OpenRaiser/Intern-Atlas huggingface dataset:
A hierarchical cellular automaton model of distributed traffic signal control
Venue: arXiv cs.SY 2018
Year: 2018

This paper introduces a hierarchical cellular automaton (HCA)model for simulation of distributed self-organizing control of traffic signals at intersections in road network. The proposed HCA consists of three hierarchy levels that describe the movement of particular vehicles, occupancy of traffic lanes, and signal phases at intersections. Update rule of the HCA was designed to control traffic signals and minimize delays of vehicles in the road network. The introduced update rule takes into account states of cells from different hierarchy levels of the HCA that represent neighboring traffic lanes and intersections. Simulation experiments were conducted for a wide range of traffic conditions - from free flow to saturated traffic in two scenarios: anhattan-like grid road network, and arterial road. Results of the simulations show that the proposed HCA-based traffic control strategy achieves better effectiveness in comparison with the state-of-the-art back pressure algorithm.
Pull-based Bloom Filter-based Routing for Information-Centric Networks
Venue: arXiv cs.NI 2018
Year: 2018

In Named Data Networking (NDN), there is a need for routing protocols to populate Forwarding Information Base (FIB) tables so that the Interest messages can be forwarded. To populate FIBs, clients and routers require some routing information. One method to obtain this information is that network nodes exchange routing information by each node advertising the available content objects. Bloom Filter-based Routing approaches like BFR [1], use Bloom Filters (BFs) to advertise all provided content objects, which consumes valuable bandwidth and storage resources. This strategy is inefficient as clients request only a small number of the provided content objects and they do not need the content advertisement information for all provided content objects. In this paper, we propose a novel routing algorithm for NDN called pull-based BFR in which servers only advertise the demanded file names. We compare the performance of pull-based BFR with original BFR and with a flooding-assisted routing protocol. Our experimental evaluations show that pull-based BFR outperforms original BFR in terms of communication overhead needed for content advertisements, average roundtrip delay, memory resources needed for storing content advertisements at clients and routers, and the impact of false positive reports on routing. The comparisons also show that pull-based BFR outperforms flooding-assisted routing in terms of average round-trip delay.
Overview of PicTropes, a film trope dataset
Venue: arXiv cs.CY 2018
Year: 2018

From the database DBTropes.org, we have created a dataset of films and the tropes that they use, which we have called PicTropes. In this report we provide the descriptive analysis and a further discussion on the dataset PicTropes: The extracted features will help us decide the best values for a future recommendation system and content generator, whereas the analysis of the distribution functions that fit the best will help us interpret the relation between the films and the tropes that were found inside them. Additionally, we provide rankings of the top-25 tropes and films, which will help us discuss and formulate questions to guide future extensions of the PicTropes dataset.
An inverse scattering approach for geometric body generation: a machine learning perspective
Venue: arXiv cs.GR 2018
Year: 2018

In this paper, we are concerned with the 2D and 3D geometric shape generation by prescribing a set of characteristic values of a specific geometric body. One of the major motivations of our study is the 3D human body generation in various applications. We develop a novel method that can generate the desired body with customized characteristic values. The proposed method follows a machine-learning flavour that generates the inferred geometric body with the input characteristic parameters from a training dataset. One of the critical ingredients and novelties of our method is the borrowing of inverse scattering techniques in the theory of wave propagation to the body generation. This is done by establishing a delicate one-to-one correspondence between a geometric body and the far-field pattern of a source scattering problem governed by the Helmholtz system. It in turn enables us to establish a one-to-one correspondence between the geometric body space and the function space defined by the far-field patterns. Hence, the far-field patterns can act as the shape generators. The shape generation with prescribed characteristic parameters is achieved by first manipulating the shape generators and then reconstructing the corresponding geometric body from the obtained shape generator by a stable multiple-frequency Fourier method. Our method is easy to implement and produces more efficient and stable body generations. We provide both theoretical analysis and extensive numerical experiments for the proposed method. The study is the first attempt to introduce inverse scattering approaches in combination with machine learning to the geometric body generation and it opens up many opportunities for further developments.
Hierarchical and State-based Architectures for Robot Behavior Planning and Control
Venue: arXiv cs.RO 2018
Year: 2018

In this paper, two behavior control architectures for autonomous agents in the form of cross-platform C++ frameworks are presented, the State Controller Library and the Behavior Control Framework. While the former is state-based and generalizes the notion of states and finite state machines to allow for multi-action planning, the latter is behavior-based and exploits a hierarchical structure and the concept of inhibitions to allow for dynamic transitioning. The two frameworks have completely independent implementations, but can be used effectively in tandem to solve behavior control problems on all levels of granularity. Both frameworks have been used to control the NimbRo-OP, a humanoid soccer robot developed by team NimbRo of the University of Bonn.
Spoken Pass-Phrase Verification in the i-vector Space
Venue: arXiv cs.SD 2018
Year: 2018

The task of spoken pass-phrase verification is to decide whether a test utterance contains the same phrase as given enrollment utterances. Beside other applications, pass-phrase verification can complement an independent speaker verification subsystem in text-dependent speaker verification. It can also be used for liveness detection by verifying that the user is able to correctly respond to a randomly prompted phrase. In this paper, we build on our previous work on i-vector based text-dependent speaker verification, where we have shown that i-vectors extracted using phrase specific Hidden Markov Models (HMMs) or using Deep Neural Network (DNN) based bottle-neck (BN) features help to reject utterances with wrong pass-phrases. We apply the same i-vector extraction techniques to the stand-alone task of speaker-independent spoken pass-phrase classification and verification. The experiments on RSR2015 and RedDots databases show that very simple scoring techniques (e.g. cosine distance scoring) applied to such i-vectors can provide results superior to those previously published on the same data.
Robot Representation and Reasoning with Knowledge from Reinforcement Learning
Venue: arXiv cs.AI 2018
Year: 2018

Reinforcement learning (RL) agents aim at learning by interacting with an environment, and are not designed for representing or reasoning with declarative knowledge. Knowledge representation and reasoning (KRR) paradigms are strong in declarative KRR tasks, but are ill-equipped to learn from such experiences. In this work, we integrate logical-probabilistic KRR with model-based RL, enabling agents to simultaneously reason with declarative knowledge and learn from interaction experiences. The knowledge from humans and RL is unified and used for dynamically computing task-specific planning models under potentially new environments. Experiments were conducted using a mobile robot working on dialog, navigation, and delivery tasks. Results show significant improvements, in comparison to existing model-based RL methods.
Minimization of Gini impurity via connections with the k-means problem
Venue: arXiv cs.DS 2018
Year: 2018

The Gini impurity is one of the measures used to select attribute in Decision Trees/Random Forest construction. In this note we discuss connections between the problem of computing the partition with minimum Weighted Gini impurity and the $k$-means clustering problem. Based on these connections we show that the computation of the partition with minimum Weighted Gini is a NP-Complete problem and we also discuss how to obtain new algorithms with provable approximation for the Gini Minimization problem.
Superimposition-guided Facial Reconstruction from Skull
Venue: arXiv cs.GR 2018
Year: 2018

We develop a new algorithm to perform facial reconstruction from a given skull. This technique has forensic application in helping the identification of skeletal remains when other information is unavailable. Unlike most existing strategies that directly reconstruct the face from the skull, we utilize a database of portrait photos to create many face candidates, then perform a superimposition to get a well matched face, and then revise it according to the superimposition. To support this pipeline, we build an effective autoencoder for image-based facial reconstruction, and a generative model for constrained face inpainting. Our experiments have demonstrated that the proposed pipeline is stable and accurate.
Audio-Visual Speech Recognition With A Hybrid CTC/Attention Architecture
Venue: arXiv cs.CV 2018
Year: 2018

Recent works in speech recognition rely either on connectionist temporal classification (CTC) or sequence-to-sequence models for character-level recognition. CTC assumes conditional independence of individual characters, whereas attention-based models can provide nonsequential alignments. Therefore, we could use a CTC loss in combination with an attention-based model in order to force monotonic alignments and at the same time get rid of the conditional independence assumption. In this paper, we use the recently proposed hybrid CTC/attention architecture for audio-visual recognition of speech in-the-wild. To the best of our knowledge, this is the first time that such a hybrid architecture architecture is used for audio-visual recognition of speech. We use the LRS2 database and show that the proposed audio-visual model leads to an 1.3% absolute decrease in word error rate over the audio-only model and achieves the new state-of-the-art performance on LRS2 database (7% word error rate). We also observe that the audio-visual model significantly outperforms the audio-based model (up to 32.9% absolute improvement in word error rate) for several different types of noise as the signal-to-noise ratio decreases.
A fast GPU Monte Carlo Radiative Heat Transfer Implementation for Coupling with Direct Numerical Simulation
Venue: arXiv cs.CE 2018
Year: 2018

We implemented a fast Reciprocal Monte Carlo algorithm, to accurately solve radiative heat transfer in turbulent flows of non-grey participating media that can be coupled to fully resolved turbulent flows, namely to Direct Numerical Simulation (DNS). The spectrally varying absorption coefficient is treated in a narrow-band fashion with a correlated-k distribution. The implementation is verified with analytical solutions and validated with results from literature and line-by-line Monte Carlo computations. The method is implemented on GPU with a thorough attention to memory transfer and computational efficiency. The bottlenecks that dominate the computational expenses are addressed and several techniques are proposed to optimize the GPU execution. By implementing the proposed algorithmic accelerations, a speed-up of up to 3 orders of magnitude can be achieved, while maintaining the same accuracy.
Deep Adversarial Training for Multi-Organ Nuclei Segmentation in Histopathology Images
Venue: arXiv cs.CV 2018
Year: 2018

Nuclei segmentation is a fundamental task that is critical for various computational pathology applications including nuclei morphology analysis, cell type classification, and cancer grading. Conventional vision-based methods for nuclei segmentation struggle in challenging cases and deep learning approaches have proven to be more robust and generalizable. However, CNNs require large amounts of labeled histopathology data. Moreover, conventional CNN-based approaches lack structured prediction capabilities which are required to distinguish overlapping and clumped nuclei. Here, we present an approach to nuclei segmentation that overcomes these challenges by utilizing a conditional generative adversarial network (cGAN) trained with synthetic and real data. We generate a large dataset of H&E training images with perfect nuclei segmentation labels using an unpaired GAN framework. This synthetic data along with real histopathology data from six different organs are used to train a conditional GAN with spectral normalization and gradient penalty for nuclei segmentation. This adversarial regression framework enforces higher order consistency when compared to conventional CNN models. We demonstrate that this nuclei segmentation approach generalizes across different organs, sites, patients and disease states, and outperforms conventional approaches, especially in isolating individual and overlapping nuclei.
Reinforcement Learning in R
Venue: arXiv cs.LG 2018
Year: 2018

Reinforcement learning refers to a group of methods from artificial intelligence where an agent performs learning through trial and error. It differs from supervised learning, since reinforcement learning requires no explicit labels; instead, the agent interacts continuously with its environment. That is, the agent starts in a specific state and then performs an action, based on which it transitions to a new state and, depending on the outcome, receives a reward. Different strategies (e.g. Q-learning) have been proposed to maximize the overall reward, resulting in a so-called policy, which defines the best possible action in each state. Mathematically, this process can be formalized by a Markov decision process and it has been implemented by packages in R; however, there is currently no package available for reinforcement learning. As a remedy, this paper demonstrates how to perform reinforcement learning in R and, for this purpose, introduces the ReinforcementLearning package. The package provides a remarkably flexible framework and is easily applied to a wide range of different problems. We demonstrate its use by drawing upon common examples from the literature (e.g. finding optimal game strategies).
Detecting Changes in User Preferences using Hidden Markov Models for Sequential Recommendation Tasks
Venue: arXiv cs.IR 2018
Year: 2018

Recommender systems help users find relevant items of interest based on the past preferences of those users. In many domains, however, the tastes and preferences of users change over time due to a variety of factors and recommender systems should capture these dynamics in user preferences in order to remain tuned to the most current interests of users. In this work we present a recommendation framework based on Hidden Markov Models (HMM) which takes into account the dynamics of user preferences. We propose a HMM-based approach to change point detection in the sequence of user interactions which reflect significant changes in preference according to the sequential behavior of all the users in the data. The proposed framework leverages the identified change points to generate recommendations in two ways. In one approach change points are used to create a sequence-aware non-negative matrix factorization model to generate recommendations that are aligned with the current tastes of user. In the second approach the HMM is used directly to generate recommendations taking into account the identified change points. These models are evaluated in terms of accuracy of change point detection and also the effectiveness of recommendations using a real music streaming dataset.
Neural Entity Reasoner for Global Consistency in NER
Venue: arXiv cs.CL 2018
Year: 2018

We propose Neural Entity Reasoner (NE-Reasoner), a framework to introduce global consistency of recognized entities into Neural Reasoner over Named Entity Recognition (NER) task. Given an input sentence, the NE-Reasoner layer can infer over multiple entities to increase the global consistency of output labels, which then be transfered into entities for the input of next layer. NE-Reasoner inherits and develops some features from Neural Reasoner 1) a symbolic memory, allowing it to exchange entities between layers. 2) the specific interaction-pooling mechanism, allowing it to connect each local word to multiple global entities, and 3) the deep architecture, allowing it to bootstrap the recognized entity set from coarse to fine. Like human beings, NE-Reasoner is able to accommodate ambiguous words and Name Entities that rarely or never met before. Despite the symbolic information the model introduced, NE-Reasoner can still be trained effectively in an end-to-end manner via parameter sharing strategy. NE-Reasoner can outperform conventional NER models in most cases on both English and Chinese NER datasets. For example, it achieves state-of-art on CoNLL-2003 English NER dataset.
Use Cases and Outlooks for Automatic Analytics
Venue: arXiv cs.HC 2018
Year: 2018

The landscape of analytics is changing rapidly. Much of online user analytics, however, is based on collection of various user analytics numbers. Understanding these numbers, and then relating them to higher numerical analysis for the evaluation of key performance indicators (KPIs) can be quite challenging, especially with large volumes of data. There is a plethora of tools and software packages that one can employ. However, these tools and packages require a quantitative competence and analytical sophistication that average end users often do not possess. Additionally, they often do little to reduce the complexity of numerical data in a manner that allows ease of use in decision making and communication. Dealing with numbers poses cognitive challenges for individuals who often do cannot recall many numbers at a time. Here, we explore the concept of automatic analytics by demonstrating use case examples and discussion on the current state and future of automated insights.
Using State Predictions for Value Regularization in Curiosity Driven Deep Reinforcement Learning
Venue: arXiv cs.LG 2018
Year: 2018

Learning in sparse reward settings remains a challenge in Reinforcement Learning, which is often addressed by using intrinsic rewards. One promising strategy is inspired by human curiosity, requiring the agent to learn to predict the future. In this paper a curiosity-driven agent is extended to use these predictions directly for training. To achieve this, the agent predicts the value function of the next state at any point in time. Subsequently, the consistency of this prediction with the current value function is measured, which is then used as a regularization term in the loss function of the algorithm. Experiments were made on grid-world environments as well as on a 3D navigation task, both with sparse rewards. In the first case the extended agent is able to learn significantly faster than the baselines.
Pseudo-Random Number Generation using Generative Adversarial Networks
Venue: arXiv cs.LG 2018
Year: 2018

Pseudo-random number generators (PRNG) are a fundamental element of many security algorithms. We introduce a novel approach to their implementation, by proposing the use of generative adversarial networks (GAN) to train a neural network to behave as a PRNG. Furthermore, we showcase a number of interesting modifications to the standard GAN architecture. The most significant is partially concealing the output of the GAN's generator, and training the adversary to discover a mapping from the overt part to the concealed part. The generator therefore learns to produce values the adversary cannot predict, rather than to approximate an explicit reference distribution. We demonstrate that a GAN can effectively train even a small feed-forward fully connected neural network to produce pseudo-random number sequences with good statistical properties. At best, subjected to the NIST test suite, the trained generator passed around 99% of test instances and 98% of overall tests, outperforming a number of standard non-cryptographic PRNGs.
Identifying Bias in AI using Simulation
Venue: arXiv cs.LG 2018
Year: 2018

Machine learned models exhibit bias, often because the datasets used to train them are biased. This presents a serious problem for the deployment of such technology, as the resulting models might perform poorly on populations that are minorities within the training set and ultimately present higher risks to them. We propose to use high-fidelity computer simulations to interrogate and diagnose biases within ML classifiers. We present a framework that leverages Bayesian parameter search to efficiently characterize the high dimensional feature space and more quickly identify weakness in performance. We apply our approach to an example domain, face detection, and show that it can be used to help identify demographic biases in commercial face application programming interfaces (APIs).
Interactive Agent Modeling by Learning to Probe
Venue: arXiv cs.AI 2018
Year: 2018

The ability of modeling the other agents, such as understanding their intentions and skills, is essential to an agent's interactions with other agents. Conventional agent modeling relies on passive observation from demonstrations. In this work, we propose an interactive agent modeling scheme enabled by encouraging an agent to learn to probe. In particular, the probing agent (i.e. a learner) learns to interact with the environment and with a target agent (i.e., a demonstrator) to maximize the change in the observed behaviors of that agent. Through probing, rich behaviors can be observed and are used for enhancing the agent modeling to learn a more accurate mind model of the target agent. Our framework consists of two learning processes: i) imitation learning for an approximated agent model and ii) pure curiosity-driven reinforcement learning for an efficient probing policy to discover new behaviors that otherwise can not be observed. We have validated our approach in four different tasks. The experimental results suggest that the agent model learned by our approach i) generalizes better in novel scenarios than the ones learned by passive observation, random probing, and other curiosity-driven approaches do, and ii) can be used for enhancing performance in multiple applications including distilling optimal planning to a policy net, collaboration, and competition. A video demo is available at https://www.dropbox.com/s/8mz6rd3349tso67/Probing_Demo.mov?dl=0