OpenRaiser/Intern-Atlas huggingface dataset:
An Open-Source Cultural Consensus Approach to Name-Based Gender Classification
Venue: arXiv cs.SI 2022
Year: 2022

Name-based gender classification has enabled hundreds of otherwise infeasible scientific studies of gender. Yet, the lack of standardization, proliferation of ad hoc methods, reliance on paid services, understudied limitations, and conceptual debates cast a shadow over many applications. To address these problems we develop and evaluate an ensemble-based open-source method built on publicly available data of empirical name-gender associations. Our method integrates 36 distinct sources-spanning over 150 countries and more than a century-via a meta-learning algorithm inspired by Cultural Consensus Theory (CCT). We also construct a taxonomy with which names themselves can be classified. We find that our method's performance is competitive with paid services and that our method, and others, approach the upper limits of performance; we show that conditioning estimates on additional metadata (e.g. cultural context), further combining methods, or collecting additional name-gender association data is unlikely to meaningfully improve performance. This work definitively shows that name-based gender classification can be a reliable part of scientific research and provides a pair of tools, a classification method and a taxonomy of names, that realize this potential.
Combined CNN Transformer Encoder for Enhanced Fine-grained Human Action Recognition
Venue: arXiv cs.CV 2022
Year: 2022

Fine-grained action recognition is a challenging task in computer vision. As fine-grained datasets have small inter-class variations in spatial and temporal space, fine-grained action recognition model requires good temporal reasoning and discrimination of attribute action semantics. Leveraging on CNN's ability in capturing high level spatial-temporal feature representations and Transformer's modeling efficiency in capturing latent semantics and global dependencies, we investigate two frameworks that combine CNN vision backbone and Transformer Encoder to enhance fine-grained action recognition: 1) a vision-based encoder to learn latent temporal semantics, and 2) a multi-modal video-text cross encoder to exploit additional text input and learn cross association between visual and text semantics. Our experimental results show that both our Transformer encoder frameworks effectively learn latent temporal semantics and cross-modality association, with improved recognition performance over CNN vision model. We achieve new state-of-the-art performance on the FineGym benchmark dataset for both proposed architectures.
Cross-Lingual Knowledge Transfer for Clinical Phenotyping
Venue: arXiv cs.CL 2022
Year: 2022

Clinical phenotyping enables the automatic extraction of clinical conditions from patient records, which can be beneficial to doctors and clinics worldwide. However, current state-of-the-art models are mostly applicable to clinical notes written in English. We therefore investigate cross-lingual knowledge transfer strategies to execute this task for clinics that do not use the English language and have a small amount of in-domain data available. We evaluate these strategies for a Greek and a Spanish clinic leveraging clinical notes from different clinical domains such as cardiology, oncology and the ICU. Our results reveal two strategies that outperform the state-of-the-art: Translation-based methods in combination with domain-specific encoders and cross-lingual encoders plus adapters. We find that these strategies perform especially well for classifying rare phenotypes and we advise on which method to prefer in which situation. Our results show that using multilingual data overall improves clinical phenotyping models and can compensate for data sparseness.
Zero-Shot Style Transfer for Gesture Animation driven by Text and Speech using Adversarial Disentanglement of Multimodal Style Encoding
Venue: arXiv cs.SD 2022
Year: 2022

Modeling virtual agents with behavior style is one factor for personalizing human agent interaction. We propose an efficient yet effective machine learning approach to synthesize gestures driven by prosodic features and text in the style of different speakers including those unseen during training. Our model performs zero shot multimodal style transfer driven by multimodal data from the PATS database containing videos of various speakers. We view style as being pervasive while speaking, it colors the communicative behaviors expressivity while speech content is carried by multimodal signals and text. This disentanglement scheme of content and style allows us to directly infer the style embedding even of speaker whose data are not part of the training phase, without requiring any further training or fine tuning. The first goal of our model is to generate the gestures of a source speaker based on the content of two audio and text modalities. The second goal is to condition the source speaker predicted gestures on the multimodal behavior style embedding of a target speaker. The third goal is to allow zero shot style transfer of speakers unseen during training without retraining the model. Our system consists of: (1) a speaker style encoder network that learns to generate a fixed dimensional speaker embedding style from a target speaker multimodal data and (2) a sequence to sequence synthesis network that synthesizes gestures based on the content of the input modalities of a source speaker and conditioned on the speaker style embedding. We evaluate that our model can synthesize gestures of a source speaker and transfer the knowledge of target speaker style variability to the gesture generation task in a zero shot setup. We convert the 2D gestures to 3D poses and produce 3D animations. We conduct objective and subjective evaluations to validate our approach and compare it with a baseline.
A Multi-Dimensional Matrix Pencil-Based Channel Prediction Method for Massive MIMO with Mobility
Venue: arXiv cs.IT 2022
Year: 2022

This paper addresses the mobility problem in massive multiple-input multiple-output systems, which leads to significant performance losses in the practical deployment of the fifth generation mobile communication networks. We propose a novel channel prediction method based on multi-dimensional matrix pencil (MDMP), which estimates the path parameters by exploiting the angular-frequency-domain and angular-time-domain structures of the wideband channel. The MDMP method also entails a novel path pairing scheme to pair the delay and Doppler, based on the super-resolution property of the angle estimation. Our method is able to deal with the realistic constraint of time-varying path delays introduced by user movements, which has not been considered so far in the literature. We prove theoretically that in the scenario with time-varying path delays, the prediction error converges to zero with the increasing number of the base station (BS) antennas, providing that only two arbitrary channel samples are known. We also derive a lower-bound of the number of the BS antennas to achieve a satisfactory performance. Simulation results under the industrial channel model of 3GPP demonstrate that our proposed MDMP method approaches the performance of the stationary scenario even when the users' velocity reaches 120 km/h and the latency of the channel state information is as large as 16 ms.
Coupled Phase-Shift STAR-RISs: A General Optimization Framework
Venue: arXiv cs.IT 2022
Year: 2022

A general optimization framework is proposed for simultaneously transmitting and reflecting reconfigurable surfaces (STAR-RISs) with coupled phase shifts, which converges to the Karush-Kuhn-Tucker (KKT) optimal solution under some mild conditions. More particularly, the amplitude and phase-shift coefficients of STAR-RISs are optimized alternatively in closed form. To demonstrate the effectiveness of the proposed optimization framework, the throughput maximization problem is considered in a case study. It is rigorously proved that the KKT optimal solution is obtained. Numerical results confirm the effectiveness of the proposed optimization framework compared to baseline schemes.
Mixed Fault Tolerance Protocols with Trusted Execution Environment
Venue: arXiv cs.DC 2022
Year: 2022

Blockchain systems are designed, built and operated in the presence of failures. There are two dominant failure models, namely crash fault and Byzantine fault. Byzantine fault tolerance (BFT) protocols offer stronger security guarantees, and thus are widely used in blockchain systems. However, their security guarantees come at a dear cost to their performance and scalability. Several works have improved BFT protocols, and Trusted Execution Environment (TEE) has been shown to be an effective solution. However, existing such works typically assume that each participating node is equipped with TEE. For blockchain systems wherein participants typically have different hardware configurations, i.e., some nodes feature TEE while others do not, existing TEE-based BFT protocols are not applicable. This work studies the setting wherein not all participating nodes feature TEE, under which we propose a new fault model called mixed fault. We explore a new approach to designing efficient distributed fault-tolerant protocols under the mixed fault model. In general, mixed fault tolerance (MFT) protocols assume a network of $n$ nodes, among which up to $f = \frac{n-2}{3}$ can be subject to mixed faults. We identify two key principles for designing efficient MFT protocols, namely, (i) prioritizing non-equivocating nodes in leading the protocol, and (ii) advocating the use of public-key cryptographic primitives that allow authenticated messages to be aggregated. We showcase these design principles by prescribing an MFT protocol, namely MRaft. We implemented a prototype of MRaft using Intel SGX, integrated it into the CCF blockchain framework, conducted experiments, and showed that MFT protocols can obtain the same security guarantees as their BFT counterparts while still providing better performance (both transaction throughput and latency) and scalability.
Exploration with Model Uncertainty at Extreme Scale in Real-Time Bidding
Venue: arXiv cs.LG 2022
Year: 2022

In this work, we present a scalable and efficient system for exploring the supply landscape in real-time bidding. The system directs exploration based on the predictive uncertainty of models used for click-through rate prediction and works in a high-throughput, low-latency environment. Through online A/B testing, we demonstrate that exploration with model uncertainty has a positive impact on model performance and business KPIs.
Maximum Minimal Feedback Vertex Set: A Parameterized Perspective
Venue: arXiv cs.DS 2022
Year: 2022

In this paper we study a maximization version of the classical Feedback Vertex Set (FVS) problem, namely, the Max Min FVS problem, in the realm of parameterized complexity. In this problem, given an undirected graph $G$, a positive integer $k$, the question is to check whether $G$ has a minimal feedback vertex set of size at least $k$. We obtain following results for Max Min FVS. 1) We first design a fixed parameter tractable (FPT) algorithm for Max Min FVS running in time $10^kn^{\mathcal{O}(1)}$. 2) Next, we consider the problem parameterized by the vertex cover number of the input graph (denoted by $\mathsf{vc}(G)$), and design an algorithm with running time $2^{\mathcal{O}(\mathsf{vc}(G)\log \mathsf{vc}(G))}n^{\mathcal{O}(1)}$. We complement this result by showing that the problem parameterized by $\mathsf{vc}(G)$ does not admit a polynomial compression unless coNP $\subseteq$ NP/poly. 3) Finally, we give an FPT-approximation scheme (fpt-AS) parameterized by $\mathsf{vc}(G)$. That is, we design an algorithm that for every $ε>0$, runs in time $2^{\mathcal{O}\left(\frac{\mathsf{vc}(G)}ε\right)} n^{\mathcal{O}(1)}$ and returns a minimal feedback vertex set of size at least $(1-ε){\sf opt}$.
Character Generation through Self-Supervised Vectorization
Venue: arXiv cs.CV 2022
Year: 2022

The prevalent approach in self-supervised image generation is to operate on pixel level representations. While this approach can produce high quality images, it cannot benefit from the simplicity and innate quality of vectorization. Here we present a drawing agent that operates on stroke-level representation of images. At each time step, the agent first assesses the current canvas and decides whether to stop or keep drawing. When a 'draw' decision is made, the agent outputs a program indicating the stroke to be drawn. As a result, it produces a final raster image by drawing the strokes on a canvas, using a minimal number of strokes and dynamically deciding when to stop. We train our agent through reinforcement learning on MNIST and Omniglot datasets for unconditional generation and parsing (reconstruction) tasks. We utilize our parsing agent for exemplar generation and type conditioned concept generation in Omniglot challenge without any further training. We present successful results on all three generation tasks and the parsing task. Crucially, we do not need any stroke-level or vector supervision; we only use raster images for training.
Neural Nets with a Newton Conjugate Gradient Method on Multiple GPUs
Venue: arXiv cs.LG 2022
Year: 2022

Training deep neural networks consumes increasing computational resource shares in many compute centers. Often, a brute force approach to obtain hyperparameter values is employed. Our goal is (1) to enhance this by enabling second-order optimization methods with fewer hyperparameters for large-scale neural networks and (2) to perform a survey of the performance optimizers for specific tasks to suggest users the best one for their problem. We introduce a novel second-order optimization method that requires the effect of the Hessian on a vector only and avoids the huge cost of explicitly setting up the Hessian for large-scale networks. We compare the proposed second-order method with two state-of-the-art optimizers on five representative neural network problems, including regression and very deep networks from computer vision or variational autoencoders. For the largest setup, we efficiently parallelized the optimizers with Horovod and applied it to a 8 GPU NVIDIA P100 (DGX-1) machine.
OLLIE: Derivation-based Tensor Program Optimizer
Venue: arXiv cs.LG 2022
Year: 2022

Boosting the runtime performance of deep neural networks (DNNs) is critical due to their wide adoption in real-world tasks. Existing approaches to optimizing the tensor algebra expression of a DNN only consider expressions representable by a fixed set of predefined operators, missing possible optimization opportunities between general expressions. We propose OLLIE, the first derivation-based tensor program optimizer. OLLIE optimizes tensor programs by leveraging transformations between general tensor algebra expressions, enabling a significantly larger expression search space that includes those supported by prior work as special cases. OLLIE uses a hybrid derivation-based optimizer that effectively combines explorative and guided derivations to quickly discover highly optimized expressions. Evaluation on seven DNNs shows that OLLIE can outperform existing optimizers by up to 2.73$\times$ (1.46$\times$ on average) on an A100 GPU and up to 2.68$\times$ (1.51$\times$) on a V100 GPU, respectively.
Edge-Based Self-Supervision for Semi-Supervised Few-Shot Microscopy Image Cell Segmentation
Venue: arXiv cs.CV 2022
Year: 2022

Deep neural networks currently deliver promising results for microscopy image cell segmentation, but they require large-scale labelled databases, which is a costly and time-consuming process. In this work, we relax the labelling requirement by combining self-supervised with semi-supervised learning. We propose the prediction of edge-based maps for self-supervising the training of the unlabelled images, which is combined with the supervised training of a small number of labelled images for learning the segmentation task. In our experiments, we evaluate on a few-shot microscopy image cell segmentation benchmark and show that only a small number of annotated images, e.g. 10% of the original training set, is enough for our approach to reach similar performance as with the fully annotated databases on 1- to 10-shots. Our code and trained models is made publicly available
Solving Inverse PDE Problems using Grid-Free Monte Carlo Estimators
Venue: arXiv cs.GR 2022
Year: 2022

Modeling physical phenomena like heat transport and diffusion is crucially dependent on the numerical solution of partial differential equations (PDEs). A PDE solver finds the solution given coefficients and a boundary condition, whereas an inverse PDE solver goes the opposite way and reconstructs these inputs from an existing solution. In this article, we investigate techniques for solving inverse PDE problems using a gradient-based methodology. Conventional PDE solvers based on the finite element method require a domain meshing step that can be fragile and costly. Grid-free Monte Carlo methods instead stochastically sample paths using variations of the walk on spheres algorithm to construct an unbiased estimator of the solution. The uncanny similarity of these methods to physically-based rendering algorithms has been observed by several recent works. In the area of rendering, recent progress has led to the development of efficient unbiased derivative estimators. They solve an adjoint form of the problem and exploit arithmetic invertibility to compute gradients using a constant amount of memory and linear time complexity. Could these two lines of work be combined to compute cheap parametric derivatives of a grid-free PDE solver? We investigate this question and present preliminary results.
FauxThrow: Exploring the Effects of Incorrect Point of Release in Throwing Motions
Venue: arXiv cs.GR 2022
Year: 2022

Our aim is to develop a better understanding of how the Point of Release (PoR) of a ball affects the perception of animated throwing motions. We present the results of a perceptual study where participants viewed animations of a virtual human throwing a ball, in which the point of release was modified to be early or late. We found that errors in overarm throws with a late PoR are detected more easily than an early PoR, while the opposite is true for underarm throws. The viewpoint and the distance the ball travels also have an effect on perceived realism. The results of this research can help improve the plausibility of throwing animations in interactive applications such as games or VR.
SpanDrop: Simple and Effective Counterfactual Learning for Long Sequences
Venue: arXiv cs.LG 2022
Year: 2022

Distilling supervision signal from a long sequence to make predictions is a challenging task in machine learning, especially when not all elements in the input sequence contribute equally to the desired output. In this paper, we propose SpanDrop, a simple and effective data augmentation technique that helps models identify the true supervision signal in a long sequence with very few examples. By directly manipulating the input sequence, SpanDrop randomly ablates parts of the sequence at a time and ask the model to perform the same task to emulate counterfactual learning and achieve input attribution. Based on theoretical analysis of its properties, we also propose a variant of SpanDrop based on the beta-Bernoulli distribution, which yields diverse augmented sequences while providing a learning objective that is more consistent with the original dataset. We demonstrate the effectiveness of SpanDrop on a set of carefully designed toy tasks, as well as various natural language processing tasks that require reasoning over long sequences to arrive at the correct answer, and show that it helps models improve performance both when data is scarce and abundant.
Efficiently Computing Nash Equilibria in Adversarial Team Markov Games
Venue: arXiv cs.GT 2022
Year: 2022

Computing Nash equilibrium policies is a central problem in multi-agent reinforcement learning that has received extensive attention both in theory and in practice. However, provable guarantees have been thus far either limited to fully competitive or cooperative scenarios or impose strong assumptions that are difficult to meet in most practical applications. In this work, we depart from those prior results by investigating infinite-horizon \emph{adversarial team Markov games}, a natural and well-motivated class of games in which a team of identically-interested players -- in the absence of any explicit coordination or communication -- is competing against an adversarial player. This setting allows for a unifying treatment of zero-sum Markov games and Markov potential games, and serves as a step to model more realistic strategic interactions that feature both competing and cooperative interests. Our main contribution is the first algorithm for computing stationary $ε$-approximate Nash equilibria in adversarial team Markov games with computational complexity that is polynomial in all the natural parameters of the game, as well as $1/ε$. The proposed algorithm is particularly natural and practical, and it is based on performing independent policy gradient steps for each player in the team, in tandem with best responses from the side of the adversary; in turn, the policy for the adversary is then obtained by solving a carefully constructed linear program. Our analysis leverages non-standard techniques to establish the KKT optimality conditions for a nonlinear program with nonconvex constraints, thereby leading to a natural interpretation of the induced Lagrange multipliers. Along the way, we significantly extend an important characterization of optimal policies in adversarial (normal-form) team games due to Von Stengel and Koller (GEB `97).
SGEM: stochastic gradient with energy and momentum
Venue: arXiv cs.LG 2022
Year: 2022

In this paper, we propose SGEM, Stochastic Gradient with Energy and Momentum, to solve a large class of general non-convex stochastic optimization problems, based on the AEGD method that originated in the work [AEGD: Adaptive Gradient Descent with Energy. arXiv: 2010.05109]. SGEM incorporates both energy and momentum at the same time so as to inherit their dual advantages. We show that SGEM features an unconditional energy stability property, and derive energy-dependent convergence rates in the general nonconvex stochastic setting, as well as a regret bound in the online convex setting. A lower threshold for the energy variable is also provided. Our experimental results show that SGEM converges faster than AEGD and generalizes better or at least as well as SGDM in training some deep neural networks.
Free-HeadGAN: Neural Talking Head Synthesis with Explicit Gaze Control
Venue: arXiv cs.CV 2022
Year: 2022

We present Free-HeadGAN, a person-generic neural talking head synthesis system. We show that modeling faces with sparse 3D facial landmarks are sufficient for achieving state-of-the-art generative performance, without relying on strong statistical priors of the face, such as 3D Morphable Models. Apart from 3D pose and facial expressions, our method is capable of fully transferring the eye gaze, from a driving actor to a source identity. Our complete pipeline consists of three components: a canonical 3D key-point estimator that regresses 3D pose and expression-related deformations, a gaze estimation network and a generator that is built upon the architecture of HeadGAN. We further experiment with an extension of our generator to accommodate few-shot learning using an attention mechanism, in case more than one source images are available. Compared to the latest models for reenactment and motion transfer, our system achieves higher photo-realism combined with superior identity preservation, while offering explicit gaze control.