OpenRaiser/Intern-Atlas huggingface dataset:
Using Video Game Development to Motivate Program Design and Algebra Among Inner-City High School Students
Venue: arXiv cs.CY 2020
Year: 2020

Introducing inner-city high school students to program design presents unique challenges. The typical assumptions of an introductory programming course, like students understand what variables and functions are, may not be safe. Therefore, asking students to define functions as part of the program design process may be an overwhelming task. Many students do not understand that a function is an abstraction over similar expressions and that parameters represent the differences among these expressions. This articles presents a novel approach to teaching program design to high school students while simultaneously reinforcing high school algebra. The approach is based on a design recipe to help students develop the abstractions that lead to functions. Using a bottom-up approach, students are taught how to abstract over similar expressions. They are then taught how to use high school algebra concepts, like compound functions and function composition, to also design functions. In addition, the article also presents empirical data collected from students to measure their reaction to the course. For the students in the course, the empirical data suggests that high school algebra concepts are successfully reinforced and that students feel they become better problem solvers, find programming intellectually stimulating, and walk away with an interest in programming.
Context-Dependent Implicit Authentication for Wearable Device User
Venue: arXiv cs.HC 2020
Year: 2020

As market wearables are becoming popular with a range of services, including making financial transactions, accessing cars, etc. that they provide based on various private information of a user, security of this information is becoming very important. However, users are often flooded with PINs and passwords in this internet of things (IoT) world. Additionally, hard-biometric, such as facial or finger recognition, based authentications are not adaptable for market wearables due to their limited sensing and computation capabilities. Therefore, it is a time demand to develop a burden-free implicit authentication mechanism for wearables using the less-informative soft-biometric data that are easily obtainable from the market wearables. In this work, we present a context-dependent soft-biometric-based wearable authentication system utilizing the heart rate, gait, and breathing audio signals. From our detailed analysis, we find that a binary support vector machine (SVM) with radial basis function (RBF) kernel can achieve an average accuracy of $0.94 \pm 0.07$, $F_1$ score of $0.93 \pm 0.08$, an equal error rate (EER) of about $0.06$ at a lower confidence threshold of 0.52, which shows the promise of this work.
Every Query Counts: Analyzing the Privacy Loss of Exploratory Data Analyses
Venue: arXiv cs.LG 2020
Year: 2020

An exploratory data analysis is an essential step for every data analyst to gain insights, evaluate data quality and (if required) select a machine learning model for further processing. While privacy-preserving machine learning is on the rise, more often than not this initial analysis is not counted towards the privacy budget. In this paper, we quantify the privacy loss for basic statistical functions and highlight the importance of taking it into account when calculating the privacy-loss budget of a machine learning approach.
learn2learn: A Library for Meta-Learning Research
Venue: arXiv cs.LG 2020
Year: 2020

Meta-learning researchers face two fundamental issues in their empirical work: prototyping and reproducibility. Researchers are prone to make mistakes when prototyping new algorithms and tasks because modern meta-learning methods rely on unconventional functionalities of machine learning frameworks. In turn, reproducing existing results becomes a tedious endeavour -- a situation exacerbated by the lack of standardized implementations and benchmarks. As a result, researchers spend inordinate amounts of time on implementing software rather than understanding and developing new ideas. This manuscript introduces learn2learn, a library for meta-learning research focused on solving those prototyping and reproducibility issues. learn2learn provides low-level routines common across a wide-range of meta-learning techniques (e.g. meta-descent, meta-reinforcement learning, few-shot learning), and builds standardized interfaces to algorithms and benchmarks on top of them. In releasing learn2learn under a free and open source license, we hope to foster a community around standardized software for meta-learning research.
Learning Representations of Endoscopic Videos to Detect Tool Presence Without Supervision
Venue: arXiv cs.CV 2020
Year: 2020

In this work, we explore whether it is possible to learn representations of endoscopic video frames to perform tasks such as identifying surgical tool presence without supervision. We use a maximum mean discrepancy (MMD) variational autoencoder (VAE) to learn low-dimensional latent representations of endoscopic videos and manipulate these representations to distinguish frames containing tools from those without tools. We use three different methods to manipulate these latent representations in order to predict tool presence in each frame. Our fully unsupervised methods can identify whether endoscopic video frames contain tools with average precision of 71.56, 73.93, and 76.18, respectively, comparable to supervised methods. Our code is available at https://github.com/zdavidli/tool-presence/
Gridless Multidimensional Angle of Arrival Estimation for Arbitrary 3D Antenna Arrays
Venue: arXiv cs.IT 2020
Year: 2020

A full multi--dimensional characterization of the angle of arrival (AoA) has immediate applications to the efficient operation of modern wireless communication systems. In this work, we develop a compressed sensing based method to extract multi-dimensional AoA information exploiting the sparse nature of the signal received by a sensor array. The proposed solution, based on the atomic $\ell_0$ norm, enables accurate gridless resolution of the AoA in systems with arbitrary 3D antenna arrays. Our approach allows characterizing the maximum number of distinct sources (or scatters) that can be identified for a given number of antennas and array geometry. Both noiseless and noisy measurement scenarios are addressed, deriving and evaluating the resolvability of the AoA propagation parameters through a multi--level Toeplitz matrix rank--minimization problem. To facilitate the implementation of the proposed solution, we also present a least squares approach regularized by a convex relaxation of the rank-minimization problem and characterize its conditions for resolvability.
Controlling Level of Unconsciousness by Titrating Propofol with Deep Reinforcement Learning
Venue: arXiv cs.LG 2020
Year: 2020

Reinforcement Learning (RL) can be used to fit a mapping from patient state to a medication regimen. Prior studies have used deterministic and value-based tabular learning to learn a propofol dose from an observed anesthetic state. Deep RL replaces the table with a deep neural network and has been used to learn medication regimens from registry databases. Here we perform the first application of deep RL to closed-loop control of anesthetic dosing in a simulated environment. We use the cross-entropy method to train a deep neural network to map an observed anesthetic state to a probability of infusing a fixed propofol dosage. During testing, we implement a deterministic policy that transforms the probability of infusion to a continuous infusion rate. The model is trained and tested on simulated pharmacokinetic/pharmacodynamic models with randomized parameters to ensure robustness to patient variability. The deep RL agent significantly outperformed a proportional-integral-derivative controller (median absolute performance error 1.7% +/- 0.6 and 3.4% +/- 1.2). Modeling continuous input variables instead of a table affords more robust pattern recognition and utilizes our prior domain knowledge. Deep RL learned a smooth policy with a natural interpretation to data scientists and anesthesia care providers alike.
Analyzing Worldwide Social Distancing through Large-Scale Computer Vision
Venue: arXiv cs.CV 2020
Year: 2020

In order to contain the COVID-19 pandemic, countries around the world have introduced social distancing guidelines as public health interventions to reduce the spread of the disease. However, monitoring the efficacy of these guidelines at a large scale (nationwide or worldwide) is difficult. To make matters worse, traditional observational methods such as in-person reporting is dangerous because observers may risk infection. A better solution is to observe activities through network cameras; this approach is scalable and observers can stay in safe locations. This research team has created methods that can discover thousands of network cameras worldwide, retrieve data from the cameras, analyze the data, and report the sizes of crowds as different countries issued and lifted restrictions (also called ''lockdown''). We discover 11,140 network cameras that provide real-time data and we present the results across 15 countries. We collect data from these cameras beginning April 2020 at approximately 0.5TB per week. After analyzing 10,424,459 images from still image cameras and frames extracted periodically from video, the data reveals that the residents in some countries exhibited more activity (judged by numbers of people and vehicles) after the restrictions were lifted. In other countries, the amounts of activities showed no obvious changes during the restrictions and after the restrictions were lifted. The data further reveals whether people stay ''social distancing'', at least 6 feet apart. This study discerns whether social distancing is being followed in several types of locations and geographical locations worldwide and serve as an early indicator whether another wave of infections is likely to occur soon.
Automatic Player Identification in Dota 2
Venue: arXiv cs.AI 2020
Year: 2020

Dota 2 is a popular, multiplayer online video game. Like many online games, players are mostly anonymous, being tied only to online accounts which can be readily obtained, sold and shared between multiple people. This makes it difficult to track or ban players who exhibit unwanted behavior online. In this paper, we present a machine learning approach to identify players based a `digital fingerprint' of how they play the game, rather than by account. We use data on mouse movements, in-game statistics and game strategy extracted from match replays and show that for best results, all of these are necessary. We are able to obtain an accuracy of prediction of 95\% for the problem of predicting if two different matches were played by the same player.
Rate distortion optimization over large scale video corpus with machine learning
Venue: arXiv cs.MM 2020
Year: 2020

We present an efficient codec-agnostic method for bitrate allocation over a large scale video corpus with the goal of minimizing the average bitrate subject to constraints on average and minimum quality. Our method clusters the videos in the corpus such that videos within one cluster have similar rate-distortion (R-D) characteristics. We train a support vector machine classifier to predict the R-D cluster of a video using simple video complexity features that are computationally easy to obtain. The model allows us to classify a large sample of the corpus in order to estimate the distribution of the number of videos in each of the clusters. We use this distribution to find the optimal encoder operating point for each R-D cluster. Experiments with AV1 encoder show that our method can achieve the same average quality over the corpus with $22\%$ less average bitrate.
Topic, Sentiment and Impact Analysis: COVID19 Information Seeking on Social Media
Venue: arXiv cs.SI 2020
Year: 2020

When people notice something unusual, they discuss it on social media. They leave traces of their emotions via text expressions. A systematic collection, analysis, and interpretation of social media data across time and space can give insights on local outbreaks, mental health, and social issues. Such timely insights can help in developing strategies and resources with an appropriate and efficient response. This study analysed a large Spatio-temporal tweet dataset of the Australian sphere related to COVID19. The methodology included a volume analysis, dynamic topic modelling, sentiment detection, and semantic brand score to obtain an insight on the COVID19 pandemic outbreak and public discussion in different states and cities of Australia over time. The obtained insights are compared with independently observed phenomena such as government reported instances.
QutNocturnal@HASOC'19: CNN for Hate Speech and Offensive Content Identification in Hindi Language
Venue: arXiv cs.CL 2020
Year: 2020

We describe our top-team solution to Task 1 for Hindi in the HASOC contest organised by FIRE 2019. The task is to identify hate speech and offensive language in Hindi. More specifically, it is a binary classification problem where a system is required to classify tweets into two classes: (a) \emph{Hate and Offensive (HOF)} and (b) \emph{Not Hate or Offensive (NOT)}. In contrast to the popular idea of pretraining word vectors (a.k.a. word embedding) with a large corpus from a general domain such as Wikipedia, we used a relatively small collection of relevant tweets (i.e. random and sarcasm tweets in Hindi and Hinglish) for pretraining. We trained a Convolutional Neural Network (CNN) on top of the pretrained word vectors. This approach allowed us to be ranked first for this task out of all teams. Our approach could easily be adapted to other applications where the goal is to predict class of a text when the provided context is limited.
Misogynistic Tweet Detection: Modelling CNN with Small Datasets
Venue: arXiv cs.CL 2020
Year: 2020

Online abuse directed towards women on the social media platform Twitter has attracted considerable attention in recent years. An automated method to effectively identify misogynistic abuse could improve our understanding of the patterns, driving factors, and effectiveness of responses associated with abusive tweets over a sustained time period. However, training a neural network (NN) model with a small set of labelled data to detect misogynistic tweets is difficult. This is partly due to the complex nature of tweets which contain misogynistic content, and the vast number of parameters needed to be learned in a NN model. We have conducted a series of experiments to investigate how to train a NN model to detect misogynistic tweets effectively. In particular, we have customised and regularised a Convolutional Neural Network (CNN) architecture and shown that the word vectors pre-trained on a task-specific domain can be used to train a CNN model effectively when a small set of labelled data is available. A CNN model trained in this way yields an improved accuracy over the state-of-the-art models.
A Dataset and Baselines for Visual Question Answering on Art
Venue: arXiv cs.CV 2020
Year: 2020

Answering questions related to art pieces (paintings) is a difficult task, as it implies the understanding of not only the visual information that is shown in the picture, but also the contextual knowledge that is acquired through the study of the history of art. In this work, we introduce our first attempt towards building a new dataset, coined AQUA (Art QUestion Answering). The question-answer (QA) pairs are automatically generated using state-of-the-art question generation methods based on paintings and comments provided in an existing art understanding dataset. The QA pairs are cleansed by crowdsourcing workers with respect to their grammatical correctness, answerability, and answers' correctness. Our dataset inherently consists of visual (painting-based) and knowledge (comment-based) questions. We also present a two-branch model as baseline, where the visual and knowledge questions are handled independently. We extensively compare our baseline model against the state-of-the-art models for question answering, and we provide a comprehensive study about the challenges and potential future directions for visual question answering on art.
Cost-Quality Adaptive Active Learning for Chinese Clinical Named Entity Recognition
Venue: arXiv cs.CL 2020
Year: 2020

Clinical Named Entity Recognition (CNER) aims to automatically identity clinical terminologies in Electronic Health Records (EHRs), which is a fundamental and crucial step for clinical research. To train a high-performance model for CNER, it usually requires a large number of EHRs with high-quality labels. However, labeling EHRs, especially Chinese EHRs, is time-consuming and expensive. One effective solution to this is active learning, where a model asks labelers to annotate data which the model is uncertain of. Conventional active learning assumes a single labeler that always replies noiseless answers to queried labels. However, in real settings, multiple labelers provide diverse quality of annotation with varied costs and labelers with low overall annotation quality can still assign correct labels for some specific instances. In this paper, we propose a Cost-Quality Adaptive Active Learning (CQAAL) approach for CNER in Chinese EHRs, which maintains a balance between the annotation quality, labeling costs, and the informativeness of selected instances. Specifically, CQAAL selects cost-effective instance-labeler pairs to achieve better annotation quality with lower costs in an adaptive manner. Computational results on the CCKS-2017 Task 2 benchmark dataset demonstrate the superiority and effectiveness of the proposed CQAAL.
When Distributed Ledger Technology meets Internet of Things -- Benefits and Challenges
Venue: arXiv cs.CR 2020
Year: 2020

There is a growing interest from both the academia and industry to employ distributed ledger technology in the Internet-of-Things domain for addressing security-related and performance challenges. Distributed ledger technology enables non-trusted entities to communicate and reach consensus in a fully distributed manner through a cryptographically secure and immutable ledger. However, significant challenges arise mainly related to transaction processing speed and user privacy. This work explores the interplay between Internet-of-Things and distributed ledger technology, analysing the fundamental characteristics of this technology and discussing the related benefits and challenges.
Same Same But DifferNet: Semi-Supervised Defect Detection with Normalizing Flows
Venue: arXiv cs.CV 2020
Year: 2020

The detection of manufacturing errors is crucial in fabrication processes to ensure product quality and safety standards. Since many defects occur very rarely and their characteristics are mostly unknown a priori, their detection is still an open research question. To this end, we propose DifferNet: It leverages the descriptiveness of features extracted by convolutional neural networks to estimate their density using normalizing flows. Normalizing flows are well-suited to deal with low dimensional data distributions. However, they struggle with the high dimensionality of images. Therefore, we employ a multi-scale feature extractor which enables the normalizing flow to assign meaningful likelihoods to the images. Based on these likelihoods we develop a scoring function that indicates defects. Moreover, propagating the score back to the image enables pixel-wise localization. To achieve a high robustness and performance we exploit multiple transformations in training and evaluation. In contrast to most other methods, ours does not require a large number of training samples and performs well with as low as 16 images. We demonstrate the superior performance over existing approaches on the challenging and newly proposed MVTec AD and Magnetic Tile Defects datasets.
Collaborative Multi-Robot Systems for Search and Rescue: Coordination and Perception
Venue: arXiv cs.RO 2020
Year: 2020

Autonomous or teleoperated robots have been playing increasingly important roles in civil applications in recent years. Across the different civil domains where robots can support human operators, one of the areas where they can have more impact is in search and rescue (SAR) operations. In particular, multi-robot systems have the potential to significantly improve the efficiency of SAR personnel with faster search of victims, initial assessment and mapping of the environment, real-time monitoring and surveillance of SAR operations, or establishing emergency communication networks, among other possibilities. SAR operations encompass a wide variety of environments and situations, and therefore heterogeneous and collaborative multi-robot systems can provide the most advantages. In this paper, we review and analyze the existing approaches to multi-robot SAR support, from an algorithmic perspective and putting an emphasis on the methods enabling collaboration among the robots as well as advanced perception through machine vision and multi-agent active perception. Furthermore, we put these algorithms in the context of the different challenges and constraints that various types of robots (ground, aerial, surface or underwater) encounter in different SAR environments (maritime, urban, wilderness or other post-disaster scenarios). This is, to the best of our knowledge, the first review considering heterogeneous SAR robots across different environments, while giving two complimentary points of view: control mechanisms and machine perception. Based on our review of the state-of-the-art, we discuss the main open research questions, and outline our insights on the current approaches that have potential to improve the real-world performance of multi-robot SAR systems.
A Framework for Studying Reinforcement Learning and Sim-to-Real in Robot Soccer
Venue: arXiv cs.RO 2020
Year: 2020

This article introduces an open framework, called VSSS-RL, for studying Reinforcement Learning (RL) and sim-to-real in robot soccer, focusing on the IEEE Very Small Size Soccer (VSSS) league. We propose a simulated environment in which continuous or discrete control policies can be trained to control the complete behavior of soccer agents and a sim-to-real method based on domain adaptation to adapt the obtained policies to real robots. Our results show that the trained policies learned a broad repertoire of behaviors that are difficult to implement with handcrafted control policies. With VSSS-RL, we were able to beat human-designed policies in the 2019 Latin American Robotics Competition (LARC), achieving 4th place out of 21 teams, being the first to apply Reinforcement Learning (RL) successfully in this competition. Both environment and hardware specifications are available open-source to allow reproducibility of our results and further studies.
Path Planning for Shepherding a Swarm in a Cluttered Environment using Differential Evolution
Venue: arXiv cs.RO 2020
Year: 2020

Shepherding involves herding a swarm of agents (\emph{sheep}) by another a control agent (\emph{sheepdog}) towards a goal. Multiple approaches have been documented in the literature to model this behaviour. In this paper, we present a modification to a well-known shepherding approach, and show, via simulation, that this modification improves shepherding efficacy. We then argue that given complexity arising from obstacles laden environments, path planning approaches could further enhance this model. To validate this hypothesis, we present a 2-stage evolutionary-based path planning algorithm for shepherding a swarm of agents in 2D environments. In the first stage, the algorithm attempts to find the best path for the sheepdog to move from its initial location to a strategic driving location behind the sheep. In the second stage, it calculates and optimises a path for the sheep. It does so by using \emph{way points} on that path as the sequential sub-goals for the sheepdog to aim towards. The proposed algorithm is evaluated in obstacle laden environments via simulation with further improvements achieved.