To mitigate the high inference latency stemming from autoregressive decoding in Large Language Models (LLMs), Speculative Decoding has emerged as a novel decoding paradigm for LLM inference. In each decoding step, this method first drafts several future tokens efficiently and then verifies them in parallel. Unlike autoregressive decoding, Speculative Decoding facilitates the simultaneous decoding of multiple tokens per step, thereby accelerating inference. This paper presents a comprehensive overview and analysis of this promising decoding paradigm. We begin by providing a formal definition and formulation of Speculative Decoding. Then, we organize in-depth discussions on its key facets, such as drafter selection and verification strategies. Furthermore, we present a comparative analysis of leading methods under third-party testing environments. We aim for this work to serve as a catalyst for further research on Speculative Decoding, ultimately contributing to more efficient LLM inference.
In the rapidly evolving field of 3D reconstruction, 3D Gaussian Splatting (3DGS) and 2D Gaussian Splatting (2DGS) represent significant advancements. Although 2DGS compresses 3D Gaussian primitives into 2D Gaussian surfels to effectively enhance mesh extraction quality, this compression can potentially lead to a decrease in rendering quality. Additionally, unreliable densification processes and the calculation of depth through the accumulation of opacity can compromise the detail of mesh extraction. To address this issue, we introduce MVG-Splatting, a solution guided by Multi-View considerations. Specifically, we integrate an optimized method for calculating normals, which, combined with image gradients, helps rectify inconsistencies in the original depth computations. Additionally, utilizing projection strategies akin to those in Multi-View Stereo (MVS), we propose an adaptive quantile-based method that dynamically determines the level of additional densification guided by depth maps, from coarse to fine detail. Experimental evidence demonstrates that our method not only resolves the issues of rendering quality degradation caused by depth discrepancies but also facilitates direct mesh extraction from dense Gaussian point clouds using the Marching Cubes algorithm. This approach significantly enhances the overall fidelity and accuracy of the 3D reconstruction process, ensuring that both the geometric details and visual quality.
We propose a method of simulating the human process of foreign accentuation using Generative Spoken Language Model (GSLM) only with native speech corpora. When one listens to spoken words of a foreign language and repeats them, the repeated speech is often with the accent of that listener's L1. This is said to be because the spoken words are mentally represented as a sequence of phonological units of the L1, and those units are used for oral reproduction. We simulate this process by inputting speech of language A into GSLM of language B to add B's accent onto the input speech. The process of running ASR of the L1 for foreign input speech and giving the ASR result to TTS of the L1 can be viewed as a naive implementation of this approach. The results of our experiments show that the synthesized accent of the output speech is highly natural, compared to real samples of A generated by speakers whose L1 is B, and that the degree of accentuation is controllable.
Digital Volume Correlation (DVC) is widely used for the analysis of three-dimensional displacement and strain fields based on CT scans. However, the applicability of DVC methods is limited when it comes to geomaterials: CT speckles are directly correlated with the material's microstructure, and the speckle structure cannot be artificially altered, with generally poor speckle quality. Additionally, most geomaterials exhibit elastoplastic properties and will undergo complex-large deformations under external loading, sometimes leading to strain localization phenomena. These factors contribute to inaccuracies in the displacement field obtained through DVC, and at present, there is a shortage of correction methods and accuracy assessment techniques for the displacement field. If the accuracy of the DVC displacement field is sufficiently high, the gray residue of the two volume images before and after deformation should be minimal, utilizing this characteristic to develop a correction method for the displacement field is feasible. The proposed self-correcting strategy of the DVC displacement field based on image matching, which from the experimental measurement error. We demonstrated the effectiveness of the proposed method by CT triaxial tests of granite residual soil. Without adding other parameters or adjusting the original parameters of DVC, the gray residue showed that the proposed method can effectively improve the accuracy of the displacement field. Additionally, the accuracy evaluation method can reasonably estimate the accuracy of the displacement field. The proposed method can effectively improve the accuracy of DVC three-dimensional displacement field for the state of speckles with poor quality and complex-large deformation.
Knowledge graphs and ontologies are becoming increasingly vital as they align with the FAIR Guiding Principles (Findable, Accessible, Interoperable, Reusable). We address eleven challenges that may impede the full realization of the potential of FAIR knowledge graphs, as conventional solutions are perceived to be overly complex and lacking in cognitive interoperability. We extend the concept of "semantic units" as a conceptual solution by adding further subcategories. Semantic units structure a knowledge graph into identifiable and semantically meaningful subgraphs, with each subgraph being represented by a resource that instantiates a semantic unit class. We introduce some-instance, most-instances, every-instance, and all-instances resources as new types of representational entities in addition to named-individual, class, and property resources. We combine these new resource types with the concept of semantic units and introduce new subcategories of statement units and semantically meaningful collections of statement units (i.e., compound units) that provide solutions to the eleven challenges. These include, for instance, schemes for modelling assertional, contingent, prototypical, and universal statements, including class axioms, as well as absence statements, negations, and cardinality restrictions. The schemes are alternatives to existing OWL-based modelling schemes, and we provide corresponding representations for them that do not involve blank nodes. With question units we also introduce a way of representing questions in a knowledge graph that can be made readily executable as graph queries. We also provide schemes for directive statements, directive conditional statements, and logical arguments. We argue that semantic units provide a framework that increases the overall expressivity and cognitive interoperability of knowledge graphs compared to conventional OWL-based solutions.
Offline Reinforcement Learning (ORL) is a promising approach to reduce the high sample complexity of traditional Reinforcement Learning (RL) by eliminating the need for continuous environmental interactions. ORL exploits a dataset of pre-collected transitions and thus expands the range of application of RL to tasks in which the excessive environment queries increase training time and decrease efficiency, such as in modern AAA games. This paper introduces OfflineMania a novel environment for ORL research. It is inspired by the iconic TrackMania series and developed using the Unity 3D game engine. The environment simulates a single-agent racing game in which the objective is to complete the track through optimal navigation. We provide a variety of datasets to assess ORL performance. These datasets, created from policies of varying ability and in different sizes, aim to offer a challenging testbed for algorithm development and evaluation. We further establish a set of baselines for a range of Online RL, ORL, and hybrid Offline to Online RL approaches using our environment.
We present a high-fidelity Mixed Reality sensor emulation framework for testing and evaluating the resilience of Unmanned Aerial Vehicles (UAVs) against false data injection (FDI) attacks. The proposed approach can be utilized to assess the impact of FDI attacks, benchmark attack detector performance, and validate the effectiveness of mitigation/reconfiguration strategies in single-UAV and UAV swarm operations. Our Mixed Reality framework leverages high-fidelity simulations of Gazebo and a Motion Capture system to emulate proprioceptive (e.g., GNSS) and exteroceptive (e.g., camera) sensor measurements in real-time. We propose an empirical approach to faithfully recreate signal characteristics such as latency and noise in these measurements. Finally, we illustrate the efficacy of our proposed framework through a Mixed Reality experiment consisting of an emulated GNSS attack on an actual UAV, which (i) demonstrates the impact of false data injection attacks on GNSS measurements and (ii) validates a mitigation strategy utilizing a distributed camera network developed in our previous work. Our open-source implementation is available at \href{//github.com/CogniPilot/mixed\_sense}{\texttt{//github.com/CogniPilot/mixed\_sense}}
The rapid progress in the reasoning capability of the Multi-modal Large Language Models (MLLMs) has triggered the development of autonomous agent systems on mobile devices. MLLM-based mobile agent systems consist of perception, reasoning, memory, and multi-agent collaboration modules, enabling automatic analysis of user instructions and the design of task pipelines with only natural language and device screenshots as inputs. Despite the increased human-machine interaction efficiency, the security risks of MLLM-based mobile agent systems have not been systematically studied. Existing security benchmarks for agents mainly focus on Web scenarios, and the attack techniques against MLLMs are also limited in the mobile agent scenario. To close these gaps, this paper proposes a mobile agent security matrix covering 3 functional modules of the agent systems. Based on the security matrix, this paper proposes 4 realistic attack paths and verifies these attack paths through 8 attack methods. By analyzing the attack results, this paper reveals that MLLM-based mobile agent systems are not only vulnerable to multiple traditional attacks, but also raise new security concerns previously unconsidered. This paper highlights the need for security awareness in the design of MLLM-based systems and paves the way for future research on attacks and defense methods.
This study develops a robust movie recommendation system using various machine learning techniques, including Non- Negative Matrix Factorization (NMF), Truncated Singular Value Decomposition (SVD), and K-Means clustering. The primary objective is to enhance user experience by providing personalized movie recommendations. The research encompasses data preprocessing, model training, and evaluation, highlighting the efficacy of the employed methods. Results indicate that the proposed system achieves high accuracy and relevance in recommendations, making significant contributions to the field of recommendations systems.
Graph Neural Networks (GNNs) have gained momentum in graph representation learning and boosted the state of the art in a variety of areas, such as data mining (\emph{e.g.,} social network analysis and recommender systems), computer vision (\emph{e.g.,} object detection and point cloud learning), and natural language processing (\emph{e.g.,} relation extraction and sequence learning), to name a few. With the emergence of Transformers in natural language processing and computer vision, graph Transformers embed a graph structure into the Transformer architecture to overcome the limitations of local neighborhood aggregation while avoiding strict structural inductive biases. In this paper, we present a comprehensive review of GNNs and graph Transformers in computer vision from a task-oriented perspective. Specifically, we divide their applications in computer vision into five categories according to the modality of input data, \emph{i.e.,} 2D natural images, videos, 3D data, vision + language, and medical images. In each category, we further divide the applications according to a set of vision tasks. Such a task-oriented taxonomy allows us to examine how each task is tackled by different GNN-based approaches and how well these approaches perform. Based on the necessary preliminaries, we provide the definitions and challenges of the tasks, in-depth coverage of the representative approaches, as well as discussions regarding insights, limitations, and future directions.
Graph Neural Networks (GNNs) have been studied from the lens of expressive power and generalization. However, their optimization properties are less well understood. We take the first step towards analyzing GNN training by studying the gradient dynamics of GNNs. First, we analyze linearized GNNs and prove that despite the non-convexity of training, convergence to a global minimum at a linear rate is guaranteed under mild assumptions that we validate on real-world graphs. Second, we study what may affect the GNNs' training speed. Our results show that the training of GNNs is implicitly accelerated by skip connections, more depth, and/or a good label distribution. Empirical results confirm that our theoretical results for linearized GNNs align with the training behavior of nonlinear GNNs. Our results provide the first theoretical support for the success of GNNs with skip connections in terms of optimization, and suggest that deep GNNs with skip connections would be promising in practice.