Despite the prevalence of wireless connectivity in urban areas around the globe, there remain numerous and diverse situations where connectivity is insufficient or unavailable. To address this, we introduce mobile wireless infrastructure on demand, a system of UAVs that can be rapidly deployed to establish an ad-hoc wireless network. This network has the capability of reconfiguring itself dynamically to satisfy and maintain the required quality of communication. The system optimizes the positions of the UAVs and the routing of data flows throughout the network to achieve this quality of service (QoS). By these means, task agents using the network simply request a desired QoS, and the system adapts accordingly while allowing them to move freely. We have validated this system both in simulation and in real-world experiments. The results demonstrate that our system effectively offers mobile wireless infrastructure on demand, extending the operational range of task agents and supporting complex mobility patterns, all while ensuring connectivity and being resilient to agent failures.
The abilities to understand the social interaction behaviors between a vehicle and its surroundings while predicting its trajectory in an urban environment are critical for road safety in autonomous driving. Social interactions are hard to explain because of their uncertainty. In recent years, neural network-based methods have been widely used for trajectory prediction and have been shown to outperform hand-crafted methods. However, these methods suffer from their lack of interpretability. In order to overcome this limitation, we combine the interpretability of a discrete choice model with the high accuracy of a neural network-based model for the task of vehicle trajectory prediction in an interactive environment. We implement and evaluate our model using the INTERACTION dataset and demonstrate the effectiveness of our proposed architecture to explain its predictions without compromising the accuracy.
Visual perception is an important component for autonomous navigation of unmanned surface vessels (USV), particularly for the tasks related to autonomous inspection and tracking. These tasks involve vision-based navigation techniques to identify the target for navigation. Reduced visibility under extreme weather conditions in marine environments makes it difficult for vision-based approaches to work properly. To overcome these issues, this paper presents an autonomous vision-based navigation framework for tracking target objects in extreme marine conditions. The proposed framework consists of an integrated perception pipeline that uses a generative adversarial network (GAN) to remove noise and highlight the object features before passing them to the object detector (i.e., YOLOv5). The detected visual features are then used by the USV to track the target. The proposed framework has been thoroughly tested in simulation under extremely reduced visibility due to sandstorms and fog. The results are compared with state-of-the-art de-hazing methods across the benchmarked MBZIRC simulation dataset, on which the proposed scheme has outperformed the existing methods across various metrics.
Over the past decade, a long line of research has investigated the distributed complexity landscape of locally checkable labeling (LCL) problems on bounded-degree graphs, culminating in an almost-complete classification on general graphs and a complete classification on trees. The latter states that, on bounded-degree trees, any LCL problem has deterministic \emph{worst-case} time complexity $O(1)$, $\Theta(\log^* n)$, $\Theta(\log n)$, or $\Theta(n^{1/k})$ for some positive integer $k$, and all of those complexity classes are nonempty. Moreover, randomness helps only for (some) problems with deterministic worst-case complexity $\Theta(\log n)$, and if randomness helps (asymptotically), then it helps exponentially. In this work, we study how many distributed rounds are needed \emph{on average per node} in order to solve an LCL problem on trees. We obtain a partial classification of the deterministic \emph{node-averaged} complexity landscape for LCL problems. As our main result, we show that every problem with worst-case round complexity $O(\log n)$ has deterministic node-averaged complexity $O(\log^* n)$. We further establish bounds on the node-averaged complexity of problems with worst-case complexity $\Theta(n^{1/k})$: we show that all these problems have node-averaged complexity $\widetilde{\Omega}(n^{1 / (2^k - 1)})$, and that this lower bound is tight for some problems.
Authorization currently introduces partial centralization in otherwise distributed network architectures, such as ICN approaches. Analyzing existing work in (partially) distributed authentication and authorization, and rearranging proven methods, this paper introduces a generalized, capability based and fully distributed authorization scheme. It argues that such a scheme can fit neatly into ICN architectures in order to enhance the trust model and mitigate against certain classes of denial-of-service attacks. Keywords: authorization, distributed systems security, ICN
Multi-node communication, which refers to the interaction among multiple devices, has attracted lots of attention in many Internet-of-Things (IoT) scenarios. However, its huge amounts of data flows and inflexibility for task extension have triggered the urgent requirement of communication-efficient distributed data transmission frameworks. In this paper, inspired by the great superiorities on bandwidth reduction and task adaptation of semantic communications, we propose a federated learning-based semantic communication (FLSC) framework for multi-task distributed image transmission with IoT devices. Federated learning enables the design of independent semantic communication link of each user while further improves the semantic extraction and task performance through global aggregation. Each link in FLSC is composed of a hierarchical vision transformer (HVT)-based extractor and a task-adaptive translator for coarse-to-fine semantic extraction and meaning translation according to specific tasks. In order to extend the FLSC into more realistic conditions, we design a channel state information-based multiple-input multiple-output transmission module to combat channel fading and noise. Simulation results show that the coarse semantic information can deal with a range of image-level tasks. Moreover, especially in low signal-to-noise ratio and channel bandwidth ratio regimes, FLSC evidently outperforms the traditional scheme, e.g. about 10 peak signal-to-noise ratio gain in the 3 dB channel condition.
The emergence of large-scale wireless networks with partially-observable and time-varying dynamics has imposed new challenges on the design of optimal control policies. This paper studies efficient scheduling algorithms for wireless networks subject to generalized interference constraint, where mean arrival and mean service rates are unknown and non-stationary. This model exemplifies realistic edge devices' characteristics of wireless communication in modern networks. We propose a novel algorithm termed MW-UCB for generalized wireless network scheduling, which is based on the Max-Weight policy and leverages the Sliding-Window Upper-Confidence Bound to learn the channels' statistics under non-stationarity. MW-UCB is provably throughput-optimal under mild assumptions on the variability of mean service rates. Specifically, as long as the total variation in mean service rates over any time period grows sub-linearly in time, we show that MW-UCB can achieve the stability region arbitrarily close to the stability region of the class of policies with full knowledge of the channel statistics. Extensive simulations validate our theoretical results and demonstrate the favorable performance of MW-UCB.
Conventional detectors suffer from performance degradation when dealing with long-tailed data due to a classification bias towards the majority head categories. In this paper, we contend that the learning bias originates from two factors: 1) the unequal competition arising from the imbalanced distribution of foreground categories, and 2) the lack of sample diversity in tail categories. To tackle these issues, we introduce a unified framework called BAlanced CLassification (BACL), which enables adaptive rectification of inequalities caused by disparities in category distribution and dynamic intensification of sample diversities in a synchronized manner. Specifically, a novel foreground classification balance loss (FCBL) is developed to ameliorate the domination of head categories and shift attention to difficult-to-differentiate categories by introducing pairwise class-aware margins and auto-adjusted weight terms, respectively. This loss prevents the over-suppression of tail categories in the context of unequal competition. Moreover, we propose a dynamic feature hallucination module (FHM), which enhances the representation of tail categories in the feature space by synthesizing hallucinated samples to introduce additional data variances. In this divide-and-conquer approach, BACL sets a new state-of-the-art on the challenging LVIS benchmark with a decoupled training pipeline, surpassing vanilla Faster R-CNN with ResNet-50-FPN by 5.8% AP and 16.1% AP for overall and tail categories. Extensive experiments demonstrate that BACL consistently achieves performance improvements across various datasets with different backbones and architectures. Code and models are available at //github.com/Tianhao-Qi/BACL.
Graphs are important data representations for describing objects and their relationships, which appear in a wide diversity of real-world scenarios. As one of a critical problem in this area, graph generation considers learning the distributions of given graphs and generating more novel graphs. Owing to their wide range of applications, generative models for graphs, which have a rich history, however, are traditionally hand-crafted and only capable of modeling a few statistical properties of graphs. Recent advances in deep generative models for graph generation is an important step towards improving the fidelity of generated graphs and paves the way for new kinds of applications. This article provides an extensive overview of the literature in the field of deep generative models for graph generation. Firstly, the formal definition of deep generative models for the graph generation and the preliminary knowledge are provided. Secondly, taxonomies of deep generative models for both unconditional and conditional graph generation are proposed respectively; the existing works of each are compared and analyzed. After that, an overview of the evaluation metrics in this specific domain is provided. Finally, the applications that deep graph generation enables are summarized and five promising future research directions are highlighted.
Advances in artificial intelligence often stem from the development of new environments that abstract real-world situations into a form where research can be done conveniently. This paper contributes such an environment based on ideas inspired by elementary Microeconomics. Agents learn to produce resources in a spatially complex world, trade them with one another, and consume those that they prefer. We show that the emergent production, consumption, and pricing behaviors respond to environmental conditions in the directions predicted by supply and demand shifts in Microeconomics. We also demonstrate settings where the agents' emergent prices for goods vary over space, reflecting the local abundance of goods. After the price disparities emerge, some agents then discover a niche of transporting goods between regions with different prevailing prices -- a profitable strategy because they can buy goods where they are cheap and sell them where they are expensive. Finally, in a series of ablation experiments, we investigate how choices in the environmental rewards, bartering actions, agent architecture, and ability to consume tradable goods can either aid or inhibit the emergence of this economic behavior. This work is part of the environment development branch of a research program that aims to build human-like artificial general intelligence through multi-agent interactions in simulated societies. By exploring which environment features are needed for the basic phenomena of elementary microeconomics to emerge automatically from learning, we arrive at an environment that differs from those studied in prior multi-agent reinforcement learning work along several dimensions. For example, the model incorporates heterogeneous tastes and physical abilities, and agents negotiate with one another as a grounded form of communication.
Graph Neural Networks (GNNs) have recently become increasingly popular due to their ability to learn complex systems of relations or interactions arising in a broad spectrum of problems ranging from biology and particle physics to social networks and recommendation systems. Despite the plethora of different models for deep learning on graphs, few approaches have been proposed thus far for dealing with graphs that present some sort of dynamic nature (e.g. evolving features or connectivity over time). In this paper, we present Temporal Graph Networks (TGNs), a generic, efficient framework for deep learning on dynamic graphs represented as sequences of timed events. Thanks to a novel combination of memory modules and graph-based operators, TGNs are able to significantly outperform previous approaches being at the same time more computationally efficient. We furthermore show that several previous models for learning on dynamic graphs can be cast as specific instances of our framework. We perform a detailed ablation study of different components of our framework and devise the best configuration that achieves state-of-the-art performance on several transductive and inductive prediction tasks for dynamic graphs.