The autonomous control of flippers plays an important role in enhancing the intelligent operation of tracked robots within complex environments. While existing methods mainly rely on hand-crafted control models, in this paper, we introduce a novel approach that leverages deep reinforcement learning (DRL) techniques for autonomous flipper control in complex terrains. Specifically, we propose a new DRL network named AT-D3QN, which ensures safe and smooth flipper control for tracked robots. It comprises two modules, a feature extraction and fusion module for extracting and integrating robot and environment state features, and a deep Q-Learning control generation module for incorporating expert knowledge to obtain a smooth and efficient control strategy. To train the network, a novel reward function is proposed, considering both learning efficiency and passing smoothness. A simulation environment is constructed using the Pymunk physics engine for training. We then directly apply the trained model to a more realistic Gazebo simulation for quantitative analysis. The consistently high performance of the proposed approach validates its superiority over manual teleoperation.
This paper focuses on the impact of leveraging autonomous offensive approaches in Deep Reinforcement Learning (DRL) to train more robust agents by exploring the impact of applying adversarial learning to DRL for autonomous security in Software Defined Networks (SDN). Two algorithms, Double Deep Q-Networks (DDQN) and Neural Episodic Control to Deep Q-Network (NEC2DQN or N2D), are compared. NEC2DQN was proposed in 2018 and is a new member of the deep q-network (DQN) family of algorithms. The attacker has full observability of the environment and access to a causative attack that uses state manipulation in an attempt to poison the learning process. The implementation of the attack is done under a white-box setting, in which the attacker has access to the defender's model and experiences. Two games are played; in the first game, DDQN is a defender and N2D is an attacker, and in second game, the roles are reversed. The games are played twice; first, without an active causative attack and secondly, with an active causative attack. For execution, three sets of game results are recorded in which a single set consists of 10 game runs. The before and after results are then compared in order to see if there was actually an improvement or degradation. The results show that with minute parameter changes made to the algorithms, there was growth in the attacker's role, since it is able to win games. Implementation of the adversarial learning by the introduction of the causative attack showed the algorithms are still able to defend the network according to their strengths.
Collaborative filtering (CF) is a pivotal technique in modern recommender systems. The learning process of CF models typically consists of three components: interaction encoder, loss function, and negative sampling. Although many existing studies have proposed various CF models to design sophisticated interaction encoders, recent work shows that simply reformulating the loss functions can achieve significant performance gains. This paper delves into analyzing the relationship among existing loss functions. Our mathematical analysis reveals that the previous loss functions can be interpreted as alignment and uniformity functions: (i) the alignment matches user and item representations, and (ii) the uniformity disperses user and item distributions. Inspired by this analysis, we propose a novel loss function that improves the design of alignment and uniformity considering the unique patterns of datasets called Margin-aware Alignment and Weighted Uniformity (MAWU). The key novelty of MAWU is two-fold: (i) margin-aware alignment (MA) mitigates user/item-specific popularity biases, and (ii) weighted uniformity (WU) adjusts the significance between user and item uniformities to reflect the inherent characteristics of datasets. Extensive experimental results show that MF and LightGCN equipped with MAWU are comparable or superior to state-of-the-art CF models with various loss functions on three public datasets.
Current research in zero-shot translation is plagued by several issues such as high compute requirements, increased training time and off target translations. Proposed remedies often come at the cost of additional data or compute requirements. Pivot based neural machine translation is preferred over a single-encoder model for most settings despite the increased training and evaluation time. In this work, we overcome the shortcomings of zero-shot translation by taking advantage of transliteration and linguistic similarity. We build a single encoder-decoder neural machine translation system for Dravidian-Dravidian multilingual translation and perform zero-shot translation. We compare the data vs zero-shot accuracy tradeoff and evaluate the performance of our vanilla method against the current state of the art pivot based method. We also test the theory that morphologically rich languages require large vocabularies by restricting the vocabulary using an optimal transport based technique. Our model manages to achieves scores within 3 BLEU of large-scale pivot-based models when it is trained on 50\% of the language directions.
Speech-driven 3D face animation poses significant challenges due to the intricacy and variability inherent in human facial movements. This paper emphasizes the importance of considering both the composite and regional natures of facial movements in speech-driven 3D face animation. The composite nature pertains to how speech-independent factors globally modulate speech-driven facial movements along the temporal dimension. Meanwhile, the regional nature alludes to the notion that facial movements are not globally correlated but are actuated by local musculature along the spatial dimension. It is thus indispensable to incorporate both natures for engendering vivid animation. To address the composite nature, we introduce an adaptive modulation module that employs arbitrary facial movements to dynamically adjust speech-driven facial movements across frames on a global scale. To accommodate the regional nature, our approach ensures that each constituent of the facial features for every frame focuses on the local spatial movements of 3D faces. Moreover, we present a non-autoregressive backbone for translating audio to 3D facial movements, which maintains high-frequency nuances of facial movements and facilitates efficient inference. Comprehensive experiments and user studies demonstrate that our method surpasses contemporary state-of-the-art approaches both qualitatively and quantitatively.
Passive acoustic monitoring offers a scalable, non-invasive method for tracking global biodiversity and anthropogenic impacts on species. Although deep learning has become a vital tool for processing this data, current models are inflexible, typically cover only a handful of species, and are limited by data scarcity. In this work, we propose BioLingual, a new model for bioacoustics based on contrastive language-audio pretraining. We first aggregate bioacoustic archives into a language-audio dataset, called AnimalSpeak, with over a million audio-caption pairs holding information on species, vocalization context, and animal behavior. After training on this dataset to connect language and audio representations, our model can identify over a thousand species' calls across taxa, complete bioacoustic tasks zero-shot, and retrieve animal vocalization recordings from natural text queries. When fine-tuned, BioLingual sets a new state-of-the-art on nine tasks in the Benchmark of Animal Sounds. Given its broad taxa coverage and ability to be flexibly queried in human language, we believe this model opens new paradigms in ecological monitoring and research, including free-text search on the world's acoustic monitoring archives. We open-source our models, dataset, and code.
The design of personalized cranial implants is a challenging and tremendous task that has become a hot topic in terms of process automation with the use of deep learning techniques. The main challenge is associated with the high diversity of possible cranial defects. The lack of appropriate data sources negatively influences the data-driven nature of deep learning algorithms. Hence, one of the possible solutions to overcome this problem is to rely on synthetic data. In this work, we propose three volumetric variations of deep generative models to augment the dataset by generating synthetic skulls, i.e. Wasserstein Generative Adversarial Network with Gradient Penalty (WGAN-GP), WGAN-GP hybrid with Variational Autoencoder pretraining (VAE/WGAN-GP) and Introspective Variational Autoencoder (IntroVAE). We show that it is possible to generate dozens of thousands of defective skulls with compatible defects that achieve a trade-off between defect heterogeneity and the realistic shape of the skull. We evaluate obtained synthetic data quantitatively by defect segmentation with the use of V-Net and qualitatively by their latent space exploration. We show that the synthetically generated skulls highly improve the segmentation process compared to using only the original unaugmented data. The generated skulls may improve the automatic design of personalized cranial implants for real medical cases.
This study proposes a simple method for multi-object tracking (MOT) of players in a badminton court. We leverage two off-the-shelf cameras, one on the top of the court and the other on the side of the court. The one on the top is to track players' trajectories, while the one on the side is to analyze the pixel features of players. By computing the correlations between adjacent frames and engaging the information of the two cameras, MOT of badminton players is obtained. This two-camera approach addresses the challenge of player occlusion and overlapping in a badminton court, providing player trajectory tracking and multi-angle analysis. The presented system offers insights into the positions and movements of badminton players, thus serving as a coaching or self-training tool for badminton players to improve their gaming strategies.
The concept of causality plays an important role in human cognition . In the past few decades, causal inference has been well developed in many fields, such as computer science, medicine, economics, and education. With the advancement of deep learning techniques, it has been increasingly used in causal inference against counterfactual data. Typically, deep causal models map the characteristics of covariates to a representation space and then design various objective optimization functions to estimate counterfactual data unbiasedly based on the different optimization methods. This paper focuses on the survey of the deep causal models, and its core contributions are as follows: 1) we provide relevant metrics under multiple treatments and continuous-dose treatment; 2) we incorporate a comprehensive overview of deep causal models from both temporal development and method classification perspectives; 3) we assist a detailed and comprehensive classification and analysis of relevant datasets and source code.
The dominating NLP paradigm of training a strong neural predictor to perform one task on a specific dataset has led to state-of-the-art performance in a variety of applications (eg. sentiment classification, span-prediction based question answering or machine translation). However, it builds upon the assumption that the data distribution is stationary, ie. that the data is sampled from a fixed distribution both at training and test time. This way of training is inconsistent with how we as humans are able to learn from and operate within a constantly changing stream of information. Moreover, it is ill-adapted to real-world use cases where the data distribution is expected to shift over the course of a model's lifetime. The first goal of this thesis is to characterize the different forms this shift can take in the context of natural language processing, and propose benchmarks and evaluation metrics to measure its effect on current deep learning architectures. We then proceed to take steps to mitigate the effect of distributional shift on NLP models. To this end, we develop methods based on parametric reformulations of the distributionally robust optimization framework. Empirically, we demonstrate that these approaches yield more robust models as demonstrated on a selection of realistic problems. In the third and final part of this thesis, we explore ways of efficiently adapting existing models to new domains or tasks. Our contribution to this topic takes inspiration from information geometry to derive a new gradient update rule which alleviate catastrophic forgetting issues during adaptation.
Sampling methods (e.g., node-wise, layer-wise, or subgraph) has become an indispensable strategy to speed up training large-scale Graph Neural Networks (GNNs). However, existing sampling methods are mostly based on the graph structural information and ignore the dynamicity of optimization, which leads to high variance in estimating the stochastic gradients. The high variance issue can be very pronounced in extremely large graphs, where it results in slow convergence and poor generalization. In this paper, we theoretically analyze the variance of sampling methods and show that, due to the composite structure of empirical risk, the variance of any sampling method can be decomposed into \textit{embedding approximation variance} in the forward stage and \textit{stochastic gradient variance} in the backward stage that necessities mitigating both types of variance to obtain faster convergence rate. We propose a decoupled variance reduction strategy that employs (approximate) gradient information to adaptively sample nodes with minimal variance, and explicitly reduces the variance introduced by embedding approximation. We show theoretically and empirically that the proposed method, even with smaller mini-batch sizes, enjoys a faster convergence rate and entails a better generalization compared to the existing methods.