pwc-archive/papers-with-abstracts huggingface dataset:
Disentangled Item Representation for Recommender Systems
Authors: Zeyu Cui, Feng Yu, Shu Wu, Qiang Liu, Liang Wang
Date: 2020-08-17 00:00:00
Tasks: Attribute, Recommendation Systems

Item representations in recommendation systems are expected to reveal the properties of items. Collaborative recommender methods usually represent an item as one single latent vector. Nowadays the e-commercial platforms provide various kinds of attribute information for items (e.g., category, price and style of clothing). Utilizing these attribute information for better item representations is popular in recent years. Some studies use the given attribute information as side information, which is concatenated with the item latent vector to augment representations. However, the mixed item representations fail to fully exploit the rich attribute information or provide explanation in recommender systems. To this end, we propose a fine-grained Disentangled Item Representation (DIR) for recommender systems in this paper, where the items are represented as several separated attribute vectors instead of a single latent vector. In this way, the items are represented at the attribute level, which can provide fine-grained information of items in recommendation. We introduce a learning strategy, LearnDIR, which can allocate the corresponding attribute vectors to items. We show how DIR can be applied to two typical models, Matrix Factorization (MF) and Recurrent Neural Network (RNN). Experimental results on two real-world datasets show that the models developed under the framework of DIR are effective and efficient. Even using fewer parameters, the proposed model can outperform the state-of-the-art methods, especially in the cold-start situation. In addition, we make visualizations to show that our proposition can provide explanation for users in real-world applications.
DeepGIN: Deep Generative Inpainting Network for Extreme Image Inpainting
Authors: Chu-Tak Li, Wan-Chi Siu, Zhi-Song Liu, Li-Wen Wang, Daniel Pak-Kong Lun
Date: 2020-08-17 00:00:00
Tasks: Image Inpainting

The degree of difficulty in image inpainting depends on the types and sizes of the missing parts. Existing image inpainting approaches usually encounter difficulties in completing the missing parts in the wild with pleasing visual and contextual results as they are trained for either dealing with one specific type of missing patterns (mask) or unilaterally assuming the shapes and/or sizes of the masked areas. We propose a deep generative inpainting network, named DeepGIN, to handle various types of masked images. We design a Spatial Pyramid Dilation (SPD) ResNet block to enable the use of distant features for reconstruction. We also employ Multi-Scale Self-Attention (MSSA) mechanism and Back Projection (BP) technique to enhance our inpainting results. Our DeepGIN outperforms the state-of-the-art approaches generally, including two publicly available datasets (FFHQ and Oxford Buildings), both quantitatively and qualitatively. We also demonstrate that our model is capable of completing masked images in the wild.
Neutral Face Game Character Auto-Creation via PokerFace-GAN
Authors: Tianyang Shi, Zhengxia Zou, Xinhui Song, Zheng Song, Changjian Gu, Changjie Fan, Yi Yuan
Date: 2020-08-17 00:00:00
Tasks: Self-Supervised Learning

Game character customization is one of the core features of many recent Role-Playing Games (RPGs), where players can edit the appearance of their in-game characters with their preferences. This paper studies the problem of automatically creating in-game characters with a single photo. In recent literature on this topic, neural networks are introduced to make game engine differentiable and the self-supervised learning is used to predict facial customization parameters. However, in previous methods, the expression parameters and facial identity parameters are highly coupled with each other, making it difficult to model the intrinsic facial features of the character. Besides, the neural network based renderer used in previous methods is also difficult to be extended to multi-view rendering cases. In this paper, considering the above problems, we propose a novel method named "PokerFace-GAN" for neutral face game character auto-creation. We first build a differentiable character renderer which is more flexible than the previous methods in multi-view rendering cases. We then take advantage of the adversarial training to effectively disentangle the expression parameters from the identity parameters and thus generate player-preferred neutral face (expression-less) characters. Since all components of our method are differentiable, our method can be easily trained under a multi-task self-supervised learning paradigm. Experiment results show that our method can generate vivid neutral face game characters that are highly similar to the input photos. The effectiveness of our method is verified by comparison results and ablation studies.
Multi-organ Segmentation via Co-training Weight-averaged Models from Few-organ Datasets
Authors: Rui Huang, Yuanjie Zheng, Zhiqiang Hu, Shaoting Zhang, Hongsheng Li
Date: 2020-08-17 00:00:00
Tasks: Organ Segmentation

Multi-organ segmentation has extensive applications in many clinical applications. To segment multiple organs of interest, it is generally quite difficult to collect full annotations of all the organs on the same images, as some medical centers might only annotate a portion of the organs due to their own clinical practice. In most scenarios, one might obtain annotations of a single or a few organs from one training set, and obtain annotations of the the other organs from another set of training images. Existing approaches mostly train and deploy a single model for each subset of organs, which are memory intensive and also time inefficient. In this paper, we propose to co-train weight-averaged models for learning a unified multi-organ segmentation network from few-organ datasets. We collaboratively train two networks and let the coupled networks teach each other on un-annotated organs. To alleviate the noisy teaching supervisions between the networks, the weighted-averaged models are adopted to produce more reliable soft labels. In addition, a novel region mask is utilized to selectively apply the consistent constraint on the un-annotated organ regions that require collaborative teaching, which further boosts the performance. Extensive experiments on three public available single-organ datasets LiTS, KiTS, Pancreas and manually-constructed single-organ datasets from MOBA show that our method can better utilize the few-organ datasets and achieves superior performance with less inference computational cost.
Open Bandit Dataset and Pipeline: Towards Realistic and Reproducible Off-Policy Evaluation
Authors: Yuta Saito, Shunsuke Aihara, Megumi Matsutani, Yusuke Narita
Date: 2020-08-17 00:00:00
Tasks: Off-policy evaluation

Off-policy evaluation (OPE) aims to estimate the performance of hypothetical policies using data generated by a different policy. Because of its huge potential impact in practice, there has been growing research interest in this field. There is, however, no real-world public dataset that enables the evaluation of OPE, making its experimental studies unrealistic and irreproducible. With the goal of enabling realistic and reproducible OPE research, we present Open Bandit Dataset, a public logged bandit dataset collected on a large-scale fashion e-commerce platform, ZOZOTOWN. Our dataset is unique in that it contains a set of multiple logged bandit datasets collected by running different policies on the same platform. This enables experimental comparisons of different OPE estimators for the first time. We also develop Python software called Open Bandit Pipeline to streamline and standardize the implementation of batch bandit algorithms and OPE. Our open data and software will contribute to fair and transparent OPE research and help the community identify fruitful research directions. We provide extensive benchmark experiments of existing OPE estimators using our dataset and software. The results open up essential challenges and new avenues for future OPE research.
POP909: A Pop-song Dataset for Music Arrangement Generation
Authors: Ziyu Wang, Ke Chen, Junyan Jiang, Yiyi Zhang, Maoran Xu, Shuqi Dai, Xianbin Gu, Gus Xia
Date: 2020-08-17 00:00:00
Tasks: Music Generation

Music arrangement generation is a subtask of automatic music generation, which involves reconstructing and re-conceptualizing a piece with new compositional techniques. Such a generation process inevitably requires reference from the original melody, chord progression, or other structural information. Despite some promising models for arrangement, they lack more refined data to achieve better evaluations and more practical results. In this paper, we propose POP909, a dataset which contains multiple versions of the piano arrangements of 909 popular songs created by professional musicians. The main body of the dataset contains the vocal melody, the lead instrument melody, and the piano accompaniment for each song in MIDI format, which are aligned to the original audio files. Furthermore, we provide the annotations of tempo, beat, key, and chords, where the tempo curves are hand-labeled and others are done by MIR algorithms. Finally, we conduct several baseline experiments with this dataset using standard deep music generation algorithms.
AIPerf: Automated machine learning as an AI-HPC benchmark
Authors: Zhixiang Ren, Yongheng Liu, Tianhui Shi, Lei Xie, Yue Zhou, Jidong Zhai, Youhui Zhang, Yunquan Zhang, WenGuang Chen
Date: 2020-08-17 00:00:00
Tasks: AutoML, Benchmarking, BIG-bench Machine Learning

The plethora of complex artificial intelligence (AI) algorithms and available high performance computing (HPC) power stimulates the expeditious development of AI components with heterogeneous designs. Consequently, the need for cross-stack performance benchmarking of AI-HPC systems emerges rapidly. The de facto HPC benchmark LINPACK can not reflect AI computing power and I/O performance without representative workload. The current popular AI benchmarks like MLPerf have fixed problem size therefore limited scalability. To address these issues, we propose an end-to-end benchmark suite utilizing automated machine learning (AutoML), which not only represents real AI scenarios, but also is auto-adaptively scalable to various scales of machines. We implement the algorithms in a highly parallel and flexible way to ensure the efficiency and optimization potential on diverse systems with customizable configurations. We utilize operations per second (OPS), which is measured in an analytical and systematic approach, as the major metric to quantify the AI performance. We perform evaluations on various systems to ensure the benchmark's stability and scalability, from 4 nodes with 32 NVIDIA Tesla T4 (56.1 Tera-OPS measured), up to 512 nodes with 4096 Huawei Ascend 910 (194.53 Peta-OPS measured), and the results show near-linear weak scalability. With flexible workload and single metric, our benchmark can scale and rank AI-HPC easily.
AID: Pushing the Performance Boundary of Human Pose Estimation with Information Dropping Augmentation
Authors: Junjie Huang, Zheng Zhu, Guan Huang, Dalong Du
Date: 2020-08-17 00:00:00
Tasks: Multi-Person Pose Estimation, Pose Estimation

Both appearance cue and constraint cue are vital for human pose estimation. However, there is a tendency in most existing works to overfitting the former and overlook the latter. In this paper, we propose Augmentation by Information Dropping (AID) to verify and tackle this dilemma. Alone with AID as a prerequisite for effectively exploiting its potential, we propose customized training schedules, which are designed by analyzing the pattern of loss and performance in training process from the perspective of information supplying. In experiments, as a model-agnostic approach, AID promotes various state-of-the-art methods in both bottom-up and top-down paradigms with different input sizes, frameworks, backbones, training and testing sets. On popular COCO human pose estimation test set, AID consistently boosts the performance of different configurations by around 0.6 AP in top-down paradigm and up to 1.5 AP in bottom-up paradigm. On more challenging CrowdPose dataset, the improvement is more than 1.5 AP. As AID successfully pushes the performance boundary of human pose estimation problem by considerable margin and sets a new state-of-the-art, we hope AID to be a regular configuration for training human pose estimators. The source code will be publicly available for further research.
Logical Semantics, Dialogical Argumentation, and Textual Entailment
Authors: Davide Catta, Richard Moot, Christian Retoré
Date: 2020-08-17 00:00:00
Tasks: Natural Language Inference, Sentence

In this chapter, we introduce a new dialogical system for first order classical logic which is close to natural language argumentation, and we prove its completeness with respect to usual classical validity. We combine our dialogical system with the Grail syntactic and semantic parser developed by the second author in order to address automated textual entailment, that is, we use it for deciding whether or not a sentence is a consequence of a short text. This work-which connects natural language semantics and argumentation with dialogical logic-can be viewed as a step towards an inferentialist view of natural language semantics.
Fast and Robust Face-to-Parameter Translation for Game Character Auto-Creation
Authors: Tianyang Shi, Zhengxia Zou, Yi Yuan, Changjie Fan
Date: 2020-08-17 00:00:00
Tasks: 3D Face Reconstruction, Face Reconstruction, Face Verification, Self-Supervised Learning, Style Transfer, Translation

With the rapid development of Role-Playing Games (RPGs), players are now allowed to edit the facial appearance of their in-game characters with their preferences rather than using default templates. This paper proposes a game character auto-creation framework that generates in-game characters according to a player's input face photo. Different from the previous methods that are designed based on neural style transfer or monocular 3D face reconstruction, we re-formulate the character auto-creation process in a different point of view: by predicting a large set of physically meaningful facial parameters under a self-supervised learning paradigm. Instead of updating facial parameters iteratively at the input end of the renderer as suggested by previous methods, which are time-consuming, we introduce a facial parameter translator so that the creation can be done efficiently through a single forward propagation from the face embeddings to parameters, with a considerable 1000x computational speedup. Despite its high efficiency, the interactivity is preserved in our method where users are allowed to optionally fine-tune the facial parameters on our creation according to their needs. Our approach also shows better robustness than previous methods, especially for those photos with head-pose variance. Comparison results and ablation analysis on seven public face verification datasets suggest the effectiveness of our method.
Reversing the cycle: self-supervised deep stereo through enhanced monocular distillation
Authors: Filippo Aleotti, Fabio Tosi, Li Zhang, Matteo Poggi, Stefano Mattoccia
Date: 2020-08-17 00:00:00
Proceeding: ECCV 2020 8
Tasks: Depth Estimation, Self-Supervised Learning, valid

In many fields, self-supervised learning solutions are rapidly evolving and filling the gap with supervised approaches. This fact occurs for depth estimation based on either monocular or stereo, with the latter often providing a valid source of self-supervision for the former. In contrast, to soften typical stereo artefacts, we propose a novel self-supervised paradigm reversing the link between the two. Purposely, in order to train deep stereo networks, we distill knowledge through a monocular completion network. This architecture exploits single-image clues and few sparse points, sourced by traditional stereo algorithms, to estimate dense yet accurate disparity maps by means of a consensus mechanism over multiple estimations. We thoroughly evaluate with popular stereo datasets the impact of different supervisory signals showing how stereo networks trained with our paradigm outperform existing self-supervised frameworks. Finally, our proposal achieves notable generalization capabilities dealing with domain shift issues. Code available at https://github.com/FilippoAleotti/Reversing
DORY: Automatic End-to-End Deployment of Real-World DNNs on Low-Cost IoT MCUs
Authors: Alessio Burrello, Angelo Garofalo, Nazareno Bruschi, Giuseppe Tagliavini, Davide Rossi, Francesco Conti
Date: 2020-08-17 00:00:00
Tasks: C++ code, Tiling & Deployment

The deployment of Deep Neural Networks (DNNs) on end-nodes at the extreme edge of the Internet-of-Things is a critical enabler to support pervasive Deep Learning-enhanced applications. Low-Cost MCU-based end-nodes have limited on-chip memory and often replace caches with scratchpads, to reduce area overheads and increase energy efficiency -- requiring explicit DMA-based memory transfers between different levels of the memory hierarchy. Mapping modern DNNs on these systems requires aggressive topology-dependent tiling and double-buffering. In this work, we propose DORY (Deployment Oriented to memoRY) - an automatic tool to deploy DNNs on low cost MCUs with typically less than 1MB of on-chip SRAM memory. DORY abstracts tiling as a Constraint Programming (CP) problem: it maximizes L1 memory utilization under the topological constraints imposed by each DNN layer. Then, it generates ANSI C code to orchestrate off- and on-chip transfers and computation phases. Furthermore, to maximize speed, DORY augments the CP formulation with heuristics promoting performance-effective tile sizes. As a case study for DORY, we target GreenWaves Technologies GAP8, one of the most advanced parallel ultra-low power MCU-class devices on the market. On this device, DORY achieves up to 2.5x better MAC/cycle than the GreenWaves proprietary software solution and 18.1x better than the state-of-the-art result on an STM32-F746 MCU on single layers. Using our tool, GAP-8 can perform end-to-end inference of a 1.0-MobileNet-128 network consuming just 63 pJ/MAC on average @ 4.3 fps - 15.4x better than an STM32-F746. We release all our developments - the DORY framework, the optimized backend kernels, and the related heuristics - as open-source software.
Adversarial EXEmples: A Survey and Experimental Evaluation of Practical Attacks on Machine Learning for Windows Malware Detection
Authors: Luca Demetrio, Scott E. Coull, Battista Biggio, Giovanni Lagorio, Alessandro Armando, Fabio Roli
Date: 2020-08-17 00:00:00
Tasks: BIG-bench Machine Learning, Malware Detection

Recent work has shown that adversarial Windows malware samples - referred to as adversarial EXEmples in this paper - can bypass machine learning-based detection relying on static code analysis by perturbing relatively few input bytes. To preserve malicious functionality, previous attacks either add bytes to existing non-functional areas of the file, potentially limiting their effectiveness, or require running computationally-demanding validation steps to discard malware variants that do not correctly execute in sandbox environments. In this work, we overcome these limitations by developing a unifying framework that does not only encompass and generalize previous attacks against machine-learning models, but also includes three novel attacks based on practical, functionality-preserving manipulations to the Windows Portable Executable (PE) file format. These attacks, named Full DOS, Extend and Shift, inject the adversarial payload by respectively manipulating the DOS header, extending it, and shifting the content of the first section. Our experimental results show that these attacks outperform existing ones in both white-box and black-box scenarios, achieving a better trade-off in terms of evasion rate and size of the injected payload, while also enabling evasion of models that have been shown to be robust to previous attacks. To facilitate reproducibility of our findings, we open source our framework and all the corresponding attack implementations as part of the secml-malware Python library. We conclude this work by discussing the limitations of current machine learning-based malware detectors, along with potential mitigation strategies based on embedding domain knowledge coming from subject-matter experts directly into the learning process.
Learning Interpretable Representation for Controllable Polyphonic Music Generation
Authors: Ziyu Wang, Dingsu Wang, Yixiao Zhang, Gus Xia
Date: 2020-08-17 00:00:00
Tasks: Disentanglement, Music Generation, Style Transfer

While deep generative models have become the leading methods for algorithmic composition, it remains a challenging problem to control the generation process because the latent variables of most deep-learning models lack good interpretability. Inspired by the content-style disentanglement idea, we design a novel architecture, under the VAE framework, that effectively learns two interpretable latent factors of polyphonic music: chord and texture. The current model focuses on learning 8-beat long piano composition segments. We show that such chord-texture disentanglement provides a controllable generation pathway leading to a wide spectrum of applications, including compositional style transfer, texture variation, and accompaniment arrangement. Both objective and subjective evaluations show that our method achieves a successful disentanglement and high quality controlled music generation.
Generative Design by Reinforcement Learning: Enhancing the Diversity of Topology Optimization Designs
Authors: Seowoo Jang, Soyoung Yoo, Namwoo Kang
Date: 2020-08-17 00:00:00
Tasks: CPU, Diversity, GPU, reinforcement-learning, Reinforcement Learning (RL)

Generative design refers to computational design methods that can automatically conduct design exploration under constraints defined by designers. Among many approaches, topology optimization-based generative designs aim to explore diverse topology designs, which cannot be represented by conventional parametric design approaches. Recently, data-driven topology optimization research has started to exploit artificial intelligence, such as deep learning or machine learning, to improve the capability of design exploration. This study proposes a reinforcement learning (RL) based generative design process, with reward functions maximizing the diversity of topology designs. We formulate generative design as a sequential problem of finding optimal design parameter combinations in accordance with a given reference design. Proximal Policy Optimization is used as the learning framework, which is demonstrated in the case study of an automotive wheel design problem. To reduce the heavy computational burden of the wheel topology optimization process required by our RL formulation, we approximate the optimization process with neural networks. With efficient data preprocessing/augmentation and neural architecture, the neural networks achieve a generalized performance and symmetricity-reserving characteristics. We show that RL-based generative design produces a large number of diverse designs within a short inference time by exploiting GPU in a fully automated manner. It is different from the previous approach using CPU which takes much more processing time and involving human intervention.