联合学习已被提议作为隐私的机器学习框架,该框架使多个客户能够在不共享原始数据的情况下进行协作。但是,在此框架中,设计并不能保证客户隐私保护。先前的工作表明,联邦学习中的梯度共享策略可能容易受到数据重建攻击的影响。但是,实际上,考虑到高沟通成本或由于增强隐私要求,客户可能不会传输原始梯度。实证研究表明,梯度混淆,包括通过梯度噪声注入和通过梯度压缩的无意化混淆的意图混淆,可以提供更多的隐私保护,以防止重建攻击。在这项工作中,我们提出了一个针对联合学习中图像分类任务的新数据重建攻击框架。我们表明,通常采用的梯度后处理程序,例如梯度量化,梯度稀疏和梯度扰动,可能会在联合学习中具有错误的安全感。与先前的研究相反,我们认为不应将隐私增强视为梯度压缩的副产品。此外,我们在提出的框架下设计了一种新方法,以在语义层面重建图像。我们量化语义隐私泄漏,并根据图像相似性分数进行比较。我们的比较挑战了文献中图像数据泄漏评估方案。结果强调了在现有联合学习算法中重新审视和重新设计对客户数据的隐私保护机制的重要性。
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联合学习(FL)是一种保护隐私的范式,其中多个参与者共同解决机器学习问题而无需共享原始数据。与传统的分布式学习不同,FL的独特特征是统计异质性,即,跨参与者的数据分布彼此不同。同时,神经网络解释的最新进展已广泛使用神经切线核(NTK)进行收敛分析。在本文中,我们提出了一个新颖的FL范式,该范式由NTK框架赋予了能力。该范式通过传输比常规FL范式更具表现力的更新数据来解决统计异质性的挑战。具体而言,通过样本的雅各布矩阵,而不是模型的权重/梯度,由参与者上传。然后,服务器构建了经验内核矩阵,以更新全局模型,而无需明确执行梯度下降。我们进一步开发了一种具有提高沟通效率和增强隐私性的变体。数值结果表明,与联邦平均相比,所提出的范式可以达到相同的精度,同时将通信弹的数量减少数量级。
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As Artificial and Robotic Systems are increasingly deployed and relied upon for real-world applications, it is important that they exhibit the ability to continually learn and adapt in dynamically-changing environments, becoming Lifelong Learning Machines. Continual/lifelong learning (LL) involves minimizing catastrophic forgetting of old tasks while maximizing a model's capability to learn new tasks. This paper addresses the challenging lifelong reinforcement learning (L2RL) setting. Pushing the state-of-the-art forward in L2RL and making L2RL useful for practical applications requires more than developing individual L2RL algorithms; it requires making progress at the systems-level, especially research into the non-trivial problem of how to integrate multiple L2RL algorithms into a common framework. In this paper, we introduce the Lifelong Reinforcement Learning Components Framework (L2RLCF), which standardizes L2RL systems and assimilates different continual learning components (each addressing different aspects of the lifelong learning problem) into a unified system. As an instantiation of L2RLCF, we develop a standard API allowing easy integration of novel lifelong learning components. We describe a case study that demonstrates how multiple independently-developed LL components can be integrated into a single realized system. We also introduce an evaluation environment in order to measure the effect of combining various system components. Our evaluation environment employs different LL scenarios (sequences of tasks) consisting of Starcraft-2 minigames and allows for the fair, comprehensive, and quantitative comparison of different combinations of components within a challenging common evaluation environment.
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Source-free domain adaptation (SFDA) aims to transfer knowledge learned from a source domain to an unlabeled target domain, where the source data is unavailable during adaptation. Existing approaches for SFDA focus on self-training usually including well-established entropy minimization techniques. One of the main challenges in SFDA is to reduce accumulation of errors caused by domain misalignment. A recent strategy successfully managed to reduce error accumulation by pseudo-labeling the target samples based on class-wise prototypes (centroids) generated by their clustering in the representation space. However, this strategy also creates cases for which the cross-entropy of a pseudo-label and the minimum entropy have a conflict in their objectives. We call this conflict the centroid-hypothesis conflict. We propose to reconcile this conflict by aligning the entropy minimization objective with that of the pseudo labels' cross entropy. We demonstrate the effectiveness of aligning the two loss objectives on three domain adaptation datasets. In addition, we provide state-of-the-art results using up-to-date architectures also showing the consistency of our method across these architectures.
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Pairwise compatibility measure (CM) is a key component in solving the jigsaw puzzle problem (JPP) and many of its recently proposed variants. With the rapid rise of deep neural networks (DNNs), a trade-off between performance (i.e., accuracy) and computational efficiency has become a very significant issue. Whereas an end-to-end DNN-based CM model exhibits high performance, it becomes virtually infeasible on very large puzzles, due to its highly intensive computation. On the other hand, exploiting the concept of embeddings to alleviate significantly the computational efficiency, has resulted in degraded performance, according to recent studies. This paper derives an advanced CM model (based on modified embeddings and a new loss function, called hard batch triplet loss) for closing the above gap between speed and accuracy; namely a CM model that achieves SOTA results in terms of performance and efficiency combined. We evaluated our newly derived CM on three commonly used datasets, and obtained a reconstruction improvement of 5.8% and 19.5% for so-called Type-1 and Type-2 problem variants, respectively, compared to best known results due to previous CMs.
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给定仿射转换$ t $,我们定义其Fisher失真$ dist_f(t)$。我们表明,Fisher失真具有Riemannian度量结构,并提供了一种用于查找平均变形转换的算法 - 即 - 对于给定的$ \ {t_ {i} \} _ {i = 1}^n $的仿射转换,,,找到一个仿射转换$ t $最小化整体失真$ \ sum_ {i = 1}^ndist_f^{2}(t^{ - 1} t_ {i})。$平均变形转换在某些字段中可以很有用 - 特别是,我们将其应用于渲染仿射全景。
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在机器人操作中,以前未见的新物体的自主抓住是一个持续的挑战。在过去的几十年中,已经提出了许多方法来解决特定机器人手的问题。最近引入的Unigrasp框架具有推广到不同类型的机器人抓手的能力。但是,此方法不适用于具有闭环约束的抓手,并且当应用于具有MultiGRASP配置的机器人手时,具有数据范围。在本文中,我们提出了有效绘制的,这是一种独立于抓手模型规范的广义掌握合成和抓地力控制方法。有效绘制利用抓地力工作空间功能,而不是Unigrasp的抓属属性输入。这在训练过程中将记忆使用量减少了81.7%,并可以推广到更多类型的抓地力,例如具有闭环约束的抓手。通过在仿真和现实世界中进行对象抓住实验来评估有效绘制的有效性;结果表明,所提出的方法在仅考虑没有闭环约束的抓手时也胜过Unigrasp。在这些情况下,有效抓取在产生接触点的精度高9.85%,模拟中的握把成功率提高了3.10%。现实世界实验是用带有闭环约束的抓地力进行的,而Unigrasp无法处理,而有效绘制的成功率达到了83.3%。分析了该方法的抓地力故障的主要原因,突出了增强掌握性能的方法。
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与人类类似,动物的面部表情与情绪状态紧密相关。但是,与人类领域相反,动物面部表情对情绪状态的自动识别是没有充满反应的,这主要是由于数据收集和建立地面真相的困难,涉及非语言用户的情绪状态。我们将最近的深度学习技术应用于在受控的实验环境中收集的数据集上对狗的挫败进行分类和(负面)的挫败感。我们探索在此任务的不同监督下不同骨干(例如,重新连接,VIT)的适用性,并发现自我监督的预定的VIT(DINO-VIT)的特征优于其他替代方案。据我们所知,这项工作是第一个解决对受控实验中获得的数据自动分类的任务。
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This paper introduces the novel CNN-based encoder Twin Embedding Network (TEN), for the jigsaw puzzle problem (JPP), which represents a puzzle piece with respect to its boundary in a latent embedding space. Combining this latent representation with a simple distance measure, we demonstrate improved accuracy levels of our newly proposed pairwise compatibility measure (CM), compared to that of various classical methods, for degraded puzzles with eroded tile boundaries. We focus on this problem instance for our case study, as it serves as an appropriate testbed for real-world scenarios. Specifically, we demonstrated an improvement of up to 8.5% and 16.8% in reconstruction accuracy, for so-called Type-1 and Type-2 problem variants, respectively. Furthermore, we also demonstrated that TEN is faster by a few orders of magnitude, on average, than a typical deep neural network (NN) model, i.e., it is as fast as the classical methods. In this regard, the paper makes a significant first attempt at bridging the gap between the relatively low accuracy (of classical methods and the intensive computational complexity (of NN models), for practical, real-world puzzle-like problems.
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后空飞行是一种水生昆虫,能够在水下调节其浮力。它的腹部被血红蛋白细胞覆盖,用于啮合和释放氧气,可逆地。进入水后,飞捕口在其腹部的超疏水毛状结构中的气泡进行呼吸。然而,这种泡沫可以通过来自腹部血红蛋白细胞的调节氧气流动来改变其体积。通过这种方式,它可以达到中性浮力而无需进一步的能量消耗。在这项研究中,我们开发了一种小,厘米的刻度,通过受控成核和释放微泡的自动浮力调节来发展一小厘米。气泡通过电解,直接在板载电极上直接生长,通过低电压调节。我们使用3D打印来引入三维气泡诱捕的蜂窝结构,以创造一个稳定的外部气体储层。为了减少浮力力,气泡通过线性机械振动释放,从机器人的身体分离。通过压力传感和比例整体衍生控制回路机构,机器人自动调节其浮力,以在几秒钟内水下达到中性浮动。这种机制可以促进更换传统和物理上更大的浮力调节系统,如活塞和加压罐,并能够实现自主水下车辆的小型化。
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