OpenRaiser/Intern-Atlas huggingface dataset:
GraphGen-Redux: a Fast and Lightweight Recurrent Model for labeled Graph Generation
Venue: arXiv cs.LG 2021
Year: 2021

The problem of labeled graph generation is gaining attention in the Deep Learning community. The task is challenging due to the sparse and discrete nature of graph spaces. Several approaches have been proposed in the literature, most of which require to transform the graphs into sequences that encode their structure and labels and to learn the distribution of such sequences through an auto-regressive generative model. Among this family of approaches, we focus on the GraphGen model. The preprocessing phase of GraphGen transforms graphs into unique edge sequences called Depth-First Search (DFS) codes, such that two isomorphic graphs are assigned the same DFS code. Each element of a DFS code is associated with a graph edge: specifically, it is a quintuple comprising one node identifier for each of the two endpoints, their node labels, and the edge label. GraphGen learns to generate such sequences auto-regressively and models the probability of each component of the quintuple independently. While effective, the independence assumption made by the model is too loose to capture the complex label dependencies of real-world graphs precisely. By introducing a novel graph preprocessing approach, we are able to process the labeling information of both nodes and edges jointly. The corresponding model, which we term GraphGen-Redux, improves upon the generative performances of GraphGen in a wide range of datasets of chemical and social graphs. In addition, it uses approximately 78% fewer parameters than the vanilla variant and requires 50% fewer epochs of training on average.
Pre-trained Language Models as Prior Knowledge for Playing Text-based Games
Venue: arXiv cs.CL 2021
Year: 2021

Recently, text world games have been proposed to enable artificial agents to understand and reason about real-world scenarios. These text-based games are challenging for artificial agents, as it requires an understanding of and interaction using natural language in a partially observable environment. Agents observe the environment via textual descriptions designed to be challenging enough for even human players. Past approaches have not paid enough attention to the language understanding capability of the proposed agents. Typically, these approaches train from scratch, an agent that learns both textual representations and the gameplay online during training using a temporal loss function. Given the sample-inefficiency of RL approaches, it is inefficient to learn rich enough textual representations to be able to understand and reason using the textual observation in such a complicated game environment setting. In this paper, we improve the semantic understanding of the agent by proposing a simple RL with LM framework where we use transformer-based language models with Deep RL models. We perform a detailed study of our framework to demonstrate how our model outperforms all existing agents on the popular game, Zork1, to achieve a score of 44.7, which is 1.6 higher than the state-of-the-art model. Overall, our proposed approach outperforms 4 games out of the 14 text-based games, while performing comparable to the state-of-the-art models on the remaining games.
Probabilistic Process Algebra for True Concurrency
Venue: arXiv cs.LO 2021
Year: 2021

The well-known process algebras, such as CCS, ACP and $π$-calculus, capture the interleaving concurrency based on bisimilarity semantics. We did some work on truly concurrent process algebras, such as CTC, APTC and $π_{tc}$ , capture the true concurrency based on truly concurrent bisimilarities, such as pomset bisimilarity, step bisimilarity, history-preserving (hp-) bisimilarity and hereditary history-preserving (hhp-) bisimilarity. Truly concurrent process algebras are generalizations of the corresponding traditional process algebras. In this book, we introduce probabilism into truly concurrent process algebras, based on the work on probabilistic process algebra.
A stepped sampling method for video detection using LSTM
Venue: arXiv cs.LG 2021
Year: 2021

Artificial neural networks that simulate human achieves great successes. From the perspective of simulating human memory method, we propose a stepped sampler based on the "repeated input". We repeatedly inputted data to the LSTM model stepwise in a batch. The stepped sampler is used to strengthen the ability of fusing the temporal information in LSTM. We tested the stepped sampler on the LSTM built-in in PyTorch. Compared with the traditional sampler of PyTorch, such as sequential sampler, batch sampler, the training loss of the proposed stepped sampler converges faster in the training of the model, and the training loss after convergence is more stable. Meanwhile, it can maintain a higher test accuracy. We quantified the algorithm of the stepped sampler. We assume that, the artificial neural networks have human-like characteristics, and human learning method could be used for machine learning.
Distributed Planning for Serving Cooperative Tasks with Time Windows: A Game Theoretic Approach
Venue: arXiv cs.RO 2021
Year: 2021

We study distributed planning for multi-robot systems to provide optimal service to cooperative tasks that are distributed over space and time. Each task requires service by sufficiently many robots at the specified location within the specified time window. Tasks arrive over episodes and the robots try to maximize the total value of service in each episode by planning their own trajectories based on the specifications of incoming tasks. Robots are required to start and end each episode at their assigned stations in the environment. We present a game theoretic solution to this problem by mapping it to a game, where the action of each robot is its trajectory in an episode, and using a suitable learning algorithm to obtain optimal joint plans in a distributed manner. We present a systematic way to design minimal action sets (subsets of feasible trajectories) for robots based on the specifications of incoming tasks to facilitate fast learning. We then provide the performance guarantees for the cases where all the robots follow a best response or noisy best response algorithm to iteratively plan their trajectories. While the best response algorithm leads to a Nash equilibrium, the noisy best response algorithm leads to globally optimal joint plans with high probability. We show that the proposed game can in general have arbitrarily poor Nash equilibria, which makes the noisy best response algorithm preferable unless the task specifications are known to have some special structure. We also describe a family of special cases where all the equilibria are guaranteed to have bounded suboptimality. Simulations and experimental results are provided to demonstrate the proposed approach.
Structural Design Recommendations in the Early Design Phase using Machine Learning
Venue: arXiv cs.LG 2021
Year: 2021

Structural engineering knowledge can be of significant importance to the architectural design team during the early design phase. However, architects and engineers do not typically work together during the conceptual phase; in fact, structural engineers are often called late into the process. As a result, updates in the design are more difficult and time-consuming to complete. At the same time, there is a lost opportunity for better design exploration guided by structural feedback. In general, the earlier in the design process the iteration happens, the greater the benefits in cost efficiency and informed de-sign exploration, which can lead to higher-quality creative results. In order to facilitate an informed exploration in the early design stage, we suggest the automation of fundamental structural engineering tasks and introduce ApproxiFramer, a Machine Learning-based system for the automatic generation of structural layouts from building plan sketches in real-time. The system aims to assist architects by presenting them with feasible structural solutions during the conceptual phase so that they proceed with their design with adequate knowledge of its structural implications. In this paper, we describe the system and evaluate the performance of a proof-of-concept implementation in the domain of orthogonal, metal, rigid structures. We trained a Convolutional Neural Net to iteratively generate structural design solutions for sketch-level building plans using a synthetic dataset and achieved an average error of 2.2% in the predicted positions of the columns.
LeViT-UNet: Make Faster Encoders with Transformer for Medical Image Segmentation
Venue: arXiv cs.CV 2021
Year: 2021

Medical image segmentation plays an essential role in developing computer-assisted diagnosis and therapy systems, yet still faces many challenges. In the past few years, the popular encoder-decoder architectures based on CNNs (e.g., U-Net) have been successfully applied in the task of medical image segmentation. However, due to the locality of convolution operations, they demonstrate limitations in learning global context and long-range spatial relations. Recently, several researchers try to introduce transformers to both the encoder and decoder components with promising results, but the efficiency requires further improvement due to the high computational complexity of transformers. In this paper, we propose LeViT-UNet, which integrates a LeViT Transformer module into the U-Net architecture, for fast and accurate medical image segmentation. Specifically, we use LeViT as the encoder of the LeViT-UNet, which better trades off the accuracy and efficiency of the Transformer block. Moreover, multi-scale feature maps from transformer blocks and convolutional blocks of LeViT are passed into the decoder via skip-connection, which can effectively reuse the spatial information of the feature maps. Our experiments indicate that the proposed LeViT-UNet achieves better performance comparing to various competing methods on several challenging medical image segmentation benchmarks including Synapse and ACDC. Code and models will be publicly available at https://github.com/apple1986/LeViT_UNet.
Cell Detection in Domain Shift Problem Using Pseudo-Cell-Position Heatmap
Venue: arXiv cs.CV 2021
Year: 2021

The domain shift problem is an important issue in automatic cell detection. A detection network trained with training data under a specific condition (source domain) may not work well in data under other conditions (target domain). We propose an unsupervised domain adaptation method for cell detection using the pseudo-cell-position heatmap, where a cell centroid becomes a peak with a Gaussian distribution in the map. In the prediction result for the target domain, even if a peak location is correct, the signal distribution around the peak often has anon-Gaussian shape. The pseudo-cell-position heatmap is re-generated using the peak positions in the predicted heatmap to have a clear Gaussian shape. Our method selects confident pseudo-cell-position heatmaps using a Bayesian network and adds them to the training data in the next iteration. The method can incrementally extend the domain from the source domain to the target domain in a semi-supervised manner. In the experiments using 8 combinations of domains, the proposed method outperformed the existing domain adaptation methods.
Zero Trust Service Function Chaining
Venue: arXiv cs.CR 2021
Year: 2021

In this paper, we address the inefficient handling of traditional security functions in Zero Trust (ZT) networks. For this reason, we propose a novel network security concept that combines the ideas of ZT and Service Function Chaining (SFC). This allows us to efficiently decide which security functions to apply to which packets and when.
CETransformer: Casual Effect Estimation via Transformer Based Representation Learning
Venue: arXiv cs.LG 2021
Year: 2021

Treatment effect estimation, which refers to the estimation of causal effects and aims to measure the strength of the causal relationship, is of great importance in many fields but is a challenging problem in practice. As present, data-driven causal effect estimation faces two main challenges, i.e., selection bias and the missing of counterfactual. To address these two issues, most of the existing approaches tend to reduce the selection bias by learning a balanced representation, and then to estimate the counterfactual through the representation. However, they heavily rely on the finely hand-crafted metric functions when learning balanced representations, which generally doesn't work well for the situations where the original distribution is complicated. In this paper, we propose a CETransformer model for casual effect estimation via transformer based representation learning. To learn the representation of covariates(features) robustly, a self-supervised transformer is proposed, by which the correlation between covariates can be well exploited through self-attention mechanism. In addition, an adversarial network is adopted to balance the distribution of the treated and control groups in the representation space. Experimental results on three real-world datasets demonstrate the advantages of the proposed CETransformer, compared with the state-of-the-art treatment effect estimation methods.
Synthesizing Human Faces using Latent Space Factorization and Local Weights (Extended Version)
Venue: arXiv cs.GR 2021
Year: 2021

We propose a 3D face generative model with local weights to increase the model's variations and expressiveness. The proposed model allows partial manipulation of the face while still learning the whole face mesh. For this purpose, we address an effective way to extract local facial features from the entire data and explore a way to manipulate them during a holistic generation. First, we factorize the latent space of the whole face to the subspace indicating different parts of the face. In addition, local weights generated by non-negative matrix factorization are applied to the factorized latent space so that the decomposed part space is semantically meaningful. We experiment with our model and observe that effective facial part manipulation is possible and that the model's expressiveness is improved.
VisDrone-CC2020: The Vision Meets Drone Crowd Counting Challenge Results
Venue: arXiv cs.CV 2021
Year: 2021

Crowd counting on the drone platform is an interesting topic in computer vision, which brings new challenges such as small object inference, background clutter and wide viewpoint. However, there are few algorithms focusing on crowd counting on the drone-captured data due to the lack of comprehensive datasets. To this end, we collect a large-scale dataset and organize the Vision Meets Drone Crowd Counting Challenge (VisDrone-CC2020) in conjunction with the 16th European Conference on Computer Vision (ECCV 2020) to promote the developments in the related fields. The collected dataset is formed by $3,360$ images, including $2,460$ images for training, and $900$ images for testing. Specifically, we manually annotate persons with points in each video frame. There are $14$ algorithms from $15$ institutes submitted to the VisDrone-CC2020 Challenge. We provide a detailed analysis of the evaluation results and conclude the challenge. More information can be found at the website: \url{http://www.aiskyeye.com/}.
Precise Aerial Image Matching based on Deep Homography Estimation
Venue: arXiv cs.CV 2021
Year: 2021

Aerial image registration or matching is a geometric process of aligning two aerial images captured in different environments. Estimating the precise transformation parameters is hindered by various environments such as time, weather, and viewpoints. The characteristics of the aerial images are mainly composed of a straight line owing to building and road. Therefore, the straight lines are distorted when estimating homography parameters directly between two images. In this paper, we propose a deep homography alignment network to precisely match two aerial images by progressively estimating the various transformation parameters. The proposed network is possible to train the matching network with a higher degree of freedom by progressively analyzing the transformation parameters. The precision matching performances have been increased by applying homography transformation. In addition, we introduce a method that can effectively learn the difficult-to-learn homography estimation network. Since there is no published learning data for aerial image registration, in this paper, a pair of images to which random homography transformation is applied within a certain range is used for learning. Hence, we could confirm that the deep homography alignment network shows high precision matching performance compared with conventional works.
Optimizing Gait Libraries via a Coverage Metric
Venue: arXiv cs.RO 2021
Year: 2021

Many robots move through the world by composing locomotion primitives like steps and turns. To do so well, robots need not have primitives that make intuitive sense to humans. This becomes of paramount importance when robots are damaged and no longer move as designed. Here we propose a goal function we call "coverage", that represents the usefulness of a library of locomotion primitives in a manner agnostic to the particulars of the primitives themselves. We demonstrate the ability to optimize coverage on both simulated and physical robots, and show that coverage can be rapidly recovered after injury. This suggests that by optimizing for coverage, robots can sustain their ability to navigate through the world even in the face of significant mechanical failures. The benefits of this approach are enhanced by sample-efficient, data-driven approaches to system identification that can rapidly inform the optimization of primitives. We found that the number of degrees of freedom improved the rate of recovery of our simulated robots, a rare result in the fields of gait optimization and reinforcement learning. We showed that a robot with limbs made of tree branches (for which no CAD model or first principles model was available) is able to quickly find an effective high-coverage library of motion primitives. The optimized primitives are entirely non-obvious to a human observer, and thus are unlikely to be attainable through manual tuning.
On Out-of-distribution Detection with Energy-based Models
Venue: arXiv cs.LG 2021
Year: 2021

Several density estimation methods have shown to fail to detect out-of-distribution (OOD) samples by assigning higher likelihoods to anomalous data. Energy-based models (EBMs) are flexible, unnormalized density models which seem to be able to improve upon this failure mode. In this work, we provide an extensive study investigating OOD detection with EBMs trained with different approaches on tabular and image data and find that EBMs do not provide consistent advantages. We hypothesize that EBMs do not learn semantic features despite their discriminative structure similar to Normalizing Flows. To verify this hypotheses, we show that supervision and architectural restrictions improve the OOD detection of EBMs independent of the training approach.
Anomaly Detection Based on Multiple-Hypothesis Autoencoder
Venue: arXiv cs.LG 2021
Year: 2021

Recently Autoencoder(AE) based models are widely used in the field of anomaly detection. A model trained with normal data generates a larger restoration error for abnormal data. Whether or not abnormal data is determined by observing the restoration error. It takes a lot of cost and time to obtain abnormal data in the industrial field. Therefore the model trains only normal data and detects abnormal data in the inference phase. However, the restoration area for the input data of AE is limited in the latent space. To solve this problem, we propose Multiple-hypothesis Autoencoder(MH-AE) model composed of several decoders. MH-AE model increases the restoration area through contention between decoders. The proposed method shows that the anomaly detection performance is improved compared to the traditional AE for various input datasets.
GenSys: A Scalable Fixed-point Engine for Maximal Controller Synthesis over Infinite State Spaces
Venue: arXiv cs.LO 2021
Year: 2021

The synthesis of maximally-permissive controllers in infinite-state systems has many practical applications. Such controllers directly correspond to maximal winning strategies in logically specified infinite-state two-player games. In this paper, we introduce a tool called GenSys which is a fixed-point engine for computing maximal winning strategies for players in infinite-state safety games. A key feature of GenSys is that it leverages the capabilities of existing off-the-shelf solvers to implement its fixed point engine. GenSys outperforms state-of-the-art tools in this space by a significant margin. Our tool has solved some of the challenging problems in this space, is scalable, and also synthesizes compact controllers. These controllers are comparatively small in size and easier to comprehend. GenSys is freely available for use and is available under an open-source license.
Propagating Visual Designs to Numerous Plots and Dashboards
Venue: arXiv cs.HC 2021
Year: 2021

In the process of developing an infrastructure for providing visualization and visual analytics (VIS) tools to epidemiologists and modeling scientists, we encountered a technical challenge for applying a number of visual designs to numerous datasets rapidly and reliably with limited development resources. In this paper, we present a technical solution to address this challenge. Operationally, we separate the tasks of data management, visual designs, and plots and dashboard deployment in order to streamline the development workflow. Technically, we utilize: an ontology to bring datasets, visual designs, and deployable plots and dashboards under the same management framework; multi-criteria search and ranking algorithms for discovering potential datasets that match a visual design; and a purposely-design user interface for propagating each visual design to appropriate datasets (often in tens and hundreds) and quality-assuring the propagation before the deployment. This technical solution has been used in the development of the RAMPVIS infrastructure for supporting a consortium of epidemiologists and modeling scientists through visualization.