OpenRaiser/Intern-Atlas huggingface dataset:
Dragoon: Private Decentralized HITs Made Practical
Venue: arXiv cs.CR 2020
Year: 2020

With the rapid popularity of blockchain, decentralized human intelligence tasks (HITs) are proposed to crowdsource human knowledge without relying on vulnerable third-party platforms. However, the inherent limits of blockchain cause decentralized HITs to face a few "new" challenges. For example, the confidentiality of solicited data turns out to be the sine qua non, though it was an arguably dispensable property in the centralized setting. To ensure the "new" requirement of data privacy, existing decentralized HITs use generic zero-knowledge proof frameworks (e.g. SNARK), but scarcely perform well in practice, due to the inherently expensive cost of generality. We present a practical decentralized protocol for HITs, which also achieves the fairness between requesters and workers. At the core of our contributions, we avoid the powerful yet highly-costly generic zk-proof tools and propose a special-purpose scheme to prove the quality of encrypted data. By various non-trivial statement reformations, proving the quality of encrypted data is reduced to efficient verifiable decryption, thus making decentralized HITs practical. Along the way, we rigorously define the ideal functionality of decentralized HITs and then prove the security due to the ideal-real paradigm. We further instantiate our protocol to implement a system called Dragoon, an instance of which is deployed atop Ethereum to facilitate an image annotation task used by ImageNet. Our evaluations demonstrate its practicality: the on-chain handling cost of Dragoon is even less than the handling fee of Amazon's Mechanical Turk for the same ImageNet HIT.
Author's approach to the topological modeling of parallel computing systems
Venue: arXiv cs.DC 2020
Year: 2020

The author's research of topologies of parallel computing systems and the tasks solved with them, including the corresponding tools of their modeling, is summarized in the present paper. The original topological model of such systems is presented based on the modified Amdahl law. It allowed formalizing the dependence of the necessary number of processors and the maximal distance between information-adjacent vertices in a graph on the directive values of acceleration or efficiency. The dependences of these values on the system interconnection topology and on the information graph of the parallel task are also formalized. The tools for a comparative evaluation of these dependences, topological criteria and the functions of scaling and fault-tolerant operation of parallel systems are based on the author|s technique of projective description of graphs and the algorithms used in it.
Algorithms for Non-Stationary Generalized Linear Bandits
Venue: arXiv cs.LG 2020
Year: 2020

The statistical framework of Generalized Linear Models (GLM) can be applied to sequential problems involving categorical or ordinal rewards associated, for instance, with clicks, likes or ratings. In the example of binary rewards, logistic regression is well-known to be preferable to the use of standard linear modeling. Previous works have shown how to deal with GLMs in contextual online learning with bandit feedback when the environment is assumed to be stationary. In this paper, we relax this latter assumption and propose two upper confidence bound based algorithms that make use of either a sliding window or a discounted maximum-likelihood estimator. We provide theoretical guarantees on the behavior of these algorithms for general context sequences and in the presence of abrupt changes. These results take the form of high probability upper bounds for the dynamic regret that are of order d^2/3 G^1/3 T^2/3 , where d, T and G are respectively the dimension of the unknown parameter, the number of rounds and the number of breakpoints up to time T. The empirical performance of the algorithms is illustrated in simulated environments.
Faster computation of isogenies of large prime degree
Venue: arXiv cs.CR 2020
Year: 2020

Let $\mathcal{E}/\mathbb{F}_q$ be an elliptic curve, and $P$ a point in $\mathcal{E}(\mathbb{F}_q)$ of prime order $\ell$. Vélu's formulae let us compute a quotient curve $\mathcal{E}' = \mathcal{E}/\langle{P}\rangle$ and rational maps defining a quotient isogeny $ϕ: \mathcal{E} \to \mathcal{E}'$ in $\tilde{O}(\ell)$ $\mathbb{F}_q$-operations, where the $\tilde{O}$ is uniform in $q$.This article shows how to compute $\mathcal{E}'$, and $ϕ(Q)$ for $Q$ in $\mathcal{E}(\mathbb{F}_q)$, using only $\tilde{O}(\sqrt{\ell})$ $\mathbb{F}_q$-operations, where the $\tilde{O}$ is again uniform in $q$.As an application, this article speeds up some computations used in the isogeny-based cryptosystems CSIDH and CSURF.
EPSNet: Efficient Panoptic Segmentation Network with Cross-layer Attention Fusion
Venue: arXiv cs.CV 2020
Year: 2020

Panoptic segmentation is a scene parsing task which unifies semantic segmentation and instance segmentation into one single task. However, the current state-of-the-art studies did not take too much concern on inference time. In this work, we propose an Efficient Panoptic Segmentation Network (EPSNet) to tackle the panoptic segmentation tasks with fast inference speed. Basically, EPSNet generates masks based on simple linear combination of prototype masks and mask coefficients. The light-weight network branches for instance segmentation and semantic segmentation only need to predict mask coefficients and produce masks with the shared prototypes predicted by prototype network branch. Furthermore, to enhance the quality of shared prototypes, we adopt a module called "cross-layer attention fusion module", which aggregates the multi-scale features with attention mechanism helping them capture the long-range dependencies between each other. To validate the proposed work, we have conducted various experiments on the challenging COCO panoptic dataset, which achieve highly promising performance with significantly faster inference speed (53ms on GPU).
GeoGraph: Learning graph-based multi-view object detection with geometric cues end-to-end
Venue: arXiv cs.CV 2020
Year: 2020

In this paper we propose an end-to-end learnable approach that detects static urban objects from multiple views, re-identifies instances, and finally assigns a geographic position per object. Our method relies on a Graph Neural Network (GNN) to, detect all objects and output their geographic positions given images and approximate camera poses as input. Our GNN simultaneously models relative pose and image evidence, and is further able to deal with an arbitrary number of input views. Our method is robust to occlusion, with similar appearance of neighboring objects, and severe changes in viewpoints by jointly reasoning about visual image appearance and relative pose. Experimental evaluation on two challenging, large-scale datasets and comparison with state-of-the-art methods show significant and systematic improvements both in accuracy and efficiency, with 2-6% gain in detection and re-ID average precision as well as 8x reduction of training time.
Depth Enables Long-Term Memory for Recurrent Neural Networks
Venue: arXiv cs.LG 2020
Year: 2020

A key attribute that drives the unprecedented success of modern Recurrent Neural Networks (RNNs) on learning tasks which involve sequential data, is their ability to model intricate long-term temporal dependencies. However, a well established measure of RNNs long-term memory capacity is lacking, and thus formal understanding of the effect of depth on their ability to correlate data throughout time is limited. Specifically, existing depth efficiency results on convolutional networks do not suffice in order to account for the success of deep RNNs on data of varying lengths. In order to address this, we introduce a measure of the network's ability to support information flow across time, referred to as the Start-End separation rank, which reflects the distance of the function realized by the recurrent network from modeling no dependency between the beginning and end of the input sequence. We prove that deep recurrent networks support Start-End separation ranks which are combinatorially higher than those supported by their shallow counterparts. Thus, we establish that depth brings forth an overwhelming advantage in the ability of recurrent networks to model long-term dependencies, and provide an exemplar of quantifying this key attribute. We empirically demonstrate the discussed phenomena on common RNNs through extensive experimental evaluation using the optimization technique of restricting the hidden-to-hidden matrix to being orthogonal. Finally, we employ the tool of quantum Tensor Networks to gain additional graphic insights regarding the complexity brought forth by depth in recurrent networks.
Deep Soft Procrustes for Markerless Volumetric Sensor Alignment
Venue: arXiv cs.CV 2020
Year: 2020

With the advent of consumer grade depth sensors, low-cost volumetric capture systems are easier to deploy. Their wider adoption though depends on their usability and by extension on the practicality of spatially aligning multiple sensors. Most existing alignment approaches employ visual patterns, e.g. checkerboards, or markers and require high user involvement and technical knowledge. More user-friendly and easier-to-use approaches rely on markerless methods that exploit geometric patterns of a physical structure. However, current SoA approaches are bounded by restrictions in the placement and the number of sensors. In this work, we improve markerless data-driven correspondence estimation to achieve more robust and flexible multi-sensor spatial alignment. In particular, we incorporate geometric constraints in an end-to-end manner into a typical segmentation based model and bridge the intermediate dense classification task with the targeted pose estimation one. This is accomplished by a soft, differentiable procrustes analysis that regularizes the segmentation and achieves higher extrinsic calibration performance in expanded sensor placement configurations, while being unrestricted by the number of sensors of the volumetric capture system. Our model is experimentally shown to achieve similar results with marker-based methods and outperform the markerless ones, while also being robust to the pose variations of the calibration structure. Code and pretrained models are available at https://vcl3d.github.io/StructureNet/.
Eigen component analysis: A quantum theory incorporated machine learning technique to find linearly maximum separable components
Venue: arXiv cs.LG 2020
Year: 2020

For a linear system, the response to a stimulus is often superposed by its responses to other decomposed stimuli. In quantum mechanics, a state is the superposition of multiple eigenstates. Here, by taking advantage of the phase difference, a common feature as we identified in data sets, we propose eigen component analysis (ECA), an interpretable linear learning model that incorporates the principle of quantum mechanics into the design of algorithm design for feature extraction, classification, dictionary and deep learning, and adversarial generation, etc. The simulation of ECA, possessing a measurable $class\text{-}label$ $\mathcal{H}$, on a classical computer outperforms the existing classical linear models. Eigen component analysis network (ECAN), a network of concatenated ECA models, enhances ECA and gains the potential to be not only integrated with nonlinear models, but also an interface for deep neural networks to implement on a quantum computer, by analogizing a data set as recordings of quantum states. Therefore, ECA and ECAN promise to expand the feasibility of linear learning models, by adopting the strategy of quantum machine learning to replace heavy nonlinear models with succinct linear operations in tackling complexity.
Using Deep Reinforcement Learning Methods for Autonomous Vessels in 2D Environments
Venue: arXiv cs.LG 2020
Year: 2020

Unmanned Surface Vehicles technology (USVs) is an exciting topic that essentially deploys an algorithm to safely and efficiently performs a mission. Although reinforcement learning is a well-known approach to modeling such a task, instability and divergence may occur when combining off-policy and function approximation. In this work, we used deep reinforcement learning combining Q-learning with a neural representation to avoid instability. Our methodology uses deep q-learning and combines it with a rolling wave planning approach on agile methodology. Our method contains two critical parts in order to perform missions in an unknown environment. The first is a path planner that is responsible for generating a potential effective path to a destination without considering the details of the root. The latter is a decision-making module that is responsible for short-term decisions on avoiding obstacles during the near future steps of USV exploitation within the context of the value function. Simulations were performed using two algorithms: a basic vanilla vessel navigator (VVN) as a baseline and an improved one for the vessel navigator with a planner and local view (VNPLV). Experimental results show that the proposed method enhanced the performance of VVN by 55.31 on average for long-distance missions. Our model successfully demonstrated obstacle avoidance by means of deep reinforcement learning using planning adaptive paths in unknown environments.
Grant-Free Non-Orthogonal Multiple Access: A Key Enabler for 6G-IoT
Venue: arXiv cs.IT 2020
Year: 2020

The proliferating number of devices with short payloads as well as low power budget has already driven researchers away from classical grant-based access schemes that are notorious for their large signalling overhead as well as power-consuming retransmissions. Instead, light-weight random access protocols have been re-investigated and their throughput has been improved in orders of magnitude with sophisticated yet still low-complex transceiver algorithms. In fact, grant-free access has been identified as a key medium access control technique for providing massive connectivity in machine type communications in cellular networks. In this paper, we show that grant-free access combined with non-orthogonal transmission schemes is a promising solution for 6G Internet of Things (IoT). We present novel and promising results for deep learning (DL)-based techniques for joint user detection and decoding. Then, we propose a multi-layered model for GF-NOMA for power-efficient communications. We also discuss resource allocation issues to enable the co-existence of GF-NOMA with other orthogonal or even grant-based schemes. Finally, we conclude with proposed research directions for medium access towards enabling 6G-IoT.
Optimising Game Tactics for Football
Venue: arXiv cs.AI 2020
Year: 2020

In this paper we present a novel approach to optimise tactical and strategic decision making in football (soccer). We model the game of football as a multi-stage game which is made up from a Bayesian game to model the pre-match decisions and a stochastic game to model the in-match state transitions and decisions. Using this formulation, we propose a method to predict the probability of game outcomes and the payoffs of team actions. Building upon this, we develop algorithms to optimise team formation and in-game tactics with different objectives. Empirical evaluation of our approach on real-world datasets from 760 matches shows that by using optimised tactics from our Bayesian and stochastic games, we can increase a team chances of winning by up to 16.1\% and 3.4\% respectively.
On Interactive Machine Learning and the Potential of Cognitive Feedback
Venue: arXiv cs.HC 2020
Year: 2020

In order to increase productivity, capability, and data exploitation, numerous defense applications are experiencing an integration of state-of-the-art machine learning and AI into their architectures. Especially for defense applications, having a human analyst in the loop is of high interest due to quality control, accountability, and complex subject matter expertise not readily automated or replicated by AI. However, many applications are suffering from a very slow transition. This may be in large part due to lack of trust, usability, and productivity, especially when adapting to unforeseen classes and changes in mission context. Interactive machine learning is a newly emerging field in which machine learning implementations are trained, optimized, evaluated, and exploited through an intuitive human-computer interface. In this paper, we introduce interactive machine learning and explain its advantages and limitations within the context of defense applications. Furthermore, we address several of the shortcomings of interactive machine learning by discussing how cognitive feedback may inform features, data, and results in the state of the art. We define the three techniques by which cognitive feedback may be employed: self reporting, implicit cognitive feedback, and modeled cognitive feedback. The advantages and disadvantages of each technique are discussed.
Weighting NTBEA for Game AI Optimisation
Venue: arXiv cs.AI 2020
Year: 2020

The N-Tuple Bandit Evolutionary Algorithm (NTBEA) has proven very effective in optimising algorithm parameters in Game AI. A potential weakness is the use of a simple average of all component Tuples in the model. This study investigates a refinement to the N-Tuple model used in NTBEA by weighting these component Tuples by their level of information and specificity of match. We introduce weighting functions to the model to obtain Weighted- NTBEA and test this on four benchmark functions and two game environments. These tests show that vanilla NTBEA is the most reliable and performant of the algorithms tested. Furthermore we show that given an iteration budget it is better to execute several independent NTBEA runs, and use part of the budget to find the best recommendation from these runs.
Generating Natural Language Adversarial Examples on a Large Scale with Generative Models
Venue: arXiv cs.CL 2020
Year: 2020

Today text classification models have been widely used. However, these classifiers are found to be easily fooled by adversarial examples. Fortunately, standard attacking methods generate adversarial texts in a pair-wise way, that is, an adversarial text can only be created from a real-world text by replacing a few words. In many applications, these texts are limited in numbers, therefore their corresponding adversarial examples are often not diverse enough and sometimes hard to read, thus can be easily detected by humans and cannot create chaos at a large scale. In this paper, we propose an end to end solution to efficiently generate adversarial texts from scratch using generative models, which are not restricted to perturbing the given texts. We call it unrestricted adversarial text generation. Specifically, we train a conditional variational autoencoder (VAE) with an additional adversarial loss to guide the generation of adversarial examples. Moreover, to improve the validity of adversarial texts, we utilize discrimators and the training framework of generative adversarial networks (GANs) to make adversarial texts consistent with real data. Experimental results on sentiment analysis demonstrate the scalability and efficiency of our method. It can attack text classification models with a higher success rate than existing methods, and provide acceptable quality for humans in the meantime.
Translational Knowledge Map of COVID-19
Venue: arXiv cs.DL 2020
Year: 2020

A translational knowledge map of COVID-19, based on the analysis of scientific papers and networks citation concurrence of terms and keywords of the terms: covid- 19, 2019-ncov and sars-cov-2 in leading databases (MEDLINE, web of Science and Scopus), was constructed. Some fields of the research on covid-19 are connected together, differing in structure, content and evolution.
On the complexity of Broadcast Domination and Multipacking in digraphs
Venue: arXiv cs.DS 2020
Year: 2020

We study the complexity of the two dual covering and packing distance-based problems Broadcast Domination and Multipacking in digraphs. A dominating broadcast of a digraph $D$ is a function $f:V(D)\to\mathbb{N}$ such that for each vertex $v$ of $D$, there exists a vertex $t$ with $f(t)>0$ having a directed path to $v$ of length at most $f(t)$. The cost of $f$ is the sum of $f(v)$ over all vertices $v$. A multipacking is a set $S$ of vertices of $D$ such that for each vertex $v$ of $D$ and for every integer $d$, there are at most $d$ vertices from $S$ within directed distance at most $d$ from $v$. The maximum size of a multipacking of $D$ is a lower bound to the minimum cost of a dominating broadcast of $D$. Let Broadcast Domination denote the problem of deciding whether a given digraph $D$ has a dominating broadcast of cost at most $k$, and Multipacking the problem of deciding whether $D$ has a multipacking of size at least $k$. It is known that Broadcast Domination is polynomial-time solvable for the class of all undirected graphs (that is, symmetric digraphs), while polynomial-time algorithms for Multipacking are known only for a few classes of undirected graphs. We prove that Broadcast Domination and Multipacking are both NP-complete for digraphs, even for planar layered acyclic digraphs of small maximum degree. Moreover, when parameterized by the solution cost/solution size, we show that the problems are W-hard. We also show that Broadcast Domination is FPT on acyclic digraphs, and that it does not admit a polynomial kernel for such inputs, unless the polynomial hierarchy collapses to its third level. In addition, we show that both problems are FPT when parameterized by the solution cost/solution size together with the maximum out-degree, and as well, by the vertex cover number. Finally, we give for both problems polynomial-time algorithms for some subclasses of acyclic digraphs.
Demo: Closed-Loop Control over Wireless -- Remotely Balancing an Inverted Pendulum on Wheels
Venue: arXiv cs.RO 2020
Year: 2020

Achieving closed-loop control over wireless is crucial in realizing the vision of Industry 4.0 and beyond. This demonstration shows the viability of closed-loop control over wireless through a high-performance wireless solution. The closed-loop control problem involves remote balancing of a two-wheeled robot that represents an inverted pendulum on wheels.