basketball match
Crash victims honoured at basketball matches
Four students killed in a car crash were honoured at a university as basketball matches resumed for the first time since the incident. Makyle Bayley, 22, Eva Darold-Tchikaya, 21, Anthony "TJ" Hibbert, 24 and Daljang Wol, 22, died when a car crashed into a building on Magdalen Street, Colchester on 1 February. Mr Hibbert and Mr Wol played for the Essex Rebels, who dedicated Saturday's fixtures to the victims and held an applause in their memory. University of Essex director of sport Dave Parry said: "We've lost four really loved members of our university and sporting community, who gave so much to their friends and others." Mr Bayley was a member of the British Universities and Colleges Sport (BUCS) basketball team, while Ms Darold-Tchikaya was a member of the Essex Blades dance club and other societies.Dawid Wojtowicz/BBCSaturday's basketball fixtures at the University of Essex were dedicated to the victimsDawid Wojtowicz/BBCIt was the first time matches had been played there since the incident Last week, more than 1,000 people including students, staff and relatives of the victims attended a gathering.
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Dynamic Named Entity Recognition
Luiggi, Tristan, Soulier, Laure, Guigue, Vincent, Jendoubi, Siwar, Baelde, Aurélien
Named Entity Recognition (NER) is a challenging and widely studied task that involves detecting and typing entities in text. So far,NER still approaches entity typing as a task of classification into universal classes (e.g. date, person, or location). Recent advances innatural language processing focus on architectures of increasing complexity that may lead to overfitting and memorization, and thus, underuse of context. Our work targets situations where the type of entities depends on the context and cannot be solved solely by memorization. We hence introduce a new task: Dynamic Named Entity Recognition (DNER), providing a framework to better evaluate the ability of algorithms to extract entities by exploiting the context. The DNER benchmark is based on two datasets, DNER-RotoWire and DNER-IMDb. We evaluate baseline models and present experiments reflecting issues and research axes related to this novel task.
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Fever Basketball: A Complex, Flexible, and Asynchronized Sports Game Environment for Multi-agent Reinforcement Learning
Jia, Hangtian, Hu, Yujing, Chen, Yingfeng, Ren, Chunxu, Lv, Tangjie, Fan, Changjie, Zhang, Chongjie
The development of deep reinforcement learning (DRL) has benefited from the emergency of a variety type of game environments where new challenging problems are proposed and new algorithms can be tested safely and quickly, such as Board games, RTS, FPS, and MOBA games. However, many existing environments lack complexity and flexibility and assume the actions are synchronously executed in multi-agent settings, which become less valuable. We introduce the Fever Basketball game, a novel reinforcement learning environment where agents are trained to play basketball game. It is a complex and challenging environment that supports multiple characters, multiple positions, and both the single-agent and multi-agent player control modes. In addition, to better simulate real-world basketball games, the execution time of actions differs among players, which makes Fever Basketball a novel asynchronized environment. We evaluate commonly used multi-agent algorithms of both independent learners and joint-action learners in three game scenarios with varying difficulties, and heuristically propose two baseline methods to diminish the extra non-stationarity brought by asynchronism in Fever Basketball Benchmarks. Besides, we propose an integrated curricula training (ICT) framework to better handle Fever Basketball problems, which includes several game-rule based cascading curricula learners and a coordination curricula switcher focusing on enhancing coordination within the team. The results show that the game remains challenging and can be used as a benchmark environment for studies like long-time horizon, sparse rewards, credit assignment, and non-stationarity, etc. in multi-agent settings.
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