Federated learning (FL) is a method to train model with distributed data from numerous participants such as IoT devices. It inherently assumes a uniform capacity among participants. However, participants have diverse computational resources in practice due to different conditions such as different energy budgets or executing parallel unrelated tasks. It is necessary to reduce the computation overhead for participants with inefficient computational resources, otherwise they would be unable to finish the full training process. To address the computation heterogeneity, in this paper we propose a strategy for estimating local models without computationally intensive iterations. Based on it, we propose Computationally Customized Federated Learning (CCFL), which allows each participant to determine whether to perform conventional local training or model estimation in each round based on its current computational resources. Both theoretical analysis and exhaustive experiments indicate that CCFL has the same convergence rate as FedAvg without resource constraints. Furthermore, CCFL can be viewed of a computation-efficient extension of FedAvg that retains model performance while considerably reducing computation overhead.
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Learning effective motion features is an essential pursuit of video representation learning. This paper presents a simple yet effective sample construction strategy to boost the learning of motion features in video contrastive learning. The proposed method, dubbed Motion-focused Quadruple Construction (MoQuad), augments the instance discrimination by meticulously disturbing the appearance and motion of both the positive and negative samples to create a quadruple for each video instance, such that the model is encouraged to exploit motion information. Unlike recent approaches that create extra auxiliary tasks for learning motion features or apply explicit temporal modelling, our method keeps the simple and clean contrastive learning paradigm (i.e.,SimCLR) without multi-task learning or extra modelling. In addition, we design two extra training strategies by analyzing initial MoQuad experiments. By simply applying MoQuad to SimCLR, extensive experiments show that we achieve superior performance on downstream tasks compared to the state of the arts. Notably, on the UCF-101 action recognition task, we achieve 93.7% accuracy after pre-training the model on Kinetics-400 for only 200 epochs, surpassing various previous methods
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Level 5 Autonomous Driving, a technology that a fully automated vehicle (AV) requires no human intervention, has raised serious concerns on safety and stability before widespread use. The capability of understanding and predicting future motion trajectory of road objects can help AV plan a path that is safe and easy to control. In this paper, we propose a network architecture that parallelizes multiple convolutional neural network backbones and fuses features to make multi-mode trajectory prediction. In the 2020 ICRA Nuscene Prediction challenge, our model ranks 15th on the leaderboard across all teams.
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Learning 3D human pose prior is essential to human-centered AI. Here, we present GFPose, a versatile framework to model plausible 3D human poses for various applications. At the core of GFPose is a time-dependent score network, which estimates the gradient on each body joint and progressively denoises the perturbed 3D human pose to match a given task specification. During the denoising process, GFPose implicitly incorporates pose priors in gradients and unifies various discriminative and generative tasks in an elegant framework. Despite the simplicity, GFPose demonstrates great potential in several downstream tasks. Our experiments empirically show that 1) as a multi-hypothesis pose estimator, GFPose outperforms existing SOTAs by 20% on Human3.6M dataset. 2) as a single-hypothesis pose estimator, GFPose achieves comparable results to deterministic SOTAs, even with a vanilla backbone. 3) GFPose is able to produce diverse and realistic samples in pose denoising, completion and generation tasks. Project page https://sites.google.com/view/gfpose/
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The number of international benchmarking competitions is steadily increasing in various fields of machine learning (ML) research and practice. So far, however, little is known about the common practice as well as bottlenecks faced by the community in tackling the research questions posed. To shed light on the status quo of algorithm development in the specific field of biomedical imaging analysis, we designed an international survey that was issued to all participants of challenges conducted in conjunction with the IEEE ISBI 2021 and MICCAI 2021 conferences (80 competitions in total). The survey covered participants' expertise and working environments, their chosen strategies, as well as algorithm characteristics. A median of 72% challenge participants took part in the survey. According to our results, knowledge exchange was the primary incentive (70%) for participation, while the reception of prize money played only a minor role (16%). While a median of 80 working hours was spent on method development, a large portion of participants stated that they did not have enough time for method development (32%). 25% perceived the infrastructure to be a bottleneck. Overall, 94% of all solutions were deep learning-based. Of these, 84% were based on standard architectures. 43% of the respondents reported that the data samples (e.g., images) were too large to be processed at once. This was most commonly addressed by patch-based training (69%), downsampling (37%), and solving 3D analysis tasks as a series of 2D tasks. K-fold cross-validation on the training set was performed by only 37% of the participants and only 50% of the participants performed ensembling based on multiple identical models (61%) or heterogeneous models (39%). 48% of the respondents applied postprocessing steps.
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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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Explainability of Graph Neural Networks (GNNs) is critical to various GNN applications but remains an open challenge. A convincing explanation should be both necessary and sufficient simultaneously. However, existing GNN explaining approaches focus on only one of the two aspects, necessity or sufficiency, or a trade-off between the two. To search for the most necessary and sufficient explanation, the Probability of Necessity and Sufficiency (PNS) can be applied since it can mathematically quantify the necessity and sufficiency of an explanation. Nevertheless, the difficulty of obtaining PNS due to non-monotonicity and the challenge of counterfactual estimation limits its wide use. To address the non-identifiability of PNS, we resort to a lower bound of PNS that can be optimized via counterfactual estimation, and propose Necessary and Sufficient Explanation for GNN (NSEG) via optimizing that lower bound. Specifically, we employ nearest neighbor matching to generate counterfactual samples for the features, which is different from the random perturbation. In particular, NSEG combines the edges and node features to generate an explanation, where the common edge explanation is a special case of the combined explanation. Empirical study shows that NSEG achieves excellent performance in generating the most necessary and sufficient explanations among a series of state-of-the-art methods.
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Software engineers working with the same programming language (PL) may speak different natural languages (NLs) and vice versa, erecting huge barriers to communication and working efficiency. Recent studies have demonstrated the effectiveness of generative pre-training in computer programs, yet they are always English-centric. In this work, we step towards bridging the gap between multilingual NLs and multilingual PLs for large language models (LLMs). We release ERNIE-Code, a unified pre-trained language model for 116 NLs and 6 PLs. We employ two methods for universal cross-lingual pre-training: span-corruption language modeling that learns patterns from monolingual NL or PL; and pivot-based translation language modeling that relies on parallel data of many NLs and PLs. Extensive results show that ERNIE-Code outperforms previous multilingual LLMs for PL or NL across a wide range of end tasks of code intelligence, including multilingual code-to-text, text-to-code, code-to-code, and text-to-text generation. We further show its advantage of zero-shot prompting on multilingual code summarization and text-to-text translation. We will make our code and pre-trained models publicly available.
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Although weakly-supervised techniques can reduce the labeling effort, it is unclear whether a saliency model trained with weakly-supervised data (e.g., point annotation) can achieve the equivalent performance of its fully-supervised version. This paper attempts to answer this unexplored question by proving a hypothesis: there is a point-labeled dataset where saliency models trained on it can achieve equivalent performance when trained on the densely annotated dataset. To prove this conjecture, we proposed a novel yet effective adversarial trajectory-ensemble active learning (ATAL). Our contributions are three-fold: 1) Our proposed adversarial attack triggering uncertainty can conquer the overconfidence of existing active learning methods and accurately locate these uncertain pixels. {2)} Our proposed trajectory-ensemble uncertainty estimation method maintains the advantages of the ensemble networks while significantly reducing the computational cost. {3)} Our proposed relationship-aware diversity sampling algorithm can conquer oversampling while boosting performance. Experimental results show that our ATAL can find such a point-labeled dataset, where a saliency model trained on it obtained $97\%$ -- $99\%$ performance of its fully-supervised version with only ten annotated points per image.
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Humans use all of their senses to accomplish different tasks in everyday activities. In contrast, existing work on robotic manipulation mostly relies on one, or occasionally two modalities, such as vision and touch. In this work, we systematically study how visual, auditory, and tactile perception can jointly help robots to solve complex manipulation tasks. We build a robot system that can see with a camera, hear with a contact microphone, and feel with a vision-based tactile sensor, with all three sensory modalities fused with a self-attention model. Results on two challenging tasks, dense packing and pouring, demonstrate the necessity and power of multisensory perception for robotic manipulation: vision displays the global status of the robot but can often suffer from occlusion, audio provides immediate feedback of key moments that are even invisible, and touch offers precise local geometry for decision making. Leveraging all three modalities, our robotic system significantly outperforms prior methods.
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