This paper introduces Hamster, a novel synchronous Byzantine Fault Tolerance protocol that achieves better performance and has weaker dependency on synchrony. Specifically, Hamster employs coding techniques to significantly decrease communication complexity and addresses coding related security issues. Consequently, Hamster achieves a throughput gain that increases linearly with the number of nodes, compared to Sync HotStuff. By adjusting the block size, Hamster outperforms Sync HotStuff in terms of both throughput and latency. Moreover, With minor modifications, Hamster can also function effectively in mobile sluggish environments, further reducing its dependency on strict synchrony. We implement Hamster and the experimental results demonstrate its performance advantages. Specifically, Hamster's throughput in a network of $9$ nodes is $2.5\times$ that of Sync HotStuff, and this gain increases to $10$ as the network scales to $65$ nodes.
In this work, we introduce the concept of Active Representation Learning, a novel class of problems that intertwines exploration and representation learning within partially observable environments. We extend ideas from Active Simultaneous Localization and Mapping (active SLAM), and translate them to scientific discovery problems, exemplified by adaptive microscopy. We explore the need for a framework that derives exploration skills from representations that are in some sense actionable, aiming to enhance the efficiency and effectiveness of data collection and model building in the natural sciences.
In this paper we present a novel method for efficient and effective 3D surface reconstruction in open scenes. Existing Neural Radiance Fields (NeRF) based works typically require extensive training and rendering time due to the adopted implicit representations. In contrast, 3D Gaussian splatting (3DGS) uses an explicit and discrete representation, hence the reconstructed surface is built by the huge number of Gaussian primitives, which leads to excessive memory consumption and rough surface details in sparse Gaussian areas. To address these issues, we propose Gaussian Voxel Kernel Functions (GVKF), which establish a continuous scene representation based on discrete 3DGS through kernel regression. The GVKF integrates fast 3DGS rasterization and highly effective scene implicit representations, achieving high-fidelity open scene surface reconstruction. Experiments on challenging scene datasets demonstrate the efficiency and effectiveness of our proposed GVKF, featuring with high reconstruction quality, real-time rendering speed, significant savings in storage and training memory consumption.
We introduce NinjaDoH, a novel DNS over HTTPS (DoH) protocol that leverages the InterPlanetary Name System (IPNS), along with public cloud infrastructure, to create a censorship-resistant moving target DoH service. NinjaDoH is specifically designed to evade traditional censorship methods that involve blocking DoH servers by IP addresses or domains by continually altering the server's network identifiers, significantly increasing the complexity of effectively censoring NinjaDoH traffic without disruption of other web traffic. We also present an analysis that quantifies the DNS query latency and financial costs of running our implementation of this protocol as a service. Further tests assess the ability of NinjaDoH to elude detection mechanisms, including both commercial firewall products and advanced machine learning-based detection systems. The results broadly support NinjaDoH's efficacy as a robust, moving target DNS solution that can ensure continuous and secure internet access in environments with heavy DNS-based censorship.
In this paper, we introduce PASTA (Perceptual Assessment System for explanaTion of Artificial intelligence), a novel framework for a human-centric evaluation of XAI techniques in computer vision. Our first key contribution is a human evaluation of XAI explanations on four diverse datasets (COCO, Pascal Parts, Cats Dogs Cars, and MonumAI) which constitutes the first large-scale benchmark dataset for XAI, with annotations at both the image and concept levels. This dataset allows for robust evaluation and comparison across various XAI methods. Our second major contribution is a data-based metric for assessing the interpretability of explanations. It mimics human preferences, based on a database of human evaluations of explanations in the PASTA-dataset. With its dataset and metric, the PASTA framework provides consistent and reliable comparisons between XAI techniques, in a way that is scalable but still aligned with human evaluations. Additionally, our benchmark allows for comparisons between explanations across different modalities, an aspect previously unaddressed. Our findings indicate that humans tend to prefer saliency maps over other explanation types. Moreover, we provide evidence that human assessments show a low correlation with existing XAI metrics that are numerically simulated by probing the model.
In this paper, we introduce WaKA (Wasserstein K-nearest neighbors Attribution), a novel attribution method that leverages principles from the LiRA (Likelihood Ratio Attack) framework and applies them to \( k \)-nearest neighbors classifiers (\( k \)-NN). WaKA efficiently measures the contribution of individual data points to the model's loss distribution, analyzing every possible \( k \)-NN that can be constructed using the training set, without requiring sampling or shadow model training. WaKA can be used \emph{a posteriori} as a membership inference attack (MIA) to assess privacy risks, and \emph{a priori} for data minimization and privacy influence measurement. Thus, WaKA can be seen as bridging the gap between data attribution and membership inference attack (MIA) literature by distinguishing between the value of a data point and its privacy risk. For instance, we show that self-attribution values are more strongly correlated with the attack success rate than the contribution of a point to model generalization. WaKA's different usages were also evaluated across diverse real-world datasets, demonstrating performance very close to LiRA when used as an MIA on \( k \)-NN classifiers, but with greater computational efficiency.
We present ConceptFactory, a novel scope to facilitate more efficient annotation of 3D object knowledge by recognizing 3D objects through generalized concepts (i.e. object conceptualization), aiming at promoting machine intelligence to learn comprehensive object knowledge from both vision and robotics aspects. This idea originates from the findings in human cognition research that the perceptual recognition of objects can be explained as a process of arranging generalized geometric components (e.g. cuboids and cylinders). ConceptFactory consists of two critical parts: i) ConceptFactory Suite, a unified toolbox that adopts Standard Concept Template Library (STL-C) to drive a web-based platform for object conceptualization, and ii) ConceptFactory Asset, a large collection of conceptualized objects acquired using ConceptFactory suite. Our approach enables researchers to effortlessly acquire or customize extensive varieties of object knowledge to comprehensively study different object understanding tasks. We validate our idea on a wide range of benchmark tasks from both vision and robotics aspects with state-of-the-art algorithms, demonstrating the high quality and versatility of annotations provided by our approach. Our website is available at //apeirony.github.io/ConceptFactory.
We introduce GrounDiT, a novel training-free spatial grounding technique for text-to-image generation using Diffusion Transformers (DiT). Spatial grounding with bounding boxes has gained attention for its simplicity and versatility, allowing for enhanced user control in image generation. However, prior training-free approaches often rely on updating the noisy image during the reverse diffusion process via backpropagation from custom loss functions, which frequently struggle to provide precise control over individual bounding boxes. In this work, we leverage the flexibility of the Transformer architecture, demonstrating that DiT can generate noisy patches corresponding to each bounding box, fully encoding the target object and allowing for fine-grained control over each region. Our approach builds on an intriguing property of DiT, which we refer to as semantic sharing. Due to semantic sharing, when a smaller patch is jointly denoised alongside a generatable-size image, the two become semantic clones. Each patch is denoised in its own branch of the generation process and then transplanted into the corresponding region of the original noisy image at each timestep, resulting in robust spatial grounding for each bounding box. In our experiments on the HRS and DrawBench benchmarks, we achieve state-of-the-art performance compared to previous training-free approaches.
This paper introduces a new learning-based method, NASM, for anisotropic surface meshing. Our key idea is to propose a graph neural network to embed an input mesh into a high-dimensional (high-d) Euclidean embedding space to preserve curvature-based anisotropic metric by using a dot product loss between high-d edge vectors. This can dramatically reduce the computational time and increase the scalability. Then, we propose a novel feature-sensitive remeshing on the generated high-d embedding to automatically capture sharp geometric features. We define a high-d normal metric, and then derive an automatic differentiation on a high-d centroidal Voronoi tessellation (CVT) optimization with the normal metric to simultaneously preserve geometric features and curvature anisotropy that exhibit in the original 3D shapes. To our knowledge, this is the first time that a deep learning framework and a large dataset are proposed to construct a high-d Euclidean embedding space for 3D anisotropic surface meshing. Experimental results are evaluated and compared with the state-of-the-art in anisotropic surface meshing on a large number of surface models from Thingi10K dataset as well as tested on extensive unseen 3D shapes from Multi-Garment Network dataset and FAUST human dataset.
We present CoDEx, a set of knowledge graph completion datasets extracted from Wikidata and Wikipedia that improve upon existing knowledge graph completion benchmarks in scope and level of difficulty. In terms of scope, CoDEx comprises three knowledge graphs varying in size and structure, multilingual descriptions of entities and relations, and tens of thousands of hard negative triples that are plausible but verified to be false. To characterize CoDEx, we contribute thorough empirical analyses and benchmarking experiments. First, we analyze each CoDEx dataset in terms of logical relation patterns. Next, we report baseline link prediction and triple classification results on CoDEx for five extensively tuned embedding models. Finally, we differentiate CoDEx from the popular FB15K-237 knowledge graph completion dataset by showing that CoDEx covers more diverse and interpretable content, and is a more difficult link prediction benchmark. Data, code, and pretrained models are available at //bit.ly/2EPbrJs.
ASR (automatic speech recognition) systems like Siri, Alexa, Google Voice or Cortana has become quite popular recently. One of the key techniques enabling the practical use of such systems in people's daily life is deep learning. Though deep learning in computer vision is known to be vulnerable to adversarial perturbations, little is known whether such perturbations are still valid on the practical speech recognition. In this paper, we not only demonstrate such attacks can happen in reality, but also show that the attacks can be systematically conducted. To minimize users' attention, we choose to embed the voice commands into a song, called CommandSong. In this way, the song carrying the command can spread through radio, TV or even any media player installed in the portable devices like smartphones, potentially impacting millions of users in long distance. In particular, we overcome two major challenges: minimizing the revision of a song in the process of embedding commands, and letting the CommandSong spread through the air without losing the voice "command". Our evaluation demonstrates that we can craft random songs to "carry" any commands and the modify is extremely difficult to be noticed. Specially, the physical attack that we play the CommandSongs over the air and record them can success with 94 percentage.