OpenRaiser/Intern-Atlas huggingface dataset:
Player Dominance Adjustment in Games
Venue: arXiv cs.HC 2021
Year: 2021

Video Games are boring when they are too easy, and frustrating when they are too hard. In terms of providing game experience such as enjoyment to the player by match players with different levels of ability to player ability, We assume that implementing DDA for providing matches between player ability and overall game difficulty to the game, especially the modern game, has limitations in terms of increasing computational cost and complexities in the design of modeling the difficulty in modern games. To overcome limitations underlying the method of providing static difficulty changes to player, and DDA, we proposed a novel idea, Player Domination adjustment (PDA). The proposed idea is that to control the AI's actions based on the player's inputs so as to adjust the player's dominant power (e.g. the AI recognizes the player's attack actions but defends it in a wrong side to let the player incur damage to itself), which was proved as it leads to promotion of game-related self-efficacy in our work. Several pieces of research on were conducted on a social deduction game and a fighting game respectively, show our proposed idea has its potential of promoting User Experience(UX). As in an another study, outperforms DDA in two conducted experiments in terms of health promotion.
Analysis of the first Genetic Engineering Attribution Challenge
Venue: arXiv cs.NE 2021
Year: 2021

The ability to identify the designer of engineered biological sequences -- termed genetic engineering attribution (GEA) -- would help ensure due credit for biotechnological innovation, while holding designers accountable to the communities they affect. Here, we present the results of the first Genetic Engineering Attribution Challenge, a public data-science competition to advance GEA. Top-scoring teams dramatically outperformed previous models at identifying the true lab-of-origin of engineered sequences, including an increase in top-1 and top-10 accuracy of 10 percentage points. A simple ensemble of prizewinning models further increased performance. New metrics, designed to assess a model's ability to confidently exclude candidate labs, also showed major improvements, especially for the ensemble. Most winning teams adopted CNN-based machine-learning approaches; however, one team achieved very high accuracy with an extremely fast neural-network-free approach. Future work, including future competitions, should further explore a wide diversity of approaches for bringing GEA technology into practical use.
On the properties of some low-parameter models for color reproduction in terms of spectrum transformations and coverage of a color triangle
Venue: arXiv cs.CV 2021
Year: 2021

One of the classical approaches to solving color reproduction problems, such as color adaptation or color space transform, is the use of low-parameter spectral models. The strength of this approach is the ability to choose a set of properties that the model should have, be it a large coverage area of a color triangle, an accurate description of the addition or multiplication of spectra, knowing only the tristimulus corresponding to them. The disadvantage is that some of the properties of the mentioned spectral models are confirmed only experimentally. This work is devoted to the theoretical substantiation of various properties of spectral models. In particular, we prove that the banded model is the only model that simultaneously possesses the properties of closure under addition and multiplication. We also show that the Gaussian model is the limiting case of the von Mises model and prove that the set of protomers of the von Mises model unambiguously covers the color triangle in both the case of convex and non-convex spectral locus.
Self-Supervised Monocular Scene Decomposition and Depth Estimation
Venue: arXiv cs.CV 2021
Year: 2021

Self-supervised monocular depth estimation approaches either ignore independently moving objects in the scene or need a separate segmentation step to identify them. We propose MonoDepthSeg to jointly estimate depth and segment moving objects from monocular video without using any ground-truth labels. We decompose the scene into a fixed number of components where each component corresponds to a region on the image with its own transformation matrix representing its motion. We estimate both the mask and the motion of each component efficiently with a shared encoder. We evaluate our method on three driving datasets and show that our model clearly improves depth estimation while decomposing the scene into separately moving components.
MLPerf HPC: A Holistic Benchmark Suite for Scientific Machine Learning on HPC Systems
Venue: arXiv cs.LG 2021
Year: 2021

Scientific communities are increasingly adopting machine learning and deep learning models in their applications to accelerate scientific insights. High performance computing systems are pushing the frontiers of performance with a rich diversity of hardware resources and massive scale-out capabilities. There is a critical need to understand fair and effective benchmarking of machine learning applications that are representative of real-world scientific use cases. MLPerf is a community-driven standard to benchmark machine learning workloads, focusing on end-to-end performance metrics. In this paper, we introduce MLPerf HPC, a benchmark suite of large-scale scientific machine learning training applications driven by the MLCommons Association. We present the results from the first submission round, including a diverse set of some of the world's largest HPC systems. We develop a systematic framework for their joint analysis and compare them in terms of data staging, algorithmic convergence, and compute performance. As a result, we gain a quantitative understanding of optimizations on different subsystems such as staging and on-node loading of data, compute-unit utilization, and communication scheduling, enabling overall $>10 \times$ (end-to-end) performance improvements through system scaling. Notably, our analysis shows a scale-dependent interplay between the dataset size, a system's memory hierarchy, and training convergence that underlines the importance of near-compute storage. To overcome the data-parallel scalability challenge at large batch sizes, we discuss specific learning techniques and hybrid data-and-model parallelism that are effective on large systems. We conclude by characterizing each benchmark with respect to low-level memory, I/O, and network behavior to parameterize extended roofline performance models in future rounds.
AEI: Actors-Environment Interaction with Adaptive Attention for Temporal Action Proposals Generation
Venue: arXiv cs.CV 2021
Year: 2021

Humans typically perceive the establishment of an action in a video through the interaction between an actor and the surrounding environment. An action only starts when the main actor in the video begins to interact with the environment, while it ends when the main actor stops the interaction. Despite the great progress in temporal action proposal generation, most existing works ignore the aforementioned fact and leave their model learning to propose actions as a black-box. In this paper, we make an attempt to simulate that ability of a human by proposing Actor Environment Interaction (AEI) network to improve the video representation for temporal action proposals generation. AEI contains two modules, i.e., perception-based visual representation (PVR) and boundary-matching module (BMM). PVR represents each video snippet by taking human-human relations and humans-environment relations into consideration using the proposed adaptive attention mechanism. Then, the video representation is taken by BMM to generate action proposals. AEI is comprehensively evaluated in ActivityNet-1.3 and THUMOS-14 datasets, on temporal action proposal and detection tasks, with two boundary-matching architectures (i.e., CNN-based and GCN-based) and two classifiers (i.e., Unet and P-GCN). Our AEI robustly outperforms the state-of-the-art methods with remarkable performance and generalization for both temporal action proposal generation and temporal action detection.
Supporting Massive DLRM Inference Through Software Defined Memory
Venue: arXiv cs.AR 2021
Year: 2021

Deep Learning Recommendation Models (DLRM) are widespread, account for a considerable data center footprint, and grow by more than 1.5x per year. With model size soon to be in terabytes range, leveraging Storage ClassMemory (SCM) for inference enables lower power consumption and cost. This paper evaluates the major challenges in extending the memory hierarchy to SCM for DLRM, and presents different techniques to improve performance through a Software Defined Memory. We show how underlying technologies such as Nand Flash and 3DXP differentiate, and relate to real world scenarios, enabling from 5% to 29% power savings.
Investigating Exit Choice in Built Environment Evacuation combining Immersive Virtual Reality and Discrete Choice Modelling
Venue: arXiv cs.HC 2021
Year: 2021

In the event of a fire emergency in the built environment, occupants face a range of evacuation decisions, including the choice of exits. An important question from the standpoint of evacuation safety is how evacuees make these choices and what factors affect their choices. Understanding how humans weigh these (often) competing factors is essential knowledge for evacuation planning and safe design. Here, we use immersive Virtual Reality (VR) experiments to investigate, in controlled settings, how these trade-offs are made using empirical data and econometric choice models. In each VR scenario, participants are confronted with trade-offs between choosing exits that are familiar to them, exits that are less occupied, exits that are nearer to them and exits to which visibility is less affected by fire smoke. The marginal role of these competing factors on their decisions is quantified in a discrete choice model. Post-experiment questionnaires also determine factors such as their perceived realism and emotion evoked by the VR evacuation experience. Results indicate that none of the investigated factors dominated the others in terms of their influence on exit choices. The participants exhibited patterns of multi-attribute conjoint decision-making, consistent with the recent findings in the literature. While lack of familiarity and the presence of smoke both negatively affected the desirability of an exit to evacuees, neither solely determined exit choice. It was also observed that prioritisation of the said factors by participants changed during the repeated scenarios when compared to the first scenario that they experienced. Results have implications for both fire safety designs and future VR evacuation experiment designs. These empirical models can also be employed as input in computer simulations of building evacuation.
DIML/CVL RGB-D Dataset: 2M RGB-D Images of Natural Indoor and Outdoor Scenes
Venue: arXiv cs.CV 2021
Year: 2021

This manual is intended to provide a detailed description of the DIML/CVL RGB-D dataset. This dataset is comprised of 2M color images and their corresponding depth maps from a great variety of natural indoor and outdoor scenes. The indoor dataset was constructed using the Microsoft Kinect v2, while the outdoor dataset was built using the stereo cameras (ZED stereo camera and built-in stereo camera). Table I summarizes the details of our dataset, including acquisition, processing, format, and toolbox. Refer to Section II and III for more details.
An O(1) algorithm for implementing the LFU cache eviction scheme
Venue: arXiv cs.DS 2021
Year: 2021

Cache eviction algorithms are used widely in operating systems, databases and other systems that use caches to speed up execution by caching data that is used by the application. There are many policies such as MRU (Most Recently Used), MFU (Most Frequently Used), LRU (Least Recently Used) and LFU (Least Frequently Used) which each have their advantages and drawbacks and are hence used in specific scenarios. By far, the most widely used algorithm is LRU, both for its $O(1)$ speed of operation as well as its close resemblance to the kind of behaviour that is expected by most applications. The LFU algorithm also has behaviour desirable by many real world workloads. However, in many places, the LRU algorithm is is preferred over the LFU algorithm because of its lower run time complexity of $O(1)$ versus $O(\log n)$. We present here an LFU cache eviction algorithm that has a runtime complexity of $O(1)$ for all of its operations, which include insertion, access and deletion(eviction).
Multi-Stream Attention Learning for Monocular Vehicle Velocity and Inter-Vehicle Distance Estimation
Venue: arXiv cs.CV 2021
Year: 2021

Vehicle velocity and inter-vehicle distance estimation are essential for ADAS (Advanced driver-assistance systems) and autonomous vehicles. To save the cost of expensive ranging sensors, recent studies focus on using a low-cost monocular camera to perceive the environment around the vehicle in a data-driven fashion. Existing approaches treat each vehicle independently for perception and cause inconsistent estimation. Furthermore, important information like context and spatial relation in 2D object detection is often neglected in the velocity estimation pipeline. In this paper, we explore the relationship between vehicles of the same frame with a global-relative-constraint (GLC) loss to encourage consistent estimation. A novel multi-stream attention network (MSANet) is proposed to extract different aspects of features, e.g., spatial and contextual features, for joint vehicle velocity and inter-vehicle distance estimation. Experiments show the effectiveness and robustness of our proposed approach. MSANet outperforms state-of-the-art algorithms on both the KITTI dataset and TuSimple velocity dataset.
Pairwise Reachability Oracles and Preservers under Failures
Venue: arXiv cs.DS 2021
Year: 2021

In this paper, we consider reachability oracles and reachability preservers for directed graphs/networks prone to edge/node failures. Let $G = (V, E)$ be a directed graph on $n$-nodes, and $P\subseteq V\times V$ be a set of vertex pairs in $G$. We present the first non-trivial constructions of single and dual fault-tolerant pairwise reachability oracle with constant query time. Furthermore, we provide extremal bounds for sparse fault-tolerant reachability preservers, resilient to two or more failures. Prior to this work, such oracles and reachability preservers were widely studied for the special scenario of single-source and all-pairs settings. However, for the scenario of arbitrary pairs, no prior (non-trivial) results were known for dual (or more) failures, except those implied from the single-source setting. One of the main questions is whether it is possible to beat the $O(n |P|)$ size bound (derived from the single-source setting) for reachability oracle and preserver for dual failures (or $O(2^k n|P|)$ bound for $k$ failures). We answer this question affirmatively.
UVO Challenge on Video-based Open-World Segmentation 2021: 1st Place Solution
Venue: arXiv cs.CV 2021
Year: 2021

In this report, we introduce our (pretty straightforard) two-step "detect-then-match" video instance segmentation method. The first step performs instance segmentation for each frame to get a large number of instance mask proposals. The second step is to do inter-frame instance mask matching with the help of optical flow. We demonstrate that with high quality mask proposals, a simple matching mechanism is good enough for tracking. Our approach achieves the first place in the UVO 2021 Video-based Open-World Segmentation Challenge.
Depth-only Object Tracking
Venue: arXiv cs.CV 2021
Year: 2021

Depth (D) indicates occlusion and is less sensitive to illumination changes, which make depth attractive modality for Visual Object Tracking (VOT). Depth is used in RGBD object tracking where the best trackers are deep RGB trackers with additional heuristic using depth maps. There are two potential reasons for the heuristics: 1) the lack of large RGBD tracking datasets to train deep RGBD trackers and 2) the long-term evaluation protocol of VOT RGBD that benefits from heuristics such as depth-based occlusion detection. In this work, we study how far D-only tracking can go if trained with large amounts of depth data. To compensate the lack of depth data, we generate depth maps for tracking. We train a "Depth-DiMP" from the scratch with the generated data and fine-tune it with the available small RGBD tracking datasets. The depth-only DiMP achieves good accuracy in depth-only tracking and combined with the original RGB DiMP the end-to-end trained RGBD-DiMP outperforms the recent VOT 2020 RGBD winners.
Adaptive Fusion Affinity Graph with Noise-free Online Low-rank Representation for Natural Image Segmentation
Venue: arXiv cs.CV 2021
Year: 2021

Affinity graph-based segmentation methods have become a major trend in computer vision. The performance of these methods relies on the constructed affinity graph, with particular emphasis on the neighborhood topology and pairwise affinities among superpixels. Due to the advantages of assimilating different graphs, a multi-scale fusion graph has a better performance than a single graph with single-scale. However, these methods ignore the noise from images which influences the accuracy of pairwise similarities. Multi-scale combinatorial grouping and graph fusion also generate a higher computational complexity. In this paper, we propose an adaptive fusion affinity graph (AFA-graph) with noise-free low-rank representation in an online manner for natural image segmentation. An input image is first over-segmented into superpixels at different scales and then filtered by the proposed improved kernel density estimation method. Moreover, we select global nodes of these superpixels on the basis of their subspace-preserving presentation, which reveals the feature distribution of superpixels exactly. To reduce time complexity while improving performance, a sparse representation of global nodes based on noise-free online low-rank representation is used to obtain a global graph at each scale. The global graph is finally used to update a local graph which is built upon all superpixels at each scale. Experimental results on the BSD300, BSD500, MSRC, SBD, and PASCAL VOC show the effectiveness of AFA-graph in comparison with state-of-the-art approaches.
Creating Knowledge Graphs Subsets using Shape Expressions
Venue: arXiv cs.DB 2021
Year: 2021

The initial adoption of knowledge graphs by Google and later by big companies has increased their adoption and popularity. In this paper we present a formal model for three different types of knowledge graphs which we call RDF-based graphs, property graphs and wikibase graphs. In order to increase the quality of Knowledge Graphs, several approaches have appeared to describe and validate their contents. Shape Expressions (ShEx) has been proposed as concise language for RDF validation. We give a brief introduction to ShEx and present two extensions that can also be used to describe and validate property graphs (PShEx) and wikibase graphs (WShEx). One problem of knowledge graphs is the large amount of data they contain, which jeopardizes their practical application. In order to palliate this problem, one approach is to create subsets of those knowledge graphs for some domains. We propose the following approaches to generate those subsets: Entity-matching, simple matching, ShEx matching, ShEx plus Slurp and ShEx plus Pregel which are based on declaratively defining the subsets by either matching some content or by Shape Expressions. The last approach is based on a novel validation algorithm for ShEx based on the Pregel algorithm that can handle big data graphs and has been implemented on Apache Spark GraphX.
Creating and Reenacting Controllable 3D Humans with Differentiable Rendering
Venue: arXiv cs.CV 2021
Year: 2021

This paper proposes a new end-to-end neural rendering architecture to transfer appearance and reenact human actors. Our method leverages a carefully designed graph convolutional network (GCN) to model the human body manifold structure, jointly with differentiable rendering, to synthesize new videos of people in different contexts from where they were initially recorded. Unlike recent appearance transferring methods, our approach can reconstruct a fully controllable 3D texture-mapped model of a person, while taking into account the manifold structure from body shape and texture appearance in the view synthesis. Specifically, our approach models mesh deformations with a three-stage GCN trained in a self-supervised manner on rendered silhouettes of the human body. It also infers texture appearance with a convolutional network in the texture domain, which is trained in an adversarial regime to reconstruct human texture from rendered images of actors in different poses. Experiments on different videos show that our method successfully infers specific body deformations and avoid creating texture artifacts while achieving the best values for appearance in terms of Structural Similarity (SSIM), Learned Perceptual Image Patch Similarity (LPIPS), Mean Squared Error (MSE), and Fréchet Video Distance (FVD). By taking advantages of both differentiable rendering and the 3D parametric model, our method is fully controllable, which allows controlling the human synthesis from both pose and rendering parameters. The source code is available at https://www.verlab.dcc.ufmg.br/retargeting-motion/wacv2022.
Federated Learning over Wireless IoT Networks with Optimized Communication and Resources
Venue: arXiv cs.LG 2021
Year: 2021

To leverage massive distributed data and computation resources, machine learning in the network edge is considered to be a promising technique especially for large-scale model training. Federated learning (FL), as a paradigm of collaborative learning techniques, has obtained increasing research attention with the benefits of communication efficiency and improved data privacy. Due to the lossy communication channels and limited communication resources (e.g., bandwidth and power), it is of interest to investigate fast responding and accurate FL schemes over wireless systems. Hence, we investigate the problem of jointly optimized communication efficiency and resources for FL over wireless Internet of things (IoT) networks. To reduce complexity, we divide the overall optimization problem into two sub-problems, i.e., the client scheduling problem and the resource allocation problem. To reduce the communication costs for FL in wireless IoT networks, a new client scheduling policy is proposed by reusing stale local model parameters. To maximize successful information exchange over networks, a Lagrange multiplier method is first leveraged by decoupling variables including power variables, bandwidth variables and transmission indicators. Then a linear-search based power and bandwidth allocation method is developed. Given appropriate hyper-parameters, we show that the proposed communication-efficient federated learning (CEFL) framework converges at a strong linear rate. Through extensive experiments, it is revealed that the proposed CEFL framework substantially boosts both the communication efficiency and learning performance of both training loss and test accuracy for FL over wireless IoT networks compared to a basic FL approach with uniform resource allocation.