We investigate an infinite-horizon time-inconsistent mean-field game (MFG) in a discrete time setting. We first present a classic equilibrium for the MFG and its associated existence result. This classic equilibrium aligns with the conventional equilibrium concept studied in MFG literature when the context is time-consistent. Then we demonstrate that while this equilibrium produces an approximate optimal strategy when applied to the related $N$-agent games, it does so solely in a precommitment sense. Therefore, it cannot function as a genuinely approximate equilibrium strategy from the perspective of a sophisticated agent within the $N$-agent game. To address this limitation, we propose a new consistent equilibrium concept in both the MFG and the $N$-agent game. We show that a consistent equilibrium in the MFG can indeed function as an approximate consistent equilibrium in the $N$-agent game. Additionally, we analyze the convergence of consistent equilibria for $N$-agent games toward a consistent MFG equilibrium as $N$ tends to infinity.
Recent years have witnessed remarkable advances in artificial intelligence generated content(AIGC), with diverse input modalities, e.g., text, image, video, audio and 3D. The 3D is the most close visual modality to real-world 3D environment and carries enormous knowledge. The 3D content generation shows both academic and practical values while also presenting formidable technical challenges. This review aims to consolidate developments within the burgeoning domain of 3D content generation. Specifically, a new taxonomy is proposed that categorizes existing approaches into three types: 3D native generative methods, 2D prior-based 3D generative methods, and hybrid 3D generative methods. The survey covers approximately 60 papers spanning the major techniques. Besides, we discuss limitations of current 3D content generation techniques, and point out open challenges as well as promising directions for future work. Accompanied with this survey, we have established a project website where the resources on 3D content generation research are provided. The project page is available at //github.com/hitcslj/Awesome-AIGC-3D.
Zero-shot Natural Language-Video Localization (NLVL) methods have exhibited promising results in training NLVL models exclusively with raw video data by dynamically generating video segments and pseudo-query annotations. However, existing pseudo-queries often lack grounding in the source video, resulting in unstructured and disjointed content. In this paper, we investigate the effectiveness of commonsense reasoning in zero-shot NLVL. Specifically, we present CORONET, a zero-shot NLVL framework that leverages commonsense to bridge the gap between videos and generated pseudo-queries via a commonsense enhancement module. CORONET employs Graph Convolution Networks (GCN) to encode commonsense information extracted from a knowledge graph, conditioned on the video, and cross-attention mechanisms to enhance the encoded video and pseudo-query representations prior to localization. Through empirical evaluations on two benchmark datasets, we demonstrate that CORONET surpasses both zero-shot and weakly supervised baselines, achieving improvements up to 32.13% across various recall thresholds and up to 6.33% in mIoU. These results underscore the significance of leveraging commonsense reasoning for zero-shot NLVL.
Graph queries that combine pattern matching with relational operations, referred as PatRelQuery, are widely used in many real-world applications. It allows users to identify arbitrary patterns in a graph and further perform in-depth relational analysis on the results. To effectively support PatRelQuery, two key challenges need to be addressed: (1) how to optimize PatRelQuery in a unified framework, and (2) how to handle the arbitrary type constraints in patterns in PatRelQuery. In this paper, we present a graph-native query optimization framework named GOpt, to tackle these issues. GOpt is built on top of a unified intermediate representation (IR) that is capable of capturing both graph and relational operations, thereby streamlining the optimization of PatRelQuery. To handle the arbitrary type constraints, GOpt employs an automatic type inference approach to identify implicit type constraints. Additionally, GOpt introduces a graph-native optimizer, which encompasses an extensive collection of optimization rules along with cost-based techniques tailored for arbitrary patterns, to optimize PatRelQuery. Through comprehensive experiments, we demonstrate that GOpt can achieve significant query performance improvements, in both crafted benchmarks and real-world applications.
The ability to predict the performance of a query before results are returned has been a longstanding challenge in Information Retrieval (IR) systems. Inspired by this task, we introduce, in this paper, a novel task called "Prompt Performance Prediction" (PPP) that aims to predict the performance of a prompt, before obtaining the actual generated images. We demonstrate the plausibility of our task by measuring the correlation coefficient between predicted and actual performance scores across: three datasets containing pairs of prompts and generated images AND three art domain datasets of real images and real user appreciation ratings. Our results show promising performance prediction capabilities, suggesting potential applications for optimizing user prompts.
Design technology co-optimization (DTCO) plays a critical role in achieving optimal power, performance, and area (PPA) for advanced semiconductor process development. Cell library characterization is essential in DTCO flow, but traditional methods are time-consuming and costly. To overcome these challenges, we propose a graph neural network (GNN)-based machine learning model for rapid and accurate cell library characterization. Our model incorporates cell structures and demonstrates high prediction accuracy across various process-voltage-temperature (PVT) corners and technology parameters. Validation with 512 unseen technology corners and over one million test data points shows accurate predictions of delay, power, and input pin capacitance for 33 types of cells, with a mean absolute percentage error (MAPE) $\le$ 0.95% and a speed-up of 100X compared with SPICE simulations. Additionally, we investigate system-level metrics such as worst negative slack (WNS), leakage power, and dynamic power using predictions obtained from the GNN-based model on unseen corners. Our model achieves precise predictions, with absolute error $\le$3.0 ps for WNS, percentage errors $\le$0.60% for leakage power, and $\le$0.99% for dynamic power, when compared to golden reference. With the developed model, we further proposed a fine-grained drive strength interpolation methodology to enhance PPA for small-to-medium-scale designs, resulting in an approximate 1-3% improvement.
We introduce a new generative model that combines latent diffusion with persistent homology to create 3D shapes with high diversity, with a special emphasis on their topological characteristics. Our method involves representing 3D shapes as implicit fields, then employing persistent homology to extract topological features, including Betti numbers and persistence diagrams. The shape generation process consists of two steps. Initially, we employ a transformer-based autoencoding module to embed the implicit representation of each 3D shape into a set of latent vectors. Subsequently, we navigate through the learned latent space via a diffusion model. By strategically incorporating topological features into the diffusion process, our generative module is able to produce a richer variety of 3D shapes with different topological structures. Furthermore, our framework is flexible, supporting generation tasks constrained by a variety of inputs, including sparse and partial point clouds, as well as sketches. By modifying the persistence diagrams, we can alter the topology of the shapes generated from these input modalities.
In recent years, larger and deeper models are springing up and continuously pushing state-of-the-art (SOTA) results across various fields like natural language processing (NLP) and computer vision (CV). However, despite promising results, it needs to be noted that the computations required by SOTA models have been increased at an exponential rate. Massive computations not only have a surprisingly large carbon footprint but also have negative effects on research inclusiveness and deployment on real-world applications. Green deep learning is an increasingly hot research field that appeals to researchers to pay attention to energy usage and carbon emission during model training and inference. The target is to yield novel results with lightweight and efficient technologies. Many technologies can be used to achieve this goal, like model compression and knowledge distillation. This paper focuses on presenting a systematic review of the development of Green deep learning technologies. We classify these approaches into four categories: (1) compact networks, (2) energy-efficient training strategies, (3) energy-efficient inference approaches, and (4) efficient data usage. For each category, we discuss the progress that has been achieved and the unresolved challenges.
Promoting behavioural diversity is critical for solving games with non-transitive dynamics where strategic cycles exist, and there is no consistent winner (e.g., Rock-Paper-Scissors). Yet, there is a lack of rigorous treatment for defining diversity and constructing diversity-aware learning dynamics. In this work, we offer a geometric interpretation of behavioural diversity in games and introduce a novel diversity metric based on \emph{determinantal point processes} (DPP). By incorporating the diversity metric into best-response dynamics, we develop \emph{diverse fictitious play} and \emph{diverse policy-space response oracle} for solving normal-form games and open-ended games. We prove the uniqueness of the diverse best response and the convergence of our algorithms on two-player games. Importantly, we show that maximising the DPP-based diversity metric guarantees to enlarge the \emph{gamescape} -- convex polytopes spanned by agents' mixtures of strategies. To validate our diversity-aware solvers, we test on tens of games that show strong non-transitivity. Results suggest that our methods achieve much lower exploitability than state-of-the-art solvers by finding effective and diverse strategies.
Learning with limited data is a key challenge for visual recognition. Few-shot learning methods address this challenge by learning an instance embedding function from seen classes and apply the function to instances from unseen classes with limited labels. This style of transfer learning is task-agnostic: the embedding function is not learned optimally discriminative with respect to the unseen classes, where discerning among them is the target task. In this paper, we propose a novel approach to adapt the embedding model to the target classification task, yielding embeddings that are task-specific and are discriminative. To this end, we employ a type of self-attention mechanism called Transformer to transform the embeddings from task-agnostic to task-specific by focusing on relating instances from the test instances to the training instances in both seen and unseen classes. Our approach also extends to both transductive and generalized few-shot classification, two important settings that have essential use cases. We verify the effectiveness of our model on two standard benchmark few-shot classification datasets --- MiniImageNet and CUB, where our approach demonstrates state-of-the-art empirical performance.
We propose a novel single shot object detection network named Detection with Enriched Semantics (DES). Our motivation is to enrich the semantics of object detection features within a typical deep detector, by a semantic segmentation branch and a global activation module. The segmentation branch is supervised by weak segmentation ground-truth, i.e., no extra annotation is required. In conjunction with that, we employ a global activation module which learns relationship between channels and object classes in a self-supervised manner. Comprehensive experimental results on both PASCAL VOC and MS COCO detection datasets demonstrate the effectiveness of the proposed method. In particular, with a VGG16 based DES, we achieve an mAP of 81.7 on VOC2007 test and an mAP of 32.8 on COCO test-dev with an inference speed of 31.5 milliseconds per image on a Titan Xp GPU. With a lower resolution version, we achieve an mAP of 79.7 on VOC2007 with an inference speed of 13.0 milliseconds per image.