OpenRaiser/Intern-Atlas huggingface dataset:
FakeNews: GAN-based generation of realistic 3D volumetric data -- A systematic review and taxonomy
Venue: arXiv cs.CV 2024
Year: 2024

With the massive proliferation of data-driven algorithms, such as deep learning-based approaches, the availability of high-quality data is of great interest. Volumetric data is very important in medicine, as it ranges from disease diagnoses to therapy monitoring. When the dataset is sufficient, models can be trained to help doctors with these tasks. Unfortunately, there are scenarios where large amounts of data is unavailable. For example, rare diseases and privacy issues can lead to restricted data availability. In non-medical fields, the high cost of obtaining enough high-quality data can also be a concern. A solution to these problems can be the generation of realistic synthetic data using Generative Adversarial Networks (GANs). The existence of these mechanisms is a good asset, especially in healthcare, as the data must be of good quality, realistic, and without privacy issues. Therefore, most of the publications on volumetric GANs are within the medical domain. In this review, we provide a summary of works that generate realistic volumetric synthetic data using GANs. We therefore outline GAN-based methods in these areas with common architectures, loss functions and evaluation metrics, including their advantages and disadvantages. We present a novel taxonomy, evaluations, challenges, and research opportunities to provide a holistic overview of the current state of volumetric GANs.
Ask-AC: An Initiative Advisor-in-the-Loop Actor-Critic Framework
Venue: arXiv cs.LG 2024
Year: 2024

Despite the promising results achieved, state-of-the-art interactive reinforcement learning schemes rely on passively receiving supervision signals from advisor experts, in the form of either continuous monitoring or pre-defined rules, which inevitably result in a cumbersome and expensive learning process. In this paper, we introduce a novel initiative advisor-in-the-loop actor-critic framework, termed as Ask-AC, that replaces the unilateral advisor-guidance mechanism with a bidirectional learner-initiative one, and thereby enables a customized and efficacious message exchange between learner and advisor. At the heart of Ask-AC are two complementary components, namely action requester and adaptive state selector, that can be readily incorporated into various discrete actor-critic architectures. The former component allows the agent to initiatively seek advisor intervention in the presence of uncertain states, while the latter identifies the unstable states potentially missed by the former especially when environment changes, and then learns to promote the ask action on such states. Experimental results on both stationary and non-stationary environments and across different actor-critic backbones demonstrate that the proposed framework significantly improves the learning efficiency of the agent, and achieves the performances on par with those obtained by continuous advisor monitoring.
A Deep Model for Partial Multi-Label Image Classification with Curriculum Based Disambiguation
Venue: arXiv cs.CV 2024
Year: 2024

In this paper, we study the partial multi-label (PML) image classification problem, where each image is annotated with a candidate label set consists of multiple relevant labels and other noisy labels. Existing PML methods typically design a disambiguation strategy to filter out noisy labels by utilizing prior knowledge with extra assumptions, which unfortunately is unavailable in many real tasks. Furthermore, because the objective function for disambiguation is usually elaborately designed on the whole training set, it can be hardly optimized in a deep model with SGD on mini-batches. In this paper, for the first time we propose a deep model for PML to enhance the representation and discrimination ability. On one hand, we propose a novel curriculum based disambiguation strategy to progressively identify ground-truth labels by incorporating the varied difficulties of different classes. On the other hand, a consistency regularization is introduced for model retraining to balance fitting identified easy labels and exploiting potential relevant labels. Extensive experimental results on the commonly used benchmark datasets show the proposed method significantly outperforms the SOTA methods.
VeriFx: Correct Replicated Data Types for the Masses
Venue: arXiv cs.PL 2024
Year: 2024

Distributed systems adopt weak consistency to ensure high availability and low latency, but state convergence is hard to guarantee due to conflicts. Experts carefully design replicated data types (RDTs) that resemble sequential data types and embed conflict resolution mechanisms that ensure convergence. Designing RDTs is challenging as their correctness depends on subtleties such as the ordering of concurrent operations. Currently, researchers manually verify RDTs, either by paper proofs or using proof assistants. Unfortunately, paper proofs are subject to reasoning flaws and mechanized proofs verify a formalisation instead of a real-world implementation. Furthermore, writing mechanized proofs is reserved to verification experts and is extremely time consuming. To simplify the design, implementation, and verification of RDTs, we propose VeriFx, a high-level programming language with automated proof capabilities. VeriFx lets programmers implement RDTs atop functional collections and express correctness properties that are verified automatically. Verified RDTs can be transpiled to mainstream languages (currently Scala or JavaScript). VeriFx also provides libraries for implementing and verifying Conflict-free Replicated Data Types (CRDTs) and Operational Transformation (OT) functions. These libraries implement the general execution model of those approaches and define their correctness properties. We use the libraries to implement and verify an extensive portfolio of 35 CRDTs and reproduce a study on the correctness of OT functions.
Playing Divide-and-Choose Given Uncertain Preferences
Venue: arXiv cs.GT 2024
Year: 2024

We study the classic divide-and-choose method for equitably allocating divisible goods between two players who are rational, self-interested Bayesian agents. The players have additive values for the goods. The prior distributions on those values are common knowledge. We consider both the cases of independent values and values that are correlated across players (as occurs when there is a common-value component). We describe the structure of optimal divisions in the divide-and-choose game and identify several cases where it is possible to efficiently compute equilibria. An approximation algorithm is presented for the case when the distribution over the chooser's value for each good follows a normal distribution, along with a randomized approximation algorithm for the case of uniform distributions over intervals. A mixture of analytic results and computational simulations illuminates several striking differences between optimal strategies in the cases of known versus unknown preferences. Most notably, given unknown preferences, the divider has a compelling "diversification" incentive in creating the chooser's two options. This incentive leads to multiple goods being divided at equilibrium, quite contrary to the divider's optimal strategy when preferences are known. In many contexts, such as buy-and-sell provisions between partners, or in judging fairness, it is important to assess the relative expected utilities of the divider and chooser. Those utilities, we show, depend on the players' levels of knowledge about each other's values, the correlations between the players' values, and the number of goods being divided. Under fairly mild assumptions, we show that the chooser is strictly better off for a small number of goods, while the divider is strictly better off for a large number of goods.
Word Embedding for Social Sciences: An Interdisciplinary Survey
Venue: arXiv cs.AI 2024
Year: 2024

To extract essential information from complex data, computer scientists have been developing machine learning models that learn low-dimensional representation mode. From such advances in machine learning research, not only computer scientists but also social scientists have benefited and advanced their research because human behavior or social phenomena lies in complex data. However, this emerging trend is not well documented because different social science fields rarely cover each other's work, resulting in fragmented knowledge in the literature. To document this emerging trend, we survey recent studies that apply word embedding techniques to human behavior mining. We built a taxonomy to illustrate the methods and procedures used in the surveyed papers, aiding social science researchers in contextualizing their research within the literature on word embedding applications. This survey also conducts a simple experiment to warn that common similarity measurements used in the literature could yield different results even if they return consistent results at an aggregate level.
Functional Generalized Empirical Likelihood Estimation for Conditional Moment Restrictions
Venue: arXiv cs.LG 2024
Year: 2024

Important problems in causal inference, economics, and, more generally, robust machine learning can be expressed as conditional moment restrictions, but estimation becomes challenging as it requires solving a continuum of unconditional moment restrictions. Previous works addressed this problem by extending the generalized method of moments (GMM) to continuum moment restrictions. In contrast, generalized empirical likelihood (GEL) provides a more general framework and has been shown to enjoy favorable small-sample properties compared to GMM-based estimators. To benefit from recent developments in machine learning, we provide a functional reformulation of GEL in which arbitrary models can be leveraged. Motivated by a dual formulation of the resulting infinite dimensional optimization problem, we devise a practical method and explore its asymptotic properties. Finally, we provide kernel- and neural network-based implementations of the estimator, which achieve state-of-the-art empirical performance on two conditional moment restriction problems.
Differentially Private Linear Bandits with Partial Distributed Feedback
Venue: arXiv cs.LG 2024
Year: 2024

In this paper, we study the problem of global reward maximization with only partial distributed feedback. This problem is motivated by several real-world applications (e.g., cellular network configuration, dynamic pricing, and policy selection) where an action taken by a central entity influences a large population that contributes to the global reward. However, collecting such reward feedback from the entire population not only incurs a prohibitively high cost but often leads to privacy concerns. To tackle this problem, we consider differentially private distributed linear bandits, where only a subset of users from the population are selected (called clients) to participate in the learning process and the central server learns the global model from such partial feedback by iteratively aggregating these clients' local feedback in a differentially private fashion. We then propose a unified algorithmic learning framework, called differentially private distributed phased elimination (DP-DPE), which can be naturally integrated with popular differential privacy (DP) models (including central DP, local DP, and shuffle DP). Furthermore, we prove that DP-DPE achieves both sublinear regret and sublinear communication cost. Interestingly, DP-DPE also achieves privacy protection ``for free'' in the sense that the additional cost due to privacy guarantees is a lower-order additive term. In addition, as a by-product of our techniques, the same results of ``free" privacy can also be achieved for the standard differentially private linear bandits. Finally, we conduct simulations to corroborate our theoretical results and demonstrate the effectiveness of DP-DPE.
Relationship Design for Socially-Aware Behavior in Static Games
Venue: arXiv cs.MA 2024
Year: 2024

Autonomous agents can adopt socially-aware behaviors to reduce social costs, mimicking the way animals interact in nature and humans in society. We present a new approach to model socially-aware decision-making that includes two key elements: bounded rationality and inter-agent relationships. We capture the interagent relationships by introducing a novel model called a relationship game and encode agents' bounded rationality using quantal response equilibria. For each relationship game, we define a social cost function and formulate a mechanism design problem to optimize weights for relationships that minimize social cost at the equilibrium. We address the multiplicity of equilibria by presenting the problem in two forms: Min-Max and Min-Min, aimed respectively at minimization of the highest and lowest social costs in the equilibria. We compute the quantal response equilibrium by solving a least-squares problem defined with its Karush-Kuhn-Tucker conditions, and propose two projected gradient descent algorithms to solve the mechanism design problems. Numerical results, including two-lane congestion and congestion with an ambulance, confirm that these algorithms consistently reach the equilibrium with the intended social costs.
RF-Photonic Deep Learning Processor with Shannon-Limited Data Movement
Venue: arXiv cs.ET 2024
Year: 2024

Edholm's Law predicts exponential growth in data rate and spectrum bandwidth for communications and is forecasted to remain true for the upcoming deployment of 6G. Compounding this issue is the exponentially increasing demand for deep neural network (DNN) compute, including DNNs for signal processing. However, the slowing of Moore's Law due to the limitations of transistor-based electronics means that completely new paradigms for computing will be required to meet these increasing demands for advanced communications. Optical neural networks (ONNs) are promising DNN accelerators with ultra-low latency and energy consumption. Yet state-of-the-art ONNs struggle with scalability and implementing linear with in-line nonlinear operations. Here we introduce our multiplicative analog frequency transform ONN (MAFT-ONN) that encodes the data in the frequency domain, achieves matrix-vector products in a single shot using photoelectric multiplication, and uses a single electro-optic modulator for the nonlinear activation of all neurons in each layer. We experimentally demonstrate the first hardware accelerator that computes fully-analog deep learning on raw RF signals, performing single-shot modulation classification with 85% accuracy, where a 'majority vote' multi-measurement scheme can boost the accuracy to 95% within 5 consecutive measurements. In addition, we demonstrate frequency-domain finite impulse response (FIR) linear-time-invariant (LTI) operations, enabling a powerful combination of traditional and AI signal processing. We also demonstrate the scalability of our architecture by computing nearly 4 million fully-analog multiplies-and-accumulates for MNIST digit classification. Our latency estimation model shows that due to the Shannon capacity-limited analog data movement, MAFT-ONN is hundreds of times faster than traditional RF receivers operating at their theoretical peak performance.
Node Replication: Theory And Practice
Venue: arXiv cs.LO 2024
Year: 2024

We define and study a term calculus implementing higher-order node replication. It is used to specify two different (weak) evaluation strategies: call-by-name and fully lazy call-by-need, that are shown to be observationally equivalent by using type theoretical technical tools.
Communication-Efficient Diffusion Strategy for Performance Improvement of Federated Learning with Non-IID Data
Venue: arXiv cs.DC 2024
Year: 2024

In 6G mobile communication systems, various AI-based network functions and applications have been standardized. Federated learning (FL) is adopted as the core learning architecture for 6G systems to avoid privacy leakage from mobile user data. However, in FL, users with non-independent and identically distributed (non-IID) datasets can deteriorate the performance of the global model because the convergence direction of the gradient for each dataset is different, thereby inducing a weight divergence problem. To address this problem, we propose a novel diffusion strategy for machine learning (ML) models (FedDif) to maximize the performance of the global model with non-IID data. FedDif enables the local model to learn different distributions before parameter aggregation by passing the local models through users via device-to-device communication. Furthermore, we theoretically demonstrate that FedDif can circumvent the weight-divergence problem. Based on this theory, we propose a communication-efficient diffusion strategy for ML models that can determine the trade-off between learning performance and communication cost using auction theory. The experimental results show that FedDif improves the top-1 test accuracy by up to 34.89\% and reduces communication costs by 14.6% to a maximum of 63.49%.
Complexity of High-Dimensional Identity Testing with Coordinate Conditional Sampling
Venue: arXiv cs.DS 2024
Year: 2024

We study the identity testing problem for high-dimensional distributions. Given as input an explicit distribution $μ$, an $\varepsilon>0$, and access to sampling oracle(s) for a hidden distribution $π$, the goal in identity testing is to distinguish whether the two distributions $μ$ and $π$ are identical or are at least $\varepsilon$-far apart. When there is only access to full samples from the hidden distribution $π$, it is known that exponentially many samples (in the dimension) may be needed for identity testing, and hence previous works have studied identity testing with additional access to various "conditional" sampling oracles. We consider a significantly weaker conditional sampling oracle, which we call the $\mathsf{Coordinate\ Oracle}$, and provide a computational and statistical characterization of the identity testing problem in this new model. We prove that if an analytic property known as approximate tensorization of entropy holds for an $n$-dimensional visible distribution $μ$, then there is an efficient identity testing algorithm for any hidden distribution $π$ using $\tilde{O}(n/\varepsilon)$ queries to the $\mathsf{Coordinate\ Oracle}$. Approximate tensorization of entropy is a pertinent condition as recent works have established it for a large class of high-dimensional distributions. We also prove a computational phase transition: for a well-studied class of $n$-dimensional distributions, specifically sparse antiferromagnetic Ising models over $\{+1,-1\}^n$, we show that in the regime where approximate tensorization of entropy fails, there is no efficient identity testing algorithm unless $\mathsf{RP}=\mathsf{NP}$. We complement our results with a matching $Ω(n/\varepsilon)$ statistical lower bound for the sample complexity of identity testing in the $\mathsf{Coordinate\ Oracle}$ model.
Incentive Designs for Stackelberg Games with a Large Number of Followers and their Mean-Field Limits
Venue: arXiv cs.GT 2024
Year: 2024

We study incentive designs for a class of stochastic Stackelberg games with one leader and a large number of (finite as well as infinite population of) followers. We investigate whether the leader can craft a strategy under a dynamic information structure that induces a desired behavior among the followers. For the finite population setting, under convexity of the leader's cost and other sufficient conditions, we show that there exist symmetric \emph{incentive} strategies for the leader that attain approximately optimal performance from the leader's viewpoint and lead to an approximate symmetric (pure) Nash best response among the followers. Leveraging functional analytic tools, we further show that there exists a symmetric incentive strategy, which is affine in the dynamic part of the leader's information, comprising partial information on the actions taken by the followers. Driving the follower population to infinity, we arrive at the interesting result that in this infinite-population regime the leader cannot design a smooth ``finite-energy'' incentive strategy, namely, a mean-field limit for such games is not well-defined. As a way around this, we introduce a class of stochastic Stackelberg games with a leader, a major follower, and a finite or infinite population of minor followers. For this class of problems, we establish the existence of an incentive strategy and the corresponding mean-field Stackelberg game. Examples of quadratic Gaussian games are provided to illustrate both positive and negative results. In addition, as a byproduct of our analysis, we establish the existence of a randomized incentive strategy for the class mean-field Stackelberg games, which in turn provides an approximation for an incentive strategy of the corresponding finite population Stackelberg game.
You Actually Look Twice At it (YALTAi): using an object detection approach instead of region segmentation within the Kraken engine
Venue: arXiv cs.CV 2024
Year: 2024

Layout Analysis (the identification of zones and their classification) is the first step along line segmentation in Optical Character Recognition and similar tasks. The ability of identifying main body of text from marginal text or running titles makes the difference between extracting the work full text of a digitized book and noisy outputs. We show that most segmenters focus on pixel classification and that polygonization of this output has not been used as a target for the latest competition on historical document (ICDAR 2017 and onwards), despite being the focus in the early 2010s. We propose to shift, for efficiency, the task from a pixel classification-based polygonization to an object detection using isothetic rectangles. We compare the output of Kraken and YOLOv5 in terms of segmentation and show that the later severely outperforms the first on small datasets (1110 samples and below). We release two datasets for training and evaluation on historical documents as well as a new package, YALTAi, which injects YOLOv5 in the segmentation pipeline of Kraken 4.1.
Incremental Measurement of Structural Entropy for Dynamic Graphs
Venue: arXiv cs.IT 2024
Year: 2024

Structural entropy is a metric that measures the amount of information embedded in graph structure data under a strategy of hierarchical abstracting. To measure the structural entropy of a dynamic graph, we need to decode the optimal encoding tree corresponding to the best community partitioning for each snapshot. However, the current methods do not support dynamic encoding tree updating and incremental structural entropy computation. To address this issue, we propose Incre-2dSE, a novel incremental measurement framework that dynamically adjusts the community partitioning and efficiently computes the updated structural entropy for each updated graph. Specifically, Incre-2dSE includes incremental algorithms based on two dynamic adjustment strategies for two-dimensional encoding trees, i.e., the naive adjustment strategy and the node-shifting adjustment strategy, which support theoretical analysis of updated structural entropy and incrementally optimize community partitioning towards a lower structural entropy. We conduct extensive experiments on 3 artificial datasets generated by Hawkes Process and 3 real-world datasets. Experimental results confirm that our incremental algorithms effectively capture the dynamic evolution of the communities, reduce time consumption, and provide great interpretability.
Analyzing the Differentially Private Theil-Sen Estimator for Simple Linear Regression
Venue: arXiv cs.CR 2024
Year: 2024

In this paper, we study differentially private point and confidence interval estimators for simple linear regression. Motivated by recent work that highlights the strong empirical performance of an algorithm based on robust statistics, DPTheilSen, we provide a rigorous, finite-sample analysis of its privacy and accuracy properties, offer guidance on setting hyperparameters, and show how to produce differentially private confidence intervals to accompany its point estimates.