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Multi-party business processes rely on the collaboration of various players in a decentralized setting. Blockchain technology can facilitate the automation of these processes, even in cases where trust among participants is limited. Transactions are stored in a ledger, a replica of which is retained by every node of the blockchain network. The operations saved thereby are thus publicly accessible. While this enhances transparency, reliability, and persistence, it hinders the utilization of public blockchains for process automation as it violates typical confidentiality requirements in corporate settings. In this paper, we propose MARTSIA: A Multi-Authority Approach to Transaction Systems for Interoperating Applications. MARTSIA enables precise control over process data at the level of message parts. Based on Multi-Authority Attribute-Based Encryption (MA-ABE), MARTSIA realizes a number of desirable properties, including confidentiality, transparency, and auditability. We implemented our approach in proof-of-concept prototypes, with which we conduct a case study in the area of supply chain management. Also, we show the integration of MARTSIA with a state-of-the-art blockchain-based process execution engine to secure the data flow.

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 Processing 是一門開源編程語言和與之配套的集成開發環境(IDE)的名稱。Processing 在電子藝術和視覺設計社區被用來教授編程基礎,并運用于大量的新媒體和互動藝術作品中。

Rehearsal-based video incremental learning often employs knowledge distillation to mitigate catastrophic forgetting of previously learned data. However, this method faces two major challenges for video task: substantial computing resources from loading teacher model and limited replay capability from performance-limited teacher model. To address these problems, we first propose a knowledge distillation-free framework for rehearsal-based video incremental learning called \textit{Teacher Agent}. Instead of loading parameter-heavy teacher networks, we introduce an agent generator that is either parameter-free or uses only a few parameters to obtain accurate and reliable soft labels. This method not only greatly reduces the computing requirement but also circumvents the problem of knowledge misleading caused by inaccurate predictions of the teacher model. Moreover, we put forward a self-correction loss which provides an effective regularization signal for the review of old knowledge, which in turn alleviates the problem of catastrophic forgetting. Further, to ensure that the samples in the memory buffer are memory-efficient and representative, we introduce a unified sampler for rehearsal-based video incremental learning to mine fixed-length key video frames. Interestingly, based on the proposed strategies, the network exhibits a high level of robustness against spatial resolution reduction when compared to the baseline. Extensive experiments demonstrate the advantages of our method, yielding significant performance improvements while utilizing only half the spatial resolution of video clips as network inputs in the incremental phases.

Practitioners and academics have long appreciated the benefits that experimentation brings to firms. For web-facing firms running online A/B tests, however, it still remains challenging in balancing covariate information when experimental subjects arrive sequentially. In this paper, we study a novel online experimental design problem, which we refer to as the "Online Blocking Problem." In this problem, experimental subjects with heterogeneous covariate information arrive sequentially and must be immediately assigned into either the control or the treatment group, with an objective of minimizing the total discrepancy, which is defined as the minimum weight perfect matching between the two groups. To solve this problem, we propose a novel experimental design approach, which we refer to as the "Pigeonhole Design." The pigeonhole design first partitions the covariate space into smaller spaces, which we refer to as pigeonholes, and then, when the experimental subjects arrive at each pigeonhole, balances the number of control and treatment subjects for each pigeonhole. We analyze the theoretical performance of the pigeonhole design and show its effectiveness by comparing against two well-known benchmark designs: the match-pair design and the completely randomized design. We identify scenarios when the pigeonhole design demonstrates more benefits over the benchmark design. To conclude, we conduct extensive simulations using Yahoo! data to show a 10.2% reduction in variance if we use the pigeonhole design to estimate the average treatment effect.

We propose a simple three-stage approach to segment unseen objects in RGB images using their CAD models. Leveraging recent powerful foundation models, DINOv2 and Segment Anything, we create descriptors and generate proposals, including binary masks for a given input RGB image. By matching proposals with reference descriptors created from CAD models, we achieve precise object ID assignment along with modal masks. We experimentally demonstrate that our method achieves state-of-the-art results in CAD-based novel object segmentation, surpassing existing approaches on the seven core datasets of the BOP challenge by 19.8% AP using the same BOP evaluation protocol. Our source code is available at //github.com/nv-nguyen/cnos.

We explore AI-powered upscaling as a design assistance tool in the context of creating 2D game levels. Deep neural networks are used to upscale artificially downscaled patches of levels from the puzzle platformer game Lode Runner. The trained networks are incorporated into a web-based editor, where the user can create and edit levels at three different levels of resolution: 4x4, 8x8, and 16x16. An edit at any resolution instantly transfers to the other resolutions. As upscaling requires inventing features that might not be present at lower resolutions, we train neural networks to reproduce these features. We introduce a neural network architecture that is capable of not only learning upscaling but also giving higher priority to less frequent tiles. To investigate the potential of this tool and guide further development, we conduct a qualitative study with 3 designers to understand how they use it. Designers enjoyed co-designing with the tool, liked its underlying concept, and provided feedback for further improvement.

The Class Incremental Semantic Segmentation (CISS) extends the traditional segmentation task by incrementally learning newly added classes. Previous work has introduced generative replay, which involves replaying old class samples generated from a pre-trained GAN, to address the issues of catastrophic forgetting and privacy concerns. However, the generated images lack semantic precision and exhibit out-of-distribution characteristics, resulting in inaccurate masks that further degrade the segmentation performance. To tackle these challenges, we propose DiffusePast, a novel framework featuring a diffusion-based generative replay module that generates semantically accurate images with more reliable masks guided by different instructions (e.g., text prompts or edge maps). Specifically, DiffusePast introduces a dual-generator paradigm, which focuses on generating old class images that align with the distribution of downstream datasets while preserving the structure and layout of the original images, enabling more precise masks. To adapt to the novel visual concepts of newly added classes continuously, we incorporate class-wise token embedding when updating the dual-generator. Moreover, we assign adequate pseudo-labels of old classes to the background pixels in the new step images, further mitigating the forgetting of previously learned knowledge. Through comprehensive experiments, our method demonstrates competitive performance across mainstream benchmarks, striking a better balance between the performance of old and novel classes.

Over the past few years, learning-based video compression has become an active research area. However, most works focus on P-frame coding. Learned B-frame coding is under-explored and more challenging. This work introduces a novel B-frame coding framework, termed B-CANF, that exploits conditional augmented normalizing flows for B-frame coding. B-CANF additionally features two novel elements: frame-type adaptive coding and B*-frames. Our frame-type adaptive coding learns better bit allocation for hierarchical B-frame coding by dynamically adapting the feature distributions according to the B-frame type. Our B*-frames allow greater flexibility in specifying the group-of-pictures (GOP) structure by reusing the B-frame codec to mimic P-frame coding, without the need for an additional, separate P-frame codec. On commonly used datasets, B-CANF achieves the state-of-the-art compression performance as compared to the other learned B-frame codecs and shows comparable BD-rate results to HM-16.23 under the random access configuration in terms of PSNR. When evaluated on different GOP structures, our B*-frames achieve similar performance to the additional use of a separate P-frame codec.

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.

Search in social networks such as Facebook poses different challenges than in classical web search: besides the query text, it is important to take into account the searcher's context to provide relevant results. Their social graph is an integral part of this context and is a unique aspect of Facebook search. While embedding-based retrieval (EBR) has been applied in eb search engines for years, Facebook search was still mainly based on a Boolean matching model. In this paper, we discuss the techniques for applying EBR to a Facebook Search system. We introduce the unified embedding framework developed to model semantic embeddings for personalized search, and the system to serve embedding-based retrieval in a typical search system based on an inverted index. We discuss various tricks and experiences on end-to-end optimization of the whole system, including ANN parameter tuning and full-stack optimization. Finally, we present our progress on two selected advanced topics about modeling. We evaluated EBR on verticals for Facebook Search with significant metrics gains observed in online A/B experiments. We believe this paper will provide useful insights and experiences to help people on developing embedding-based retrieval systems in search engines.

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.

Recently, ensemble has been applied to deep metric learning to yield state-of-the-art results. Deep metric learning aims to learn deep neural networks for feature embeddings, distances of which satisfy given constraint. In deep metric learning, ensemble takes average of distances learned by multiple learners. As one important aspect of ensemble, the learners should be diverse in their feature embeddings. To this end, we propose an attention-based ensemble, which uses multiple attention masks, so that each learner can attend to different parts of the object. We also propose a divergence loss, which encourages diversity among the learners. The proposed method is applied to the standard benchmarks of deep metric learning and experimental results show that it outperforms the state-of-the-art methods by a significant margin on image retrieval tasks.

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