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Automated program repair (APR) is a technology that identifies and repairs bugs automatically. However, repairing multi-chunk bugs remains a long-standing and challenging problem because an APR technique must consider dependencies and then reduce the large patch space. In addition, little is known about how to combine individual candidate patches even though multi-chunk bugs require combinations. Therefore, we propose a novel APR technique called multi-code repair (MCRepair), which applies a buggy block, patch optimization, and CodeBERT to target multi-chunk bugs. A buggy block is a novel method that binds buggy chunks into a multi-buggy chunk and preprocesses the chunk with its buggy contexts for patch space reduction and dependency problems. Patch optimization is a novel strategy that effectively combines the generated candidate patches with patch space reduction. In addition, CodeBERT, a BERT for source code datasets, is fine-tuned to address the lack of datasets and out-of-vocabulary problems. We conducted several experiments to evaluate our approach on six project modules of Defects4J. In the experiments using Defects4J, MCRepair repaired 65 bugs, including 21 multi-chunk bugs. Moreover, it fixed 18 unique bugs, including eight multi-chunk bugs, and improved 40 to 250 percent performance than the baselines.

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We present ReLU-QP, a GPU-accelerated solver for quadratic programs (QPs) that is capable of solving high-dimensional control problems at real-time rates. ReLU-QP is derived by exactly reformulating the Alternating Direction Method of Multipliers (ADMM) algorithm for solving QPs as a deep, weight-tied neural network with rectified linear unit (ReLU) activations. This reformulation enables the deployment of ReLU-QP on GPUs using standard machine-learning toolboxes. We evaluate the performance of ReLU-QP across three model-predictive control (MPC) benchmarks: stabilizing random linear dynamical systems with control limits, balancing an Atlas humanoid robot on a single foot, and tracking whole-body reference trajectories on a quadruped equipped with a six-degree-of-freedom arm. These benchmarks indicate that ReLU-QP is competitive with state-of-the-art CPU-based solvers for small-to-medium-scale problems and offers order-of-magnitude speed improvements for larger-scale problems.

Existing real-time RGB-D reconstruction approaches, like Kinect Fusion, lack real-time photo-realistic visualization. This is due to noisy, oversmoothed or incomplete geometry and blurry textures which are fused from imperfect depth maps and camera poses. Recent neural rendering methods can overcome many of such artifacts but are mostly optimized for offline usage, hindering the integration into a live reconstruction pipeline. In this paper, we present LiveNVS, a system that allows for neural novel view synthesis on a live RGB-D input stream with very low latency and real-time rendering. Based on the RGB-D input stream, novel views are rendered by projecting neural features into the target view via a densely fused depth map and aggregating the features in image-space to a target feature map. A generalizable neural network then translates the target feature map into a high-quality RGB image. LiveNVS achieves state-of-the-art neural rendering quality of unknown scenes during capturing, allowing users to virtually explore the scene and assess reconstruction quality in real-time.

Interactive intelligent computing applications are increasingly prevalent, creating a need for AI/ML platforms optimized to reduce per-event latency while maintaining high throughput and efficient resource management. Yet many intelligent applications run on AI/ML platforms that optimize for high throughput even at the cost of high tail-latency. Cascade is a new AI/ML hosting platform intended to untangle this puzzle. Innovations include a legacy-friendly storage layer that moves data with minimal copying and a "fast path" that collocates data and computation to maximize responsiveness. Our evaluation shows that Cascade reduces latency by orders of magnitude with no loss of throughput.

Realistic 3D human generation from text prompts is a desirable yet challenging task. Existing methods optimize 3D representations like mesh or neural fields via score distillation sampling (SDS), which suffers from inadequate fine details or excessive training time. In this paper, we propose an efficient yet effective framework, HumanGaussian, that generates high-quality 3D humans with fine-grained geometry and realistic appearance. Our key insight is that 3D Gaussian Splatting is an efficient renderer with periodic Gaussian shrinkage or growing, where such adaptive density control can be naturally guided by intrinsic human structures. Specifically, 1) we first propose a Structure-Aware SDS that simultaneously optimizes human appearance and geometry. The multi-modal score function from both RGB and depth space is leveraged to distill the Gaussian densification and pruning process. 2) Moreover, we devise an Annealed Negative Prompt Guidance by decomposing SDS into a noisier generative score and a cleaner classifier score, which well addresses the over-saturation issue. The floating artifacts are further eliminated based on Gaussian size in a prune-only phase to enhance generation smoothness. Extensive experiments demonstrate the superior efficiency and competitive quality of our framework, rendering vivid 3D humans under diverse scenarios. Project Page: //alvinliu0.github.io/projects/HumanGaussian

3D virtual try-on enjoys many potential applications and hence has attracted wide attention. However, it remains a challenging task that has not been adequately solved. Existing 2D virtual try-on methods cannot be directly extended to 3D since they lack the ability to perceive the depth of each pixel. Besides, 3D virtual try-on approaches are mostly built on the fixed topological structure and with heavy computation. To deal with these problems, we propose a Decomposed Implicit garment transfer network (DI-Net), which can effortlessly reconstruct a 3D human mesh with the newly try-on result and preserve the texture from an arbitrary perspective. Specifically, DI-Net consists of two modules: 1) A complementary warping module that warps the reference image to have the same pose as the source image through dense correspondence learning and sparse flow learning; 2) A geometry-aware decomposed transfer module that decomposes the garment transfer into image layout based transfer and texture based transfer, achieving surface and texture reconstruction by constructing pixel-aligned implicit functions. Experimental results show the effectiveness and superiority of our method in the 3D virtual try-on task, which can yield more high-quality results over other existing methods.

The performance of speaker verification (SV) models may drop dramatically in noisy environments. A speech enhancement (SE) module can be used as a front-end strategy. However, existing SE methods may fail to bring performance improvements to downstream SV systems due to artifacts in the predicted signals of SE models. To compensate for artifacts, we propose a generic denoising framework named LC4SV, which can serve as a pre-processor for various unknown downstream SV models. In LC4SV, we employ a learning-based interpolation agent to automatically generate the appropriate coefficients between the enhanced signal and its noisy input to improve SV performance in noisy environments. Our experimental results demonstrate that LC4SV consistently improves the performance of various unseen SV systems. To the best of our knowledge, this work is the first attempt to develop a learning-based interpolation scheme aiming at improving SV performance in noisy environments.

The performance of acoustic models degrades notably in noisy environments. Speech enhancement (SE) can be used as a front-end strategy to aid automatic speech recognition (ASR) systems. However, existing training objectives of SE methods are not fully effective at integrating speech-text and noisy-clean paired data for training toward unseen ASR systems. In this study, we propose a general denoising framework, D4AM, for various downstream acoustic models. Our framework fine-tunes the SE model with the backward gradient according to a specific acoustic model and the corresponding classification objective. In addition, our method aims to consider the regression objective as an auxiliary loss to make the SE model generalize to other unseen acoustic models. To jointly train an SE unit with regression and classification objectives, D4AM uses an adjustment scheme to directly estimate suitable weighting coefficients rather than undergoing a grid search process with additional training costs. The adjustment scheme consists of two parts: gradient calibration and regression objective weighting. The experimental results show that D4AM can consistently and effectively provide improvements to various unseen acoustic models and outperforms other combination setups. Specifically, when evaluated on the Google ASR API with real noisy data completely unseen during SE training, D4AM achieves a relative WER reduction of 24.65% compared with the direct feeding of noisy input. To our knowledge, this is the first work that deploys an effective combination scheme of regression (denoising) and classification (ASR) objectives to derive a general pre-processor applicable to various unseen ASR systems. Our code is available at //github.com/ChangLee0903/D4AM.

Speech-driven 3D facial animation has been an attractive task in both academia and industry. Traditional methods mostly focus on learning a deterministic mapping from speech to animation. Recent approaches start to consider the non-deterministic fact of speech-driven 3D face animation and employ the diffusion model for the task. However, personalizing facial animation and accelerating animation generation are still two major limitations of existing diffusion-based methods. To address the above limitations, we propose DiffusionTalker, a diffusion-based method that utilizes contrastive learning to personalize 3D facial animation and knowledge distillation to accelerate 3D animation generation. Specifically, to enable personalization, we introduce a learnable talking identity to aggregate knowledge in audio sequences. The proposed identity embeddings extract customized facial cues across different people in a contrastive learning manner. During inference, users can obtain personalized facial animation based on input audio, reflecting a specific talking style. With a trained diffusion model with hundreds of steps, we distill it into a lightweight model with 8 steps for acceleration. Extensive experiments are conducted to demonstrate that our method outperforms state-of-the-art methods. The code will be released.

Multi-agent influence diagrams (MAIDs) are a popular form of graphical model that, for certain classes of games, have been shown to offer key complexity and explainability advantages over traditional extensive form game (EFG) representations. In this paper, we extend previous work on MAIDs by introducing the concept of a MAID subgame, as well as subgame perfect and trembling hand perfect equilibrium refinements. We then prove several equivalence results between MAIDs and EFGs. Finally, we describe an open source implementation for reasoning about MAIDs and computing their equilibria.

We present Emu, a system that semantically enhances multilingual sentence embeddings. Our framework fine-tunes pre-trained multilingual sentence embeddings using two main components: a semantic classifier and a language discriminator. The semantic classifier improves the semantic similarity of related sentences, whereas the language discriminator enhances the multilinguality of the embeddings via multilingual adversarial training. Our experimental results based on several language pairs show that our specialized embeddings outperform the state-of-the-art multilingual sentence embedding model on the task of cross-lingual intent classification using only monolingual labeled data.

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