We consider a multi-agent framework for distributed optimization where each agent has access to a local smooth strongly convex function, and the collective goal is to achieve consensus on the parameters that minimize the sum of the agents’ local functions. We propose an algorithm wherein each agent operates asynchronously and independently of the other agents.
Following the recent advances in image and video superresolution in computer vision, we propose a machine learning approach that is specifically tailored for high-quality upsampling of rendered content in real-time applications.
Human characters with a broad range of natural looking and physically realistic behaviors will enable the construction of compelling interactive experiences. In this paper, we develop a technique for learning controllers for a large set of heterogeneous behaviors.
We present BART, a denoising autoencoder for pretraining sequence-to-sequence models. BART is trained by (1) corrupting text with an arbitrary noising function, and (2) learning a model to reconstruct the original text.
We propose an information-theoretic operationalization of probing as estimating mutual information that contradicts this received wisdom: one should always select the highest performing probe one can, even if it is more complex, since it will result in a tighter estimate, and thus reveal more of the linguistic information inherent in the representation.
Recent advances in pre-trained multilingual language models lead to state-of-the-art results on the task of quality estimation (QE) for machine translation. A carefully engineered ensemble of such models dominated the QE shared task at WMT 2019. Our in-depth analysis, however, shows that the success of using pre-trained language models for QE is overestimated due to three issues we observed in current QE datasets.
Although methods have been proposed to redirect gaze in 2D teleconferencing situations to enable eye contact, 2D video conferencing lacks the 3D immersion of real life. To address these problems, we develop a system for face-to-face interaction in VR that focuses on reproducing photorealistic gaze and eye contact.
We present a class of display designs combining holographic optics, directional backlighting, laser illumination, and polarization-based optical folding to achieve thin, lightweight, and high performance near-eye displays for virtual reality.