Reviewerly/exHarmony huggingface dataset:
Iterative Prompt Learning for Unsupervised Backlit Image Enhancement

We propose a novel unsupervised backlit image enhancement method, abbreviated as CLIP-LIT, by exploring the potential of Contrastive Language-Image Pre-Training (CLIP) for pixel-level image enhancement. We show that the openworld CLIP prior not only aids in distinguishing between backlit and well-lit images, but also in perceiving heterogeneous regions with different luminance, facilitating the optimization of the enhancement network. Unlike high-level and image manipulation tasks, directly applying CLIP to enhancement tasks is non-trivial, owing to the difficulty in finding accurate prompts. To solve this issue, we devise a prompt learning framework that first learns an initial prompt pair by constraining the text-image similarity between the prompt (negative/positive sample) and the corresponding image (backlit image/well-lit image) in the CLIP latent space. Then, we train the enhancement network based on the textimage similarity between the enhanced result and the initial prompt pair. To further improve the accuracy of the initial prompt pair, we iteratively fine-tune the prompt learning framework to reduce the distribution gaps between the backlit images, enhanced results, and well-lit images via rank learning, boosting the enhancement performance. Our method alternates between updating the prompt learning framework and enhancement network until visually pleasing results are achieved. Extensive experiments demonstrate that our method outperforms state-of-the-art methods in terms of visual quality and generalization ability, without requiring any paired data.
Search-Based Path Planning with Homotopy Class Constraints in 3D

Homotopy classes of trajectories, arising due to the presence of obstacles, are defined as sets of trajectories that can be transformed into each other by gradual bending and stretching without colliding with obstacles. The problem of exploring/finding the different homotopy classes in an environment and the problem of finding least-cost paths restricted to a specific homotopy class (or not belonging to certain homotopy classes) arises frequently in such applications as predicting paths for unpredictable entities and deployment of multiple agents for efficient exploration of an environment. In [Bhattacharya, Kumar, Likhachev, AAAI 2010] we have shown how homotopy classes of trajectories on a two-dimensional plane with obstacles can be classified and identified using the Cauchy Integral Theorem and the Residue Theorem from Complex Analysis. In more recent work [Bhattacharya, Likhachev, Kumar, RSS 2011] we extended this representation to three-dimensional spaces by exploiting certain laws from the Theory of Electromagnetism (Biot-Savart law and Ampere's Law) for representing and identifying homotopy classes in three dimensions in an efficient way. Using such a representation, we showed that homotopy class constraints can be seamlessly weaved into graph search techniques for determining optimal path constrained to certain homotopy classes or forbidden from others, as well as for exploring different homotopy classes in an environment. (This is a condensed, non-technical overview of work previously published in the proceedings of Robotics: Science and Systems, 2011 conference [Bhattacharya, Likhachev, Kumar, RSS 2011].)
Controlling Unreal Tournament 2004 Bots with the Logic-Based Action Language GOLOG

Computer games and the accompanying entertainment industry branch has become a major market factor. AI techniques are successfully applied to tasks like path planning or intelligent swarm behavior. On the decision-making level the state of the art are state machines with a xed set of behaviors. The perception of the computer player is perfect. They exactly know where the other players are located, even if they cannot see them. This approach seems to be limited for intelligent decision making. Therefore, we propose another approach. We use a variant of the logic-based action language GOLOG for implementing so-called game bots in the UNREAL TOURNAMENT 2004 environment. First results show that we can compete with the omniscience game bots in the Unreal domain.
Designing a Reinforcement Learning-Based Adaptive AI for Large-Scale Strategy Games

This paper investigates the challenges posed by the application of reinforcement learning to large-scale strategy games. In this context, we present steps and techniques which synthesize new ideas with state-of-the-art techniques from several areas of machine learning in a novel integrated learning approach for this kind of games. The performance of the approach is demonstrated on the task of learning valuable game strategies for a commercial wargame.
A Framework for Summarizing Game Experiences as Narratives

Online role playing games may be enjoyed periodically for months or years at a time. Players often log onto the game and play for a short time, and then log off for a long period of time before returning to the game, even though events continue in the persistent game world. Providing a summary of events that have occurred while a player was away from the game would help the player maintain game context. In this paper, we present a computational framework that generates a summary from game log messages.
Talking with NPCs: Towards Dynamic Generation of Discourse Structures

Dialogue in commercial games is largely created by teams of writers and designers who hand-author every line of dialogue and hand-specify the dialogue structure using finite state machines or branching trees. For dialogue heavy games, such as role playing games with significant NPC interactions, or emerging genres such as interactive drama, such hand specification significantly limits the player's interaction possibilities. Decades of research on the standard pipeline architecture in natural language generation has focused on how to generate text given a specification of the communicative goals; one can imagine beginning to adapt such methods for generating the lines of dialogue for characters. But little work has been done on the problem of procedurally generating dialogue structures, that is, dynamically generating dialogue FSMs or trees (more generally, discourse managers) that accomplish communicative goals. In this paper we describe a system that uses a formalization of backstory, character information, and social interactions to dynamically generate interactive dialogue structures that accomplish desired dialogue goals.
Agent Learning Using Action-Dependent Learning Rates in Computer Role-Playing Games

&#x0D; &#x0D; &#x0D; We introduce the ALeRT (Action-dependent Learning Rates with Trends) algorithm that makes two modifications to the learning rate and one change to the exploration rate of traditional reinforcement learning techniques. Our learning rates are action-dependent and increase or decrease based on trends in reward sequences. Our exploration rate decreases when the agent is learning successfully and increases otherwise. These improvements result in faster learning. We implemented this algorithm in NWScript, a scripting language used by BioWare Corp.’s Neverwinter Nights game, with the goal of improving the behaviours of game agents so that they react more intelligently to game events. Our goal is to provide an agent with the ability to (1) discover favourable policies in a multiagent computer role-playing game situation and (2) adapt to sudden changes in the environment.&#x0D; &#x0D; &#x0D;
Intelligent Tutoring Systems for Commercial Games: The Virtual Combat Training Center Tutor and Simulation

Game manuals and tutorial scenarios are insufficient for new players to learn games of deep complexity such as highly realistic tactical simulations of modern battlefields. Adding post-game after-action reviews improves the situation, but these typically do not provide guidance during the mission and tend to focus on quantitative feedback, rather than specifics about what the player did wrong and how to improve. Intelligent tutoring system (ITS) technology provides a higher level of interactivity and a more specific qualitative analysis to guide players during game play. This use of an AI technology is demonstrated with the integration of an ITS component with the tactical simulation Armored Task Force (ATF) resulting in a combined system called the the Virtual Combat Training Center (V-CTC). V-CTC simulates the Army's combat training center at Fort Irwin and its instructors, called observer / controllers. The ATF game itself was modified to send an event stream over TCP-IP sockets to the ITS component, which interprets the events and acts accordingly. V-CTC was originally intended for a military context: either classroom use, field instruction, or embedded deployment. However, in non-military games, tutors (or non-player characters acting in that role) may well enhance the gaming experience of players. Such players might otherwise become frustrated with learning very challenging games, or simply fail to appreciate the tactical possibilities and depth of strategy possible in a well-designed game.
DETEKSI PENYALAHGUNAAN NARKOBA DENGAN METODE TWIN BOUNDED SVM

Twin Bounded SVM (TB-SVM) is an improvement of the Twin SVM method and has advantages in classification problems compared to standard SVM. In this research, linear TB-SVM and nonlinear TB-SVM methods will be applied to detect drug use based on 23 symptoms experienced. The training and testing data is divided into three partition data schemes (60/40 scheme, 70/30 scheme and 80/20 scheme) in order to determine the best level of accuracy that can be obtained. The test results show that the nonlinear TB-SVM with the RBF kernel has a better accuracy rate than the linear TB-SVM, that is 80% at 60/40 scheme, 90% at 70/30 scheme, and 95% at 80/20 scheme.
Analytical Hierarchy Process in The Assessment of The Best Teacher In the Category of Learning Activity Management System

The implementation of online lectures using blended learning needs to be assessed to find out the performance activities of lecturers with students in using the learning activity management system (LAMS) feature and reward lecturers with the best performance. Based on the assessment system of the best lecturers previously have not used the right methods so that the resulting decision is still not right and not accurate. This research aims to implement the Analytical Hierarchy Process (AHP) method in the assessment process of lecturers who are the best in using LAMS. The performance of the AHP method can determine the weight value of criteria consistently and can perform a role to produce solutions in decision making. The criteria indicators used to consist of Interactive Video Teaching Materials (C1), Audio Teaching Materials (C2), URLs (C3), Forum/FBL (C4), Slide Teaching Materials (C5), Assignments (C6), Quiz (C7), Attendance (C8), and Labels (C9). The results of this study showed that the performance of the Decision Support System (DSS) using the AHP method can determine a better weight value with a consistency level of 0.080049762 from 0.1. These results presented with AHP performance can provide weighting value on each criterion and continue the multiplication process with the best lecturer assessment data to get the results of the battle. Overall these results concluded that each criterion had a degree of consistent relationship in the best lecturer assessment on LAMS.
Cross-cutting technologies in education

Purpose of the article: analysis of the experience of implementing end-to-end technologies in vocational education. Methodology: the article presents a study aimed at identifying the role of end-to-end technologies in the professional training of students. For this, a survey was conducted among students on the use of end-to-end technologies in the educational process in three age categories (junior, middle, senior). Students had to assess the importance of end-to-end technologies for the implementation of the educational process on a scale from 1 to 4. Results: Students note the significant role of end-to-end technologies in professional activities. This is a promising direction for the development of vocational education.
Codings for rhythm generation

In this work, we present a brief review of strategies to code rhythms and point to their possibilities and limitations in a unified way. We start by giving an overview of the representation (coding) of rhythms and their possible uses. Then we present different methods to analyse and generate rhythm patterns, which can be easily read by humans, through a simple algorithm. We also aim to provide a general evaluation of their pros and cons regarding their use in composition and analysis. In a more abstract approach, we define Rhythm Spaces as sets of strings of symbols endowed with suitable operations and algorithms that can be applied to generate new and complex rhythm patterns. Our approach can be useful in order to provide suitable code/notation to be used in computer applications in rhythm analysis and composition.
Digital Educational Resources In Teaching Humanities Based On Axiological Approach

The authors of this article analyze the axiological approach in teaching in connecting with the digitalization of education.It becomes obviously that the development of pedagogical axiology as a methodological approach to understanding pedagogical phenomena facilitates the cultural crisis overcoming and the human value sphere formation.In the course of the study, based on a survey of Moscow universities students and senior schoolchildren, the possibilities of implementing the axiological approach when using the digital educational resources have been considered.Moreover, the participants' opinion about the introduction of digital resources into the educational process has been revealed.The authors describe the ways of digitalization in educational process through the rational choice of content contributing students' personal education and upbringing when studying English as a foreign language.It is concluded that the students' cultural upbringing should remain as a priority direction of national development: the digitalization of education contributes to the implementation of the value approach in education and allows the teacher to take into account the interests and individual characteristics of the student when choosing content.Moreover, the formation of self-control skills and readiness for long life learning is possible due to the digitalization of education as well.
«THE MAKROPULOS AFFAIR» AND THE THINKING ABOUT LONGEVITY AND THE SENSE OF LIFE

The paper deals with the play, written by the Czech writer Karel Čapek «The Makropulos Affair». The play is analyzed in the context of philosophical search of the time of its emergence. Particularly, I. I. Mechnikov’s essays concerning longevity and accompanying it the sense of life matters are observed in the paper. Also, the author makes the comparative analysis of the ideas, represented by the K. Čapek’s play and by the Irish dramatist George Bernard Shaw’s theatrical work «Back to Methuselah», in which the ideas of longevity and the sense of life were raised. These works were published almost simultaneously, and both authors were influenced by Mechnikovs’ views. The points of contact and differences in authors’ positions are observed. The paper represents modi of actualization of longevity and the sense of life issues in the contemporary culture by the examples of the musical «The Recipe of her Youth» and the case study from the Julian Baggini’s popular philosophy guide «The Pig that Want to Be Eaten». We can agree with the Baggini’s idea that the sense of life is not defined by the numbers of years, but by their fullness with contents and the desire to use them in full.
MENTALITY OF TECHNOCRATIC CULTURE

The metaphysical crisis of postmodern mentality is primarily associated with the rapid development of so-called closely interconnected convertible technologies, which in their totality are often presented as techno-or digital science. These technologies are fraught with dangers associated with a complete change in the human mentality, up to the appearance of the so-called “posthuman”.
Internet of Things Technology of Imagine Processing for Smart House

The article considers the image processing, detection of human faces and the transfer of relevant information in MATLAB software. During the rapid global process of industrialization and globalization, elements of smart homes for personal use are becoming popular in production and offices. Life and personal information security is the most important requirement and task of current and future Internet of Things solutions. Therefore, the system of recognizing objects, including people, is relevant and still one that can be qualitatively improved. The processing begins with a state file, which can be replaced by real-time systems, after receiving information from video — is selected in groups of points, which are the corresponding arrays of information. Arrays contains numbers which indicate whether a human face in front of the camera. The data is calibrated to avoid false detection with median distribution. As a result of involving graphic additions, the user can observe in real time where and how many faces are in front of the camera. MATLAB was chosen as the programming environment, because the program includes built-in blocks that allow you to easily combine the mathematical and applied part of the proposed solution. As a result of modeling a complex model was obtained that is able to process the image and determine the necessary elements and objects in the image. This model can be used to track changes in position in space, any, object or objects depending on their size or physical characteristics. A feature of the proposed method is the ability to calibrate and optimize the mathematical model depending on the physical parameters of the system and the required information at the output of the system.
Digital Counseling and Guidance of Students – Real and Effective Support During the Pandemic Periods

This paper brings to the readers' attention the theoretical dimensions and emphasizes the practical dimensions of professional counseling and career guidance - an activity complementary to the vocational training activities, but imperative in the harmonious insertion of young people on the labor market, as revealed by presenting a good practice model. Thus, the research part of the paper reveals a high level of satisfaction / self-knowledge / relationship in the social environment, obtained by students, as a result of their participation in a professional counseling and career guidance program, conducted online. This is an aspect that leads us to conclude that career counseling activities, regardless of how they are carried out (onside / online, group / individual), have a defining importance for the further professional evolution of students / young people.
Electronic iDrop Aid: Servo Motor Based Arduino Controlled Automated Solution for Disposal of Eye Drop

Looking into the aspects of people in the world we found out that they face problem while giving eye drop, the dust from their hand can contaminate the eye which may create allergic reaction. While giving eye drop alone they might get poked by the container or misjudge the placement as a result it would be waste of the medicine. Even pulling the eye to make it open forcefully can damage the eye. To solve these kinds of problems we came up with the idea of Electronic iDrop Aid. We designed a box in the shape of a spectacle. Our design has a base of holder that holds the container which contains the liquid medicine for eyes. Size of that holder is universal so that every container can be placed in. There is a squeezing mechanism which applies pressure on the surface of the container. By turning on the toddle switch eye ball detecting system starts to detect the position of the eye. After detecting, the Arduino sends a signal to the squeezer and it continues to squeeze until two drops of liquid disposes from it. In our design the Arduino is our control unit which controls our device. This device is very easy to put on. We just need to put the liquid medicine container in the holder and wear the device like a VR box. After wearing the device, we just need to turn the button on and wait for a few seconds to calibrate the device, then rest of the process is done automatically.
Tim Behrens

Tim Behrens discusses with Neuron creative ways to facilitate virtual meetings, the multiple ways that the pandemic has affected different people, and his advice for the younger generation of neuroscientists in general and computational scientists in particular.
Annotation Guideline No. 7 (revised): Guidelines for annotation of narrative structure

Analysis of narrative structure can be said to answer the question “Who tells what, and how?”. The key part of our annotation scheme is related to the “who?”, and to this end we distinguish between narration and fictional dialogue. Furthermore, with respect to the latter we keep track of turns, lines, identities of speakers and addressees, and speech-framing constructions, which provide the narrator’s cues about the circumstances of the speech. We also annotate voice, that is, whether the narrator is ever present in the story or not. Our annotation of the “what?” includes embeddings of narrative transmission levels to capture stories in stories, and embeddings of fictional dialogue to capture characters quoting other characters. Our annotation of the “how?” includes focalization, that is, the perspective from which the narrative is seen and how much information the narrator has access to.
An Analytical Study of Cognitive Code-Level Object-Oriented Complexity Measures

Although several surveys on complexity measures proposed for the object-oriented approach can be found in the literature, a survey specific to cognitive code-level object-oriented complexity measures is yet to be published.Thus, a survey was conducted to make the reader aware of the cognitive code-level object-oriented complexity measures proposed since inception.Along with their calculations, the paper presents the existing cognitive code-level complexity measures in chronological order.In addition, it classifies the cognitive code-level measures based on the techniques adopted to test the validity, program component in which complexity is derived, adopted factors, the metrics used to ascertain the complexity created by each factor, capability to report program complexity as a combined value of all the considered factors, and how the program complexity value is expressed.Furthermore, the article presents the key findings uncovered from the survey and areas for development.
Digital onboarding in finance: a novel model and related cybersecurity risks

<ns4:p>Over the last few years, the financial sector has undergone a digital revolution that has had a severe impact on different related areas such as, the entities, the cybersecurity of systems, regulations and, of course, customers. SOTER project takes the challenge providing a complete set of tools to enhance the cybersecurity levels by implementing, in addition to non-technological tools, an innovative onboarding process has been implemented with the goals of increasing security, improving the user experience and integrity in the sector, and facilitating the customer entry into the digital marketplace by combining a set of breakthrough technologies. The cybersecurity research plays a crucial role in the conception and implementation of the onboarding process and for this kind of processes it has to be studied as an individual area by itself, as it is necessary to analyze the possible threats that can affect them, their origin and the solution(s) that can be taken to address them. Therefore, the SOTER project presents a fully digital onboarding process, innovative, adaptable to both current and future market needs and to possible changes in regulation, based on the most advanced technologies available today, and above all guaranteeing the cybersecurity of both entities and end users.</ns4:p>