The popularity of Metaverse as an entertainment, social, and work platform has led to a great need for seamless avatar integration in the virtual world. In Metaverse, avatars must be updated and rendered to reflect users' behaviour. Achieving real-time synchronization between the virtual bilocation and the user is complex, placing high demands on the Metaverse Service Provider (MSP)'s rendering resource allocation scheme. To tackle this issue, we propose a semantic communication framework that leverages contest theory to model the interactions between users and MSPs and determine optimal resource allocation for each user. To reduce the consumption of network resources in wireless transmission, we use the semantic communication technique to reduce the amount of data to be transmitted. Under our simulation settings, the encoded semantic data only contains 51 bytes of skeleton coordinates instead of the image size of 8.243 megabytes. Moreover, we implement Deep Q-Network to optimize reward settings for maximum performance and efficient resource allocation. With the optimal reward setting, users are incentivized to select their respective suitable uploading frequency, reducing down-sampling loss due to rendering resource constraints by 66.076\% compared with the traditional average distribution method. The framework provides a novel solution to resource allocation for avatar association in VR environments, ensuring a smooth and immersive experience for all users.
The success of federated Learning (FL) depends on the quantity and quality of the data owners (DOs) as well as their motivation to join FL model training. Reputation-based FL participant selection methods have been proposed. However, they still face the challenges of the cold start problem and potential selection bias towards highly reputable DOs. Such a bias can result in lower reputation DOs being prematurely excluded from future FL training rounds, thereby reducing the diversity of training data and the generalizability of the resulting models. To address these challenges, we propose the Gradual Participant Selection scheme for Auction-based Federated Learning (GPS-AFL). Unlike existing AFL incentive mechanisms which generally assume that all DOs required for an FL task must be selected in one go, GPS-AFL gradually selects the required DOs over multiple rounds of training as more information is revealed through repeated interactions. It is designed to strike a balance between cost saving and performance enhancement, while mitigating the drawbacks of selection bias in reputation-based FL. Extensive experiments based on real-world datasets demonstrate the significant advantages of GPS-AFL, which reduces costs by 33.65% and improved total utility by 2.91%, on average compared to the best-performing state-of-the-art approach.
Although pervasive spread of misinformation on social media platforms has become a pressing challenge, existing platform interventions have shown limited success in curbing its dissemination. In this study, we propose a stance-aware graph neural network (stance-aware GNN) that leverages users' stances to proactively predict misinformation spread. As different user stances can form unique echo chambers, we customize four information passing paths in stance-aware GNN, while the trainable attention weights provide explainability by highlighting each structure's importance. Evaluated on a real-world dataset, stance-aware GNN outperforms benchmarks by 32.65% and exceeds advanced GNNs without user stance by over 4.69%. Furthermore, the attention weights indicate that users' opposition stances have a higher impact on their neighbors' behaviors than supportive ones, which function as social correction to halt misinformation propagation. Overall, our study provides an effective predictive model for platforms to combat misinformation, and highlights the impact of user stances in the misinformation propagation.
Graph neural networks (GNN) are increasingly used to classify EEG for tasks such as emotion recognition, motor imagery and neurological diseases and disorders. A wide range of methods have been proposed to design GNN-based classifiers. Therefore, there is a need for a systematic review and categorisation of these approaches. We exhaustively search the published literature on this topic and derive several categories for comparison. These categories highlight the similarities and differences among the methods. The results suggest a prevalence of spectral graph convolutional layers over spatial. Additionally, we identify standard forms of node features, with the most popular being the raw EEG signal and differential entropy. Our results summarise the emerging trends in GNN-based approaches for EEG classification. Finally, we discuss several promising research directions, such as exploring the potential of transfer learning methods and appropriate modelling of cross-frequency interactions.
As Natural Language Processing (NLP) systems are increasingly employed in intricate social environments, a pressing query emerges: Can these NLP systems mirror human-esque collaborative intelligence, in a multi-agent society consisting of multiple large language models (LLMs)? This paper probes the collaboration mechanisms among contemporary NLP systems by melding practical experiments with theoretical insights. We fabricate four unique `societies' comprised of LLM agents, where each agent is characterized by a specific `trait' (easy-going or overconfident) and engages in collaboration with a distinct `thinking pattern' (debate or reflection). Evaluating these multi-agent societies on three benchmark datasets, we discern that LLM agents navigate tasks by leveraging diverse social behaviors, from active debates to introspective reflections. Notably, certain collaborative strategies only optimize efficiency (using fewer API tokens), but also outshine previous top-tier approaches. Moreover, our results further illustrate that LLM agents manifest human-like social behaviors, such as conformity or majority rule, mirroring foundational Social Psychology theories. In conclusion, we integrate insights from Social Psychology to contextualize the collaboration of LLM agents, inspiring further investigations into the collaboration mechanism for LLMs. We commit to sharing our code and datasets (already submitted in supplementary materials), hoping to catalyze further research in this promising avenue (All code and data are available at \url{//github.com/zjunlp/MachineSoM}.).
The intersection of vision and language is of major interest due to the increased focus on seamless integration between recognition and reasoning. Scene graphs (SGs) have emerged as a useful tool for multimodal image analysis, showing impressive performance in tasks such as Visual Question Answering (VQA). In this work, we demonstrate that despite the effectiveness of scene graphs in VQA tasks, current methods that utilize idealized annotated scene graphs struggle to generalize when using predicted scene graphs extracted from images. To address this issue, we introduce the SelfGraphVQA framework. Our approach extracts a scene graph from an input image using a pre-trained scene graph generator and employs semantically-preserving augmentation with self-supervised techniques. This method improves the utilization of graph representations in VQA tasks by circumventing the need for costly and potentially biased annotated data. By creating alternative views of the extracted graphs through image augmentations, we can learn joint embeddings by optimizing the informational content in their representations using an un-normalized contrastive approach. As we work with SGs, we experiment with three distinct maximization strategies: node-wise, graph-wise, and permutation-equivariant regularization. We empirically showcase the effectiveness of the extracted scene graph for VQA and demonstrate that these approaches enhance overall performance by highlighting the significance of visual information. This offers a more practical solution for VQA tasks that rely on SGs for complex reasoning questions.
We present Mini-BEHAVIOR, a novel benchmark for embodied AI that challenges agents to use reasoning and decision-making skills to solve complex activities that resemble everyday human challenges. The Mini-BEHAVIOR environment is a fast, realistic Gridworld environment that offers the benefits of rapid prototyping and ease of use while preserving a symbolic level of physical realism and complexity found in complex embodied AI benchmarks. We introduce key features such as procedural generation, to enable the creation of countless task variations and support open-ended learning. Mini-BEHAVIOR provides implementations of various household tasks from the original BEHAVIOR benchmark, along with starter code for data collection and reinforcement learning agent training. In essence, Mini-BEHAVIOR offers a fast, open-ended benchmark for evaluating decision-making and planning solutions in embodied AI. It serves as a user-friendly entry point for research and facilitates the evaluation and development of solutions, simplifying their assessment and development while advancing the field of embodied AI. Code is publicly available at //github.com/StanfordVL/mini_behavior.
The impressive performances of large language models (LLMs) and their immense potential for commercialization have given rise to serious concerns over the intellectual property (IP) of their training data. In particular, the synthetic texts generated by LLMs may infringe the IP of the data being used to train the LLMs. To this end, it is imperative to be able to (a) identify the data provider who contributed to the generation of a synthetic text by an LLM (source attribution) and (b) verify whether the text data from a data provider has been used to train an LLM (data provenance). In this paper, we show that both problems can be solved by watermarking, i.e., by enabling an LLM to generate synthetic texts with embedded watermarks that contain information about their source(s). We identify the key properties of such watermarking frameworks (e.g., source attribution accuracy, robustness against adversaries), and propose a WAtermarking for Source Attribution (WASA) framework that satisfies these key properties due to our algorithmic designs. Our WASA framework enables an LLM to learn an accurate mapping from the texts of different data providers to their corresponding unique watermarks, which sets the foundation for effective source attribution (and hence data provenance). Extensive empirical evaluations show that our WASA framework achieves effective source attribution and data provenance.
Creating the photo-realistic version of people sketched portraits is useful to various entertainment purposes. Existing studies only generate portraits in the 2D plane with fixed views, making the results less vivid. In this paper, we present Stereoscopic Simplified Sketch-to-Portrait (SSSP), which explores the possibility of creating Stereoscopic 3D-aware portraits from simple contour sketches by involving 3D generative models. Our key insight is to design sketch-aware constraints that can fully exploit the prior knowledge of a tri-plane-based 3D-aware generative model. Specifically, our designed region-aware volume rendering strategy and global consistency constraint further enhance detail correspondences during sketch encoding. Moreover, in order to facilitate the usage of layman users, we propose a Contour-to-Sketch module with vector quantized representations, so that easily drawn contours can directly guide the generation of 3D portraits. Extensive comparisons show that our method generates high-quality results that match the sketch. Our usability study verifies that our system is greatly preferred by user.
Due to complex interactions among various deep neural network (DNN) optimization techniques, modern DNNs can have weights and activations that are dense or sparse with diverse sparsity degrees. To offer a good trade-off between accuracy and hardware performance, an ideal DNN accelerator should have high flexibility to efficiently translate DNN sparsity into reductions in energy and/or latency without incurring significant complexity overhead. This paper introduces hierarchical structured sparsity (HSS), with the key insight that we can systematically represent diverse sparsity degrees by having them hierarchically composed from multiple simple sparsity patterns. As a result, HSS simplifies the underlying hardware since it only needs to support simple sparsity patterns; this significantly reduces the sparsity acceleration overhead, which improves efficiency. Motivated by such opportunities, we propose a simultaneously efficient and flexible accelerator, named HighLight, to accelerate DNNs that have diverse sparsity degrees (including dense). Due to the flexibility of HSS, different HSS patterns can be introduced to DNNs to meet different applications' accuracy requirements. Compared to existing works, HighLight achieves a geomean of up to 6.4x better energy-delay product (EDP) across workloads with diverse sparsity degrees, and always sits on the EDP-accuracy Pareto frontier for representative DNNs
Modern neural collaborative filtering techniques are critical to the success of e-commerce, social media, and content-sharing platforms. However, despite technical advances -- for every new application domain, we need to train an NCF model from scratch. In contrast, pre-trained vision and language models are routinely applied to diverse applications directly (zero-shot) or with limited fine-tuning. Inspired by the impact of pre-trained models, we explore the possibility of pre-trained recommender models that support building recommender systems in new domains, with minimal or no retraining, without the use of any auxiliary user or item information. Zero-shot recommendation without auxiliary information is challenging because we cannot form associations between users and items across datasets when there are no overlapping users or items. Our fundamental insight is that the statistical characteristics of the user-item interaction matrix are universally available across different domains and datasets. Thus, we use the statistical characteristics of the user-item interaction matrix to identify dataset-independent representations for users and items. We show how to learn universal (i.e., supporting zero-shot adaptation without user or item auxiliary information) representations for nodes and edges from the bipartite user-item interaction graph. We learn representations by exploiting the statistical properties of the interaction data, including user and item marginals, and the size and density distributions of their clusters.