Recently, numerous efforts have continued to push up performance boundaries of document-level relation extraction (DocRE) and have claimed significant progress in DocRE. In this paper, we do not aim at proposing a novel model for DocRE. Instead, we take a closer look at the field to see if these performance gains are actually true. By taking a comprehensive literature review and a thorough examination of popular DocRE datasets, we find that these performance gains are achieved upon a strong or even untenable assumption in common: all named entities are perfectly localized, normalized, and typed in advance. Next, we construct four types of entity mention attacks to examine the robustness of typical DocRE models by behavioral probing. We also have a close check on model usability in a more realistic setting. Our findings reveal that most of current DocRE models are vulnerable to entity mention attacks and difficult to be deployed in real-world end-user NLP applications. Our study calls more attentions for future research to stop simplifying problem setups, and to model DocRE in the wild rather than in an unrealistic Utopian world.
Industry 4.0 has brought numerous advantages, such as increasing productivity through automation. However, it also presents major cybersecurity issues such as cyberattacks affecting industrial processes. Federated Learning (FL) combined with time-series analysis is a promising cyberattack detection mechanism proposed in the literature. However, the fact of having a single point of failure and network bottleneck are critical challenges that need to be tackled. Thus, this article explores the benefits of the Decentralized Federated Learning (DFL) in terms of cyberattack detection and resource consumption. The work presents TemporalFED, a software module for detecting anomalies in industrial environments using FL paradigms and time series. TemporalFED incorporates three components: Time Series Conversion, Feature Engineering, and Time Series Stationary Conversion. To evaluate TemporalFED, it was deployed on Fedstellar, a DFL framework. Then, a pool of experiments measured the detection performance and resource consumption in a chemical gas industrial environment with different time-series configurations, FL paradigms, and topologies. The results showcase the superiority of the configuration utilizing DFL and Semi-Decentralized Federated Learning (SDFL) paradigms, along with a fully connected topology, which achieved the best performance in anomaly detection. Regarding resource consumption, the configuration without feature engineering employed less bandwidth, CPU, and RAM than other configurations.
StarCraft II is one of the most challenging simulated reinforcement learning environments; it is partially observable, stochastic, multi-agent, and mastering StarCraft II requires strategic planning over long time horizons with real-time low-level execution. It also has an active professional competitive scene. StarCraft II is uniquely suited for advancing offline RL algorithms, both because of its challenging nature and because Blizzard has released a massive dataset of millions of StarCraft II games played by human players. This paper leverages that and establishes a benchmark, called AlphaStar Unplugged, introducing unprecedented challenges for offline reinforcement learning. We define a dataset (a subset of Blizzard's release), tools standardizing an API for machine learning methods, and an evaluation protocol. We also present baseline agents, including behavior cloning, offline variants of actor-critic and MuZero. We improve the state of the art of agents using only offline data, and we achieve 90% win rate against previously published AlphaStar behavior cloning agent.
Multimodal learning, which aims to understand and analyze information from multiple modalities, has achieved substantial progress in the supervised regime in recent years. However, the heavy dependence on data paired with expensive human annotations impedes scaling up models. Meanwhile, given the availability of large-scale unannotated data in the wild, self-supervised learning has become an attractive strategy to alleviate the annotation bottleneck. Building on these two directions, self-supervised multimodal learning (SSML) provides ways to learn from raw multimodal data. In this survey, we provide a comprehensive review of the state-of-the-art in SSML, in which we elucidate three major challenges intrinsic to self-supervised learning with multimodal data: (1) learning representations from multimodal data without labels, (2) fusion of different modalities, and (3) learning with unaligned data. We then detail existing solutions to these challenges. Specifically, we consider (1) objectives for learning from multimodal unlabeled data via self-supervision, (2) model architectures from the perspective of different multimodal fusion strategies, and (3) pair-free learning strategies for coarse-grained and fine-grained alignment. We also review real-world applications of SSML algorithms in diverse fields such as healthcare, remote sensing, and machine translation. Finally, we discuss challenges and future directions for SSML. A collection of related resources can be found at: //github.com/ys-zong/awesome-self-supervised-multimodal-learning.
Conventional detectors suffer from performance degradation when dealing with long-tailed data due to a classification bias towards the majority head categories. In this paper, we contend that the learning bias originates from two factors: 1) the unequal competition arising from the imbalanced distribution of foreground categories, and 2) the lack of sample diversity in tail categories. To tackle these issues, we introduce a unified framework called BAlanced CLassification (BACL), which enables adaptive rectification of inequalities caused by disparities in category distribution and dynamic intensification of sample diversities in a synchronized manner. Specifically, a novel foreground classification balance loss (FCBL) is developed to ameliorate the domination of head categories and shift attention to difficult-to-differentiate categories by introducing pairwise class-aware margins and auto-adjusted weight terms, respectively. This loss prevents the over-suppression of tail categories in the context of unequal competition. Moreover, we propose a dynamic feature hallucination module (FHM), which enhances the representation of tail categories in the feature space by synthesizing hallucinated samples to introduce additional data variances. In this divide-and-conquer approach, BACL sets a new state-of-the-art on the challenging LVIS benchmark with a decoupled training pipeline, surpassing vanilla Faster R-CNN with ResNet-50-FPN by 5.8% AP and 16.1% AP for overall and tail categories. Extensive experiments demonstrate that BACL consistently achieves performance improvements across various datasets with different backbones and architectures. Code and models are available at //github.com/Tianhao-Qi/BACL.
With the breakthrough of AlphaGo, deep reinforcement learning becomes a recognized technique for solving sequential decision-making problems. Despite its reputation, data inefficiency caused by its trial and error learning mechanism makes deep reinforcement learning hard to be practical in a wide range of areas. Plenty of methods have been developed for sample efficient deep reinforcement learning, such as environment modeling, experience transfer, and distributed modifications, amongst which, distributed deep reinforcement learning has shown its potential in various applications, such as human-computer gaming, and intelligent transportation. In this paper, we conclude the state of this exciting field, by comparing the classical distributed deep reinforcement learning methods, and studying important components to achieve efficient distributed learning, covering single player single agent distributed deep reinforcement learning to the most complex multiple players multiple agents distributed deep reinforcement learning. Furthermore, we review recently released toolboxes that help to realize distributed deep reinforcement learning without many modifications of their non-distributed versions. By analyzing their strengths and weaknesses, a multi-player multi-agent distributed deep reinforcement learning toolbox is developed and released, which is further validated on Wargame, a complex environment, showing usability of the proposed toolbox for multiple players and multiple agents distributed deep reinforcement learning under complex games. Finally, we try to point out challenges and future trends, hoping this brief review can provide a guide or a spark for researchers who are interested in distributed deep reinforcement learning.
Deep learning has shown great potential for modeling the physical dynamics of complex particle systems such as fluids (in Lagrangian descriptions). Existing approaches, however, require the supervision of consecutive particle properties, including positions and velocities. In this paper, we consider a partially observable scenario known as fluid dynamics grounding, that is, inferring the state transitions and interactions within the fluid particle systems from sequential visual observations of the fluid surface. We propose a differentiable two-stage network named NeuroFluid. Our approach consists of (i) a particle-driven neural renderer, which involves fluid physical properties into the volume rendering function, and (ii) a particle transition model optimized to reduce the differences between the rendered and the observed images. NeuroFluid provides the first solution to unsupervised learning of particle-based fluid dynamics by training these two models jointly. It is shown to reasonably estimate the underlying physics of fluids with different initial shapes, viscosity, and densities. It is a potential alternative approach to understanding complex fluid mechanics, such as turbulence, that are difficult to model using traditional methods of mathematical physics.
Deep learning techniques have led to remarkable breakthroughs in the field of generic object detection and have spawned a lot of scene-understanding tasks in recent years. Scene graph has been the focus of research because of its powerful semantic representation and applications to scene understanding. Scene Graph Generation (SGG) refers to the task of automatically mapping an image into a semantic structural scene graph, which requires the correct labeling of detected objects and their relationships. Although this is a challenging task, the community has proposed a lot of SGG approaches and achieved good results. In this paper, we provide a comprehensive survey of recent achievements in this field brought about by deep learning techniques. We review 138 representative works that cover different input modalities, and systematically summarize existing methods of image-based SGG from the perspective of feature extraction and fusion. We attempt to connect and systematize the existing visual relationship detection methods, to summarize, and interpret the mechanisms and the strategies of SGG in a comprehensive way. Finally, we finish this survey with deep discussions about current existing problems and future research directions. This survey will help readers to develop a better understanding of the current research status and ideas.
Semantic, instance, and panoptic segmentations have been addressed using different and specialized frameworks despite their underlying connections. This paper presents a unified, simple, and effective framework for these essentially similar tasks. The framework, named K-Net, segments both instances and semantic categories consistently by a group of learnable kernels, where each kernel is responsible for generating a mask for either a potential instance or a stuff class. To remedy the difficulties of distinguishing various instances, we propose a kernel update strategy that enables each kernel dynamic and conditional on its meaningful group in the input image. K-Net can be trained in an end-to-end manner with bipartite matching, and its training and inference are naturally NMS-free and box-free. Without bells and whistles, K-Net surpasses all previous published state-of-the-art single-model results of panoptic segmentation on MS COCO test-dev split and semantic segmentation on ADE20K val split with 55.2% PQ and 54.3% mIoU, respectively. Its instance segmentation performance is also on par with Cascade Mask R-CNN on MS COCO with 60%-90% faster inference speeds. Code and models will be released at //github.com/ZwwWayne/K-Net/.
Exploration-exploitation is a powerful and practical tool in multi-agent learning (MAL), however, its effects are far from understood. To make progress in this direction, we study a smooth analogue of Q-learning. We start by showing that our learning model has strong theoretical justification as an optimal model for studying exploration-exploitation. Specifically, we prove that smooth Q-learning has bounded regret in arbitrary games for a cost model that explicitly captures the balance between game and exploration costs and that it always converges to the set of quantal-response equilibria (QRE), the standard solution concept for games under bounded rationality, in weighted potential games with heterogeneous learning agents. In our main task, we then turn to measure the effect of exploration in collective system performance. We characterize the geometry of the QRE surface in low-dimensional MAL systems and link our findings with catastrophe (bifurcation) theory. In particular, as the exploration hyperparameter evolves over-time, the system undergoes phase transitions where the number and stability of equilibria can change radically given an infinitesimal change to the exploration parameter. Based on this, we provide a formal theoretical treatment of how tuning the exploration parameter can provably lead to equilibrium selection with both positive as well as negative (and potentially unbounded) effects to system performance.
The problem of Multiple Object Tracking (MOT) consists in following the trajectory of different objects in a sequence, usually a video. In recent years, with the rise of Deep Learning, the algorithms that provide a solution to this problem have benefited from the representational power of deep models. This paper provides a comprehensive survey on works that employ Deep Learning models to solve the task of MOT on single-camera videos. Four main steps in MOT algorithms are identified, and an in-depth review of how Deep Learning was employed in each one of these stages is presented. A complete experimental comparison of the presented works on the three MOTChallenge datasets is also provided, identifying a number of similarities among the top-performing methods and presenting some possible future research directions.