves a high accuracy in line with purely information-theoretic means.

arXiv:2307.14463

Bootstrapping Nonstationary Autoregressive Processes with Predictive Regression Models

We establish the asymptotic validity of the bootstrap-based IVX estimator proposed by Phillips and Magdalinos (2009) for the predictive regression model parameter based on a local-to-unity specification of the autoregressive coefficient which covers both nearly nonstationary and nearly stationary processes. A mixed Gaussian limit distribution is obtained for the bootstrap-based IVX estimator. The statistical validity of the theoretical results are illustrated by Monte Carlo experiments for various statistical inference problems.

arXiv:2307.07867

Adjusting the nuclear reactor's neutron transport and diffusion theory for an alternative description and modelling of postage or supplies delivery processes

There seems to exist significant similarities between a reactor system and a supply chain from collection to delivery. In the reactor case, neutrons are continuously produced and absorbed in nuclear fuel. In a supply system case, items are continuously collected and continuously delivered to destinations. Stable reactor operation is ensured by keeping the ratio of neutrons produced to neutrons absorbed in the reactor equal to one. Profitable and qualitative supply operation is ensured by keeping the ratio of items delivered to items collected as close to unity as possible. The analogy between the two systems is obvious. This text, which is provided as is and has not undergone any peer review process, proposes transferring parts of the nuclear reactor's neutron transport and diffusion theory to deterministically model supply processes. To this end a set of assumptions and definitions are provided as needed along with the introduction of reactions or interactions like collections, deliveries, and losses occurring into the supply chain. The interaction rates are calculated with the method used in reactors employing analogy factors and interactors with which the items in the chain interact. The main aim is to describe losses escape in steady state and in parallel estimate the analogy factors and optimize for the correct selection of the interactors pool. The model as proposed seems to be a tool for a different insight method into supply problems. The model, if proven and applied, is discussed to be a strong optimization tool, which could deterministically pinpoint flaws in existing supply systems or stochastically efficiently organize proposed supplied chains.

arXiv:2307.03762

Brain in a Vat: On Missing Pieces Towards Artificial General Intelligence in Large Language Models

In this perspective paper, we first comprehensively review existing evaluations of Large Language Models (LLMs) using both standardized tests and ability-oriented benchmarks. We pinpoint several problems with current evaluation methods that tend to overstate the capabilities of LLMs. We then articulate what artificial general intelligence should encompass beyond the capabilities of LLMs. We propose four characteristics of generally intelligent agents: 1) they can perform unlimited tasks; 2) they can generate new tasks within a context; 3) they operate based on a value system that underpins task generation; and 4) they have a world model reflecting reality, which shapes their interaction with the world. Building on this viewpoint, we highlight the missing pieces in artificial general intelligence, that is, the unity of knowing and acting. We argue that active engagement with objects in the real world delivers more robust signals for forming conceptual representations. Additionally, knowledge acquisition isn't solely reliant on passive input but requires repeated trials and errors. We conclude by outlining promising future research directions in the field of artificial general intelligence.

arXiv:2307.01937

A Neural Network-Based Enrichment of Reproducing Kernel Approximation for Modeling Brittle Fracture

Numerical modeling of localizations is a challenging task due to the evolving rough solution in which the localization paths are not predefined. Despite decades of efforts, there is a need for innovative discretization-independent computational methods to predict the evolution of localizations. In this work, an improved version of the neural network-enhanced Reproducing Kernel Particle Method (NN-RKPM) is proposed for modeling brittle fracture. In the proposed method, a background reproducing kernel (RK) approximation defined on a coarse and uniform discretization is enriched by a neural network (NN) approximation under a Partition of Unity framework. In the NN approximation, the deep neural network automatically locates and inserts regularized discontinuities in the function space. The NN-based enrichment functions are then patched together with RK approximation functions using RK as a Partition of Unity patching function. The optimum NN parameters defining the location, orientation, and displacement distribution across location together with RK approximation coefficients are obtained via the energy-based loss function minimization. To regularize the NN-RK approximation, a constraint on the spatial gradient of the parametric coordinates is imposed in the loss function. Analysis of the convergence properties shows that the solution convergence of the proposed method is guaranteed. The effectiveness of the proposed method is demonstrated by a series of numerical examples involving damage propagation and branching.

arXiv:2306.16772

M3Act: Learning from Synthetic Human Group Activities

The study of complex human interactions and group activities has become a focal point in human-centric computer vision. However, progress in related tasks is often hindered by the challenges of obtaining large-scale labeled datasets from real-world scenarios. To address the limitation, we introduce M3Act, a synthetic data generator for multi-view multi-group multi-person human atomic actions and group activities. Powered by Unity Engine, M3Act features multiple semantic groups, highly diverse and photorealistic images, and a comprehensive set of annotations, which facilitates the learning of human-centered tasks across single-person, multi-person, and multi-group conditions. We demonstrate the advantages of M3Act across three core experiments. The results suggest our synthetic dataset can significantly improve the performance of several downstream methods and replace real-world datasets to reduce cost. Notably, M3Act improves the state-of-the-art MOTRv2 on DanceTrack dataset, leading to a hop on the leaderboard from 10th to 2nd place. Moreover, M3Act opens new research for controllable 3D group activity generation. We define multiple metrics and propose a competitive baseline for the novel task. Our code and data are available at our project page: http://cjerry1243.github.io/M3Act.

arXiv:2306.00296

Inference in Predictive Quantile Regressions

This paper studies inference in predictive quantile regressions when the predictive regressor has a near-unit root. We derive asymptotic distributions for the quantile regression estimator and its heteroskedasticity and autocorrelation consistent (HAC) t-statistic in terms of functionals of Ornstein-Uhlenbeck processes. We then propose a switching-fully modified (FM) predictive test for quantile predictability. The proposed test employs an FM style correction with a Bonferroni bound for the local-to-unity parameter when the predictor has a near unit root. It switches to a standard predictive quantile regression test with a slightly conservative critical value when the largest root of the predictor lies in the stationary range. Simulations indicate that the test has a reliable size in small samples and good power. We employ this new methodology to test the ability of three commonly employed, highly persistent and endogenous lagged valuation regressors - the dividend price ratio, earnings price ratio, and book-to-market ratio - to predict the median, shoulders, and tails of the stock return distribution.

arXiv:2305.19023

Steady-state analysis of networked epidemic models

Compartmental epidemic models with dynamics that evolve over a graph network have gained considerable importance in recent years but analysis of these models is in general difficult due to their complexity. In this paper, we develop two positive feedback frameworks that are applicable to the study of steady-state values in a wide range of compartmental epidemic models, including both group and networked processes. In the case of a group (resp. networked) model, we show that the convergence limit of the susceptible proportion of the population (resp. the susceptible proportion in at least one of the subgroups) is upper bounded by the reciprocal of the basic reproduction number (BRN) of the model. The BRN, when it is greater than unity, thus demonstrates the level of penetration into a subpopulation by the disease. Both non-strict and strict bounds on the convergence limits are derived and shown to correspond to substantially distinct scenarios in the epidemic processes, one in the presence of the endemic state and another without. Formulae for calculating the limits are provided in the latter case. We apply the developed framework to examining various group and networked epidemic models commonly seen in the literature to verify the validity of our conclusions.