pwc-archive/papers-with-abstracts huggingface dataset:
Frequency Dependent Sound Event Detection for DCASE 2022 Challenge Task 4
Authors: Hyeonuk Nam, Seong-Hu Kim, Deokki Min, Byeong-Yun Ko, Seung-Deok Choi, Yong-Hwa Park
Date: 2022-06-23 00:00:00
Tasks: Event Detection, Sound Event Detection

While many deep learning methods on other domains have been applied to sound event detection (SED), differences between original domains of the methods and SED have not been appropriately considered so far. As SED uses audio data with two dimensions (time and frequency) for input, thorough comprehension on these two dimensions is essential for application of methods from other domains on SED. Previous works proved that methods those address on frequency dimension are especially powerful in SED. By applying FilterAugment and frequency dynamic convolution those are frequency dependent methods proposed to enhance SED performance, our submitted models achieved best PSDS1 of 0.4704 and best PSDS2 of 0.8224.
Shilling Black-box Recommender Systems by Learning to Generate Fake User Profiles
Authors: Chen Lin, Si Chen, Meifang Zeng, Sheng Zhang, Min Gao, Hui Li
Date: 2022-06-23 00:00:00
Tasks: Generative Adversarial Network, Recommendation Systems

Due to the pivotal role of Recommender Systems (RS) in guiding customers towards the purchase, there is a natural motivation for unscrupulous parties to spoof RS for profits. In this paper, we study Shilling Attack where an adversarial party injects a number of fake user profiles for improper purposes. Conventional Shilling Attack approaches lack attack transferability (i.e., attacks are not effective on some victim RS models) and/or attack invisibility (i.e., injected profiles can be easily detected). To overcome these issues, we present Leg-UP, a novel attack model based on the Generative Adversarial Network. Leg-UP learns user behavior patterns from real users in the sampled ``templates'' and constructs fake user profiles. To simulate real users, the generator in Leg-UP directly outputs discrete ratings. To enhance attack transferability, the parameters of the generator are optimized by maximizing the attack performance on a surrogate RS model. To improve attack invisibility, Leg-UP adopts a discriminator to guide the generator to generate undetectable fake user profiles. Experiments on benchmarks have shown that Leg-UP exceeds state-of-the-art Shilling Attack methods on a wide range of victim RS models. The source code of our work is available at: https://github.com/XMUDM/ShillingAttack.
Model-based anthropometry: Predicting measurements from 3D human scans in multiple poses
Authors: Aggeliki Tsoli, Matthew Loper, Michael J. Black
Date: 2014-03-26 00:00:00
Proceeding: IEEE Winter Conference on Applications of Computer Vision 2014 3
Tasks: 3D Human Shape Estimation, Virtual Try-on

Extracting anthropometric or tailoring measurements from 3D human body scans is important for applications such as virtual try-on, custom clothing, and online sizing. Existing commercial solutions identify anatomical landmarks on high-resolution 3D scans and then compute distances or circumferences on the scan. Landmark detection is sensitive to acquisition noise (e.g. holes) and these methods require subjects to adopt a specific pose. In contrast, we propose a solution we call model-based anthropometry. We fit a deformable 3D body model to scan data in one or more poses; this model-based fitting is robust to scan noise. This brings the scan into registration with a database of registered body scans. Then, we extract features from the registered model (rather than from the scan); these include, limb lengths, circumferences, and statistical features of global shape. Finally, we learn a mapping from these features to measurements using regularized linear regression. We perform an extensive evaluation using the CAESAR dataset and demonstrate that the accuracy of our method outperforms state-of-the-art methods.
Provably Efficient Model-Free Constrained RL with Linear Function Approximation
Authors: Arnob Ghosh, Xingyu Zhou, Ness Shroff
Date: 2022-06-23 00:00:00

We study the constrained reinforcement learning problem, in which an agent aims to maximize the expected cumulative reward subject to a constraint on the expected total value of a utility function. In contrast to existing model-based approaches or model-free methods accompanied with a `simulator', we aim to develop the first model-free, simulator-free algorithm that achieves a sublinear regret and a sublinear constraint violation even in large-scale systems. To this end, we consider the episodic constrained Markov decision processes with linear function approximation, where the transition dynamics and the reward function can be represented as a linear function of some known feature mapping. We show that $\tilde{\mathcal{O}}(\sqrt{d^3H^3T})$ regret and $\tilde{\mathcal{O}}(\sqrt{d^3H^3T})$ constraint violation bounds can be achieved, where $d$ is the dimension of the feature mapping, $H$ is the length of the episode, and $T$ is the total number of steps. Our bounds are attained without explicitly estimating the unknown transition model or requiring a simulator, and they depend on the state space only through the dimension of the feature mapping. Hence our bounds hold even when the number of states goes to infinity. Our main results are achieved via novel adaptations of the standard LSVI-UCB algorithms. In particular, we first introduce primal-dual optimization into the LSVI-UCB algorithm to balance between regret and constraint violation. More importantly, we replace the standard greedy selection with respect to the state-action function in LSVI-UCB with a soft-max policy. This turns out to be key in establishing uniform concentration for the constrained case via its approximation-smoothness trade-off. We also show that one can achieve an even zero constraint violation while still maintaining the same order with respect to $T$.
VRKitchen2.0-IndoorKit: A Tutorial for Augmented Indoor Scene Building in Omniverse
Authors: Yizhou Zhao, Steven Gong, Xiaofeng Gao, Wensi Ai, Song-Chun Zhu
Date: 2022-06-23 00:00:00
Tasks: Benchmarking, Indoor Scene Synthesis

With the recent progress of simulations by 3D modeling software and game engines, many researchers have focused on Embodied AI tasks in the virtual environment. However, the research community lacks a platform that can easily serve both indoor scene synthesis and model benchmarking with various algorithms. Meanwhile, computer graphics-related tasks need a toolkit for implementing advanced synthesizing techniques. To facilitate the study of indoor scene building methods and their potential robotics applications, we introduce INDOORKIT: a built-in toolkit for NVIDIA OMNIVERSE that provides flexible pipelines for indoor scene building, scene randomizing, and animation controls. Besides, combining Python coding in the animation software INDOORKIT assists researchers in creating real-time training and controlling avatars and robotics. The source code for this toolkit is available at https://github.com/realvcla/VRKitchen2.0-Tutorial, and the tutorial along with the toolkit is available at https://vrkitchen20-tutorial.readthedocs.io/en/
On the Generalizability and Predictability of Recommender Systems
Authors: Duncan McElfresh, Sujay Khandagale, Jonathan Valverde, John P. Dickerson, Colin White
Date: 2022-06-23 00:00:00
Tasks: Meta-Learning, Recommendation Systems

While other areas of machine learning have seen more and more automation, designing a high-performing recommender system still requires a high level of human effort. Furthermore, recent work has shown that modern recommender system algorithms do not always improve over well-tuned baselines. A natural follow-up question is, "how do we choose the right algorithm for a new dataset and performance metric?" In this work, we start by giving the first large-scale study of recommender system approaches by comparing 18 algorithms and 100 sets of hyperparameters across 85 datasets and 315 metrics. We find that the best algorithms and hyperparameters are highly dependent on the dataset and performance metric, however, there are also strong correlations between the performance of each algorithm and various meta-features of the datasets. Motivated by these findings, we create RecZilla, a meta-learning approach to recommender systems that uses a model to predict the best algorithm and hyperparameters for new, unseen datasets. By using far more meta-training data than prior work, RecZilla is able to substantially reduce the level of human involvement when faced with a new recommender system application. We not only release our code and pretrained RecZilla models, but also all of our raw experimental results, so that practitioners can train a RecZilla model for their desired performance metric: https://github.com/naszilla/reczilla.
Sample Condensation in Online Continual Learning
Authors: Mattia Sangermano, Antonio Carta, Andrea Cossu, Davide Bacciu
Date: 2022-06-23 00:00:00
Tasks: Continual Learning

Online Continual learning is a challenging learning scenario where the model must learn from a non-stationary stream of data where each sample is seen only once. The main challenge is to incrementally learn while avoiding catastrophic forgetting, namely the problem of forgetting previously acquired knowledge while learning from new data. A popular solution in these scenario is to use a small memory to retain old data and rehearse them over time. Unfortunately, due to the limited memory size, the quality of the memory will deteriorate over time. In this paper we propose OLCGM, a novel replay-based continual learning strategy that uses knowledge condensation techniques to continuously compress the memory and achieve a better use of its limited size. The sample condensation step compresses old samples, instead of removing them like other replay strategies. As a result, the experiments show that, whenever the memory budget is limited compared to the complexity of the data, OLCGM improves the final accuracy compared to state-of-the-art replay strategies.
On Avoiding Power-Seeking by Artificial Intelligence
Authors: Alexander Matt Turner
Date: 2022-06-23 00:00:00
Tasks: Decision Making

We do not know how to align a very intelligent AI agent's behavior with human interests. I investigate whether -- absent a full solution to this AI alignment problem -- we can build smart AI agents which have limited impact on the world, and which do not autonomously seek power. In this thesis, I introduce the attainable utility preservation (AUP) method. I demonstrate that AUP produces conservative, option-preserving behavior within toy gridworlds and within complex environments based off of Conway's Game of Life. I formalize the problem of side effect avoidance, which provides a way to quantify the side effects an agent had on the world. I also give a formal definition of power-seeking in the context of AI agents and show that optimal policies tend to seek power. In particular, most reward functions have optimal policies which avoid deactivation. This is a problem if we want to deactivate or correct an intelligent agent after we have deployed it. My theorems suggest that since most agent goals conflict with ours, the agent would very probably resist correction. I extend these theorems to show that power-seeking incentives occur not just for optimal decision-makers, but under a wide range of decision-making procedures.
YOLOSA: Object detection based on 2D local feature superimposed self-attention
Authors: Weisheng Li, Lin Huang
Date: 2022-06-23 00:00:00
Tasks: object-detection, Object Detection, Real-Time Object Detection

We analyzed the network structure of real-time object detection models and found that the features in the feature concatenation stage are very rich. Applying an attention module here can effectively improve the detection accuracy of the model. However, the commonly used attention module or self-attention module shows poor performance in detection accuracy and inference efficiency. Therefore, we propose a novel self-attention module, called 2D local feature superimposed self-attention, for the feature concatenation stage of the neck network. This self-attention module reflects global features through local features and local receptive fields. We also propose and optimize an efficient decoupled head and AB-OTA, and achieve SOTA results. Average precisions of 49.0% (71FPS, 14ms), 46.1% (85FPS, 11.7ms), and 39.1% (107FPS, 9.3ms) were obtained for large, medium, and small-scale models built using our proposed improvements. Our models exceeded YOLOv5 by 0.8% -- 3.1% in average precision.
Formalizing the Problem of Side Effect Regularization
Authors: Alexander Matt Turner, Aseem Saxena, Prasad Tadepalli
Date: 2022-06-23 00:00:00

AI objectives are often hard to specify properly. Some approaches tackle this problem by regularizing the AI's side effects: Agents must weigh off "how much of a mess they make" with an imperfectly specified proxy objective. We propose a formal criterion for side effect regularization via the assistance game framework. In these games, the agent solves a partially observable Markov decision process (POMDP) representing its uncertainty about the objective function it should optimize. We consider the setting where the true objective is revealed to the agent at a later time step. We show that this POMDP is solved by trading off the proxy reward with the agent's ability to achieve a range of future tasks. We empirically demonstrate the reasonableness of our problem formalization via ground-truth evaluation in two gridworld environments.
Video PreTraining (VPT): Learning to Act by Watching Unlabeled Online Videos
Authors: Bowen Baker, Ilge Akkaya, Peter Zhokhov, Joost Huizinga, Jie Tang, Adrien Ecoffet, Brandon Houghton, Raul Sampedro, Jeff Clune
Date: 2022-06-23 00:00:00
Tasks: Imitation Learning, Minecraft, reinforcement-learning, Reinforcement Learning (RL)

Pretraining on noisy, internet-scale datasets has been heavily studied as a technique for training models with broad, general capabilities for text, images, and other modalities. However, for many sequential decision domains such as robotics, video games, and computer use, publicly available data does not contain the labels required to train behavioral priors in the same way. We extend the internet-scale pretraining paradigm to sequential decision domains through semi-supervised imitation learning wherein agents learn to act by watching online unlabeled videos. Specifically, we show that with a small amount of labeled data we can train an inverse dynamics model accurate enough to label a huge unlabeled source of online data -- here, online videos of people playing Minecraft -- from which we can then train a general behavioral prior. Despite using the native human interface (mouse and keyboard at 20Hz), we show that this behavioral prior has nontrivial zero-shot capabilities and that it can be fine-tuned, with both imitation learning and reinforcement learning, to hard-exploration tasks that are impossible to learn from scratch via reinforcement learning. For many tasks our models exhibit human-level performance, and we are the first to report computer agents that can craft diamond tools, which can take proficient humans upwards of 20 minutes (24,000 environment actions) of gameplay to accomplish.
Two-dimensional total absorption spectroscopy with conditional generative adversarial networks
Authors: Cade Dembski, Michelle P. Kuchera, Sean Liddick, Raghu Ramanujan, Artemis Spyrou
Date: 2022-06-23 00:00:00
Tasks: Image-to-Image Translation, Vocal Bursts Valence Prediction

We explore the use of machine learning techniques to remove the response of large volume $\gamma$-ray detectors from experimental spectra. Segmented $\gamma$-ray total absorption spectrometers (TAS) allow for the simultaneous measurement of individual $\gamma$-ray energy (E$_\gamma$) and total excitation energy (E$_x$). Analysis of TAS detector data is complicated by the fact that the E$_x$ and E$_\gamma$ quantities are correlated, and therefore, techniques that simply unfold using E$_x$ and E$_\gamma$ response functions independently are not as accurate. In this work, we investigate the use of conditional generative adversarial networks (cGANs) to simultaneously unfold $E_{x}$ and $E_{\gamma}$ data in TAS detectors. Specifically, we employ a \texttt{Pix2Pix} cGAN, a generative modeling technique based on recent advances in deep learning, to treat \rawmatrix~ matrix unfolding as an image-to-image translation problem. We present results for simulated and experimental matrices of single-$\gamma$ and double-$\gamma$ decay cascades. Our model demonstrates characterization capabilities within detector resolution limits for upwards of 93% of simulated test cases.
Measuring the Feasibility of Analogical Transfer using Complexity
Authors: Pierre-Alexandre Murena
Date: 2022-06-23 00:00:00
Tasks: Domain Adaptation, Unsupervised Domain Adaptation

Analogies are 4-ary relations of the form "A is to B as C is to D". While focus has been mostly on how to solve an analogy, i.e. how to find correct values of D given A, B and C, less attention has been drawn on whether solving such an analogy was actually feasible. In this paper, we propose a quantification of the transferability of a source case (A and B) to solve a target problem C. This quantification is based on a complexity minimization principle which has been demonstrated to be efficient for solving analogies. We illustrate these notions on morphological analogies and show its connections with machine learning, and in particular with Unsupervised Domain Adaptation.
Classical surrogates for quantum learning models
Authors: Franz J. Schreiber, Jens Eisert, Johannes Jakob Meyer
Date: 2022-06-23 00:00:00
Tasks: Quantum Machine Learning

The advent of noisy intermediate-scale quantum computers has put the search for possible applications to the forefront of quantum information science. One area where hopes for an advantage through near-term quantum computers are high is quantum machine learning, where variational quantum learning models based on parametrized quantum circuits are discussed. In this work, we introduce the concept of a classical surrogate, a classical model which can be efficiently obtained from a trained quantum learning model and reproduces its input-output relations. As inference can be performed classically, the existence of a classical surrogate greatly enhances the applicability of a quantum learning strategy. However, the classical surrogate also challenges possible advantages of quantum schemes. As it is possible to directly optimize the ansatz of the classical surrogate, they create a natural benchmark the quantum model has to outperform. We show that large classes of well-analyzed re-uploading models have a classical surrogate. We conducted numerical experiments and found that these quantum models show no advantage in performance or trainability in the problems we analyze. This leaves only generalization capability as possible point of quantum advantage and emphasizes the dire need for a better understanding of inductive biases of quantum learning models.
NovelCraft: A Dataset for Novelty Detection and Discovery in Open Worlds
Authors: Patrick Feeney, Sarah Schneider, Panagiotis Lymperopoulos, Li-Ping Liu, Matthias Scheutz, Michael C. Hughes
Date: 2022-06-23 00:00:00
Tasks: Minecraft, Novelty Detection

In order for artificial agents to successfully perform tasks in changing environments, they must be able to both detect and adapt to novelty. However, visual novelty detection research often only evaluates on repurposed datasets such as CIFAR-10 originally intended for object classification, where images focus on one distinct, well-centered object. New benchmarks are needed to represent the challenges of navigating the complex scenes of an open world. Our new NovelCraft dataset contains multimodal episodic data of the images and symbolic world-states seen by an agent completing a pogo stick assembly task within a modified Minecraft environment. In some episodes, we insert novel objects of varying size within the complex 3D scene that may impact gameplay. Our visual novelty detection benchmark finds that methods that rank best on popular area-under-the-curve metrics may be outperformed by simpler alternatives when controlling false positives matters most. Further multimodal novelty detection experiments suggest that methods that fuse both visual and symbolic information can improve time until detection as well as overall discrimination. Finally, our evaluation of recent generalized category discovery methods suggests that adapting to new imbalanced categories in complex scenes remains an exciting open problem.
Walk the Random Walk: Learning to Discover and Reach Goals Without Supervision
Authors: Lina Mezghani, Sainbayar Sukhbaatar, Piotr Bojanowski, Karteek Alahari
Date: 2022-06-23 00:00:00
Tasks: continuous-control, Continuous Control

Learning a diverse set of skills by interacting with an environment without any external supervision is an important challenge. In particular, obtaining a goal-conditioned agent that can reach any given state is useful in many applications. We propose a novel method for training such a goal-conditioned agent without any external rewards or any domain knowledge. We use random walk to train a reachability network that predicts the similarity between two states. This reachability network is then used in building goal memory containing past observations that are diverse and well-balanced. Finally, we train a goal-conditioned policy network with goals sampled from the goal memory and reward it by the reachability network and the goal memory. All the components are kept updated throughout training as the agent discovers and learns new goals. We apply our method to a continuous control navigation and robotic manipulation tasks.
BERT Rankers are Brittle: a Study using Adversarial Document Perturbations
Authors: Yumeng Wang, Lijun Lyu, Avishek Anand
Date: 2022-06-23 00:00:00
Tasks: Document Ranking

Contextual ranking models based on BERT are now well established for a wide range of passage and document ranking tasks. However, the robustness of BERT-based ranking models under adversarial inputs is under-explored. In this paper, we argue that BERT-rankers are not immune to adversarial attacks targeting retrieved documents given a query. Firstly, we propose algorithms for adversarial perturbation of both highly relevant and non-relevant documents using gradient-based optimization methods. The aim of our algorithms is to add/replace a small number of tokens to a highly relevant or non-relevant document to cause a large rank demotion or promotion. Our experiments show that a small number of tokens can already result in a large change in the rank of a document. Moreover, we find that BERT-rankers heavily rely on the document start/head for relevance prediction, making the initial part of the document more susceptible to adversarial attacks. More interestingly, we find a small set of recurring adversarial words that when added to documents result in successful rank demotion/promotion of any relevant/non-relevant document respectively. Finally, our adversarial tokens also show particular topic preferences within and across datasets, exposing potential biases from BERT pre-training or downstream datasets.