对象检测神经网络模型需要在高度动态和安全至关重要的环境(例如自动驾驶或机器人技术)中可靠地执行。因此,在意外硬件故障(例如软误差)下验证检测的鲁棒性至关重要,这些故障可能会影响系统感知模块。基于平均精度的标准指标会在对象级别而不是图像级别产生模型漏洞估计。正如我们在本文中所显示的那样,这并不能提供直观或代表性的指标,表明是由基础记忆中的位翻转引起的无声数据损坏的安全性影响,而是导致典型断层诱导危害的过度估计或低估。为了关注与安全相关的实时应用程序,我们提出了一个新的度量IVMOD(图像漏洞测量的对象检测),以基于错误的图像检测(FPS)或假阴性为基于图像的对象检测,以量化漏洞(FNS)对象,结合严重性分析。对几个代表性对象检测模型的评估表明,即使是单个位翻转也可能导致严重的无声数据腐败事件,具有潜在的关键安全性,例如,(大于)生成的100 fps或最多可产生。 90%的真实阳性(TPS)在图像中丢失。此外,在单个卡住的情况下,可能会影响整个图像序列,从而导致暂时持续的幽灵检测,这些检测可能被误认为是实际对象(覆盖了大约83%的图像)。此外,场景中的实际物体被持续遗漏(最多约有64%的TPS)。我们的工作建立了对此类关键工作负载与硬件故障的安全相关脆弱性的详细理解。
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物理驱动的深度学习方法已成为计算磁共振成像(MRI)问题的强大工具,将重建性能推向新限制。本文概述了将物理信息纳入基于学习的MRI重建中的最新发展。我们考虑了用于计算MRI的线性和非线性正向模型的逆问题,并回顾了解决这些方法的经典方法。然后,我们专注于物理驱动的深度学习方法,涵盖了物理驱动的损失功能,插件方法,生成模型和展开的网络。我们重点介绍了特定于领域的挑战,例如神经网络的实现和复杂值的构建基块,以及具有线性和非线性正向模型的MRI转换应用。最后,我们讨论常见问题和开放挑战,并与物理驱动的学习与医学成像管道中的其他下游任务相结合时,与物理驱动的学习的重要性联系在一起。
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Machine learning models are typically evaluated by computing similarity with reference annotations and trained by maximizing similarity with such. Especially in the bio-medical domain, annotations are subjective and suffer from low inter- and intra-rater reliability. Since annotations only reflect the annotation entity's interpretation of the real world, this can lead to sub-optimal predictions even though the model achieves high similarity scores. Here, the theoretical concept of Peak Ground Truth (PGT) is introduced. PGT marks the point beyond which an increase in similarity with the reference annotation stops translating to better Real World Model Performance (RWMP). Additionally, a quantitative technique to approximate PGT by computing inter- and intra-rater reliability is proposed. Finally, three categories of PGT-aware strategies to evaluate and improve model performance are reviewed.
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There are many artificial intelligence algorithms for autonomous driving, but directly installing these algorithms on vehicles is unrealistic and expensive. At the same time, many of these algorithms need an environment to train and optimize. Simulation is a valuable and meaningful solution with training and testing functions, and it can say that simulation is a critical link in the autonomous driving world. There are also many different applications or systems of simulation from companies or academies such as SVL and Carla. These simulators flaunt that they have the closest real-world simulation, but their environment objects, such as pedestrians and other vehicles around the agent-vehicle, are already fixed programmed. They can only move along the pre-setting trajectory, or random numbers determine their movements. What is the situation when all environmental objects are also installed by Artificial Intelligence, or their behaviors are like real people or natural reactions of other drivers? This problem is a blind spot for most of the simulation applications, or these applications cannot be easy to solve this problem. The Neurorobotics Platform from the TUM team of Prof. Alois Knoll has the idea about "Engines" and "Transceiver Functions" to solve the multi-agents problem. This report will start with a little research on the Neurorobotics Platform and analyze the potential and possibility of developing a new simulator to achieve the true real-world simulation goal. Then based on the NRP-Core Platform, this initial development aims to construct an initial demo experiment. The consist of this report starts with the basic knowledge of NRP-Core and its installation, then focus on the explanation of the necessary components for a simulation experiment, at last, about the details of constructions for the autonomous driving system, which is integrated object detection and autonomous control.
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Mixtures of von Mises-Fisher distributions can be used to cluster data on the unit hypersphere. This is particularly adapted for high-dimensional directional data such as texts. We propose in this article to estimate a von Mises mixture using a l 1 penalized likelihood. This leads to sparse prototypes that improve clustering interpretability. We introduce an expectation-maximisation (EM) algorithm for this estimation and explore the trade-off between the sparsity term and the likelihood one with a path following algorithm. The model's behaviour is studied on simulated data and, we show the advantages of the approach on real data benchmark. We also introduce a new data set on financial reports and exhibit the benefits of our method for exploratory analysis.
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Passive monitoring of acoustic or radio sources has important applications in modern convenience, public safety, and surveillance. A key task in passive monitoring is multiobject tracking (MOT). This paper presents a Bayesian method for multisensor MOT for challenging tracking problems where the object states are high-dimensional, and the measurements follow a nonlinear model. Our method is developed in the framework of factor graphs and the sum-product algorithm (SPA). The multimodal probability density functions (pdfs) provided by the SPA are effectively represented by a Gaussian mixture model (GMM). To perform the operations of the SPA in high-dimensional spaces, we make use of Particle flow (PFL). Here, particles are migrated towards regions of high likelihood based on the solution of a partial differential equation. This makes it possible to obtain good object detection and tracking performance even in challenging multisensor MOT scenarios with single sensor measurements that have a lower dimension than the object positions. We perform a numerical evaluation in a passive acoustic monitoring scenario where multiple sources are tracked in 3-D from 1-D time-difference-of-arrival (TDOA) measurements provided by pairs of hydrophones. Our numerical results demonstrate favorable detection and estimation accuracy compared to state-of-the-art reference techniques.
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Location-aware networks will introduce new services and applications for modern convenience, surveillance, and public safety. In this paper, we consider the problem of cooperative localization in a wireless network where the position of certain anchor nodes can be controlled. We introduce an active planning method that aims at moving the anchors such that the information gain of future measurements is maximized. In the control layer of the proposed method, control inputs are calculated by minimizing the traces of approximate inverse Bayesian Fisher information matrixes (FIMs). The estimation layer computes estimates of the agent states and provides Gaussian representations of marginal posteriors of agent positions to the control layer for approximate Bayesian FIM computations. Based on a cost function that accumulates Bayesian FIM contributions over a sliding window of discrete future timesteps, a receding horizon (RH) control is performed. Approximations that make it possible to solve the resulting tree-search problem efficiently are also discussed. A numerical case study demonstrates the intelligent behavior of a single controlled anchor in a 3-D scenario and the resulting significantly improved localization accuracy.
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This paper presents an introduction to the state-of-the-art in anomaly and change-point detection. On the one hand, the main concepts needed to understand the vast scientific literature on those subjects are introduced. On the other, a selection of important surveys and books, as well as two selected active research topics in the field, are presented.
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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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This short paper discusses continually updated causal abstractions as a potential direction of future research. The key idea is to revise the existing level of causal abstraction to a different level of detail that is both consistent with the history of observed data and more effective in solving a given task.
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