OpenRaiser/Intern-Atlas huggingface dataset:
The Possibilistic Horn Non-Clausal Knowledge Bases
Venue: arXiv cs.AI 2021
Year: 2021

Posibilistic logic is the most extended approach to handle uncertain and partially inconsistent information. Regarding normal forms, advances in possibilistic reasoning are mostly focused on clausal form. Yet, the encoding of real-world problems usually results in a non-clausal (NC) formula and NC-to-clausal translators produce severe drawbacks that heavily limit the practical performance of clausal reasoning. Thus, by computing formulas in its original NC form, we propose several contributions showing that notable advances are also possible in possibilistic non-clausal reasoning. {\em Firstly,} we define the class of {\em Possibilistic Horn Non-Clausal Knowledge Bases,} or $\mathcal{\overline{H}}_Σ$, which subsumes the classes: possibilistic Horn and propositional Horn-NC. $\mathcal{\overline{H}}_Σ$ is shown to be a kind of NC analogous of the standard Horn class. {\em Secondly}, we define {\em Possibilistic Non-Clausal Unit-Resolution,} or $ \mathcal{UR}_Σ$, and prove that $ \mathcal{UR}_Σ$ correctly computes the inconsistency degree of $\mathcal{\overline{H}}_Σ$members. $\mathcal{UR}_Σ$ had not been proposed before and is formulated in a clausal-like manner, which eases its understanding, formal proofs and future extension towards non-clausal resolution. {\em Thirdly}, we prove that computing the inconsistency degree of $\mathcal{\overline{H}}_Σ$ members takes polynomial time. Although there already exist tractable classes in possibilistic logic, all of them are clausal, and thus, $\mathcal{\overline{H}}_Σ$ turns out to be the first characterized polynomial non-clausal class within possibilistic reasoning.
Symbolic Music Loop Generation with VQ-VAE
Venue: arXiv cs.SD 2021
Year: 2021

Music is a repetition of patterns and rhythms. It can be composed by repeating a certain number of bars in a structured way. In this paper, the objective is to generate a loop of 8 bars that can be used as a building block of music. Even considering musical diversity, we assume that music patterns familiar to humans can be defined in a finite set. With explicit rules to extract loops from music, we found that discrete representations are sufficient to model symbolic music sequences. Among VAE family, musical properties from VQ-VAE are better observed rather than other models. Further, to emphasize musical structure, we have manipulated discrete latent features to be repetitive so that the properties are more strengthened. Quantitative and qualitative experiments are extensively conducted to verify our assumptions.
FastFlow: Unsupervised Anomaly Detection and Localization via 2D Normalizing Flows
Venue: arXiv cs.CV 2021
Year: 2021

Unsupervised anomaly detection and localization is crucial to the practical application when collecting and labeling sufficient anomaly data is infeasible. Most existing representation-based approaches extract normal image features with a deep convolutional neural network and characterize the corresponding distribution through non-parametric distribution estimation methods. The anomaly score is calculated by measuring the distance between the feature of the test image and the estimated distribution. However, current methods can not effectively map image features to a tractable base distribution and ignore the relationship between local and global features which are important to identify anomalies. To this end, we propose FastFlow implemented with 2D normalizing flows and use it as the probability distribution estimator. Our FastFlow can be used as a plug-in module with arbitrary deep feature extractors such as ResNet and vision transformer for unsupervised anomaly detection and localization. In training phase, FastFlow learns to transform the input visual feature into a tractable distribution and obtains the likelihood to recognize anomalies in inference phase. Extensive experimental results on the MVTec AD dataset show that FastFlow surpasses previous state-of-the-art methods in terms of accuracy and inference efficiency with various backbone networks. Our approach achieves 99.4% AUC in anomaly detection with high inference efficiency.
Zero-Shot Learning in Named-Entity Recognition with External Knowledge
Venue: arXiv cs.AI 2021
Year: 2021

A significant shortcoming of current state-of-the-art (SOTA) named-entity recognition (NER) systems is their lack of generalization to unseen domains, which poses a major problem since obtaining labeled data for NER in a new domain is expensive and time-consuming. We propose ZERO, a model that performs zero-shot and few-shot learning in NER to generalize to unseen domains by incorporating pre-existing knowledge in the form of semantic word embeddings. ZERO first obtains contextualized word representations of input sentences using the model LUKE, reduces their dimensionality, and compares them directly with the embeddings of the external knowledge, allowing ZERO to be trained to recognize unseen output entities. We find that ZERO performs well on unseen NER domains with an average macro F1 score of 0.23, outperforms LUKE in few-shot learning, and even achieves competitive scores on an in-domain comparison. The performance across source-target domain pairs is shown to be inversely correlated with the pairs' KL divergence.
Online Dominating Set and Independent Set
Venue: arXiv cs.CG 2021
Year: 2021

Finding minimum dominating set and maximum independent set for graphs in the classical online setup are notorious due to their disastrous $Ω(n)$ lower bound of the competitive ratio that even holds for interval graphs, where $n$ is the number of vertices. In this paper, inspired by Newton number, first, we introduce the independent kissing number $ζ$ of a graph. We prove that the well known online greedy algorithm for dominating set achieves optimal competitive ratio $ζ$ for any graph. We show that the same greedy algorithm achieves optimal competitive ratio $ζ$ for online maximum independent set of a class of graphs with independent kissing number $ζ$. For minimum connected dominating set problem, we prove that online greedy algorithm achieves an asymptotic competitive ratio of $2(ζ-1)$, whereas for a family of translated convex objects the lower bound is $\frac{2ζ-1}{3}$. Finally, we study the value of $ζ$ for some specific families of geometric objects: fixed and arbitrary oriented unit hyper-cubes in $I\!\!R^d$, congruent balls in $I\!\!R^3$, fixed oriented unit triangles, fixed and arbitrary oriented regular polygons in $I\!\!R^2$. For each of these families, we also present lower bounds of the minimum connected dominating set problem.
ZERO: Playing Mathematical Programming Games
Venue: arXiv cs.GT 2021
Year: 2021

We present ZERO, a modular and extensible C++ library interfacing Mathematical Programming and Game Theory. ZERO provides a comprehensive toolkit of modeling interfaces and algorithms for Reciprocally Bilinear Games (RBGs), i.e., simultaneous non-cooperative games where each player solves a mathematical program with a linear objective in the player's variable and bilinear in its opponents' variables. This class of games generalizes the classical problems of Operations Research to a multi-agent setting. ZERO modular structure gives users all the elementary ingredients to design new game-theoretic models and algorithms for RBGs, and find their Nash equilibria. The library provides additional extended support for integer non-convexities, linear bilevel problems, and linear equilibrium problems with equilibrium constraints. We provide an overview of the software's key components and showcase a Knapsack Game, i.e., a game where each player solves a binary knapsack problem. Aiming to boost practical methodological contributions at the interplay of Mathematical Programming and Game Theory, we release ZERO as open-source software. Source code, documentation and examples are available at www.getzero.one.
Large-Scale Hyperspectral Image Clustering Using Contrastive Learning
Venue: arXiv cs.CV 2021
Year: 2021

Clustering of hyperspectral images is a fundamental but challenging task. The recent development of hyperspectral image clustering has evolved from shallow models to deep and achieved promising results in many benchmark datasets. However, their poor scalability, robustness, and generalization ability, mainly resulting from their offline clustering scenarios, greatly limit their application to large-scale hyperspectral data. To circumvent these problems, we present a scalable deep online clustering model, named Spectral-Spatial Contrastive Clustering (SSCC), based on self-supervised learning. Specifically, we exploit a symmetric twin neural network comprised of a projection head with a dimensionality of the cluster number to conduct dual contrastive learning from a spectral-spatial augmentation pool. We define the objective function by implicitly encouraging within-cluster similarity and reducing between-cluster redundancy. The resulting approach is trained in an end-to-end fashion by batch-wise optimization, making it robust in large-scale data and resulting in good generalization ability for unseen data. Extensive experiments on three hyperspectral image benchmarks demonstrate the effectiveness of our approach and show that we advance the state-of-the-art approaches by large margins.
Metric-based multimodal meta-learning for human movement identification via footstep recognition
Venue: arXiv cs.SD 2021
Year: 2021

We describe a novel metric-based learning approach that introduces a multimodal framework and uses deep audio and geophone encoders in siamese configuration to design an adaptable and lightweight supervised model. This framework eliminates the need for expensive data labeling procedures and learns general-purpose representations from low multisensory data obtained from omnipresent sensing systems. These sensing systems provide numerous applications and various use cases in activity recognition tasks. Here, we intend to explore the human footstep movements from indoor environments and analyze representations from a small self-collected dataset of acoustic and vibration-based sensors. The core idea is to learn plausible similarities between two sensory traits and combining representations from audio and geophone signals. We present a generalized framework to learn embeddings from temporal and spatial features extracted from audio and geophone signals. We then extract the representations in a shared space to maximize the learning of a compatibility function between acoustic and geophone features. This, in turn, can be used effectively to carry out a classification task from the learned model, as demonstrated by assigning high similarity to the pairs with a human footstep movement and lower similarity to pairs containing no footstep movement. Performance analyses show that our proposed multimodal framework achieves a 19.99\% accuracy increase (in absolute terms) and avoided overfitting on the evaluation set when the training samples were increased from 200 pairs to just 500 pairs while satisfactorily learning the audio and geophone representations. Our results employ a metric-based contrastive learning approach for multi-sensor data to mitigate the impact of data scarcity and perform human movement identification with limited data size.
Adversarial Skill Chaining for Long-Horizon Robot Manipulation via Terminal State Regularization
Venue: arXiv cs.LG 2021
Year: 2021

Skill chaining is a promising approach for synthesizing complex behaviors by sequentially combining previously learned skills. Yet, a naive composition of skills fails when a policy encounters a starting state never seen during its training. For successful skill chaining, prior approaches attempt to widen the policy's starting state distribution. However, these approaches require larger state distributions to be covered as more policies are sequenced, and thus are limited to short skill sequences. In this paper, we propose to chain multiple policies without excessively large initial state distributions by regularizing the terminal state distributions in an adversarial learning framework. We evaluate our approach on two complex long-horizon manipulation tasks of furniture assembly. Our results have shown that our method establishes the first model-free reinforcement learning algorithm to solve these tasks; whereas prior skill chaining approaches fail. The code and videos are available at https://clvrai.com/skill-chaining
Beyond Mono to Binaural: Generating Binaural Audio from Mono Audio with Depth and Cross Modal Attention
Venue: arXiv cs.CV 2021
Year: 2021

Binaural audio gives the listener an immersive experience and can enhance augmented and virtual reality. However, recording binaural audio requires specialized setup with a dummy human head having microphones in left and right ears. Such a recording setup is difficult to build and setup, therefore mono audio has become the preferred choice in common devices. To obtain the same impact as binaural audio, recent efforts have been directed towards lifting mono audio to binaural audio conditioned on the visual input from the scene. Such approaches have not used an important cue for the task: the distance of different sound producing objects from the microphones. In this work, we argue that depth map of the scene can act as a proxy for inducing distance information of different objects in the scene, for the task of audio binauralization. We propose a novel encoder-decoder architecture with a hierarchical attention mechanism to encode image, depth and audio feature jointly. We design the network on top of state-of-the-art transformer networks for image and depth representation. We show empirically that the proposed method outperforms state-of-the-art methods comfortably for two challenging public datasets FAIR-Play and MUSIC-Stereo. We also demonstrate with qualitative results that the method is able to focus on the right information required for the task. The project details are available at \url{https://krantiparida.github.io/projects/bmonobinaural.html}
A Chronology of Set Cover Inapproximability Results
Venue: arXiv cs.CC 2021
Year: 2021

It is well-known that an algorithm exists which approximates the NP-complete problem of Set Cover within a factor of ln(n), and it was recently proven that this approximation ratio is optimal unless P = NP. This optimality result is the product of many advances in characterizations of NP, in terms of interactive proof systems and probabilistically checkable proofs (PCP), and improvements to the analyses thereof. However, as a result, it is difficult to extract the development of Set Cover approximation bounds from the greater scope of proof system analysis. This paper attempts to present a chronological progression of results on lower-bounding the approximation ratio of Set Cover. We analyze a series of proofs of progressively better bounds and unify the results under similar terminologies and frameworks to provide an accurate comparison of proof techniques and their results. We also treat many preliminary results as black-boxes to better focus our analysis on the core reductions to Set Cover instances. The result is alternative versions of several hardness proofs, beginning with initial inapproximability results and culminating in a version of the proof that ln(n) is a tight lower bound.
RapidRead: Global Deployment of State-of-the-art Radiology AI for a Large Veterinary Teleradiology Practice
Venue: arXiv cs.LG 2021
Year: 2021

This work describes the development and real-world deployment of a deep learning-based AI system for evaluating canine and feline radiographs across a broad range of findings and abnormalities. We describe a new semi-supervised learning approach that combines NLP-derived labels with self-supervised training leveraging more than 2.5 million x-ray images. Finally we describe the clinical deployment of the model including system architecture, real-time performance evaluation and data drift detection.
Adversarially Constructed Evaluation Sets Are More Challenging, but May Not Be Fair
Venue: arXiv cs.CL 2021
Year: 2021

More capable language models increasingly saturate existing task benchmarks, in some cases outperforming humans. This has left little headroom with which to measure further progress. Adversarial dataset creation has been proposed as a strategy to construct more challenging datasets, and two common approaches are: (1) filtering out easy examples and (2) model-in-the-loop data collection. In this work, we study the impact of applying each approach to create more challenging evaluation datasets. We adapt the AFLite algorithm to filter evaluation data, and run experiments against 18 different adversary models. We find that AFLite indeed selects more challenging examples, lowering the performance of evaluated models more as stronger adversary models are used. However, the resulting ranking of models can also be unstable and highly sensitive to the choice of adversary model used. Moreover, AFLite oversamples examples with low annotator agreement, meaning that model comparisons hinge on the most contentiously labeled examples. Smaller-scale experiments on the adversarially collected datasets ANLI and AdversarialQA show similar findings, broadly lowering performance with stronger adversaries while disproportionately affecting the adversary model.
$AIR^2$ for Interaction Prediction
Venue: arXiv cs.CV 2021
Year: 2021

The 2021 Waymo Interaction Prediction Challenge introduced a problem of predicting the future trajectories and confidences of two interacting agents jointly. We developed a solution that takes an anchored marginal motion prediction model with rasterization and augments it to model agent interaction. We do this by predicting the joint confidences using a rasterized image that highlights the ego agent and the interacting agent. Our solution operates on the cartesian product space of the anchors; hence the $"^2"$ in $AIR^2$. Our model achieved the highest mAP (the primary metric) on the leaderboard.
HyperNAT: Scaling Up Network AddressTranslation with SmartNICs for Clouds
Venue: arXiv cs.NI 2021
Year: 2021

Network address translation (NAT) is a basic functionality in cloud gateways. With the increasing traffic volume and number of flows introduced by the cloud tenants, the NAT gateway needs to be implemented on a cluster of servers. We propose to scale up the gateway servers, which could reduce the number of servers so as to reduce the capital expense and operation expense. We design HyperNAT, which leverages smartNICs to improve the server's processing capacity. In HyperNAT, the NAT functionality is distributed on multiple NICs, and the flow space is divided and assigned accordingly. HyperNAT overcomes the challenge that the packets in two directions of one connection need to be processed by the same NAT rule (named two-direction consistency, TDC) by cloning the rule to both data paths of the two directions. Our implementation and evaluation of HyperNAT show that HyperNAT could scale up cloud gateway effectively with low overhead.
Exploring Augmented Reality Games in Accessible Learning: A Systematic Review
Venue: arXiv cs.HC 2021
Year: 2021

Augmented Reality (AR) learning games, on average, have been shown to have a positive impact on student learning. However, the exploration of AR learning games in special education settings, where accessibility is a concern, has not been well explored. Thus, the purpose of this study is to explore the use of AR games in accessible learning applications and to provide a comprehensive understanding of its advantages over traditional learning approaches. In this paper, we present our systematic review of previous studies included in major databases in the past decade. We explored the characteristics of user evaluation, learning effects on students, and features of implemented systems mentioned in the literature. The results showed that AR game applications can promote students learning activities from three perspectives: cognitive, affective, and retention. We also found there were still several drawbacks to current AR learning game designs for special needs despite the positive effects associated with AR game use. Based on our findings, we propose potential design strategies for future AR learning games for accessible education.
Self-encoding Barnacle Mating Optimizer Algorithm for Manpower Scheduling in Flow Shop
Venue: arXiv cs.AI 2021
Year: 2021

Flow Shop Scheduling (FSS) has been widely researched due to its application in many types of fields, while the human participant brings great challenges to this problem. Manpower scheduling captures attention for assigning workers with diverse proficiency to the appropriate stages, which is of great significance to production efficiency. In this paper, we present a novel algorithm called Self-encoding Barnacle Mating Optimizer (SBMO), which solves the FSS problem considering worker proficiency, defined as a new problem, Flow Shop Manpower Scheduling Problem (FSMSP). The highlight of the SBMO algorithm is the combination with the encoding method, crossover and mutation operators. Moreover, in order to solve the local optimum problem, we design a neighborhood search scheme. Finally, the extensive comparison simulations are conducted to demonstrate the superiority of the proposed SBMO. The results indicate the effectiveness of SBMO in approximate ratio, powerful stability, and execution time, compared with the classic and popular counterparts.
Generalization Bounds and Algorithms for Learning to Communicate over Additive Noise Channels
Venue: arXiv cs.IT 2021
Year: 2021

An additive noise channel is considered, in which the distribution of the noise is nonparametric and unknown. The problem of learning encoders and decoders based on noise samples is considered. For uncoded communication systems, the problem of choosing a codebook and possibly also a generalized minimal distance decoder (which is parameterized by a covariance matrix) is addressed. High probability generalization bounds for the error probability loss function, as well as for a hinge-type surrogate loss function are provided. A stochastic-gradient based alternating-minimization algorithm for the latter loss function is proposed. In addition, a Gibbs-based algorithm that gradually expurgates an initial codebook from codewords in order to obtain a smaller codebook with improved error probability is proposed, and bounds on its average empirical error and generalization error, as well as a high probability generalization bound, are stated. Various experiments demonstrate the performance of the proposed algorithms. For coded systems, the problem of maximizing the mutual information between the input and the output with respect to the input distribution is addressed, and uniform convergence bounds for two different classes of input distributions are obtained.
HADFL: Heterogeneity-aware Decentralized Federated Learning Framework
Venue: arXiv cs.LG 2021
Year: 2021

Federated learning (FL) supports training models on geographically distributed devices. However, traditional FL systems adopt a centralized synchronous strategy, putting high communication pressure and model generalization challenge. Existing optimizations on FL either fail to speedup training on heterogeneous devices or suffer from poor communication efficiency. In this paper, we propose HADFL, a framework that supports decentralized asynchronous training on heterogeneous devices. The devices train model locally with heterogeneity-aware local steps using local data. In each aggregation cycle, they are selected based on probability to perform model synchronization and aggregation. Compared with the traditional FL system, HADFL can relieve the central server's communication pressure, efficiently utilize heterogeneous computing power, and can achieve a maximum speedup of 3.15x than decentralized-FedAvg and 4.68x than Pytorch distributed training scheme, respectively, with almost no loss of convergence accuracy.