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A rare prairie chicken shakes his butt all day to attract ladies

Popular Science

However, this dance is an older male's game. More information Adding us as a Preferred Source in Google by using this link indicates that you would like to see more of our content in Google News results. Attwater's prairie chickens live in coastal marshes. Breakthroughs, discoveries, and DIY tips sent six days a week. An exclusive dance party is raging in the coastal marshes along southern Texas--and it's coming to an end.


The friendlier the AI chatbot the more inaccurate it is, study suggests

BBC News

AI chatbots trained to be warm and friendly when interacting with users may also be more prone to inaccuracies, new research suggests. Oxford Internet Institute (OII) researchers analysed more than 400,000 responses from five AI systems which had been tweaked to communicate in a more empathetic way. Friendlier answers contained more mistakes - from giving inaccurate medical advice to reaffirming user's false beliefs, the study found. The findings raise further questions over the trustworthiness of AI models, which are often deliberately designed to be warm and human-like in order to increase engagement. Such concerns are accentuated by AI chatbots being used for support and even intimacy, as developers seek to broaden their appeal.



EgoEnv: Human-centric environment representations from egocentric video

Neural Information Processing Systems

First-person video highlights a camera-wearer's activities in the context of their persistent environment. However, current video understanding approaches reason over visual features from short video clips that are detached from the underlying physical space and capture only what is immediately visible. To facilitate humancentric environment understanding, we present an approach that links egocentric video and the environment by learning representations that are predictive of the camera-wearer's (potentially unseen) local surroundings. We train such models using videos from agents in simulated 3D environments where the environment is fully observable, and test them on human-captured real-world videos from unseen environments. On two human-centric video tasks, we show that models equipped with our environment-aware features consistently outperform their counterparts with traditional clip features. Moreover, despite being trained exclusively on simulated videos, our approach successfully handles real-world videos from HouseTours and Ego4D, and achieves state-of-the-art results on the Ego4DNLQ challenge.



Re-Think and Re-Design Graph Neural Networks in Spaces of Continuous Graph Diffusion Functionals

Neural Information Processing Systems

S1.1 Step-by-step derivation of min-max optimization in Section 2.2.1 By substituting Eq. 2 into Eq. 1 in the main manuscript, we can obtain the objective function of subscript z (we temporarily drop ifor clarity): J(z) = max Since z might be in high dimensional space, solving such a large system of linear equations under the constraint |z| 1is oftentimes computationally challenging. In order to find a practical solution for z that satisfies the constrained minimization problem in Eq. By setting zl as point of coincidence, we can find a separable majorizer of M(z) by adding the non-negative function (z zl) (ฮฒI Gx Gx)(z zl) (S6) 37th Conference on Neural Information Processing Systems (NeurIPS 2023). Note, to unify the format, we use the matrix transpose property in Eq. Then, the next step is to find z RN that minimizes z z 2bz subject to the constraint |z| 1. Let's first consider the simplest case where z is a scalar: argmin If b 1, then the solution is z = b.


Re Think and Re Design Graph Neural Networks in Spaces of Continuous Graph Diffusion Functionals

Neural Information Processing Systems

Graphs are ubiquitous in various domains, such as social networks and biological systems. Despite the great successes of graph neural networks (GNNs) in modeling and analyzing complex graph data, the inductive bias of locality assumption, which involves exchanging information only within neighboring connected nodes, restricts GNNs in capturing long-range dependencies and global patterns in graphs. Inspired by the classic Brachistochrone problem, we seek how to devise a new inductive bias for cutting-edge graph application and present a general framework through the lens of variational analysis. The backbone of our framework is a two-way mapping between the discrete GNN model and continuous diffusion functional, which allows us to design application-specific objective function in the continuous domain and engineer discrete deep model with mathematical guarantees. First, we address over-smoothing in current GNNs.


H2RBox-v2: Incorporating Symmetry for Boosting Horizontal Box Supervised Oriented Object Detection

Neural Information Processing Systems

With the rapidly increasing demand for oriented object detection, e.g. in autonomous driving and remote sensing, the recently proposed paradigm involving weakly-supervised detector H2RBox for learning rotated box (RBox) from the more readily-available horizontal box (HBox) has shown promise. This paper presents H2RBox-v2, to further bridge the gap between HBox-supervised and RBox-supervised oriented object detection. Specifically, we propose to leverage the reflection symmetry via flip and rotate consistencies, using a weakly-supervised network branch similar to H2RBox, together with a novel self-supervised branch that learns orientations from the symmetry inherent in visual objects. The detector is further stabilized and enhanced by practical techniques to cope with peripheral issues e.g.


UE4-NeRF: Neural Radiance Field for Real-Time Rendering of Large-Scale Scene

Neural Information Processing Systems

Neural Radiance Field (NeRF) is an implicit 3D reconstruction method that has shown immense potential and has gained significant attention for its ability to reconstruct 3D scenes solely from a set of photographs. However, its real-time rendering capability, especially for interactive real-time rendering of large-scale scenes, has significant limitations. To address this challenge, we propose a novel neural rendering system called UE4-NeRF that is designed for real-time rendering of large-scale scenes. Our proposed approach partitions large scenes into subNeRFs, and uses polygonal meshes to represent them. In order to represent the partitioned independent scene, we initialize polygonal meshes by constructing multiple regular octahedra within the scene and the vertices of the polygonal faces are continuously optimized during the training process. Drawing inspiration from the Level of Detail (LOD) techniques, we train meshes with varying levels of detail for different observation levels. Our approach combines with the rasterization pipeline in Unreal Engine 4 (UE4), achieving real-time rendering of large-scale scenes at 4K resolution with a frame rate of up to 43 FPS. Our experimental results demonstrate that our method attains rendering quality on par with state-of-the-art approaches, while additionally offering the advantage of real-time performance.