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Logic synthesis is the first and most vital step in chip design. This steps converts a chip specification written in a hardware description language (such as Verilog) into an optimized implementation using Boolean logic gates. State-of-the-art logic synthesis algorithms have a large number of logic minimization heuristics, typically applied sequentially based on human experience and intuition. The choice of the order greatly impacts the quality (e.g., area and delay) of the synthesized circuit. In this paper, we propose INVICTUS, a model-based offline reinforcement learning (RL) solution that automatically generates a sequence of logic minimization heuristics ("synthesis recipe") based on a training dataset of previously seen designs. A key challenge is that new designs can range from being very similar to past designs (e.g., adders and multipliers) to being completely novel (e.g., new processor instructions). %Compared to prior work, INVICTUS is the first solution that uses a mix of RL and search methods joint with an online out-of-distribution detector to generate synthesis recipes over a wide range of benchmarks. Our results demonstrate significant improvement in area-delay product (ADP) of synthesized circuits with up to 30\% improvement over state-of-the-art techniques. Moreover, INVICTUS achieves up to $6.3\times$ runtime reduction (iso-ADP) compared to the state-of-the-art.

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Learning effective continuous control policies in high-dimensional systems, including musculoskeletal agents, remains a significant challenge. Over the course of biological evolution, organisms have developed robust mechanisms for overcoming this complexity to learn highly sophisticated strategies for motor control. What accounts for this robust behavioral flexibility? Modular control via muscle synergies, i.e. coordinated muscle co-contractions, is considered to be one putative mechanism that enables organisms to learn muscle control in a simplified and generalizable action space. Drawing inspiration from this evolved motor control strategy, we use physiologically accurate human hand and leg models as a testbed for determining the extent to which a Synergistic Action Representation (SAR) acquired from simpler tasks facilitates learning more complex tasks. We find in both cases that SAR-exploiting policies significantly outperform end-to-end reinforcement learning. Policies trained with SAR were able to achieve robust locomotion on a wide set of terrains with high sample efficiency, while baseline approaches failed to learn meaningful behaviors. Additionally, policies trained with SAR on a multiobject manipulation task significantly outperformed (>70% success) baseline approaches (<20% success). Both of these SAR-exploiting policies were also found to generalize zero-shot to out-of-domain environmental conditions, while policies that did not adopt SAR failed to generalize. Finally, we establish the generality of SAR on broader high-dimensional control problems using a robotic manipulation task set and a full-body humanoid locomotion task. To the best of our knowledge, this investigation is the first of its kind to present an end-to-end pipeline for discovering synergies and using this representation to learn high-dimensional continuous control across a wide diversity of tasks.

In surgical oncology, it is challenging for surgeons to identify lymph nodes and completely resect cancer even with pre-operative imaging systems like PET and CT, because of the lack of reliable intraoperative visualization tools. Endoscopic radio-guided cancer detection and resection has recently been evaluated whereby a novel tethered laparoscopic gamma detector is used to localize a preoperatively injected radiotracer. This can both enhance the endoscopic imaging and complement preoperative nuclear imaging data. However, gamma activity visualization is challenging to present to the operator because the probe is non-imaging and it does not visibly indicate the activity origination on the tissue surface. Initial failed attempts used segmentation or geometric methods, but led to the discovery that it could be resolved by leveraging high-dimensional image features and probe position information. To demonstrate the effectiveness of this solution, we designed and implemented a simple regression network that successfully addressed the problem. To further validate the proposed solution, we acquired and publicly released two datasets captured using a custom-designed, portable stereo laparoscope system. Through intensive experimentation, we demonstrated that our method can successfully and effectively detect the sensing area, establishing a new performance benchmark. Code and data are available at //github.com/br0202/Sensing_area_detection.git

We discuss three SYCL realisations of a simple Finite Volume scheme over multiple Cartesian patches. The realisation flavours differ in the way how they map the compute steps onto loops and tasks: We compare an implementation which is exclusively using a cascade of for-loops to a version which uses nested parallelism, and finally benchmark these against a version which models the calculations as task graph. Our work proposes realisation idioms to realise these flavours within SYCL. The idioms translate to some degree to other GPGPU programming techniques, too. Our preliminary results suggest that SYCL's capability to model calculations via tasks or nested parallelism does not yet allow such realisations to outperform their counterparts using exclusively data parallelism.

The Differentiable Search Index (DSI) is an emerging paradigm for information retrieval. Unlike traditional retrieval architectures where index and retrieval are two different and separate components, DSI uses a single transformer model to perform both indexing and retrieval. In this paper, we identify and tackle an important issue of current DSI models: the data distribution mismatch that occurs between the DSI indexing and retrieval processes. Specifically, we argue that, at indexing, current DSI methods learn to build connections between the text of long documents and the identifier of the documents, but then retrieval of document identifiers is based on queries that are commonly much shorter than the indexed documents. This problem is further exacerbated when using DSI for cross-lingual retrieval, where document text and query text are in different languages. To address this fundamental problem of current DSI models, we propose a simple yet effective indexing framework for DSI, called DSI-QG. When indexing, DSI-QG represents documents with a number of potentially relevant queries generated by a query generation model and re-ranked and filtered by a cross-encoder ranker. The presence of these queries at indexing allows the DSI models to connect a document identifier to a set of queries, hence mitigating data distribution mismatches present between the indexing and the retrieval phases. Empirical results on popular mono-lingual and cross-lingual passage retrieval datasets show that DSI-QG significantly outperforms the original DSI model.

As large language models (LLMs) continue to advance, accurately and comprehensively evaluating their performance becomes increasingly challenging. Conventionally, human evaluations are considered the gold standard in natural language generation. Recent advancements incorporate state-of-the-art LLMs as proxies for human judges in evaluation processes. Nonetheless, the extent to which humans and LLMs are capable evaluators remains uncertain. This study aims to investigate the behavior of both crowd-sourced human and LLM-based judges when comparing outputs from different models. To accomplish this, we curate a dataset comprising intentionally flawed machine-generated answers. Our findings indicate that despite the potentially greater danger posed by factual errors, answers with factual errors were still rated more favorably compared to answers that were too short or contained grammatical errors. This highlights a concerning bias in the evaluation process. To address this issue, we propose to independently evaluate machine-generated text across multiple dimensions, rather than merging all the evaluation aspects into a single score. We instantiate this idea with the Elo rating system, resulting in the Multi-Elo Rating System. Empirical results from our study reveal that this proposed approach significantly enhances the quality of LLM-based evaluations, particularly in terms of factual accuracy. However, notable improvement is not observed in crowd-sourced-based evaluations, suggesting the need for further investigation and refinement.

Tuberculosis (TB) is a major global health threat, causing millions of deaths annually. Although early diagnosis and treatment can greatly improve the chances of survival, it remains a major challenge, especially in developing countries. Recently, computer-aided tuberculosis diagnosis (CTD) using deep learning has shown promise, but progress is hindered by limited training data. To address this, we establish a large-scale dataset, namely the Tuberculosis X-ray (TBX11K) dataset, which contains 11,200 chest X-ray (CXR) images with corresponding bounding box annotations for TB areas. This dataset enables the training of sophisticated detectors for high-quality CTD. Furthermore, we propose a strong baseline, SymFormer, for simultaneous CXR image classification and TB infection area detection. SymFormer incorporates Symmetric Search Attention (SymAttention) to tackle the bilateral symmetry property of CXR images for learning discriminative features. Since CXR images may not strictly adhere to the bilateral symmetry property, we also propose Symmetric Positional Encoding (SPE) to facilitate SymAttention through feature recalibration. To promote future research on CTD, we build a benchmark by introducing evaluation metrics, evaluating baseline models reformed from existing detectors, and running an online challenge. Experiments show that SymFormer achieves state-of-the-art performance on the TBX11K dataset. The data, code, and models will be released.

Currently, research on Reinforcement learning (RL) can be broadly classified into two categories: online RL and offline RL. Both in online and offline RL, the primary focus of research on the Bellman error lies in the optimization techniques and performance improvement, rather than exploring the inherent structural properties of the Bellman error, such as distribution characteristics. In this study, we analyze the distribution of the Bellman approximation error in both online and offline settings. We find that in the online environment, the Bellman error follows a Logistic distribution, while in the offline environment, the Bellman error follows a constrained Logistic distribution, where the constrained distribution is dependent on the prior policy in the offline data set. Based on this finding, we have improved the MSELoss which is based on the assumption that the Bellman errors follow a normal distribution, and we utilized the Logistic maximum likelihood function to construct $\rm LLoss$ as an alternative loss function. In addition, we observed that the rewards in the offline data set should follow a specific distribution, which would facilitate the achievement of offline objectives. In our numerical experiments, we performed controlled variable corrections on the loss functions of two variants of Soft-Actor-Critic in both online and offline environments. The results confirmed our hypothesis regarding the online and offline settings, we also found that the variance of LLoss is smaller than MSELoss. Our research provides valuable insights for further investigations based on the distribution of Bellman errors.

Estimating human pose and shape from monocular images is a long-standing problem in computer vision. Since the release of statistical body models, 3D human mesh recovery has been drawing broader attention. With the same goal of obtaining well-aligned and physically plausible mesh results, two paradigms have been developed to overcome challenges in the 2D-to-3D lifting process: i) an optimization-based paradigm, where different data terms and regularization terms are exploited as optimization objectives; and ii) a regression-based paradigm, where deep learning techniques are embraced to solve the problem in an end-to-end fashion. Meanwhile, continuous efforts are devoted to improving the quality of 3D mesh labels for a wide range of datasets. Though remarkable progress has been achieved in the past decade, the task is still challenging due to flexible body motions, diverse appearances, complex environments, and insufficient in-the-wild annotations. To the best of our knowledge, this is the first survey to focus on the task of monocular 3D human mesh recovery. We start with the introduction of body models and then elaborate recovery frameworks and training objectives by providing in-depth analyses of their strengths and weaknesses. We also summarize datasets, evaluation metrics, and benchmark results. Open issues and future directions are discussed in the end, hoping to motivate researchers and facilitate their research in this area. A regularly updated project page can be found at //github.com/tinatiansjz/hmr-survey.

Games and simulators can be a valuable platform to execute complex multi-agent, multiplayer, imperfect information scenarios with significant parallels to military applications: multiple participants manage resources and make decisions that command assets to secure specific areas of a map or neutralize opposing forces. These characteristics have attracted the artificial intelligence (AI) community by supporting development of algorithms with complex benchmarks and the capability to rapidly iterate over new ideas. The success of artificial intelligence algorithms in real-time strategy games such as StarCraft II have also attracted the attention of the military research community aiming to explore similar techniques in military counterpart scenarios. Aiming to bridge the connection between games and military applications, this work discusses past and current efforts on how games and simulators, together with the artificial intelligence algorithms, have been adapted to simulate certain aspects of military missions and how they might impact the future battlefield. This paper also investigates how advances in virtual reality and visual augmentation systems open new possibilities in human interfaces with gaming platforms and their military parallels.

We present a new method to learn video representations from large-scale unlabeled video data. Ideally, this representation will be generic and transferable, directly usable for new tasks such as action recognition and zero or few-shot learning. We formulate unsupervised representation learning as a multi-modal, multi-task learning problem, where the representations are shared across different modalities via distillation. Further, we introduce the concept of loss function evolution by using an evolutionary search algorithm to automatically find optimal combination of loss functions capturing many (self-supervised) tasks and modalities. Thirdly, we propose an unsupervised representation evaluation metric using distribution matching to a large unlabeled dataset as a prior constraint, based on Zipf's law. This unsupervised constraint, which is not guided by any labeling, produces similar results to weakly-supervised, task-specific ones. The proposed unsupervised representation learning results in a single RGB network and outperforms previous methods. Notably, it is also more effective than several label-based methods (e.g., ImageNet), with the exception of large, fully labeled video datasets.

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