在数据驱动的社会的时代,物联网(IoT)设备的无处不在,存储在不同地方的大量数据,分布式学习已获得了很多吸引力,但是,假设具有独立和相同分布的数据(IID)跨设备。在放松这种假设的同时,由于设备的异质性质,无论如何都无法实现现实,但Federated Learnation(FL)已成为一种保护隐私的解决方案,可以训练与大量设备分布的非IID数据进行协作模型。但是,由于不受限制的参与,打算破坏FL模型的恶意设备(攻击者)的出现是不可避免的。在这项工作中,我们旨在确定此类攻击者并减轻对模型的影响,从本质上讲,在双向标签与勾结的翻转攻击的情况下。我们通过利用本地模型之间的相关性来提出两种基于最小生成树和k-densest图的理论算法。即使攻击者最多占所有客户的70%,我们的FL模型也会消除攻击者的影响力,而先前的作品不能负担超过50%的客户作为攻击者。通过在两个基准数据集(即Mnist和Fashion-Mnist)的实验中确定我们算法的有效性,并具有压倒性的攻击者。我们使用准确性,攻击成功率和早期检测回合建立了算法优于现有算法的优势。
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无人驾驶飞机(UAV)是飞机,其飞行可以完全自主,而无需任何人为干预。自然灾害管理是可以使用无人机的最有用和最有前途的领域之一。在本文中,我们专注于紧急情况,并提出使用无人机机队,以帮助营救团队个性化受影响区域内需要帮助的人。我们将这种情况建模为原始图理论问题,称为多部门多行车路由问题,总完成时间最小化(MDMT-VRP-TCT);我们经历了一些与之相似的文献研究中已经研究的问题,并突出了差异,提出了作为MILP作为MILP的数学表述,设计了一种数学框架来快速解决大型实例,并在实验中测试其性能。除了提出的应用程序之外,我们的解决方案在任何情况下都必须解决多部多行车路由问题的任何情况。
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It is well known that conservative mechanical systems exhibit local oscillatory behaviours due to their elastic and gravitational potentials, which completely characterise these periodic motions together with the inertial properties of the system. The classification of these periodic behaviours and their geometric characterisation are in an on-going secular debate, which recently led to the so-called eigenmanifold theory. The eigenmanifold characterises nonlinear oscillations as a generalisation of linear eigenspaces. With the motivation of performing periodic tasks efficiently, we use tools coming from this theory to construct an optimization problem aimed at inducing desired closed-loop oscillations through a state feedback law. We solve the constructed optimization problem via gradient-descent methods involving neural networks. Extensive simulations show the validity of the approach.
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Our aim is to build autonomous agents that can solve tasks in environments like Minecraft. To do so, we used an imitation learning-based approach. We formulate our control problem as a search problem over a dataset of experts' demonstrations, where the agent copies actions from a similar demonstration trajectory of image-action pairs. We perform a proximity search over the BASALT MineRL-dataset in the latent representation of a Video PreTraining model. The agent copies the actions from the expert trajectory as long as the distance between the state representations of the agent and the selected expert trajectory from the dataset do not diverge. Then the proximity search is repeated. Our approach can effectively recover meaningful demonstration trajectories and show human-like behavior of an agent in the Minecraft environment.
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Object instance segmentation is a key challenge for indoor robots navigating cluttered environments with many small objects. Limitations in 3D sensing capabilities often make it difficult to detect every possible object. While deep learning approaches may be effective for this problem, manually annotating 3D data for supervised learning is time-consuming. In this work, we explore zero-shot instance segmentation (ZSIS) from RGB-D data to identify unseen objects in a semantic category-agnostic manner. We introduce a zero-shot split for Tabletop Objects Dataset (TOD-Z) to enable this study and present a method that uses annotated objects to learn the ``objectness'' of pixels and generalize to unseen object categories in cluttered indoor environments. Our method, SupeRGB-D, groups pixels into small patches based on geometric cues and learns to merge the patches in a deep agglomerative clustering fashion. SupeRGB-D outperforms existing baselines on unseen objects while achieving similar performance on seen objects. Additionally, it is extremely lightweight (0.4 MB memory requirement) and suitable for mobile and robotic applications. The dataset split and code will be made publicly available upon acceptance.
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Increasingly taking place in online spaces, modern political conversations are typically perceived to be unproductively affirming -- siloed in so called ``echo chambers'' of exclusively like-minded discussants. Yet, to date we lack sufficient means to measure viewpoint diversity in conversations. To this end, in this paper, we operationalize two viewpoint metrics proposed for recommender systems and adapt them to the context of social media conversations. This is the first study to apply these two metrics (Representation and Fragmentation) to real world data and to consider the implications for online conversations specifically. We apply these measures to two topics -- daylight savings time (DST), which serves as a control, and the more politically polarized topic of immigration. We find that the diversity scores for both Fragmentation and Representation are lower for immigration than for DST. Further, we find that while pro-immigrant views receive consistent pushback on the platform, anti-immigrant views largely operate within echo chambers. We observe less severe yet similar patterns for DST. Taken together, Representation and Fragmentation paint a meaningful and important new picture of viewpoint diversity.
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This volume contains revised versions of the papers selected for the third volume of the Online Handbook of Argumentation for AI (OHAAI). Previously, formal theories of argument and argument interaction have been proposed and studied, and this has led to the more recent study of computational models of argument. Argumentation, as a field within artificial intelligence (AI), is highly relevant for researchers interested in symbolic representations of knowledge and defeasible reasoning. The purpose of this handbook is to provide an open access and curated anthology for the argumentation research community. OHAAI is designed to serve as a research hub to keep track of the latest and upcoming PhD-driven research on the theory and application of argumentation in all areas related to AI.
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Evaluating and comparing text-to-image models is a challenging problem. Significant advances in the field have recently been made, piquing interest of various industrial sectors. As a consequence, a gold standard in the field should cover a variety of tasks and application contexts. In this paper a novel evaluation approach is experimented, on the basis of: (i) a curated data set, made by high-quality royalty-free image-text pairs, divided into ten categories; (ii) a quantitative metric, the CLIP-score, (iii) a human evaluation task to distinguish, for a given text, the real and the generated images. The proposed method has been applied to the most recent models, i.e., DALLE2, Latent Diffusion, Stable Diffusion, GLIDE and Craiyon. Early experimental results show that the accuracy of the human judgement is fully coherent with the CLIP-score. The dataset has been made available to the public.
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Real-time monocular 3D reconstruction is a challenging problem that remains unsolved. Although recent end-to-end methods have demonstrated promising results, tiny structures and geometric boundaries are hardly captured due to their insufficient supervision neglecting spatial details and oversimplified feature fusion ignoring temporal cues. To address the problems, we propose an end-to-end 3D reconstruction network SST, which utilizes Sparse estimated points from visual SLAM system as additional Spatial guidance and fuses Temporal features via a novel cross-modal attention mechanism, achieving more detailed reconstruction results. We propose a Local Spatial-Temporal Fusion module to exploit more informative spatial-temporal cues from multi-view color information and sparse priors, as well a Global Spatial-Temporal Fusion module to refine the local TSDF volumes with the world-frame model from coarse to fine. Extensive experiments on ScanNet and 7-Scenes demonstrate that SST outperforms all state-of-the-art competitors, whilst keeping a high inference speed at 59 FPS, enabling real-world applications with real-time requirements.
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Robotics software is pushing the limits of software engineering practice. The 3rd International Workshop on Robotics Software Engineering held a panel on "the best practices for robotic software engineering". This article shares the key takeaways that emerged from the discussion among the panelists and the workshop, ranging from architecting practices at the NASA/Caltech Jet Propulsion Laboratory, model-driven development at Bosch, development and testing of autonomous driving systems at Waymo, and testing of robotics software at XITASO. Researchers and practitioners can build on the contents of this paper to gain a fresh perspective on their activities and focus on the most pressing practices and challenges in developing robotics software today.
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