Translations:Diffusion Models Are Real-Time Game Engines/96/zh: Difference between revisions

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    (Created page with "* '''Dani Valevski''': 开发了大部分代码库,调整了整个系统的参数和细节,增加了自动编码器微调、代理训练和蒸馏功能。 * '''亚尼夫·列维坦''': 提出了项目、方法和架构,开发了初始实现,是实现和撰写的主要贡献者。 * '''Moab Arar''': 领导了自回归稳定化与噪声增强,进行了许多消融实验,并创建了人类游戏数据的数据集。 * '''Shlomi Fruchter''': 提出了项目、方...")
     
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    Latest revision as of 00:31, 9 September 2024

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    Message definition (Diffusion Models Are Real-Time Game Engines)
    * '''Dani Valevski''': Developed much of the codebase, tuned parameters and details across the system, added autoencoder fine-tuning, agent training, and distillation.
    * '''Yaniv Leviathan''': Proposed project, method, and architecture, developed the initial implementation, key contributor to implementation and writing.
    * '''Moab Arar''': Led auto-regressive stabilization with noise-augmentation, many of the ablations, and created the dataset of human-play data.
    * '''Shlomi Fruchter''': Proposed project, method, and architecture. Project leadership, initial implementation using DOOM, main manuscript writing, evaluation metrics, random policy data pipeline.
    • Dani Valevski: 开发了大部分代码库,调整了整个系统的参数和细节,增加了自动编码器微调、代理训练和蒸馏功能。
    • 亚尼夫·列维坦: 提出了项目、方法和架构,开发了初始实现,是实现和撰写的主要贡献者。
    • Moab Arar: 领导了自回归稳定化与噪声增强,进行了许多消融实验,并创建了人类游戏数据的数据集。
    • Shlomi Fruchter: 提出了项目、方法和架构。负责项目领导、使用 DOOM 的初始实现、主要手稿的撰写、评估指标、随机策略数据管道。