The pedestrian trajectory prediction task is an essential component of intelligent systems. Its applications include but are not limited to autonomous driving, robot navigation, and anomaly detection of monitoring systems. Due to the diversity of motion behaviors and the complex social interactions among pedestrians, accurately forecasting their future trajectory is challenging. Existing approaches commonly adopt GANs or CVAEs to generate diverse trajectories. However, GAN-based methods do not directly model data in a latent space, which may make them fail to have full support over the underlying data distribution; CVAE-based methods optimize a lower bound on the log-likelihood of observations, which may cause the learned distribution to deviate from the underlying distribution. The above limitations make existing approaches often generate highly biased or inaccurate trajectories. In this paper, we propose a novel generative flow based framework with dual graphormer for pedestrian trajectory prediction (STGlow). Different from previous approaches, our method can more precisely model the underlying data distribution by optimizing the exact log-likelihood of motion behaviors. Besides, our method has clear physical meanings for simulating the evolution of human motion behaviors. The forward process of the flow gradually degrades complex motion behavior into simple behavior, while its reverse process represents the evolution of simple behavior into complex motion behavior. Further, we introduce a dual graphormer combining with the graph structure to more adequately model the temporal dependencies and the mutual spatial interactions. Experimental results on several benchmarks demonstrate that our method achieves much better performance compared to previous state-of-the-art approaches.
Onboard intelligent processing is widely applied in emergency tasks in the field of remote sensing. However, it is predominantly confined to an individual platform with a limited observation range as well as susceptibility to interference, resulting in limited accuracy. Considering the current state of multi-platform collaborative observation, this article innovatively presents a distributed collaborative perception network called DCP-Net. Firstly, the proposed DCP-Net helps members to enhance perception performance by integrating features from other platforms. Secondly, a self-mutual information match module is proposed to identify collaboration opportunities and select suitable partners, prioritizing critical collaborative features and reducing redundant transmission cost. Thirdly, a related feature fusion module is designed to address the misalignment between local and collaborative features, improving the quality of fused features for the downstream task. We conduct extensive experiments and visualization analyses using three semantic segmentation datasets, including Potsdam, iSAID and DFC23. The results demonstrate that DCP-Net outperforms the existing methods comprehensively, improving mIoU by 2.61%~16.89% at the highest collaboration efficiency, which promotes the performance to a state-of-the-art level.
3D object detection is an essential task for achieving autonomous driving. Existing anchor-based detection methods rely on empirical heuristics setting of anchors, which makes the algorithms lack elegance. In recent years, we have witnessed the rise of several generative models, among which diffusion models show great potential for learning the transformation of two distributions. Our proposed Diff3Det migrates the diffusion model to proposal generation for 3D object detection by considering the detection boxes as generative targets. During training, the object boxes diffuse from the ground truth boxes to the Gaussian distribution, and the decoder learns to reverse this noise process. In the inference stage, the model progressively refines a set of random boxes to the prediction results. We provide detailed experiments on the KITTI benchmark and achieve promising performance compared to classical anchor-based 3D detection methods.
The wide-angle lens shows appealing applications in VR technologies, but it introduces severe radial distortion into its captured image. To recover the realistic scene, previous works devote to rectifying the content of the wide-angle image. However, such a rectification solution inevitably distorts the image boundary, which changes related geometric distributions and misleads the current vision perception models. In this work, we explore constructing a win-win representation on both content and boundary by contributing a new learning model, i.e., Rectangling Rectification Network (RecRecNet). In particular, we propose a thin-plate spline (TPS) module to formulate the non-linear and non-rigid transformation for rectangling images. By learning the control points on the rectified image, our model can flexibly warp the source structure to the target domain and achieves an end-to-end unsupervised deformation. To relieve the complexity of structure approximation, we then inspire our RecRecNet to learn the gradual deformation rules with a DoF (Degree of Freedom)-based curriculum learning. By increasing the DoF in each curriculum stage, namely, from similarity transformation (4-DoF) to homography transformation (8-DoF), the network is capable of investigating more detailed deformations, offering fast convergence on the final rectangling task. Experiments show the superiority of our solution over the compared methods on both quantitative and qualitative evaluations. The code and dataset are available at //github.com/KangLiao929/RecRecNet.
Gradient-based learning in multi-agent systems is difficult because the gradient derives from a first-order model which does not account for the interaction between agents' learning processes. LOLA (arXiv:1709.04326) accounts for this by differentiating through one step of optimization. We propose to judge joint policies by their long-term prospects as measured by the meta-value, a discounted sum over the returns of future optimization iterates. We apply a form of Q-learning to the meta-game of optimization, in a way that avoids the need to explicitly represent the continuous action space of policy updates. The resulting method, MeVa, is consistent and far-sighted, and does not require REINFORCE estimators. We analyze the behavior of our method on a toy game and compare to prior work on repeated matrix games.
Semantic-aware communication is a novel paradigm that draws inspiration from human communication focusing on the delivery of the meaning of messages. It has attracted significant interest recently due to its potential to improve the efficiency and reliability of communication and enhance users' QoE. Most existing works focus on transmitting and delivering the explicit semantic meaning that can be directly identified from the source signal. This paper investigates the implicit semantic-aware communication in which the hidden information that cannot be directly observed from the source signal must be recognized and interpreted by the intended users. To this end, a novel implicit semantic-aware communication (iSAC) architecture is proposed for representing, communicating, and interpreting the implicit semantic meaning between source and destination users. A projection-based semantic encoder is proposed to convert the high-dimensional graphical representation of explicit semantics into a low-dimensional semantic constellation space for efficient physical channel transmission. To enable the destination user to learn and imitate the implicit semantic reasoning process of source user, a generative adversarial imitation learning-based solution, called G-RML, is proposed. Different from existing communication solutions, the source user in G-RML does not focus only on sending as much of the useful messages as possible; but, instead, it tries to guide the destination user to learn a reasoning mechanism to map any observed explicit semantics to the corresponding implicit semantics that are most relevant to the semantic meaning. Compared to the existing solutions, our proposed G-RML requires much less communication and computational resources and scales well to the scenarios involving the communication of rich semantic meanings consisting of a large number of concepts and relations.
Generic sentence embeddings provide a coarse-grained approximation of semantic textual similarity but ignore specific aspects that make texts similar. Conversely, aspect-based sentence embeddings provide similarities between texts based on certain predefined aspects. Thus, similarity predictions of texts are more targeted to specific requirements and more easily explainable. In this paper, we present AspectCSE, an approach for aspect-based contrastive learning of sentence embeddings. Results indicate that AspectCSE achieves an average improvement of 3.97% on information retrieval tasks across multiple aspects compared to the previous best results. We also propose using Wikidata knowledge graph properties to train models of multi-aspect sentence embeddings in which multiple specific aspects are simultaneously considered during similarity predictions. We demonstrate that multi-aspect embeddings outperform single-aspect embeddings on aspect-specific information retrieval tasks. Finally, we examine the aspect-based sentence embedding space and demonstrate that embeddings of semantically similar aspect labels are often close, even without explicit similarity training between different aspect labels.
Link prediction on knowledge graphs (KGs) is a key research topic. Previous work mainly focused on binary relations, paying less attention to higher-arity relations although they are ubiquitous in real-world KGs. This paper considers link prediction upon n-ary relational facts and proposes a graph-based approach to this task. The key to our approach is to represent the n-ary structure of a fact as a small heterogeneous graph, and model this graph with edge-biased fully-connected attention. The fully-connected attention captures universal inter-vertex interactions, while with edge-aware attentive biases to particularly encode the graph structure and its heterogeneity. In this fashion, our approach fully models global and local dependencies in each n-ary fact, and hence can more effectively capture associations therein. Extensive evaluation verifies the effectiveness and superiority of our approach. It performs substantially and consistently better than current state-of-the-art across a variety of n-ary relational benchmarks. Our code is publicly available.
Dialogue systems are a popular Natural Language Processing (NLP) task as it is promising in real-life applications. It is also a complicated task since many NLP tasks deserving study are involved. As a result, a multitude of novel works on this task are carried out, and most of them are deep learning-based due to the outstanding performance. In this survey, we mainly focus on the deep learning-based dialogue systems. We comprehensively review state-of-the-art research outcomes in dialogue systems and analyze them from two angles: model type and system type. Specifically, from the angle of model type, we discuss the principles, characteristics, and applications of different models that are widely used in dialogue systems. This will help researchers acquaint these models and see how they are applied in state-of-the-art frameworks, which is rather helpful when designing a new dialogue system. From the angle of system type, we discuss task-oriented and open-domain dialogue systems as two streams of research, providing insight into the hot topics related. Furthermore, we comprehensively review the evaluation methods and datasets for dialogue systems to pave the way for future research. Finally, some possible research trends are identified based on the recent research outcomes. To the best of our knowledge, this survey is the most comprehensive and up-to-date one at present in the area of dialogue systems and dialogue-related tasks, extensively covering the popular frameworks, topics, and datasets.
Most existing knowledge graphs suffer from incompleteness, which can be alleviated by inferring missing links based on known facts. One popular way to accomplish this is to generate low-dimensional embeddings of entities and relations, and use these to make inferences. ConvE, a recently proposed approach, applies convolutional filters on 2D reshapings of entity and relation embeddings in order to capture rich interactions between their components. However, the number of interactions that ConvE can capture is limited. In this paper, we analyze how increasing the number of these interactions affects link prediction performance, and utilize our observations to propose InteractE. InteractE is based on three key ideas -- feature permutation, a novel feature reshaping, and circular convolution. Through extensive experiments, we find that InteractE outperforms state-of-the-art convolutional link prediction baselines on FB15k-237. Further, InteractE achieves an MRR score that is 9%, 7.5%, and 23% better than ConvE on the FB15k-237, WN18RR and YAGO3-10 datasets respectively. The results validate our central hypothesis -- that increasing feature interaction is beneficial to link prediction performance. We make the source code of InteractE available to encourage reproducible research.
Knowledge graphs are important resources for many artificial intelligence tasks but often suffer from incompleteness. In this work, we propose to use pre-trained language models for knowledge graph completion. We treat triples in knowledge graphs as textual sequences and propose a novel framework named Knowledge Graph Bidirectional Encoder Representations from Transformer (KG-BERT) to model these triples. Our method takes entity and relation descriptions of a triple as input and computes scoring function of the triple with the KG-BERT language model. Experimental results on multiple benchmark knowledge graphs show that our method can achieve state-of-the-art performance in triple classification, link prediction and relation prediction tasks.