OpenRaiser/Intern-Atlas huggingface dataset:
GloSIS: The Global Soil Information System Web Ontology
Venue: arXiv cs.IR 2024
Year: 2024

Established in 2012 by members of the Food and Agriculture Organisation (FAO), the Global Soil Partnership (GSP) is a global network of stakeholders promoting sound land and soil management practices towards a sustainable world food system. However, soil survey largely remains a local or regional activity, bound to heterogeneous methods and conventions. Recognising the relevance of global and trans-national policies towards sustainable land management practices, the GSP elected data harmonisation and exchange as one of its key lines of action. Building upon international standards and previous work towards a global soil data ontology, an improved domain model was eventually developed within the GSP [54], the basis for a Global Soil Information System (GloSIS). This work also identified the Semantic Web as a possible avenue to operationalise the domain model. This article presents the GloSIS web ontology, an implementation of the GloSIS domain model with the Web Ontology Language (OWL). Thoroughly employing a host of Semantic Web standards (SOSA, SKOS, GeoSPARQL, QUDT), GloSIS lays out not only a soil data ontology but also an extensive set of ready-to-use code-lists for soil description and physio-chemical analysis. Various examples are provided on the provision and use of GloSIS-compliant linked data, showcasing the contribution of this ontology to the discovery, exploration, integration and access of soil data.
Efficient Method for Finding Optimal Strategies in Chopstick Auctions with Uniform Objects Values
Venue: arXiv cs.GT 2024
Year: 2024

We propose an algorithm for computing Nash equilibria (NE) in a class of conflicts with multiple battlefields with uniform battlefield values and a non-linear aggregation function. By expanding the symmetrization idea of Hart [9], proposed for the Colonel Blotto game, to the wider class of symmetric conflicts with multiple battlefields, we reduce the number of strategies of the players by an exponential factor. We propose a clash matrix algorithm which allows for computing the payoffs in the symmetrized model in polynomial time. Combining symmetrization and clash matrix algorithm with the double oracle algorithm we obtain an algorithm for computing NE in the models in question that achieves a significant speed-up as compared to the standard, LP-based, approach. We also introduce a heuristic to further speed up the process. Overall, our approach offers an efficient and novel method for computing NE in a specific class of conflicts, with potential practical applications in various fields.
Navigating the EU AI Act: A Methodological Approach to Compliance for Safety-critical Products
Venue: arXiv cs.AI 2024
Year: 2024

In December 2023, the European Parliament provisionally agreed on the EU AI Act. This unprecedented regulatory framework for AI systems lays out guidelines to ensure the safety, legality, and trustworthiness of AI products. This paper presents a methodology for interpreting the EU AI Act requirements for high-risk AI systems by leveraging product quality models. We first propose an extended product quality model for AI systems, incorporating attributes relevant to the Act not covered by current quality models. We map the Act requirements to relevant quality attributes with the goal of refining them into measurable characteristics. We then propose a contract-based approach to derive technical requirements at the stakeholder level. This facilitates the development and assessment of AI systems that not only adhere to established quality standards, but also comply with the regulatory requirements outlined in the Act for high-risk (including safety-critical) AI systems. We demonstrate the applicability of this methodology on an exemplary automotive supply chain use case, where several stakeholders interact to achieve EU AI Act compliance.
Weak Convergence Analysis of Online Neural Actor-Critic Algorithms
Venue: arXiv cs.LG 2024
Year: 2024

We prove that a single-layer neural network trained with the online actor critic algorithm converges in distribution to a random ordinary differential equation (ODE) as the number of hidden units and the number of training steps $\rightarrow \infty$. In the online actor-critic algorithm, the distribution of the data samples dynamically changes as the model is updated, which is a key challenge for any convergence analysis. We establish the geometric ergodicity of the data samples under a fixed actor policy. Then, using a Poisson equation, we prove that the fluctuations of the model updates around the limit distribution due to the randomly-arriving data samples vanish as the number of parameter updates $\rightarrow \infty$. Using the Poisson equation and weak convergence techniques, we prove that the actor neural network and critic neural network converge to the solutions of a system of ODEs with random initial conditions. Analysis of the limit ODE shows that the limit critic network will converge to the true value function, which will provide the actor an asymptotically unbiased estimate of the policy gradient. We then prove that the limit actor network will converge to a stationary point.
A Progressive Codebook Optimization Scheme for Sparse Code Multiple Access in Downlink Channels
Venue: arXiv cs.IT 2024
Year: 2024

Sparse code multiple access (SCMA) is a promising technique for enabling massive connectivity and high spectrum efficiency in future machine-type communication networks. However, its performance crucially depends on well-designed multi-dimensional codebooks. In this paper, we propose a novel progressive codebook optimization scheme that can achieve near-optimal performance over downlink fading channels. By examining the pair-wise error probability (PEP), we first derive the symbol error rate (SER) performance of the sparse codebook in downlink channels, which is considered as the design criterion for codebook optimization. Then, the benchmark constellation group at a single resource element is optimized with a sequential quadratic programming approach. Next, we propose a constellation group reconstruction process to assign the sub-constellations in each resource element (RE) progressively. For the current RE, the assignment of the sub-constellations is designed by minimizing the error performance of the product distance of the superimposed codewords in previous REs. The design process involves both permutation and labeling of the sub-constellations in the benchmark constellation group. Simulation results show that the proposed codebooks exhibit significant performance gains over state-of-the-art codebooks in the low signal-to-noise ratio (SNR) region over various downlink fading channels.
From Two-Stream to One-Stream: Efficient RGB-T Tracking via Mutual Prompt Learning and Knowledge Distillation
Venue: arXiv cs.CV 2024
Year: 2024

Due to the complementary nature of visible light and thermal infrared modalities, object tracking based on the fusion of visible light images and thermal images (referred to as RGB-T tracking) has received increasing attention from researchers in recent years. How to achieve more comprehensive fusion of information from the two modalities at a lower cost has been an issue that researchers have been exploring. Inspired by visual prompt learning, we designed a novel two-stream RGB-T tracking architecture based on cross-modal mutual prompt learning, and used this model as a teacher to guide a one-stream student model for rapid learning through knowledge distillation techniques. Extensive experiments have shown that, compared to similar RGB-T trackers, our designed teacher model achieved the highest precision rate, while the student model, with comparable precision rate to the teacher model, realized an inference speed more than three times faster than the teacher model.(Codes will be available if accepted.)
SIP: Autotuning GPU Native Schedules via Stochastic Instruction Perturbation
Venue: arXiv cs.AR 2024
Year: 2024

Large language models (LLMs) have become a significant workload since their appearance. However, they are also computationally expensive as they have billions of parameters and are trained with massive amounts of data. Thus, recent works have developed dedicated CUDA kernels for LLM training and inference instead of relying on compilergenerated ones, so that hardware resources are as fully utilized as possible. In this work, we explore the possibility of GPU native instruction optimization to further push the CUDA kernels to extreme performance. Contrary to prior works, we adopt an automatic optimization approach by defining a search space of possible GPU native instruction schedules, and then we apply stochastic search to perform optimization. Experiments show that SIP can further improve CUDA kernel throughput by automatically discovering better GPU native instruction schedules and the optimized schedules are tested by 10 million test samples.
Minimum-cost paths for electric cars
Venue: arXiv cs.DS 2024
Year: 2024

An electric car equipped with a battery of a finite capacity travels on a road network with an infrastructure of charging stations. Each charging station has a possibly different cost per unit of energy. Traversing a given road segment requires a specified amount of energy that may be positive, zero or negative. The car can only traverse a road segment if it has enough charge to do so (the charge cannot drop below zero), and it cannot charge its battery beyond its capacity. To travel from one point to another the car needs to choose a \emph{travel plan} consisting of a path in the network and a recharging schedule that specifies how much energy to charge at each charging station on the path, making sure of having enough energy to reach the next charging station or the destination. The cost of the plan is the total charging cost along the chosen path. We reduce the problem of computing plans between every two junctions of the network to two problems: Finding optimal energetic paths when no charging is allowed and finding standard shortest paths. When there are no negative cycles in the network, we obtain an $O(n^3)$-time algorithm for computing all-pairs travel plans, where~$n$ is the number of junctions in the network. We obtain slightly faster algorithms under some further assumptions. We also consider the case in which a bound is placed on the number of rechargings allowed.
A comparison of Human, GPT-3.5, and GPT-4 Performance in a University-Level Coding Course
Venue: arXiv cs.CL 2024
Year: 2024

This study evaluates the performance of ChatGPT variants, GPT-3.5 and GPT-4, both with and without prompt engineering, against solely student work and a mixed category containing both student and GPT-4 contributions in university-level physics coding assignments using the Python language. Comparing 50 student submissions to 50 AI-generated submissions across different categories, and marked blindly by three independent markers, we amassed $n = 300$ data points. Students averaged 91.9% (SE:0.4), surpassing the highest performing AI submission category, GPT-4 with prompt engineering, which scored 81.1% (SE:0.8) - a statistically significant difference (p = $2.482 \times 10^{-10}$). Prompt engineering significantly improved scores for both GPT-4 (p = $1.661 \times 10^{-4}$) and GPT-3.5 (p = $4.967 \times 10^{-9}$). Additionally, the blinded markers were tasked with guessing the authorship of the submissions on a four-point Likert scale from `Definitely AI' to `Definitely Human'. They accurately identified the authorship, with 92.1% of the work categorized as 'Definitely Human' being human-authored. Simplifying this to a binary `AI' or `Human' categorization resulted in an average accuracy rate of 85.3%. These findings suggest that while AI-generated work closely approaches the quality of university students' work, it often remains detectable by human evaluators.
Comp4D: LLM-Guided Compositional 4D Scene Generation
Venue: arXiv cs.CV 2024
Year: 2024

Recent advancements in diffusion models for 2D and 3D content creation have sparked a surge of interest in generating 4D content. However, the scarcity of 3D scene datasets constrains current methodologies to primarily object-centric generation. To overcome this limitation, we present Comp4D, a novel framework for Compositional 4D Generation. Unlike conventional methods that generate a singular 4D representation of the entire scene, Comp4D innovatively constructs each 4D object within the scene separately. Utilizing Large Language Models (LLMs), the framework begins by decomposing an input text prompt into distinct entities and maps out their trajectories. It then constructs the compositional 4D scene by accurately positioning these objects along their designated paths. To refine the scene, our method employs a compositional score distillation technique guided by the pre-defined trajectories, utilizing pre-trained diffusion models across text-to-image, text-to-video, and text-to-3D domains. Extensive experiments demonstrate our outstanding 4D content creation capability compared to prior arts, showcasing superior visual quality, motion fidelity, and enhanced object interactions.
A Comparative Analysis of Visual Odometry in Virtual and Real-World Railways Environments
Venue: arXiv cs.RO 2024
Year: 2024

Perception tasks play a crucial role in the development of automated operations and systems across multiple application fields. In the railway transportation domain, these tasks can improve the safety, reliability, and efficiency of various perations, including train localization, signal recognition, and track discrimination. However, collecting considerable and precisely labeled datasets for testing such novel algorithms poses extreme challenges in the railway environment due to the severe restrictions in accessing the infrastructures and the practical difficulties associated with properly equipping trains with the required sensors, such as cameras and LiDARs. The remarkable innovations of graphic engine tools offer new solutions to craft realistic synthetic datasets. To illustrate the advantages of employing graphic simulation for early-stage testing of perception tasks in the railway domain, this paper presents a comparative analysis of the performance of a SLAM algorithm applied both in a virtual synthetic environment and a real-world scenario. The analysis leverages virtual railway environments created with the latest version of Unreal Engine, facilitating data collection and allowing the examination of challenging scenarios, including low-visibility, dangerous operational modes, and complex environments. The results highlight the feasibility and potentiality of graphic simulation to advance perception tasks in the railway domain.
Behind the Counter: Exploring the Motivations and Barriers of Online Counterspeech Writing
Venue: arXiv cs.HC 2024
Year: 2024

Current research mainly explores the attributes and impact of online counterspeech, leaving a gap in understanding of who engages in online counterspeech or what motivates or deters users from participating. To investigate this, we surveyed 458 English-speaking U.S. participants, analyzing key motivations and barriers underlying online counterspeech engagement. We presented each participant with three hate speech examples from a set of 900, spanning race, gender, religion, sexual orientation, and disability, and requested counterspeech responses. Subsequent questions assessed their satisfaction, perceived difficulty, and the effectiveness of their counterspeech. Our findings show that having been a target of online hate is a key driver of frequent online counterspeech engagement. People differ in their motivations and barriers towards engaging in online counterspeech across different demographic groups. Younger individuals, women, those with higher education levels, and regular witnesses to online hate are more reluctant to engage in online counterspeech due to concerns around public exposure, retaliation, and third-party harassment. Varying motivation and barriers in counterspeech engagement also shape how individuals view their own self-authored counterspeech and the difficulty experienced writing it. Additionally, our work explores people's willingness to use AI technologies like ChatGPT for counterspeech writing. Through this work we introduce a multi-item scale for understanding counterspeech motivation and barriers and a more nuanced understanding of the factors shaping online counterspeech engagement.
6D Movable Antenna Enhanced Wireless Network Via Discrete Position and Rotation Optimization
Venue: arXiv cs.IT 2024
Year: 2024

Six-dimensional movable antenna (6DMA) is an effective approach to improve wireless network capacity by adjusting the 3D positions and 3D rotations of distributed antenna surfaces based on the users' spatial distribution and statistical channel information. Although continuously positioning/rotating 6DMA surfaces can achieve the greatest flexibility and thus the highest capacity improvement, it is difficult to implement due to the discrete movement constraints of practical stepper motors. Thus, in this paper, we consider a 6DMA-aided base station (BS) with only a finite number of possible discrete positions and rotations for the 6DMA surfaces. We aim to maximize the average network capacity for random numbers of users at random locations by jointly optimizing the 3D positions and 3D rotations of multiple 6DMA surfaces at the BS subject to discrete movement constraints. In particular, we consider the practical cases with and without statistical channel knowledge of the users, and propose corresponding offline and online optimization algorithms, by leveraging the Monte Carlo and conditional sample mean (CSM) methods, respectively. Simulation results verify the effectiveness of our proposed offline and online algorithms for discrete position/rotation optimization of 6DMA surfaces as compared to various benchmark schemes with fixed-position antennas (FPAs) and 6DMAs with limited movability. It is shown that 6DMA-BS can significantly enhance wireless network capacity, even under discrete position/rotation constraints, by exploiting the spatial distribution characteristics of the users.
Measuring Compliance with the California Consumer Privacy Act Over Space and Time
Venue: arXiv cs.HC 2024
Year: 2024

The widespread sharing of consumers personal information with third parties raises significant privacy concerns. The California Consumer Privacy Act (CCPA) mandates that online businesses offer consumers the option to opt out of the sale and sharing of personal information. Our study automatically tracks the presence of the opt-out link longitudinally across multiple states after the California Privacy Rights Act (CPRA) went into effect. We categorize websites based on whether they are subject to CCPA and investigate cases of potential non-compliance. We find a number of websites that implement the opt-out link early and across all examined states but also find a significant number of CCPA-subject websites that fail to offer any opt-out methods even when CCPA is in effect. Our findings can shed light on how websites are reacting to the CCPA and identify potential gaps in compliance and opt-out method designs that hinder consumers from exercising CCPA opt-out rights.
DASA: Delay-Adaptive Multi-Agent Stochastic Approximation
Venue: arXiv cs.AI 2024
Year: 2024

We consider a setting in which $N$ agents aim to speedup a common Stochastic Approximation (SA) problem by acting in parallel and communicating with a central server. We assume that the up-link transmissions to the server are subject to asynchronous and potentially unbounded time-varying delays. To mitigate the effect of delays and stragglers while reaping the benefits of distributed computation, we propose \texttt{DASA}, a Delay-Adaptive algorithm for multi-agent Stochastic Approximation. We provide a finite-time analysis of \texttt{DASA} assuming that the agents' stochastic observation processes are independent Markov chains. Significantly advancing existing results, \texttt{DASA} is the first algorithm whose convergence rate depends only on the mixing time $τ_{mix}$ and on the average delay $τ_{avg}$ while jointly achieving an $N$-fold convergence speedup under Markovian sampling. Our work is relevant for various SA applications, including multi-agent and distributed temporal difference (TD) learning, Q-learning and stochastic optimization with correlated data.
EXPLORA: A teacher-apprentice methodology for eliciting natural child-computer interactions
Venue: arXiv cs.HC 2024
Year: 2024

Investigating child-computer interactions within their contexts is vital for designing technology that caters to children's needs. However, determining what aspects of context are relevant for designing child-centric technology remains a challenge. We introduce EXPLORA, a multimodal, multistage online methodology comprising three pivotal stages: (1) building a teacher-apprentice relationship,(2) learning from child-teachers, and (3) assessing and reinforcing researcher-apprentice learning. Central to EXPLORA is the collection of attitudinal data through pre-observation interviews, offering researchers a deeper understanding of children's characteristics and contexts. This informs subsequent online observations, allowing researchers to focus on frequent interactions. Furthermore, researchers can validate preliminary assumptions with children. A means-ends analysis framework aids in the systematic analysis of data, shedding light on context, agency and homework-information searching processes children employ in their activities. To illustrate EXPLORA's capabilities, we present nine single case studies investigating Brazilian child-caregiver dyads' (children ages 9-11) use of technology in homework information-searching.
Cache-Enabled Millimetre-Wave Fluid Antenna Systems: Modeling and Performance
Venue: arXiv cs.IT 2024
Year: 2024

This letter investigates the performance of content caching in a heterogeneous cellular network (HetNet) consisting of fluid antenna system (FAS)-equipped mobile users (MUs) and millimeter-wave (mm-wave) single-antenna small base stations (SBSs), distributed according to the independent homogeneous Poisson point processes (HPPP). In particular, it is assumed that the most popular contents are cached in the SBSs to serve the FAS-equipped MUs requests. To assess the system performance, we derive compact expressions for the successful content delivery probability (SCDP) and the content delivery delay (CDD) using the Gauss-Laguerre quadrature technique. Our numerical results show that the performance of cache-enabled mm-wave HetNets can be greatly improved, when the FAS is utilized at the MUs instead of traditional fixed-antenna system deployment.