Technology advancements in wireless communications and high-performance Extended Reality (XR) have empowered the developments of the Metaverse. The demand for Metaverse applications and hence, real-time digital twinning of real-world scenes is increasing. Nevertheless, the replication of 2D physical world images into 3D virtual world scenes is computationally intensive and requires computation offloading. The disparity in transmitted scene dimension (2D as opposed to 3D) leads to asymmetric data sizes in uplink (UL) and downlink (DL). To ensure the reliability and low latency of the system, we consider an asynchronous joint UL-DL scenario where in the UL stage, the smaller data size of the physical world scenes captured by multiple extended reality users (XUs) will be uploaded to the Metaverse Console (MC) to be construed and rendered. In the DL stage, the larger-size 3D virtual world scenes need to be transmitted back to the XUs. The decisions pertaining to computation offloading and channel assignment are optimized in the UL stage, and the MC will optimize power allocation for users assigned with a channel in the UL transmission stage. Some problems arise therefrom: (i) interactive multi-process chain, specifically Asynchronous Markov Decision Process (AMDP), (ii) joint optimization in multiple processes, and (iii) high-dimensional objective functions, or hybrid reward scenarios. To ensure the reliability and low latency of the system, we design a novel multi-agent reinforcement learning algorithm structure, namely Asynchronous Actors Hybrid Critic (AAHC). Extensive experiments demonstrate that compared to proposed baselines, AAHC obtains better solutions with preferable training time.
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Adversarial patch is an important form of real-world adversarial attack that brings serious risks to the robustness of deep neural networks. Previous methods generate adversarial patches by either optimizing their perturbation values while fixing the pasting position or manipulating the position while fixing the patch's content. This reveals that the positions and perturbations are both important to the adversarial attack. For that, in this paper, we propose a novel method to simultaneously optimize the position and perturbation for an adversarial patch, and thus obtain a high attack success rate in the black-box setting. Technically, we regard the patch's position, the pre-designed hyper-parameters to determine the patch's perturbations as the variables, and utilize the reinforcement learning framework to simultaneously solve for the optimal solution based on the rewards obtained from the target model with a small number of queries. Extensive experiments are conducted on the Face Recognition (FR) task, and results on four representative FR models show that our method can significantly improve the attack success rate and query efficiency. Besides, experiments on the commercial FR service and physical environments confirm its practical application value. We also extend our method to the traffic sign recognition task to verify its generalization ability.
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The Metaverse can be considered the extension of the present-day web, which integrates the physical and virtual worlds, delivering hyper-realistic user experiences. The inception of the Metaverse brings forth many ecosystem services such as content creation, social entertainment, in-world value transfer, intelligent traffic, healthcare. These services are compute-intensive and require computation offloading onto a Metaverse edge computing server (MECS). Existing Metaverse edge computing approaches do not efficiently and effectively handle resource allocation to ensure a fluid, seamless and hyper-realistic Metaverse experience required for Metaverse ecosystem services. Therefore, we introduce a new Metaverse-compatible, Unified, User and Task (UUT) centered artificial intelligence (AI)- based mobile edge computing (MEC) paradigm, which serves as a concept upon which future AI control algorithms could be built to develop a more user and task-focused MEC.
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The Position Embedding (PE) is critical for Vision Transformers (VTs) due to the permutation-invariance of self-attention operation. By analyzing the input and output of each encoder layer in VTs using reparameterization and visualization, we find that the default PE joining method (simply adding the PE and patch embedding together) operates the same affine transformation to token embedding and PE, which limits the expressiveness of PE and hence constrains the performance of VTs. To overcome this limitation, we propose a simple, effective, and robust method. Specifically, we provide two independent layer normalizations for token embeddings and PE for each layer, and add them together as the input of each layer's Muti-Head Self-Attention module. Since the method allows the model to adaptively adjust the information of PE for different layers, we name it as Layer-adaptive Position Embedding, abbreviated as LaPE. Extensive experiments demonstrate that LaPE can improve various VTs with different types of PE and make VTs robust to PE types. For example, LaPE improves 0.94% accuracy for ViT-Lite on Cifar10, 0.98% for CCT on Cifar100, and 1.72% for DeiT on ImageNet-1K, which is remarkable considering the negligible extra parameters, memory and computational cost brought by LaPE. The code is publicly available at https://github.com/Ingrid725/LaPE.
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This article proposes a model-based deep reinforcement learning (DRL) method to design emergency control strategies for short-term voltage stability problems in power systems. Recent advances show promising results in model-free DRL-based methods for power systems, but model-free methods suffer from poor sample efficiency and training time, both critical for making state-of-the-art DRL algorithms practically applicable. DRL-agent learns an optimal policy via a trial-and-error method while interacting with the real-world environment. And it is desirable to minimize the direct interaction of the DRL agent with the real-world power grid due to its safety-critical nature. Additionally, state-of-the-art DRL-based policies are mostly trained using a physics-based grid simulator where dynamic simulation is computationally intensive, lowering the training efficiency. We propose a novel model-based-DRL framework where a deep neural network (DNN)-based dynamic surrogate model, instead of a real-world power-grid or physics-based simulation, is utilized with the policy learning framework, making the process faster and sample efficient. However, stabilizing model-based DRL is challenging because of the complex system dynamics of large-scale power systems. We solved these issues by incorporating imitation learning to have a warm start in policy learning, reward-shaping, and multi-step surrogate loss. Finally, we achieved 97.5% sample efficiency and 87.7% training efficiency for an application to the IEEE 300-bus test system.
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Deep 3D point cloud models are sensitive to adversarial attacks, which poses threats to safety-critical applications such as autonomous driving. Robust training and defend-by-denoise are typical strategies for defending adversarial perturbations, including adversarial training and statistical filtering, respectively. However, they either induce massive computational overhead or rely heavily upon specified noise priors, limiting generalized robustness against attacks of all kinds. This paper introduces a new defense mechanism based on denoising diffusion models that can adaptively remove diverse noises with a tailored intensity estimator. Specifically, we first estimate adversarial distortions by calculating the distance of the points to their neighborhood best-fit plane. Depending on the distortion degree, we choose specific diffusion time steps for the input point cloud and perform the forward diffusion to disrupt potential adversarial shifts. Then we conduct the reverse denoising process to restore the disrupted point cloud back to a clean distribution. This approach enables effective defense against adaptive attacks with varying noise budgets, achieving accentuated robustness of existing 3D deep recognition models.
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Multi-agent reinforcement learning (MARL) suffers from the non-stationarity problem, which is the ever-changing targets at every iteration when multiple agents update their policies at the same time. Starting from first principle, in this paper, we manage to solve the non-stationarity problem by proposing bidirectional action-dependent Q-learning (ACE). Central to the development of ACE is the sequential decision-making process wherein only one agent is allowed to take action at one time. Within this process, each agent maximizes its value function given the actions taken by the preceding agents at the inference stage. In the learning phase, each agent minimizes the TD error that is dependent on how the subsequent agents have reacted to their chosen action. Given the design of bidirectional dependency, ACE effectively turns a multiagent MDP into a single-agent MDP. We implement the ACE framework by identifying the proper network representation to formulate the action dependency, so that the sequential decision process is computed implicitly in one forward pass. To validate ACE, we compare it with strong baselines on two MARL benchmarks. Empirical experiments demonstrate that ACE outperforms the state-of-the-art algorithms on Google Research Football and StarCraft Multi-Agent Challenge by a large margin. In particular, on SMAC tasks, ACE achieves 100% success rate on almost all the hard and super-hard maps. We further study extensive research problems regarding ACE, including extension, generalization, and practicability. Code is made available to facilitate further research.
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Multi-task learning (MTL) models have demonstrated impressive results in computer vision, natural language processing, and recommender systems. Even though many approaches have been proposed, how well these approaches balance different tasks on each parameter still remains unclear. In this paper, we propose to measure the task dominance degree of a parameter by the total updates of each task on this parameter. Specifically, we compute the total updates by the exponentially decaying Average of the squared Updates (AU) on a parameter from the corresponding task.Based on this novel metric, we observe that many parameters in existing MTL methods, especially those in the higher shared layers, are still dominated by one or several tasks. The dominance of AU is mainly due to the dominance of accumulative gradients from one or several tasks. Motivated by this, we propose a Task-wise Adaptive learning rate approach, AdaTask in short, to separate the \emph{accumulative gradients} and hence the learning rate of each task for each parameter in adaptive learning rate approaches (e.g., AdaGrad, RMSProp, and Adam). Comprehensive experiments on computer vision and recommender system MTL datasets demonstrate that AdaTask significantly improves the performance of dominated tasks, resulting SOTA average task-wise performance. Analysis on both synthetic and real-world datasets shows AdaTask balance parameters in every shared layer well.
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Recent success of vision transformers has inspired a series of vision backbones with novel feature transformation paradigms, which report steady performance gain. Although the novel feature transformation designs are often claimed as the source of gain, some backbones may benefit from advanced engineering techniques, which makes it hard to identify the real gain from the key feature transformation operators. In this paper, we aim to identify real gain of popular convolution and attention operators and make an in-depth study of them. We observe that the main difference among these feature transformation modules, e.g., attention or convolution, lies in the way of spatial feature aggregation, or the so-called "spatial token mixer" (STM). Hence, we first elaborate a unified architecture to eliminate the unfair impact of different engineering techniques, and then fit STMs into this architecture for comparison. Based on various experiments on upstream/downstream tasks and the analysis of inductive bias, we find that the engineering techniques boost the performance significantly, but the performance gap still exists among different STMs. The detailed analysis also reveals some interesting findings of different STMs, such as effective receptive fields and invariance tests. The code and trained models will be publicly available at https://github.com/OpenGVLab/STM-Evaluation
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When reading a story, humans can rapidly understand new fictional characters with a few observations, mainly by drawing analogy to fictional and real people they met before in their lives. This reflects the few-shot and meta-learning essence of humans' inference of characters' mental states, i.e., humans' theory-of-mind (ToM), which is largely ignored in existing research. We fill this gap with a novel NLP benchmark, TOM-IN-AMC, the first assessment of models' ability of meta-learning of ToM in a realistic narrative understanding scenario. Our benchmark consists of $\sim$1,000 parsed movie scripts for this purpose, each corresponding to a few-shot character understanding task; and requires models to mimic humans' ability of fast digesting characters with a few starting scenes in a new movie. Our human study verified that humans can solve our problem by inferring characters' mental states based on their previously seen movies; while the state-of-the-art metric-learning and meta-learning approaches adapted to our task lags 30% behind.
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