OpenRaiser/Intern-Atlas huggingface dataset:
DeepSoft: A vision for a deep model of software
Venue: arXiv cs.SE 2016
Year: 2016

Although software analytics has experienced rapid growth as a research area, it has not yet reached its full potential for wide industrial adoption. Most of the existing work in software analytics still relies heavily on costly manual feature engineering processes, and they mainly address the traditional classification problems, as opposed to predicting future events. We present a vision for \emph{DeepSoft}, an \emph{end-to-end} generic framework for modeling software and its development process to predict future risks and recommend interventions. DeepSoft, partly inspired by human memory, is built upon the powerful deep learning-based Long Short Term Memory architecture that is capable of learning long-term temporal dependencies that occur in software evolution. Such deep learned patterns of software can be used to address a range of challenging problems such as code and task recommendation and prediction. DeepSoft provides a new approach for research into modeling of source code, risk prediction and mitigation, developer modeling, and automatically generating code patches from bug reports.
World Knowledge as Indirect Supervision for Document Clustering
Venue: arXiv cs.LG 2016
Year: 2016

One of the key obstacles in making learning protocols realistic in applications is the need to supervise them, a costly process that often requires hiring domain experts. We consider the framework to use the world knowledge as indirect supervision. World knowledge is general-purpose knowledge, which is not designed for any specific domain. Then the key challenges are how to adapt the world knowledge to domains and how to represent it for learning. In this paper, we provide an example of using world knowledge for domain dependent document clustering. We provide three ways to specify the world knowledge to domains by resolving the ambiguity of the entities and their types, and represent the data with world knowledge as a heterogeneous information network. Then we propose a clustering algorithm that can cluster multiple types and incorporate the sub-type information as constraints. In the experiments, we use two existing knowledge bases as our sources of world knowledge. One is Freebase, which is collaboratively collected knowledge about entities and their organizations. The other is YAGO2, a knowledge base automatically extracted from Wikipedia and maps knowledge to the linguistic knowledge base, WordNet. Experimental results on two text benchmark datasets (20newsgroups and RCV1) show that incorporating world knowledge as indirect supervision can significantly outperform the state-of-the-art clustering algorithms as well as clustering algorithms enhanced with world knowledge features.
Heterogeneous Strategy Particle Swarm Optimization
Venue: arXiv cs.NE 2016
Year: 2016

PSO is a widely recognized optimization algorithm inspired by social swarm. In this brief we present a heterogeneous strategy particle swarm optimization (HSPSO), in which a proportion of particles adopt a fully informed strategy to enhance the converging speed while the rest are singly informed to maintain the diversity. Our extensive numerical experiments show that HSPSO algorithm is able to obtain satisfactory solutions, outperforming both PSO and the fully informed PSO. The evolution process is examined from both structural and microscopic points of view. We find that the cooperation between two types of particles can facilitate a good balance between exploration and exploitation, yielding better performance. We demonstrate the applicability of HSPSO on the filter design problem.
An Approximation Algorithm for Maximum Internal Spanning Tree
Venue: arXiv cs.DS 2016
Year: 2016

Given a graph G, the {\em maximum internal spanning tree problem} (MIST for short) asks for computing a spanning tree T of G such that the number of internal vertices in T is maximized. MIST has possible applications in the design of cost-efficient communication networks and water supply networks and hence has been extensively studied in the literature. MIST is NP-hard and hence a number of polynomial-time approximation algorithms have been designed for MIST in the literature. The previously best polynomial-time approximation algorithm for MIST achieves a ratio of 3/4. In this paper, we first design a simpler algorithm that achieves the same ratio and the same time complexity as the previous best. We then refine the algorithm into a new approximation algorithm that achieves a better ratio (namely, 13/17) with the same time complexity. Our new algorithm explores much deeper structure of the problem than the previous best. The discovered structure may be used to design even better approximation or parameterized algorithms for the problem in the future.
Adaptive Video Streaming over LTE Unlicensed
Venue: arXiv cs.NI 2016
Year: 2016

In this paper we consider the problem of adaptive video streaming over an LTE-A network that utilizes Licensed Assisted Access (LAA) which is an instance of LTE Unlicensed. With LTE Unlicensed users of the LTE-A network opportunisti- cally access radio resources from unlicensed and licensed carriers through Carrier Aggregation (CA). Our objective is to select the highest possible video quality for each LTE-A user while also try to deliver video data in time for playback, and thus avoid buffer under-run events that deteriorate viewing experience. However, the unpredictable nature of the wireless channel, as well as the unknown utilization of the unlicensed carrier by other unlicensed users, result in a challenging optimization problem. We first focus on developing an accurate system model of the adaptive streaming system, LTE-A, and the stochastic availability of unlicensed resources. Then, the formulated problem is solved in two stages: First, we calculate a proportionally fair video quality for each user, and second we execute resource allocation on a shorter time scale compatible with LTE-A. We compare our framework with the typical proportional fair scheduler as well as a state-of-the-art LTE-A adaptive video streaming framework in terms of average segment quality and number of buffer under- run events. Results show that the proposed quality selection and scheduling algorithms, not only achieve higher video segment quality in most cases, but also minimize the amount and duration of video freezes as a result of buffer under-run events.
Input-Output Non-Linear Dynamical Systems applied to Physiological Condition Monitoring
Venue: arXiv cs.LG 2016
Year: 2016

We present a non-linear dynamical system for modelling the effect of drug infusions on the vital signs of patients admitted in Intensive Care Units (ICUs). More specifically we are interested in modelling the effect of a widely used anaesthetic drug (Propofol) on a patient's monitored depth of anaesthesia and haemodynamics. We compare our approach with one from the Pharmacokinetics/Pharmacodynamics (PK/PD) literature and show that we can provide significant improvements in performance without requiring the incorporation of expert physiological knowledge in our system.
Comments on the parallelization efficiency of the Sunway TaihuLight supercomputer
Venue: arXiv cs.DC 2016
Year: 2016

In the world of supercomputers, the large number of processors requires to minimize the inefficiencies of parallelization, which appear as a sequential part of the program from the point of view of Amdahl's law. The recently suggested new figure of merit is applied to the recently presented supercomputer, and the timeline of "Top 500" supercomputers is scrutinized using the metric. It is demonstrated, that in addition to the computing performance and power consumption, the new supercomputer is also excellent in the efficiency of parallelization. Based on the suggested merit, a "Moore-law" like observation is derived for the timeline of parallelization efficacy of supercomputers.
Exploring Deep Space: Learning Personalized Ranking in a Semantic Space
Venue: arXiv cs.IR 2016
Year: 2016

Recommender systems leverage both content and user interactions to generate recommendations that fit users' preferences. The recent surge of interest in deep learning presents new opportunities for exploiting these two sources of information. To recommend items we propose to first learn a user-independent high-dimensional semantic space in which items are positioned according to their substitutability, and then learn a user-specific transformation function to transform this space into a ranking according to the user's past preferences. An advantage of the proposed architecture is that it can be used to effectively recommend items using either content that describes the items or user-item ratings. We show that this approach significantly outperforms state-of-the-art recommender systems on the MovieLens 1M dataset.
Neural shrinkage for wavelet-based SAR despeckling
Venue: arXiv cs.CV 2016
Year: 2016

The wavelet shrinkage denoising approach is able to maintain local regularity of a signal while suppressing noise. However, the conventional wavelet shrinkage based methods are not time-scale adaptive to track the local time-scale variation. In this paper, a new type of Neural Shrinkage (NS) is presented with a new class of shrinkage architecture for speckle reduction in Synthetic Aperture Radar (SAR) images. The numerical results indicate that the new method outperforms the standard filters, the standard wavelet shrinkage despeckling method, and previous NS.
Video Summarization in a Multi-View Camera Network
Venue: arXiv cs.CV 2016
Year: 2016

While most existing video summarization approaches aim to extract an informative summary of a single video, we propose a novel framework for summarizing multi-view videos by exploiting both intra- and inter-view content correlations in a joint embedding space. We learn the embedding by minimizing an objective function that has two terms: one due to intra-view correlations and another due to inter-view correlations across the multiple views. The solution can be obtained directly by solving one Eigen-value problem that is linear in the number of multi-view videos. We then employ a sparse representative selection approach over the learned embedding space to summarize the multi-view videos. Experimental results on several benchmark datasets demonstrate that our proposed approach clearly outperforms the state-of-the-art.
Crowd-sourcing NLG Data: Pictures Elicit Better Data
Venue: arXiv cs.CL 2016
Year: 2016

Recent advances in corpus-based Natural Language Generation (NLG) hold the promise of being easily portable across domains, but require costly training data, consisting of meaning representations (MRs) paired with Natural Language (NL) utterances. In this work, we propose a novel framework for crowdsourcing high quality NLG training data, using automatic quality control measures and evaluating different MRs with which to elicit data. We show that pictorial MRs result in better NL data being collected than logic-based MRs: utterances elicited by pictorial MRs are judged as significantly more natural, more informative, and better phrased, with a significant increase in average quality ratings (around 0.5 points on a 6-point scale), compared to using the logical MRs. As the MR becomes more complex, the benefits of pictorial stimuli increase. The collected data will be released as part of this submission.
Uncountable classical and quantum complexity classes
Venue: arXiv cs.CC 2016
Year: 2016

Polynomial--time constant--space quantum Turing machines (QTMs) and logarithmic--space probabilistic Turing machines (PTMs) recognize uncountably many languages with bounded error (Say and Yakaryılmaz 2014, arXiv:1411.7647). In this paper, we investigate more restricted cases for both models to recognize uncountably many languages with bounded error. We show that double logarithmic space is enough for PTMs on unary languages in sweeping reading mode or logarithmic space for one-way head. On unary languages, for quantum models, we obtain middle logarithmic space for counter machines. For binary languages, arbitrary small non-constant space is enough for PTMs even using only counter as memory. For counter machines, when restricted to polynomial time, we can obtain the same result for linear space. For constant--space QTMs, we follow the result for a restricted sweeping head, known as restarting realtime.
Near-Field Perturbation Effect on Constellation Error in Beam-Space MIMO
Venue: arXiv cs.IT 2016
Year: 2016

Beam-space MIMO has recently been proposed as a promising solution to enable transmitting multiple data streams using a single RF chain and a single pattern-reconfigurable antenna. Since in a beam-space MIMO system radiation pattern of the transmit antenna is exploited as extra dimension for encoding information, near-field interaction of the transmit antenna with its surrounding objects affects spatial multiplexing performance of the system. Through numerical simulations in the previous work, it has been concluded that under BPSK signaling beam-space MIMO is not more vulnerable to near-field coupling than its conventional counterpart. In this work, we extend the study to the case of higher-order modulation schemes, where the presence of external perturbation also affects the data constellation points transmitted by a beam-space MIMO antenna. To this aim, the error vector magnitude of the transmitted signal is evaluated when placing a QPSK beam-space MIMO antenna in close proximity to a hand model of the user. The obtained results emphasize the importance of reconsidering the decoding approach for beam-space MIMO systems in practical applications.
Improving Study Skills using Program Integrating Reflection Seminars
Venue: arXiv cs.CY 2016
Year: 2016

If students have a broad spectrum of study skills, learning will likely be positively affected, since they can adapt the way they learn in different situations. Such study skills can be learned in for example learning-to-learn courses. Several studies of such courses have been done over the years, but few of these have been carried out in longitudinal naturalistic settings, where the effect has been evaluated over several years in non-experimental settings. In this paper we present a novel approach for learning study skills, as a part of a course running over three years. The course starts with a learning-to-learn module, followed by 11 follow-ups that includes, among other things, peer discussions about learning strategies with the aim of promoting self-regulated learning. This evaluation shows which study skills the computer science students were most interested in trying, how successful they were in continuing to use the study skills and which effects the students believed the study skills had after trying them. No significant change was found in how satisfied the students were with their overall study technique immediately after the initial module, but in the long term 78% of the students believed the course had promoted their ability to analyze and adapt their study habits.
A survey of sparse matrix-vector multiplication performance on large matrices
Venue: arXiv cs.PF 2016
Year: 2016

We contribute a third-party survey of sparse matrix-vector (SpMV) product performance on industrial-strength, large matrices using: (1) The SpMV implementations in Intel MKL, the Trilinos project (Tpetra subpackage), the CUSPARSE library, and the CUSP library, each running on modern architectures. (2) NVIDIA GPUs and Intel multi-core CPUs (supported by each software package). (3) The CSR, BSR, COO, HYB, and ELL matrix formats (supported by each software package).
Efficient Energy Distribution in a Smart Grid using Multi-Player Games
Venue: arXiv cs.GT 2016
Year: 2016

Algorithms and models based on game theory have nowadays become prominent techniques for the design of digital controllers for critical systems. Indeed, such techniques enable automatic synthesis: given a model of the environment and a property that the controller must enforce, those techniques automatically produce a correct controller, when it exists. In the present paper, we consider a class of concurrent, weighted, multi-player games that are well-suited to model and study the interactions of several agents who are competing for some measurable resources like energy. We prove that a subclass of those games always admit a Nash equilibrium, i.e. a situation in which all players play in such a way that they have no incentive to deviate. Moreover, the strategies yielding those Nash equilibria have a special structure: when one of the agents deviate from the equilibrium, all the others form a coalition that will enforce a retaliation mechanism that punishes the deviant agent. We apply those results to a real-life case study in which several smart houses that produce their own energy with solar panels, and can share this energy among them in micro-grid, must distribute the use of this energy along the day in order to avoid consuming electricity that must be bought from the global grid. We demonstrate that our theory allows one to synthesise an efficient controller for these houses: using penalties to be paid in the utility bill as an incentive, we force the houses to follow a pre-computed schedule that maximises the proportion of the locally produced energy that is consumed.
Playing Games in the Baire Space
Venue: arXiv cs.GT 2016
Year: 2016

We solve a generalized version of Church's Synthesis Problem where a play is given by a sequence of natural numbers rather than a sequence of bits; so a play is an element of the Baire space rather than of the Cantor space. Two players Input and Output choose natural numbers in alternation to generate a play. We present a natural model of automata ("N-memory automata") equipped with the parity acceptance condition, and we introduce also the corresponding model of "N-memory transducers". We show that solvability of games specified by N-memory automata (i.e., existence of a winning strategy for player Output) is decidable, and that in this case an N-memory transducer can be constructed that implements a winning strategy for player Output.
A Web-based Tool for Identifying Strategic Intervention Points in Complex Systems
Venue: arXiv cs.SY 2016
Year: 2016

Steering a complex system towards a desired outcome is a challenging task. The lack of clarity on the system's exact architecture and the often scarce scientific data upon which to base the operationalisation of the dynamic rules that underpin the interactions between participant entities are two contributing factors. We describe an analytical approach that builds on Fuzzy Cognitive Mapping (FCM) to address the latter and represent the system as a complex network. We apply results from network controllability to address the former and determine minimal control configurations - subsets of factors, or system levers, which comprise points for strategic intervention in steering the system. We have implemented the combination of these techniques in an analytical tool that runs in the browser, and generates all minimal control configurations of a complex network. We demonstrate our approach by reporting on our experience of working alongside industrial, local-government, and NGO stakeholders in the Humber region, UK. Our results are applied to the decision-making process involved in the transition of the region to a bio-based economy.
A Survey of Visual Analysis of Human Motion and Its Applications
Venue: arXiv cs.CV 2016
Year: 2016

This paper summarizes the recent progress in human motion analysis and its applications. In the beginning, we reviewed the motion capture systems and the representation model of human's motion data. Next, we sketched the advanced human motion data processing technologies, including motion data filtering, temporal alignment, and segmentation. The following parts overview the state-of-the-art approaches of action recognition and dynamics measuring since these two are the most active research areas in human motion analysis. The last part discusses some emerging applications of the human motion analysis in healthcare, human robot interaction, security surveillance, virtual reality and animation. The promising research topics of human motion analysis in the future is also summarized in the last part.
On the Power of Simple Reductions for the Maximum Independent Set Problem
Venue: arXiv cs.DS 2016
Year: 2016

Reductions---rules that reduce input size while maintaining the ability to compute an optimal solution---are critical for developing efficient maximum independent set algorithms in both theory and practice. While several simple reductions have previously been shown to make small domain-specific instances tractable in practice, it was only recently shown that advanced reductions (in a measure-and-conquer approach) can be used to solve real-world networks on millions of vertices [Akiba and Iwata, TCS 2016]. In this paper we compare these state-of-the-art reductions against a small suite of simple reductions, and come to two conclusions: just two simple reductions---vertex folding and isolated vertex removal---are sufficient for many real-world instances, and further, the power of the advanced rules comes largely from their initial application (i.e., kernelization), and not their repeated application during branch-and-bound. As a part of our comparison, we give the first experimental evaluation of a reduction based on maximum critical independent sets, and show it is highly effective in practice for medium-sized networks.
Context Discovery for Model Learning in Partially Observable Environments
Venue: arXiv cs.RO 2016
Year: 2016

The ability to learn a model is essential for the success of autonomous agents. Unfortunately, learning a model is difficult in partially observable environments, where latent environmental factors influence what the agent observes. In the absence of a supervisory training signal, autonomous agents therefore require a mechanism to autonomously discover these environmental factors, or sensorimotor contexts. This paper presents a method to discover sensorimotor contexts in partially observable environments, by constructing a hierarchical transition model. The method is evaluated in a simulation experiment, in which a robot learns that different rooms are characterized by different objects that are found in them.
Interactive Removal and Ground Truth for Difficult Shadow Scenes
Venue: arXiv cs.CV 2016
Year: 2016

A user-centric method for fast, interactive, robust and high-quality shadow removal is presented. Our algorithm can perform detection and removal in a range of difficult cases: such as highly textured and colored shadows. To perform detection an on-the-fly learning approach is adopted guided by two rough user inputs for the pixels of the shadow and the lit area. After detection, shadow removal is performed by registering the penumbra to a normalized frame which allows us efficient estimation of non-uniform shadow illumination changes, resulting in accurate and robust removal. Another major contribution of this work is the first validated and multi-scene category ground truth for shadow removal algorithms. This data set containing 186 images eliminates inconsistencies between shadow and shadow-free images and provides a range of different shadow types such as soft, textured, colored and broken shadow. Using this data, the most thorough comparison of state-of-the-art shadow removal methods to date is performed, showing our proposed new algorithm to outperform the state-of-the-art across several measures and shadow category. To complement our dataset, an online shadow removal benchmark website is also presented to encourage future open comparisons in this challenging field of research.