网络物理系统中的实时和人为可解释的决策是一个重要但具有挑战性的任务,通常需要预测来自有限数据的未来可能的事件。在本文中,我们介绍了一个时间增量学习框架:给定具有共同时间范围的标记信号迹线的数据集,我们提出了一种方法来预测随时间递增地接收的信号的标签,称为前缀信号。前缀信号是当生成时被观察的信号,并且它们的时间长度短于信号的公共范围。我们介绍了一种基于决策树的决策树方法来生成来自给定数据集的有限数量的信号时间逻辑(STL)规范,并基于它们构造预测器。作为时间序列数据的二进制分类器,每个STL规范都会随着时间的推移捕获数据集的时间特性。通过将时间变量权重分配给STL公式来构建预测器。通过使用神经网络来学习权重,目的是最小化在给定数据集上定义的前缀信号的错误分类率。通过计算前缀信号的鲁棒性相对于每个STL公式的鲁棒性的加权之和来预测前缀信号的标签来预测前缀信号的标签。我们的算法的有效性和分类性能在城市驾驶和海军监测案例研究中进行了评估。
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时间序列数据分类对于自治系统(例如机器人和自动驾驶汽车)的分析和控制至关重要。最近已经提出了基于时间逻辑的学习算法作为此类数据的分类器。但是,当前的框架要么不准确,例如自动驾驶等现实应用程序,要么产生缺乏可解释性的漫长而复杂的公式。为了解决这些局限性,我们引入了一种新颖的学习方法,称为“增强简洁决策树(BCDTS)”,以生成表示为信号时间逻辑(STL)公式的二进制分类器。我们的算法利用简洁决策树(CDT)的合奏来改善分类性能,其中每个CDT都是由一组技术赋予的决策树,以生成更简单的公式并提高可解释性。我们的算法的有效性和分类性能在海军监视和城市驾驶案例研究中评估。
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In the present work we propose an unsupervised ensemble method consisting of oblique trees that can address the task of auto-encoding, namely Oblique Forest AutoEncoders (briefly OF-AE). Our method is a natural extension of the eForest encoder introduced in [1]. More precisely, by employing oblique splits consisting in multivariate linear combination of features instead of the axis-parallel ones, we will devise an auto-encoder method through the computation of a sparse solution of a set of linear inequalities consisting of feature values constraints. The code for reproducing our results is available at https://github.com/CDAlecsa/Oblique-Forest-AutoEncoders.
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We introduce organism networks, which function like a single neural network but are composed of several neural particle networks; while each particle network fulfils the role of a single weight application within the organism network, it is also trained to self-replicate its own weights. As organism networks feature vastly more parameters than simpler architectures, we perform our initial experiments on an arithmetic task as well as on simplified MNIST-dataset classification as a collective. We observe that individual particle networks tend to specialise in either of the tasks and that the ones fully specialised in the secondary task may be dropped from the network without hindering the computational accuracy of the primary task. This leads to the discovery of a novel pruning-strategy for sparse neural networks
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Social insects such as ants communicate via pheromones which allows them to coordinate their activity and solve complex tasks as a swarm, e.g. foraging for food. This behaviour was shaped through evolutionary processes. In computational models, self-coordination in swarms has been implemented using probabilistic or action rules to shape the decision of each agent and the collective behaviour. However, manual tuned decision rules may limit the behaviour of the swarm. In this work we investigate the emergence of self-coordination and communication in evolved swarms without defining any rule. We evolve a swarm of agents representing an ant colony. We use a genetic algorithm to optimize a spiking neural network (SNN) which serves as an artificial brain to control the behaviour of each agent. The goal of the colony is to find optimal ways to forage for food in the shortest amount of time. In the evolutionary phase, the ants are able to learn to collaborate by depositing pheromone near food piles and near the nest to guide its cohorts. The pheromone usage is not encoded into the network; instead, this behaviour is established through the optimization procedure. We observe that pheromone-based communication enables the ants to perform better in comparison to colonies where communication did not emerge. We assess the foraging performance by comparing the SNN based model to a rule based system. Our results show that the SNN based model can complete the foraging task more efficiently in a shorter time. Our approach illustrates that even in the absence of pre-defined rules, self coordination via pheromone emerges as a result of the network optimization. This work serves as a proof of concept for the possibility of creating complex applications utilizing SNNs as underlying architectures for multi-agent interactions where communication and self-coordination is desired.
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Autonomous driving is an exciting new industry, posing important research questions. Within the perception module, 3D human pose estimation is an emerging technology, which can enable the autonomous vehicle to perceive and understand the subtle and complex behaviors of pedestrians. While hardware systems and sensors have dramatically improved over the decades -- with cars potentially boasting complex LiDAR and vision systems and with a growing expansion of the available body of dedicated datasets for this newly available information -- not much work has been done to harness these novel signals for the core problem of 3D human pose estimation. Our method, which we coin HUM3DIL (HUMan 3D from Images and LiDAR), efficiently makes use of these complementary signals, in a semi-supervised fashion and outperforms existing methods with a large margin. It is a fast and compact model for onboard deployment. Specifically, we embed LiDAR points into pixel-aligned multi-modal features, which we pass through a sequence of Transformer refinement stages. Quantitative experiments on the Waymo Open Dataset support these claims, where we achieve state-of-the-art results on the task of 3D pose estimation.
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We present PhoMoH, a neural network methodology to construct generative models of photorealistic 3D geometry and appearance of human heads including hair, beards, clothing and accessories. In contrast to prior work, PhoMoH models the human head using neural fields, thus supporting complex topology. Instead of learning a head model from scratch, we propose to augment an existing expressive head model with new features. Concretely, we learn a highly detailed geometry network layered on top of a mid-resolution head model together with a detailed, local geometry-aware, and disentangled color field. Our proposed architecture allows us to learn photorealistic human head models from relatively little data. The learned generative geometry and appearance networks can be sampled individually and allow the creation of diverse and realistic human heads. Extensive experiments validate our method qualitatively and across different metrics.
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We introduce Structured 3D Features, a model based on a novel implicit 3D representation that pools pixel-aligned image features onto dense 3D points sampled from a parametric, statistical human mesh surface. The 3D points have associated semantics and can move freely in 3D space. This allows for optimal coverage of the person of interest, beyond just the body shape, which in turn, additionally helps modeling accessories, hair, and loose clothing. Owing to this, we present a complete 3D transformer-based attention framework which, given a single image of a person in an unconstrained pose, generates an animatable 3D reconstruction with albedo and illumination decomposition, as a result of a single end-to-end model, trained semi-supervised, and with no additional postprocessing. We show that our S3F model surpasses the previous state-of-the-art on various tasks, including monocular 3D reconstruction, as well as albedo and shading estimation. Moreover, we show that the proposed methodology allows novel view synthesis, relighting, and re-posing the reconstruction, and can naturally be extended to handle multiple input images (e.g. different views of a person, or the same view, in different poses, in video). Finally, we demonstrate the editing capabilities of our model for 3D virtual try-on applications.
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Machine learning models have been found to learn shortcuts -- unintended decision rules that are unable to generalize -- undermining models' reliability. Previous works address this problem under the tenuous assumption that only a single shortcut exists in the training data. Real-world images are rife with multiple visual cues from background to texture. Key to advancing the reliability of vision systems is understanding whether existing methods can overcome multiple shortcuts or struggle in a Whac-A-Mole game, i.e., where mitigating one shortcut amplifies reliance on others. To address this shortcoming, we propose two benchmarks: 1) UrbanCars, a dataset with precisely controlled spurious cues, and 2) ImageNet-W, an evaluation set based on ImageNet for watermark, a shortcut we discovered affects nearly every modern vision model. Along with texture and background, ImageNet-W allows us to study multiple shortcuts emerging from training on natural images. We find computer vision models, including large foundation models -- regardless of training set, architecture, and supervision -- struggle when multiple shortcuts are present. Even methods explicitly designed to combat shortcuts struggle in a Whac-A-Mole dilemma. To tackle this challenge, we propose Last Layer Ensemble, a simple-yet-effective method to mitigate multiple shortcuts without Whac-A-Mole behavior. Our results surface multi-shortcut mitigation as an overlooked challenge critical to advancing the reliability of vision systems. The datasets and code are released: https://github.com/facebookresearch/Whac-A-Mole.git.
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In recent years, unmanned aerial vehicle (UAV) related technology has expanded knowledge in the area, bringing to light new problems and challenges that require solutions. Furthermore, because the technology allows processes usually carried out by people to be automated, it is in great demand in industrial sectors. The automation of these vehicles has been addressed in the literature, applying different machine learning strategies. Reinforcement learning (RL) is an automation framework that is frequently used to train autonomous agents. RL is a machine learning paradigm wherein an agent interacts with an environment to solve a given task. However, learning autonomously can be time consuming, computationally expensive, and may not be practical in highly-complex scenarios. Interactive reinforcement learning allows an external trainer to provide advice to an agent while it is learning a task. In this study, we set out to teach an RL agent to control a drone using reward-shaping and policy-shaping techniques simultaneously. Two simulated scenarios were proposed for the training; one without obstacles and one with obstacles. We also studied the influence of each technique. The results show that an agent trained simultaneously with both techniques obtains a lower reward than an agent trained using only a policy-based approach. Nevertheless, the agent achieves lower execution times and less dispersion during training.
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