We characterise the classes of tournaments with tractable first-order model checking. For every hereditary class of tournaments $\mathcal T$, first-order model checking either is fixed parameter tractable, or is AW$[*]$-hard. This dichotomy coincides with the fact that $\mathcal T$ has either bounded or unbounded twin-width, and that the growth of $\mathcal T$ is either at most exponential or at least factorial. From the model-theoretic point of view, we show that NIP classes of tournaments coincide with bounded twin-width. Twin-width is also characterised by three infinite families of obstructions: $\mathcal T$ has bounded twin-width if and only if it excludes one tournament from each family. This generalises results of Bonnet et al. on ordered graphs. The key for these results is a polynomial time algorithm which takes as input a tournament $T$ and compute a linear order $<$ on $V(T)$ such that the twin-width of the birelation $(T,<)$ is at most some function of the twin-width of $T$. Since approximating twin-width can be done in polynomial time for an ordered structure $(T,<)$, this provides a polytime approximation of twin-width for tournaments. Our results extend to oriented graphs with stable sets of bounded size, which may also be augmented by arbitrary binary relations.
Self-training allows a network to learn from the predictions of a more complicated model, thus often requires well-trained teacher models and mixture of teacher-student data while multi-task learning jointly optimizes different targets to learn salient interrelationship and requires multi-task annotations for each training example. These frameworks, despite being particularly data demanding have potentials for data exploitation if such assumptions can be relaxed. In this paper, we compare self-training object detection under the deficiency of teacher training data where students are trained on unseen examples by the teacher, and multi-task learning with partially annotated data, i.e. single-task annotation per training example. Both scenarios have their own limitation but potentially helpful with limited annotated data. Experimental results show the improvement of performance when using a weak teacher with unseen data for training a multi-task student. Despite the limited setup we believe the experimental results show the potential of multi-task knowledge distillation and self-training, which could be beneficial for future study. Source code is at //lhoangan.github.io/multas.
The development of quantum computers has been advancing rapidly in recent years. As quantum computers become more widely accessible, potentially malicious users could try to execute their code on the machines to leak information from other users, to interfere with or manipulate the results of other users, or to reverse engineer the underlying quantum computer architecture and its intellectual property, for example. Among different security threats, previous work has demonstrated information leakage across the reset operations, and it then proposed a secure reset operation could be an enabling technology that allows the sharing of a quantum computer among different users, or among different quantum programs of the same user. This work first shows a set of new, extended reset operation attacks that could be more stealthy by hiding the intention of the attacker's circuit. This work shows various masking circuits and how attackers can retrieve information from the execution of a previous shot of a circuit, even if the masking circuit is used between the reset operation (of the victim, after the shot of the circuit is executed) and the measurement (of the attacker). Based on the uncovered new possible attacks, this work proposes a set of heuristic checks that could be applied at transpile time to check for the existence of malicious circuits that try to steal information via the attack on the reset operation. Unlike run-time protection or added secure reset gates, this work proposes a complimentary, compile-time security solution to the attacks on reset~operation.
We present the effect of adapting to human preferences on trust in a human-robot teaming task. The team performs a task in which the robot acts as an action recommender to the human. It is assumed that the behavior of the human and the robot is based on some reward function they try to optimize. We use a new human trust-behavior model that enables the robot to learn and adapt to the human's preferences in real-time during their interaction using Bayesian Inverse Reinforcement Learning. We present three strategies for the robot to interact with a human: a non-learner strategy, in which the robot assumes that the human's reward function is the same as the robot's, a non-adaptive learner strategy that learns the human's reward function for performance estimation, but still optimizes its own reward function, and an adaptive-learner strategy that learns the human's reward function for performance estimation and also optimizes this learned reward function. Results show that adapting to the human's reward function results in the highest trust in the robot.
Diffusion-model-based text-guided image generation has recently made astounding progress, producing fascinating results in open-domain image manipulation tasks. Few models, however, currently have complete zero-shot capabilities for both global and local image editing due to the complexity and diversity of image manipulation tasks. In this work, we propose a method with a mixture-of-expert (MOE) controllers to align the text-guided capacity of diffusion models with different kinds of human instructions, enabling our model to handle various open-domain image manipulation tasks with natural language instructions. First, we use large language models (ChatGPT) and conditional image synthesis models (ControlNet) to generate a large number of global image transfer dataset in addition to the instruction-based local image editing dataset. Then, using an MOE technique and task-specific adaptation training on a large-scale dataset, our conditional diffusion model can edit images globally and locally. Extensive experiments demonstrate that our approach performs surprisingly well on various image manipulation tasks when dealing with open-domain images and arbitrary human instructions. Please refer to our project page: [//oppo-mente-lab.github.io/moe_controller/]
Copy-move forgery on speech (CMF), coupled with post-processing techniques, presents a great challenge to the forensic detection and localization of tampered areas. Most of the existing CMF detection approaches necessitate pre-segmentation of speech to facilitate similarity calculations among these segments. However, these approaches usually suffer from the problems of uncontrollable computational complexity and sensitivity to the presence of a word that is read multiple times within a speech recording. To address these issues, we propose a local feature tensors-based CMF detection algorithm that can transform duplicate detection and localization problems into a special tensor-matching procedure, accompanied by complete theoretical analysis as support. Through extensive experimentation, we have demonstrated that our method exhibits computational efficiency and robustness against post-processing techniques. Notably, it can effectively and blindly detect tampered segments, even those as short as a fractional second. These advantages highlight the promising potential of our approach for practical applications.
Effective multi-robot teams require the ability to move to goals in complex environments in order to address real-world applications such as search and rescue. Multi-robot teams should be able to operate in a completely decentralized manner, with individual robot team members being capable of acting without explicit communication between neighbors. In this paper, we propose a novel game theoretic model that enables decentralized and communication-free navigation to a goal position. Robots each play their own distributed game by estimating the behavior of their local teammates in order to identify behaviors that move them in the direction of the goal, while also avoiding obstacles and maintaining team cohesion without collisions. We prove theoretically that generated actions approach a Nash equilibrium, which also corresponds to an optimal strategy identified for each robot. We show through extensive simulations that our approach enables decentralized and communication-free navigation by a multi-robot system to a goal position, and is able to avoid obstacles and collisions, maintain connectivity, and respond robustly to sensor noise.
Promoting behavioural diversity is critical for solving games with non-transitive dynamics where strategic cycles exist, and there is no consistent winner (e.g., Rock-Paper-Scissors). Yet, there is a lack of rigorous treatment for defining diversity and constructing diversity-aware learning dynamics. In this work, we offer a geometric interpretation of behavioural diversity in games and introduce a novel diversity metric based on \emph{determinantal point processes} (DPP). By incorporating the diversity metric into best-response dynamics, we develop \emph{diverse fictitious play} and \emph{diverse policy-space response oracle} for solving normal-form games and open-ended games. We prove the uniqueness of the diverse best response and the convergence of our algorithms on two-player games. Importantly, we show that maximising the DPP-based diversity metric guarantees to enlarge the \emph{gamescape} -- convex polytopes spanned by agents' mixtures of strategies. To validate our diversity-aware solvers, we test on tens of games that show strong non-transitivity. Results suggest that our methods achieve much lower exploitability than state-of-the-art solvers by finding effective and diverse strategies.
Multi-agent influence diagrams (MAIDs) are a popular form of graphical model that, for certain classes of games, have been shown to offer key complexity and explainability advantages over traditional extensive form game (EFG) representations. In this paper, we extend previous work on MAIDs by introducing the concept of a MAID subgame, as well as subgame perfect and trembling hand perfect equilibrium refinements. We then prove several equivalence results between MAIDs and EFGs. Finally, we describe an open source implementation for reasoning about MAIDs and computing their equilibria.
Conventional methods for object detection typically require a substantial amount of training data and preparing such high-quality training data is very labor-intensive. In this paper, we propose a novel few-shot object detection network that aims at detecting objects of unseen categories with only a few annotated examples. Central to our method are our Attention-RPN, Multi-Relation Detector and Contrastive Training strategy, which exploit the similarity between the few shot support set and query set to detect novel objects while suppressing false detection in the background. To train our network, we contribute a new dataset that contains 1000 categories of various objects with high-quality annotations. To the best of our knowledge, this is one of the first datasets specifically designed for few-shot object detection. Once our few-shot network is trained, it can detect objects of unseen categories without further training or fine-tuning. Our method is general and has a wide range of potential applications. We produce a new state-of-the-art performance on different datasets in the few-shot setting. The dataset link is //github.com/fanq15/Few-Shot-Object-Detection-Dataset.
We introduce the first system towards the novel task of answering complex multisentence recommendation questions in the tourism domain. Our solution uses a pipeline of two modules: question understanding and answering. For question understanding, we define an SQL-like query language that captures the semantic intent of a question; it supports operators like subset, negation, preference and similarity, which are often found in recommendation questions. We train and compare traditional CRFs as well as bidirectional LSTM-based models for converting a question to its semantic representation. We extend these models to a semisupervised setting with partially labeled sequences gathered through crowdsourcing. We find that our best model performs semi-supervised training of BiDiLSTM+CRF with hand-designed features and CCM(Chang et al., 2007) constraints. Finally, in an end to end QA system, our answering component converts our question representation into queries fired on underlying knowledge sources. Our experiments on two different answer corpora demonstrate that our system can significantly outperform baselines with up to 20 pt higher accuracy and 17 pt higher recall.