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Five Cells is a logic puzzle consisting of a rectangular grid, with some cells containg a number. The player has to partition the grid into blocks, each consisting of five cells, such that the number in each cell must be equal to the number of edges of that cell that are borders of blocks. In this paper, we propose a physical zero-knowledge proof protocol for Five Cells using a deck of playing cards, which allows a prover to physically show that he/she knows a solution of the puzzle without revealing it. More importantly, in the optimization we develop a technique to verify a graph coloring that no two adjacent vertices have the same color without revealing any information about the coloring. This technique reduces the number of required cards in our protocol from quadratic to linear in the number of cells, and can also be used in other protocols related to graph coloring.

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The task of audio captioning is similar in essence to tasks such as image and video captioning. However, it has received much less attention. We propose three desiderata for captioning audio -- (i) fluency of the generated text, (ii) faithfulness of the generated text to the input audio, and the somewhat related (iii) audibility, which is the quality of being able to be perceived based only on audio. Our method is a zero-shot method, i.e., we do not learn to perform captioning. Instead, captioning occurs as an inference process that involves three networks that correspond to the three desired qualities: (i) A Large Language Model, in our case, for reasons of convenience, GPT-2, (ii) A model that provides a matching score between an audio file and a text, for which we use a multimodal matching network called ImageBind, and (iii) A text classifier, trained using a dataset we collected automatically by instructing GPT-4 with prompts designed to direct the generation of both audible and inaudible sentences. We present our results on the AudioCap dataset, demonstrating that audibility guidance significantly enhances performance compared to the baseline, which lacks this objective.

The input tokens to Vision Transformers carry little semantic meaning as they are defined as regular equal-sized patches of the input image, regardless of its content. However, processing uniform background areas of an image should not necessitate as much compute as dense, cluttered areas. To address this issue, we propose a dynamic mixed-scale tokenization scheme for ViT, MSViT. Our method introduces a conditional gating mechanism that selects the optimal token scale for every image region, such that the number of tokens is dynamically determined per input. In addition, to enhance the conditional behavior of the gate during training, we introduce a novel generalization of the batch-shaping loss. We show that our gating module is able to learn meaningful semantics despite operating locally at the coarse patch-level. The proposed gating module is lightweight, agnostic to the choice of transformer backbone, and trained within a few epochs with little training overhead. Furthermore, in contrast to token pruning, MSViT does not lose information about the input, thus can be readily applied for dense tasks. We validate MSViT on the tasks of classification and segmentation where it leads to improved accuracy-complexity trade-off.

Federated Learning (FL) is a decentralized machine-learning paradigm, in which a global server iteratively averages the model parameters of local users without accessing their data. User heterogeneity has imposed significant challenges to FL, which can incur drifted global models that are slow to converge. Knowledge Distillation has recently emerged to tackle this issue, by refining the server model using aggregated knowledge from heterogeneous users, other than directly averaging their model parameters. This approach, however, depends on a proxy dataset, making it impractical unless such a prerequisite is satisfied. Moreover, the ensemble knowledge is not fully utilized to guide local model learning, which may in turn affect the quality of the aggregated model. Inspired by the prior art, we propose a data-free knowledge distillation} approach to address heterogeneous FL, where the server learns a lightweight generator to ensemble user information in a data-free manner, which is then broadcasted to users, regulating local training using the learned knowledge as an inductive bias. Empirical studies powered by theoretical implications show that, our approach facilitates FL with better generalization performance using fewer communication rounds, compared with the state-of-the-art.

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.

Graph Neural Networks (GNN) has demonstrated the superior performance in many challenging applications, including the few-shot learning tasks. Despite its powerful capacity to learn and generalize from few samples, GNN usually suffers from severe over-fitting and over-smoothing as the model becomes deep, which limit the model scalability. In this work, we propose a novel Attentive GNN to tackle these challenges, by incorporating a triple-attention mechanism, \ie node self-attention, neighborhood attention, and layer memory attention. We explain why the proposed attentive modules can improve GNN for few-shot learning with theoretical analysis and illustrations. Extensive experiments show that the proposed Attentive GNN outperforms the state-of-the-art GNN-based methods for few-shot learning over the mini-ImageNet and Tiered-ImageNet datasets, with both inductive and transductive settings.

Interest in the field of Explainable Artificial Intelligence has been growing for decades and has accelerated recently. As Artificial Intelligence models have become more complex, and often more opaque, with the incorporation of complex machine learning techniques, explainability has become more critical. Recently, researchers have been investigating and tackling explainability with a user-centric focus, looking for explanations to consider trustworthiness, comprehensibility, explicit provenance, and context-awareness. In this chapter, we leverage our survey of explanation literature in Artificial Intelligence and closely related fields and use these past efforts to generate a set of explanation types that we feel reflect the expanded needs of explanation for today's artificial intelligence applications. We define each type and provide an example question that would motivate the need for this style of explanation. We believe this set of explanation types will help future system designers in their generation and prioritization of requirements and further help generate explanations that are better aligned to users' and situational needs.

Learning with limited data is a key challenge for visual recognition. Few-shot learning methods address this challenge by learning an instance embedding function from seen classes and apply the function to instances from unseen classes with limited labels. This style of transfer learning is task-agnostic: the embedding function is not learned optimally discriminative with respect to the unseen classes, where discerning among them is the target task. In this paper, we propose a novel approach to adapt the embedding model to the target classification task, yielding embeddings that are task-specific and are discriminative. To this end, we employ a type of self-attention mechanism called Transformer to transform the embeddings from task-agnostic to task-specific by focusing on relating instances from the test instances to the training instances in both seen and unseen classes. Our approach also extends to both transductive and generalized few-shot classification, two important settings that have essential use cases. We verify the effectiveness of our model on two standard benchmark few-shot classification datasets --- MiniImageNet and CUB, where our approach demonstrates state-of-the-art empirical performance.

Policy gradient methods are often applied to reinforcement learning in continuous multiagent games. These methods perform local search in the joint-action space, and as we show, they are susceptable to a game-theoretic pathology known as relative overgeneralization. To resolve this issue, we propose Multiagent Soft Q-learning, which can be seen as the analogue of applying Q-learning to continuous controls. We compare our method to MADDPG, a state-of-the-art approach, and show that our method achieves better coordination in multiagent cooperative tasks, converging to better local optima in the joint action space.

We propose a novel single shot object detection network named Detection with Enriched Semantics (DES). Our motivation is to enrich the semantics of object detection features within a typical deep detector, by a semantic segmentation branch and a global activation module. The segmentation branch is supervised by weak segmentation ground-truth, i.e., no extra annotation is required. In conjunction with that, we employ a global activation module which learns relationship between channels and object classes in a self-supervised manner. Comprehensive experimental results on both PASCAL VOC and MS COCO detection datasets demonstrate the effectiveness of the proposed method. In particular, with a VGG16 based DES, we achieve an mAP of 81.7 on VOC2007 test and an mAP of 32.8 on COCO test-dev with an inference speed of 31.5 milliseconds per image on a Titan Xp GPU. With a lower resolution version, we achieve an mAP of 79.7 on VOC2007 with an inference speed of 13.0 milliseconds per image.

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