Secure two-party computation with homomorphic encryption (HE) protects data privacy with a formal security guarantee but suffers from high communication overhead. While previous works, e.g., Cheetah, Iron, etc, have proposed efficient HE-based protocols for different neural network (NN) operations, they still assume high precision, e.g., fixed point 37 bit, for the NN operations and ignore NNs' native robustness against quantization error. In this paper, we propose HEQuant, which features low-precision-quantization-aware optimization for the HE-based protocols. We observe the benefit of a naive combination of quantization and HE quickly saturates as bit precision goes down. Hence, to further improve communication efficiency, we propose a series of optimizations, including an intra-coefficient packing algorithm and a quantization-aware tiling algorithm, to simultaneously reduce the number and precision of the transferred data. Compared with prior-art HE-based protocols, e.g., CrypTFlow2, Cheetah, Iron, etc, HEQuant achieves $3.5\sim 23.4\times$ communication reduction and $3.0\sim 9.3\times$ latency reduction. Meanwhile, when compared with prior-art network optimization frameworks, e.g., SENet, SNL, etc, HEQuant also achieves $3.1\sim 3.6\times$ communication reduction.
A critical bottleneck limiting imitation learning in robotics is the lack of data. This problem is more severe in mobile manipulation, where collecting demonstrations is harder than in stationary manipulation due to the lack of available and easy-to-use teleoperation interfaces. In this work, we demonstrate TeleMoMa, a general and modular interface for whole-body teleoperation of mobile manipulators. TeleMoMa unifies multiple human interfaces including RGB and depth cameras, virtual reality controllers, keyboard, joysticks, etc., and any combination thereof. In its more accessible version, TeleMoMa works using simply vision (e.g., an RGB-D camera), lowering the entry bar for humans to provide mobile manipulation demonstrations. We demonstrate the versatility of TeleMoMa by teleoperating several existing mobile manipulators - PAL Tiago++, Toyota HSR, and Fetch - in simulation and the real world. We demonstrate the quality of the demonstrations collected with TeleMoMa by training imitation learning policies for mobile manipulation tasks involving synchronized whole-body motion. Finally, we also show that TeleMoMa's teleoperation channel enables teleoperation on site, looking at the robot, or remote, sending commands and observations through a computer network, and perform user studies to evaluate how easy it is for novice users to learn to collect demonstrations with different combinations of human interfaces enabled by our system. We hope TeleMoMa becomes a helpful tool for the community enabling researchers to collect whole-body mobile manipulation demonstrations. For more information and video results, //robin-lab.cs.utexas.edu/telemoma-web.
As an important and challenging problem in computer vision, PAnoramic Semantic Segmentation (PASS) gives complete scene perception based on an ultra-wide angle of view. Usually, prevalent PASS methods with 2D panoramic image input focus on solving image distortions but lack consideration of the 3D properties of original $360^{\circ}$ data. Therefore, their performance will drop a lot when inputting panoramic images with the 3D disturbance. To be more robust to 3D disturbance, we propose our Spherical Geometry-Aware Transformer for PAnoramic Semantic Segmentation (SGAT4PASS), considering 3D spherical geometry knowledge. Specifically, a spherical geometry-aware framework is proposed for PASS. It includes three modules, i.e., spherical geometry-aware image projection, spherical deformable patch embedding, and a panorama-aware loss, which takes input images with 3D disturbance into account, adds a spherical geometry-aware constraint on the existing deformable patch embedding, and indicates the pixel density of original $360^{\circ}$ data, respectively. Experimental results on Stanford2D3D Panoramic datasets show that SGAT4PASS significantly improves performance and robustness, with approximately a 2% increase in mIoU, and when small 3D disturbances occur in the data, the stability of our performance is improved by an order of magnitude. Our code and supplementary material are available at //github.com/TencentARC/SGAT4PASS.
The generalization of decision-making agents encompasses two fundamental elements: learning from past experiences and reasoning in novel contexts. However, the predominant emphasis in most interactive environments is on learning, often at the expense of complexity in reasoning. In this paper, we introduce CivRealm, an environment inspired by the Civilization game. Civilization's profound alignment with human history and society necessitates sophisticated learning, while its ever-changing situations demand strong reasoning to generalize. Particularly, CivRealm sets up an imperfect-information general-sum game with a changing number of players; it presents a plethora of complex features, challenging the agent to deal with open-ended stochastic environments that require diplomacy and negotiation skills. Within CivRealm, we provide interfaces for two typical agent types: tensor-based agents that focus on learning, and language-based agents that emphasize reasoning. To catalyze further research, we present initial results for both paradigms. The canonical RL-based agents exhibit reasonable performance in mini-games, whereas both RL- and LLM-based agents struggle to make substantial progress in the full game. Overall, CivRealm stands as a unique learning and reasoning challenge for decision-making agents. The code is available at //github.com/bigai-ai/civrealm.
We propose a middleware solution designed to facilitate seamless integration of privacy using zero-knowledge proofs within various multi-chain protocols, encompassing domains such as DeFi, gaming, social networks, DAOs, e-commerce, and the metaverse. Our design achieves two divergent goals. zkFi aims to preserve consumer privacy while achieving regulation compliance through zero-knowledge proofs. These ends are simultaneously achievable. zkFi protocol is designed to function as a plug-and-play solution, offering developers the flexibility to handle transactional assets while abstracting away the complexities associated with zero-knowledge proofs. Notably, specific expertise in zero-knowledge proofs (ZKP) is optional, attributed to zkFi's modular approach and software development kit (SDK) availability.
As technological advancements continue to expand the capabilities of multi unmanned-aerial-vehicle systems (mUAV), human operators face challenges in scalability and efficiency due to the complex cognitive load and operations associated with motion adjustments and team coordination. Such cognitive demands limit the feasible size of mUAV teams and necessitate extensive operator training, impeding broader adoption. This paper developed a Hand Gesture Based Interactive Control (HGIC), a novel interface system that utilize computer vision techniques to intuitively translate hand gestures into modular commands for robot teaming. Through learning control models, these commands enable efficient and scalable mUAV motion control and adjustments. HGIC eliminates the need for specialized hardware and offers two key benefits: 1) Minimal training requirements through natural gestures; and 2) Enhanced scalability and efficiency via adaptable commands. By reducing the cognitive burden on operators, HGIC opens the door for more effective large-scale mUAV applications in complex, dynamic, and uncertain scenarios. HGIC will be open-sourced after the paper being published online for the research community, aiming to drive forward innovations in human-mUAV interactions.
We explore how iterative revising a chain of thoughts with the help of information retrieval significantly improves large language models' reasoning and generation ability in long-horizon generation tasks, while hugely mitigating hallucination. In particular, the proposed method -- *retrieval-augmented thoughts* (RAT) -- revises each thought step one by one with retrieved information relevant to the task query, the current and the past thought steps, after the initial zero-shot CoT is generated. Applying RAT to GPT-3.5, GPT-4, and CodeLLaMA-7b substantially improves their performances on various long-horizon generation tasks; on average of relatively increasing rating scores by 13.63% on code generation, 16.96% on mathematical reasoning, 19.2% on creative writing, and 42.78% on embodied task planning. The demo page can be found at //craftjarvis.github.io/RAT
Robotic collectives for military and disaster response applications require coalition formation algorithms to partition robots into appropriate task teams. Collectives' missions will often incorporate tasks that require multiple high-level robot behaviors or services, which coalition formation must accommodate. The highly dynamic and unstructured application domains also necessitate that coalition formation algorithms produce near optimal solutions (i.e., >95% utility) in near real-time (i.e., <5 minutes) with very large collectives (i.e., hundreds of robots). No previous coalition formation algorithm satisfies these requirements. An initial evaluation found that traditional auction-based algorithms' runtimes are too long, even though the centralized simulator incorporated ideal conditions unlikely to occur in real-world deployments (i.e., synchronization across robots and perfect, instantaneous communication). The hedonic game-based GRAPE algorithm can produce solutions in near real-time, but cannot be applied to multiple service collectives. This manuscript integrates GRAPE and a services model, producing GRAPE-S and Pair-GRAPE-S. These algorithms and two auction baselines were evaluated using a centralized simulator with up to 1000 robots, and via the largest distributed coalition formation simulated evaluation to date, with up to 500 robots. The evaluations demonstrate that auctions transfer poorly to distributed collectives, resulting in excessive runtimes and low utility solutions. GRAPE-S satisfies the target domains' coalition formation requirements, producing near optimal solutions in near real-time, and Pair-GRAPE-S more than satisfies the domain requirements, producing optimal solutions in near real-time. GRAPE-S and Pair-GRAPE-S are the first algorithms demonstrated to support near real-time coalition formation for very large, distributed collectives with multiple services.
The emergence of large language models (LLMs) has substantially influenced natural language processing, demonstrating exceptional results across various tasks. In this study, we employ ``Introspective Tips" to facilitate LLMs in self-optimizing their decision-making. By introspectively examining trajectories, LLM refines its policy by generating succinct and valuable tips. Our method enhances the agent's performance in both few-shot and zero-shot learning situations by considering three essential scenarios: learning from the agent's past experiences, integrating expert demonstrations, and generalizing across diverse games. Importantly, we accomplish these improvements without fine-tuning the LLM parameters; rather, we adjust the prompt to generalize insights from the three aforementioned situations. Our framework not only supports but also emphasizes the advantage of employing LLM in in-contxt decision-making. Experiments involving over 100 games in TextWorld illustrate the superior performance of our approach.
Retrieving object instances among cluttered scenes efficiently requires compact yet comprehensive regional image representations. Intuitively, object semantics can help build the index that focuses on the most relevant regions. However, due to the lack of bounding-box datasets for objects of interest among retrieval benchmarks, most recent work on regional representations has focused on either uniform or class-agnostic region selection. In this paper, we first fill the void by providing a new dataset of landmark bounding boxes, based on the Google Landmarks dataset, that includes $94k$ images with manually curated boxes from $15k$ unique landmarks. Then, we demonstrate how a trained landmark detector, using our new dataset, can be leveraged to index image regions and improve retrieval accuracy while being much more efficient than existing regional methods. In addition, we further introduce a novel regional aggregated selective match kernel (R-ASMK) to effectively combine information from detected regions into an improved holistic image representation. R-ASMK boosts image retrieval accuracy substantially at no additional memory cost, while even outperforming systems that index image regions independently. Our complete image retrieval system improves upon the previous state-of-the-art by significant margins on the Revisited Oxford and Paris datasets. Code and data will be released.
Online news recommender systems aim to address the information explosion of news and make personalized recommendation for users. In general, news language is highly condensed, full of knowledge entities and common sense. However, existing methods are unaware of such external knowledge and cannot fully discover latent knowledge-level connections among news. The recommended results for a user are consequently limited to simple patterns and cannot be extended reasonably. Moreover, news recommendation also faces the challenges of high time-sensitivity of news and dynamic diversity of users' interests. To solve the above problems, in this paper, we propose a deep knowledge-aware network (DKN) that incorporates knowledge graph representation into news recommendation. DKN is a content-based deep recommendation framework for click-through rate prediction. The key component of DKN is a multi-channel and word-entity-aligned knowledge-aware convolutional neural network (KCNN) that fuses semantic-level and knowledge-level representations of news. KCNN treats words and entities as multiple channels, and explicitly keeps their alignment relationship during convolution. In addition, to address users' diverse interests, we also design an attention module in DKN to dynamically aggregate a user's history with respect to current candidate news. Through extensive experiments on a real online news platform, we demonstrate that DKN achieves substantial gains over state-of-the-art deep recommendation models. We also validate the efficacy of the usage of knowledge in DKN.