We propose a Digit-Serial Left-tO-righT (DSLOT) arithmetic based processing technique called DSLOT-NN with aim to accelerate inference of the convolution operation in the deep neural networks (DNNs). The proposed work has the ability to assess and terminate the ineffective convolutions which results in massive power and energy savings. The processing engine is comprised of low-latency most-significant-digit-first (MSDF) (also called online) multipliers and adders that processes data from left-to-right, allowing the execution of subsequent operations in digit-pipelined manner. Use of online operators eliminates the need for the development of complex mechanism of identifying the negative activation, as the output with highest weight value is generated first, and the sign of the result can be identified as soon as first non-zero digit is generated. The precision of the online operators can be tuned at run-time, making them extremely useful in situations where accuracy can be compromised for power and energy savings. The proposed design has been implemented on Xilinx Virtex-7 FPGA and is compared with state-of-the-art Stripes on various performance metrics. The results show the proposed design presents power savings, has shorter cycle time, and approximately 50% higher OPS per watt.
This paper considers a stochastic Multi-Armed Bandit (MAB) problem with dual objectives: (i) quick identification and commitment to the optimal arm, and (ii) reward maximization throughout a sequence of $T$ consecutive rounds. Though each objective has been individually well-studied, i.e., best arm identification for (i) and regret minimization for (ii), the simultaneous realization of both objectives remains an open problem, despite its practical importance. This paper introduces \emph{Regret Optimal Best Arm Identification} (ROBAI) which aims to achieve these dual objectives. To solve ROBAI with both pre-determined stopping time and adaptive stopping time requirements, we present an algorithm called EOCP and its variants respectively, which not only achieve asymptotic optimal regret in both Gaussian and general bandits, but also commit to the optimal arm in $\mathcal{O}(\log T)$ rounds with pre-determined stopping time and $\mathcal{O}(\log^2 T)$ rounds with adaptive stopping time. We further characterize lower bounds on the commitment time (equivalent to the sample complexity) of ROBAI, showing that EOCP and its variants are sample optimal with pre-determined stopping time, and almost sample optimal with adaptive stopping time. Numerical results confirm our theoretical analysis and reveal an interesting "over-exploration" phenomenon carried by classic UCB algorithms, such that EOCP has smaller regret even though it stops exploration much earlier than UCB, i.e., $\mathcal{O}(\log T)$ versus $\mathcal{O}(T)$, which suggests over-exploration is unnecessary and potentially harmful to system performance.
We present TOCH, a method for refining incorrect 3D hand-object interaction sequences using a data prior. Existing hand trackers, especially those that rely on very few cameras, often produce visually unrealistic results with hand-object intersection or missing contacts. Although correcting such errors requires reasoning about temporal aspects of interaction, most previous works focus on static grasps and contacts. The core of our method are TOCH fields, a novel spatio-temporal representation for modeling correspondences between hands and objects during interaction. TOCH fields are a point-wise, object-centric representation, which encode the hand position relative to the object. Leveraging this novel representation, we learn a latent manifold of plausible TOCH fields with a temporal denoising auto-encoder. Experiments demonstrate that TOCH outperforms state-of-the-art 3D hand-object interaction models, which are limited to static grasps and contacts. More importantly, our method produces smooth interactions even before and after contact. Using a single trained TOCH model, we quantitatively and qualitatively demonstrate its usefulness for correcting erroneous sequences from off-the-shelf RGB/RGB-D hand-object reconstruction methods and transferring grasps across objects.
This preprint describes work in progress on LR-Sum, a new permissively-licensed dataset created with the goal of enabling further research in automatic summarization for less-resourced languages. LR-Sum contains human-written summaries for 40 languages, many of which are less-resourced. We describe our process for extracting and filtering the dataset from the Multilingual Open Text corpus (Palen-Michel et al., 2022). The source data is public domain newswire collected from from Voice of America websites, and LR-Sum is released under a Creative Commons license (CC BY 4.0), making it one of the most openly-licensed multilingual summarization datasets. We describe how we plan to use the data for modeling experiments and discuss limitations of the dataset.
Reconstructing hand-held objects from a single RGB image is an important and challenging problem. Existing works utilizing Signed Distance Fields (SDF) reveal limitations in comprehensively capturing the complex hand-object interactions, since SDF is only reliable within the proximity of the target, and hence, infeasible to simultaneously encode local hand and object cues. To address this issue, we propose DDF-HO, a novel approach leveraging Directed Distance Field (DDF) as the shape representation. Unlike SDF, DDF maps a ray in 3D space, consisting of an origin and a direction, to corresponding DDF values, including a binary visibility signal determining whether the ray intersects the objects and a distance value measuring the distance from origin to target in the given direction. We randomly sample multiple rays and collect local to global geometric features for them by introducing a novel 2D ray-based feature aggregation scheme and a 3D intersection-aware hand pose embedding, combining 2D-3D features to model hand-object interactions. Extensive experiments on synthetic and real-world datasets demonstrate that DDF-HO consistently outperforms all baseline methods by a large margin, especially under Chamfer Distance, with about 80% leap forward. Codes are available at //github.com/ZhangCYG/DDFHO.
Addressing the communication bottleneck inherent in federated learning (FL), over-the-air FL (AirFL) has emerged as a promising solution, which is, however, hampered by deep fading conditions. In this paper, we propose AirFL-Mem, a novel scheme designed to mitigate the impact of deep fading by implementing a \emph{long-term} memory mechanism. Convergence bounds are provided that account for long-term memory, as well as for existing AirFL variants with short-term memory, for general non-convex objectives. The theory demonstrates that AirFL-Mem exhibits the same convergence rate of federated averaging (FedAvg) with ideal communication, while the performance of existing schemes is generally limited by error floors. The theoretical results are also leveraged to propose a novel convex optimization strategy for the truncation threshold used for power control in the presence of Rayleigh fading channels. Experimental results validate the analysis, confirming the advantages of a long-term memory mechanism for the mitigation of deep fading.
Large Language Models (LLMs) have revolutionized Artificial Intelligence (AI) services due to their exceptional proficiency in understanding and generating human-like text. LLM chatbots, in particular, have seen widespread adoption, transforming human-machine interactions. However, these LLM chatbots are susceptible to "jailbreak" attacks, where malicious users manipulate prompts to elicit inappropriate or sensitive responses, contravening service policies. Despite existing attempts to mitigate such threats, our research reveals a substantial gap in our understanding of these vulnerabilities, largely due to the undisclosed defensive measures implemented by LLM service providers. In this paper, we present Jailbreaker, a comprehensive framework that offers an in-depth understanding of jailbreak attacks and countermeasures. Our work makes a dual contribution. First, we propose an innovative methodology inspired by time-based SQL injection techniques to reverse-engineer the defensive strategies of prominent LLM chatbots, such as ChatGPT, Bard, and Bing Chat. This time-sensitive approach uncovers intricate details about these services' defenses, facilitating a proof-of-concept attack that successfully bypasses their mechanisms. Second, we introduce an automatic generation method for jailbreak prompts. Leveraging a fine-tuned LLM, we validate the potential of automated jailbreak generation across various commercial LLM chatbots. Our method achieves a promising average success rate of 21.58%, significantly outperforming the effectiveness of existing techniques. We have responsibly disclosed our findings to the concerned service providers, underscoring the urgent need for more robust defenses. Jailbreaker thus marks a significant step towards understanding and mitigating jailbreak threats in the realm of LLM chatbots.
In this paper, we address the challenge of decomposing Neural Radiance Fields (NeRF) into objects from an open vocabulary, a critical task for object manipulation in 3D reconstruction and view synthesis. Current techniques for NeRF decomposition involve a trade-off between the flexibility of processing open-vocabulary queries and the accuracy of 3D segmentation. We present, Open-vocabulary Embedded Neural Radiance Fields (Open-NeRF), that leverage large-scale, off-the-shelf, segmentation models like the Segment Anything Model (SAM) and introduce an integrate-and-distill paradigm with hierarchical embeddings to achieve both the flexibility of open-vocabulary querying and 3D segmentation accuracy. Open-NeRF first utilizes large-scale foundation models to generate hierarchical 2D mask proposals from varying viewpoints. These proposals are then aligned via tracking approaches and integrated within the 3D space and subsequently distilled into the 3D field. This process ensures consistent recognition and granularity of objects from different viewpoints, even in challenging scenarios involving occlusion and indistinct features. Our experimental results show that the proposed Open-NeRF outperforms state-of-the-art methods such as LERF \cite{lerf} and FFD \cite{ffd} in open-vocabulary scenarios. Open-NeRF offers a promising solution to NeRF decomposition, guided by open-vocabulary queries, enabling novel applications in robotics and vision-language interaction in open-world 3D scenes.
We present CoDEx, a set of knowledge graph completion datasets extracted from Wikidata and Wikipedia that improve upon existing knowledge graph completion benchmarks in scope and level of difficulty. In terms of scope, CoDEx comprises three knowledge graphs varying in size and structure, multilingual descriptions of entities and relations, and tens of thousands of hard negative triples that are plausible but verified to be false. To characterize CoDEx, we contribute thorough empirical analyses and benchmarking experiments. First, we analyze each CoDEx dataset in terms of logical relation patterns. Next, we report baseline link prediction and triple classification results on CoDEx for five extensively tuned embedding models. Finally, we differentiate CoDEx from the popular FB15K-237 knowledge graph completion dataset by showing that CoDEx covers more diverse and interpretable content, and is a more difficult link prediction benchmark. Data, code, and pretrained models are available at //bit.ly/2EPbrJs.
We propose a knowledge-enhanced approach, ERNIE-ViL, to learn joint representations of vision and language. ERNIE-ViL tries to construct the detailed semantic connections (objects, attributes of objects and relationships between objects in visual scenes) across vision and language, which are essential to vision-language cross-modal tasks. Incorporating knowledge from scene graphs, ERNIE-ViL constructs Scene Graph Prediction tasks, i.e., Object Prediction, Attribute Prediction and Relationship Prediction in the pre-training phase. More specifically, these prediction tasks are implemented by predicting nodes of different types in the scene graph parsed from the sentence. Thus, ERNIE-ViL can model the joint representation characterizing the alignments of the detailed semantics across vision and language. Pre-trained on two large image-text alignment datasets (Conceptual Captions and SBU), ERNIE-ViL learns better and more robust joint representations. It achieves state-of-the-art performance on 5 vision-language downstream tasks after fine-tuning ERNIE-ViL. Furthermore, it ranked the 1st place on the VCR leader-board with an absolute improvement of 3.7%.
Most existing works in visual question answering (VQA) are dedicated to improving the accuracy of predicted answers, while disregarding the explanations. We argue that the explanation for an answer is of the same or even more importance compared with the answer itself, since it makes the question and answering process more understandable and traceable. To this end, we propose a new task of VQA-E (VQA with Explanation), where the computational models are required to generate an explanation with the predicted answer. We first construct a new dataset, and then frame the VQA-E problem in a multi-task learning architecture. Our VQA-E dataset is automatically derived from the VQA v2 dataset by intelligently exploiting the available captions. We have conducted a user study to validate the quality of explanations synthesized by our method. We quantitatively show that the additional supervision from explanations can not only produce insightful textual sentences to justify the answers, but also improve the performance of answer prediction. Our model outperforms the state-of-the-art methods by a clear margin on the VQA v2 dataset.