OpenRaiser/Intern-Atlas huggingface dataset:
One Shot 3D Photography
Venue: arXiv cs.CV 2020
Year: 2020

3D photography is a new medium that allows viewers to more fully experience a captured moment. In this work, we refer to a 3D photo as one that displays parallax induced by moving the viewpoint (as opposed to a stereo pair with a fixed viewpoint). 3D photos are static in time, like traditional photos, but are displayed with interactive parallax on mobile or desktop screens, as well as on Virtual Reality devices, where viewing it also includes stereo. We present an end-to-end system for creating and viewing 3D photos, and the algorithmic and design choices therein. Our 3D photos are captured in a single shot and processed directly on a mobile device. The method starts by estimating depth from the 2D input image using a new monocular depth estimation network that is optimized for mobile devices. It performs competitively to the state-of-the-art, but has lower latency and peak memory consumption and uses an order of magnitude fewer parameters. The resulting depth is lifted to a layered depth image, and new geometry is synthesized in parallax regions. We synthesize color texture and structures in the parallax regions as well, using an inpainting network, also optimized for mobile devices, on the LDI directly. Finally, we convert the result into a mesh-based representation that can be efficiently transmitted and rendered even on low-end devices and over poor network connections. Altogether, the processing takes just a few seconds on a mobile device, and the result can be instantly viewed and shared. We perform extensive quantitative evaluation to validate our system and compare its new components against the current state-of-the-art.
How to Design While Loops
Venue: arXiv cs.OH 2020
Year: 2020

Beginning students find the syntactic construct known as a while loop difficult to master. The difficulties revolve around guaranteeing loop termination and around learning how to properly sequence mutations to solve a problem. In fact, both of these are intertwined and students need to be taught a model that helps them reason about how to design while loops. For students that have been introduced to how to design programs using structural recursion, generative recursion, accumulative recursion, and mutation, the task of teaching them how to design while loops is made easier. These students are familiar, for example, with state variables, termination arguments, and accumulator invariants. All of these are fundamental in the design of while loops. This articles presents a novel technique used at Seton Hall University to introduce beginners to the design of while loops. It presents a design recipe that students can follow step-by-step to establish such things as the driver of the loop, the loop invariant, and the proper sequencing of mutations. The article also presents an example of designing a while-loop based function using the new design recipe.
Meta Reinforcement Learning-Based Lane Change Strategy for Autonomous Vehicles
Venue: arXiv cs.LG 2020
Year: 2020

Recent advances in supervised learning and reinforcement learning have provided new opportunities to apply related methodologies to automated driving. However, there are still challenges to achieve automated driving maneuvers in dynamically changing environments. Supervised learning algorithms such as imitation learning can generalize to new environments by training on a large amount of labeled data, however, it can be often impractical or cost-prohibitive to obtain sufficient data for each new environment. Although reinforcement learning methods can mitigate this data-dependency issue by training the agent in a trial-and-error way, they still need to re-train policies from scratch when adapting to new environments. In this paper, we thus propose a meta reinforcement learning (MRL) method to improve the agent's generalization capabilities to make automated lane-changing maneuvers at different traffic environments, which are formulated as different traffic congestion levels. Specifically, we train the model at light to moderate traffic densities and test it at a new heavy traffic density condition. We use both collision rate and success rate to quantify the safety and effectiveness of the proposed model. A benchmark model is developed based on a pretraining method, which uses the same network structure and training tasks as our proposed model for fair comparison. The simulation results shows that the proposed method achieves an overall success rate up to 20% higher than the benchmark model when it is generalized to the new environment of heavy traffic density. The collision rate is also reduced by up to 18% than the benchmark model. Finally, the proposed model shows more stable and efficient generalization capabilities adapting to the new environment, and it can achieve 100% successful rate and 0% collision rate with only a few steps of gradient updates.
A Topological Similarity Measure between Multi-Field Data using Multi-Resolution Reeb Spaces
Venue: arXiv cs.CG 2020
Year: 2020

Searching topological similarity between a pair of shapes or data is an important problem in data analysis and visualization. The problem of computing similarity measures using scalar topology has been studied extensively and proven useful in shape and data matching. Even though multi-field (or multivariate) topology-based techniques reveal richer topological features, research on computing similarity measures using multi-field topology is still in its infancy. In the current paper, we propose a novel similarity measure between two piecewise-linear multi-fields based on their multi-resolution Reeb spaces - a newly developed data-structure that captures the topology of a multi-field. Overall, our method consists of two steps: (i) building a multi-resolution Reeb space corresponding to each of the multi-fields and (ii) proposing a similarity measure for a list of matching pairs (of nodes), obtained by comparing the multi-resolution Reeb spaces. We demonstrate an application of the proposed similarity measure by detecting the nuclear scission point in a time-varying multi-field data from computational physics.
Defending Water Treatment Networks: Exploiting Spatio-temporal Effects for Cyber Attack Detection
Venue: arXiv cs.CR 2020
Year: 2020

While Water Treatment Networks (WTNs) are critical infrastructures for local communities and public health, WTNs are vulnerable to cyber attacks. Effective detection of attacks can defend WTNs against discharging contaminated water, denying access, destroying equipment, and causing public fear. While there are extensive studies in WTNs attack detection, they only exploit the data characteristics partially to detect cyber attacks. After preliminary exploring the sensing data of WTNs, we find that integrating spatio-temporal knowledge, representation learning, and detection algorithms can improve attack detection accuracy. To this end, we propose a structured anomaly detection framework to defend WTNs by modeling the spatio-temporal characteristics of cyber attacks in WTNs. In particular, we propose a spatio-temporal representation framework specially tailored to cyber attacks after separating the sensing data of WTNs into a sequence of time segments. This framework has two key components. The first component is a temporal embedding module to preserve temporal patterns within a time segment by projecting the time segment of a sensor into a temporal embedding vector. We then construct Spatio-Temporal Graphs (STGs), where a node is a sensor and an attribute is the temporal embedding vector of the sensor, to describe the state of the WTNs. The second component is a spatial embedding module, which learns the final fused embedding of the WTNs from STGs. In addition, we devise an improved one class-SVM model that utilizes a new designed pairwise kernel to detect cyber attacks. The devised pairwise kernel augments the distance between normal and attack patterns in the fused embedding space. Finally, we conducted extensive experimental evaluations with real-world data to demonstrate the effectiveness of our framework.
Next-Best View Policy for 3D Reconstruction
Venue: arXiv cs.CV 2020
Year: 2020

Manually selecting viewpoints or using commonly available flight planners like circular path for large-scale 3D reconstruction using drones often results in incomplete 3D models. Recent works have relied on hand-engineered heuristics such as information gain to select the Next-Best Views. In this work, we present a learning-based algorithm called Scan-RL to learn a Next-Best View (NBV) Policy. To train and evaluate the agent, we created Houses3K, a dataset of 3D house models. Our experiments show that using Scan-RL, the agent can scan houses with fewer number of steps and a shorter distance compared to our baseline circular path. Experimental results also demonstrate that a single NBV policy can be used to scan multiple houses including those that were not seen during training. The link to Scan-RL is available at https://github.com/darylperalta/ScanRL and Houses3K dataset can be found at https://github.com/darylperalta/Houses3K.
Person-in-Context Synthesiswith Compositional Structural Space
Venue: arXiv cs.CV 2020
Year: 2020

Despite significant progress, controlled generation of complex images with interacting people remains difficult. Existing layout generation methods fall short of synthesizing realistic person instances; while pose-guided generation approaches focus on a single person and assume simple or known backgrounds. To tackle these limitations, we propose a new problem, \textbf{Persons in Context Synthesis}, which aims to synthesize diverse person instance(s) in consistent contexts, with user control over both. The context is specified by the bounding box object layout which lacks shape information, while pose of the person(s) by keypoints which are sparsely annotated. To handle the stark difference in input structures, we proposed two separate neural branches to attentively composite the respective (context/person) inputs into shared ``compositional structural space'', which encodes shape, location and appearance information for both context and person structures in a disentangled manner. This structural space is then decoded to the image space using multi-level feature modulation strategy, and learned in a self supervised manner from image collections and their corresponding inputs. Extensive experiments on two large-scale datasets (COCO-Stuff \cite{caesar2018cvpr} and Visual Genome \cite{krishna2017visual}) demonstrate that our framework outperforms state-of-the-art methods w.r.t. synthesis quality.
Sample Efficiency in Sparse Reinforcement Learning: Or Your Money Back
Venue: arXiv cs.LG 2020
Year: 2020

Sparse rewards present a difficult problem in reinforcement learning and may be inevitable in certain domains with complex dynamics such as real-world robotics. Hindsight Experience Replay (HER) is a recent replay memory development that allows agents to learn in sparse settings by altering memories to show them as successful even though they may not be. While, empirically, HER has shown some success, it does not provide guarantees around the makeup of samples drawn from an agent's replay memory. This may result in minibatches that contain only memories with zero-valued rewards or agents learning an undesirable policy that completes HER-adjusted goals instead of the actual goal. In this paper, we introduce Or Your Money Back (OYMB), a replay memory sampler designed to work with HER. OYMB improves training efficiency in sparse settings by providing a direct interface to the agent's replay memory that allows for control over minibatch makeup, as well as a preferential lookup scheme that prioritizes real-goal memories before HER-adjusted memories. We test our approach on five tasks across three unique environments. Our results show that using HER in combination with OYMB outperforms using HER alone and leads to agents that learn to complete the real goal more quickly.
The Effectiveness of Interactive Visualization Techniques for Time Navigation of Dynamic Graphs on Large Displays
Venue: arXiv cs.HC 2020
Year: 2020

Dynamic networks can be challenging to analyze visually, especially if they span a large time range during which new nodes and edges can appear and disappear. Although it is straightforward to provide interfaces for visualization that represent multiple states of the network (i.e., multiple timeslices) either simultaneously (e.g., through small multiples) or interactively (e.g., through interactive animation), these interfaces might not support tasks in which disjoint timeslices need to be compared. Since these tasks are key for understanding the dynamic aspects of the network, understanding which interactive visualizations best support these tasks is important. We present the results of a series of laboratory experiments comparing two traditional approaches (small multiples and interactive animation), with a more recent approach based on interactive timeslicing. The tasks were performed on a large display through a touch interface. Participants completed 24 trials of three tasks with all techniques. The results show that interactive timeslicing brings benefit when comparing distant points in time, but less benefits when analyzing contiguous intervals of time.
AllenAct: A Framework for Embodied AI Research
Venue: arXiv cs.CV 2020
Year: 2020

The domain of Embodied AI, in which agents learn to complete tasks through interaction with their environment from egocentric observations, has experienced substantial growth with the advent of deep reinforcement learning and increased interest from the computer vision, NLP, and robotics communities. This growth has been facilitated by the creation of a large number of simulated environments (such as AI2-THOR, Habitat and CARLA), tasks (like point navigation, instruction following, and embodied question answering), and associated leaderboards. While this diversity has been beneficial and organic, it has also fragmented the community: a huge amount of effort is required to do something as simple as taking a model trained in one environment and testing it in another. This discourages good science. We introduce AllenAct, a modular and flexible learning framework designed with a focus on the unique requirements of Embodied AI research. AllenAct provides first-class support for a growing collection of embodied environments, tasks and algorithms, provides reproductions of state-of-the-art models and includes extensive documentation, tutorials, start-up code, and pre-trained models. We hope that our framework makes Embodied AI more accessible and encourages new researchers to join this exciting area. The framework can be accessed at: https://allenact.org/
Relational Data Synthesis using Generative Adversarial Networks: A Design Space Exploration
Venue: arXiv cs.DB 2020
Year: 2020

The proliferation of big data has brought an urgent demand for privacy-preserving data publishing. Traditional solutions to this demand have limitations on effectively balancing the tradeoff between privacy and utility of the released data. Thus, the database community and machine learning community have recently studied a new problem of relational data synthesis using generative adversarial networks (GAN) and proposed various algorithms. However, these algorithms are not compared under the same framework and thus it is hard for practitioners to understand GAN's benefits and limitations. To bridge the gaps, we conduct so far the most comprehensive experimental study that investigates applying GAN to relational data synthesis. We introduce a unified GAN-based framework and define a space of design solutions for each component in the framework, including neural network architectures and training strategies. We conduct extensive experiments to explore the design space and compare with traditional data synthesis approaches. Through extensive experiments, we find that GAN is very promising for relational data synthesis, and provide guidance for selecting appropriate design solutions. We also point out limitations of GAN and identify future research directions.
Personal Food Model
Venue: arXiv cs.MM 2020
Year: 2020

Food is central to life. Food provides us with energy and foundational building blocks for our body and is also a major source of joy and new experiences. A significant part of the overall economy is related to food. Food science, distribution, processing, and consumption have been addressed by different communities using silos of computational approaches. In this paper, we adopt a person-centric multimedia and multimodal perspective on food computing and show how multimedia and food computing are synergistic and complementary. Enjoying food is a truly multimedia experience involving sight, taste, smell, and even sound, that can be captured using a multimedia food logger. The biological response to food can be captured using multimodal data streams using available wearable devices. Central to this approach is the Personal Food Model. Personal Food Model is the digitized representation of the food-related characteristics of an individual. It is designed to be used in food recommendation systems to provide eating-related recommendations that improve the user's quality of life. To model the food-related characteristics of each person, it is essential to capture their food-related enjoyment using a Preferential Personal Food Model and their biological response to food using their Biological Personal Food Model. Inspired by the power of 3-dimensional color models for visual processing, we introduce a 6-dimensional taste-space for capturing culinary characteristics as well as personal preferences. We use event mining approaches to relate food with other life and biological events to build a predictive model that could also be used effectively in emerging food recommendation systems.
Knowledge Efficient Deep Learning for Natural Language Processing
Venue: arXiv cs.CL 2020
Year: 2020

Deep learning has become the workhorse for a wide range of natural language processing applications. But much of the success of deep learning relies on annotated examples. Annotation is time-consuming and expensive to produce at scale. Here we are interested in methods for reducing the required quantity of annotated data -- by making the learning methods more knowledge efficient so as to make them more applicable in low annotation (low resource) settings. There are various classical approaches to making the models more knowledge efficient such as multi-task learning, transfer learning, weakly supervised and unsupervised learning etc. This thesis focuses on adapting such classical methods to modern deep learning models and algorithms. This thesis describes four works aimed at making machine learning models more knowledge efficient. First, we propose a knowledge rich deep learning model (KRDL) as a unifying learning framework for incorporating prior knowledge into deep models. In particular, we apply KRDL built on Markov logic networks to denoise weak supervision. Second, we apply a KRDL model to assist the machine reading models to find the correct evidence sentences that can support their decision. Third, we investigate the knowledge transfer techniques in multilingual setting, where we proposed a method that can improve pre-trained multilingual BERT based on the bilingual dictionary. Fourth, we present an episodic memory network for language modelling, in which we encode the large external knowledge for the pre-trained GPT.
A Metamodel and Framework for AGI
Venue: arXiv cs.AI 2020
Year: 2020

Can artificial intelligence systems exhibit superhuman performance, but in critical ways, lack the intelligence of even a single-celled organism? The answer is clearly 'yes' for narrow AI systems. Animals, plants, and even single-celled organisms learn to reliably avoid danger and move towards food. This is accomplished via a physical knowledge preserving metamodel that autonomously generates useful models of the world. We posit that preserving the structure of knowledge is critical for higher intelligences that manage increasingly higher levels of abstraction, be they human or artificial. This is the key lesson learned from applying AGI subsystems to complex real-world problems that require continuous learning and adaptation. In this paper, we introduce the Deep Fusion Reasoning Engine (DFRE), which implements a knowledge-preserving metamodel and framework for constructing applied AGI systems. The DFRE metamodel exhibits some important fundamental knowledge preserving properties such as clear distinctions between symmetric and antisymmetric relations, and the ability to create a hierarchical knowledge representation that clearly delineates between levels of abstraction. The DFRE metamodel, which incorporates these capabilities, demonstrates how this approach benefits AGI in specific ways such as managing combinatorial explosion and enabling cumulative, distributed and federated learning. Our experiments show that the proposed framework achieves 94% accuracy on average on unsupervised object detection and recognition. This work is inspired by the state-of-the-art approaches to AGI, recent AGI-aspiring work, the granular computing community, as well as Alfred Korzybski's general semantics.
Tangled: A Cooperative Anycast Testbed
Venue: arXiv cs.NI 2020
Year: 2020

Anycast routing is an area of studies that has been attracting interest of several researchers in recent years. Most anycast studies conducted in the past relied on coarse measurement data, mainly due to the lack of infrastructure where it is possible to test and collect data at same time. In this paper we present Tangled, an anycast test environment where researchers can run experiments and better understand the impacts of their proposals on a global infrastructure connected to the Internet.
An Efficient Routing Protocol for Secured Communication in Cognitive Radio Sensor Networks
Venue: arXiv cs.NI 2020
Year: 2020

This paper introduces an efficient reactive routing protocol considering the mobility and the reliability of a node in Cognitive Radio Sensor Networks (CRSNs). The proposed protocol accommodates the dynamic behavior of the spectrum availability and selects a stable transmission path from a source node to the destination. Outlined as a weighted graph problem, the proposed protocol measures the weight for an edge the measuring the mobility patterns of the nodes and channel availability. Furthermore, the mobility pattern of a node is defined in the proposed routing protocol from the viewpoint of distance, speed, direction, and node's reliability. Besides, the spectrum awareness in the proposed protocol is measured over the number of shared common channels and the channel quality. It is anticipated that the proposed protocol shows efficient routing performance by selecting stable and secured paths from source to destination. Simulation is carried out to assess the performance of the protocol where it is witnessed that the proposed routing protocol outperforms existing ones.