近年来,WiFi成为在室内找到一个人或设备的主要信息来源。将RSSI值作为具有已知位置的参考测量值(称为WiFi指纹打印),通常用于文献中出现的各种定位方法和算法中。但是,测量给定的WiFi指纹组之间的空间距离受到选择为地理空间距离建模的信号距离函数的选择。在这项研究中,作者提出了对机器学习的利用,以改善指纹之间的地理空间距离的估计。这项研究检查了从13个不同的开放数据集收集的数据,以提供广泛的表示,目的是用于任何室内环境中的通用模型。提出的新方法通过通过功能选择过程来检查一组常用的信号距离指标来提取数据特征,该过程包括特征分析和遗传算法。为了证明该研究的输出是独立的,所有模型均在培训和验证阶段在先前排除的数据集上进行了测试。最后,使用各种评估指标比较了各种机器学习算法,包括能够将测试床扩展到现实世界未经请求的数据集的能力。
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设备识别是保护IoT设备网络的一种方法,该设备随后可以从网络中隔离被识别为可疑的设备。在这项研究中,我们提出了一种基于机器学习的方法IotDevid,该方法通过其网络数据包的特征来识别设备。通过使用严格的功能分析和选择过程,我们的研究为建模设备行为提供了可推广和现实的方法,从而在两个公共数据集中实现了高预测精度。该模型的基础功能集显示出比用于设备识别的现有功能集更具预测性,并且显示出在功能选择过程中概括为看不见的数据。与大多数现有的物联网设备识别方法不同,IotDevid能够使用非IP和低能协议来检测设备。
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Object detectors are conventionally trained by a weighted sum of classification and localization losses. Recent studies (e.g., predicting IoU with an auxiliary head, Generalized Focal Loss, Rank & Sort Loss) have shown that forcing these two loss terms to interact with each other in non-conventional ways creates a useful inductive bias and improves performance. Inspired by these works, we focus on the correlation between classification and localization and make two main contributions: (i) We provide an analysis about the effects of correlation between classification and localization tasks in object detectors. We identify why correlation affects the performance of various NMS-based and NMS-free detectors, and we devise measures to evaluate the effect of correlation and use them to analyze common detectors. (ii) Motivated by our observations, e.g., that NMS-free detectors can also benefit from correlation, we propose Correlation Loss, a novel plug-in loss function that improves the performance of various object detectors by directly optimizing correlation coefficients: E.g., Correlation Loss on Sparse R-CNN, an NMS-free method, yields 1.6 AP gain on COCO and 1.8 AP gain on Cityscapes dataset. Our best model on Sparse R-CNN reaches 51.0 AP without test-time augmentation on COCO test-dev, reaching state-of-the-art. Code is available at https://github.com/fehmikahraman/CorrLoss
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Recent progress in geometric computer vision has shown significant advances in reconstruction and novel view rendering from multiple views by capturing the scene as a neural radiance field. Such approaches have changed the paradigm of reconstruction but need a plethora of views and do not make use of object shape priors. On the other hand, deep learning has shown how to use priors in order to infer shape from single images. Such approaches, though, require that the object is reconstructed in a canonical pose or assume that object pose is known during training. In this paper, we address the problem of how to compute equivariant priors for reconstruction from a few images, given the relative poses of the cameras. Our proposed reconstruction is $SE(3)$-gauge equivariant, meaning that it is equivariant to the choice of world frame. To achieve this, we make two novel contributions to light field processing: we define light field convolution and we show how it can be approximated by intra-view $SE(2)$ convolutions because the original light field convolution is computationally and memory-wise intractable; we design a map from the light field to $\mathbb{R}^3$ that is equivariant to the transformation of the world frame and to the rotation of the views. We demonstrate equivariance by obtaining robust results in roto-translated datasets without performing transformation augmentation.
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Practical applications of mechanical metamaterials often involve solving inverse problems where the objective is to find the (multiple) microarchitectures that give rise to a given set of properties. The limited resolution of additive manufacturing techniques often requires solving such inverse problems for specific sizes. One should, therefore, find multiple microarchitectural designs that exhibit the desired properties for a specimen with given dimensions. Moreover, the candidate microarchitectures should be resistant to fatigue and fracture, meaning that peak stresses should be minimized as well. Such a multi-objective inverse design problem is formidably difficult to solve but its solution is the key to real-world applications of mechanical metamaterials. Here, we propose a modular approach titled 'Deep-DRAM' that combines four decoupled models, including two deep learning models (DLM), a deep generative model (DGM) based on conditional variational autoencoders (CVAE), and direct finite element (FE) simulations. Deep-DRAM (deep learning for the design of random-network metamaterials) integrates these models into a unified framework capable of finding many solutions to the multi-objective inverse design problem posed here. The integrated framework first introduces the desired elastic properties to the DGM, which returns a set of candidate designs. The candidate designs, together with the target specimen dimensions are then passed to the DLM which predicts their actual elastic properties considering the specimen size. After a filtering step based on the closeness of the actual properties to the desired ones, the last step uses direct FE simulations to identify the designs with the minimum peak stresses.
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Recent methods for neural surface representation and rendering, for example NeuS, have demonstrated remarkably high-quality reconstruction of static scenes. However, the training of NeuS takes an extremely long time (8 hours), which makes it almost impossible to apply them to dynamic scenes with thousands of frames. We propose a fast neural surface reconstruction approach, called NeuS2, which achieves two orders of magnitude improvement in terms of acceleration without compromising reconstruction quality. To accelerate the training process, we integrate multi-resolution hash encodings into a neural surface representation and implement our whole algorithm in CUDA. We also present a lightweight calculation of second-order derivatives tailored to our networks (i.e., ReLU-based MLPs), which achieves a factor two speed up. To further stabilize training, a progressive learning strategy is proposed to optimize multi-resolution hash encodings from coarse to fine. In addition, we extend our method for reconstructing dynamic scenes with an incremental training strategy. Our experiments on various datasets demonstrate that NeuS2 significantly outperforms the state-of-the-arts in both surface reconstruction accuracy and training speed. The video is available at https://vcai.mpi-inf.mpg.de/projects/NeuS2/ .
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We propose a novel method for 3D shape completion from a partial observation of a point cloud. Existing methods either operate on a global latent code, which limits the expressiveness of their model, or autoregressively estimate the local features, which is highly computationally extensive. Instead, our method estimates the entire local feature field by a single feedforward network by formulating this problem as a tensor completion problem on the feature volume of the object. Due to the redundancy of local feature volumes, this tensor completion problem can be further reduced to estimating the canonical factors of the feature volume. A hierarchical variational autoencoder (VAE) with tiny MLPs is used to probabilistically estimate the canonical factors of the complete feature volume. The effectiveness of the proposed method is validated by comparing it with the state-of-the-art method quantitatively and qualitatively. Further ablation studies also show the need to adopt a hierarchical architecture to capture the multimodal distribution of possible shapes.
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As aerial robots are tasked to navigate environments of increased complexity, embedding collision tolerance in their design becomes important. In this survey we review the current state-of-the-art within the niche field of collision-tolerant micro aerial vehicles and present different design approaches identified in the literature, as well as methods that have focused on autonomy functionalities that exploit collision resilience. Subsequently, we discuss the relevance to biological systems and provide our view on key directions of future fruitful research.
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The ability to capture detailed interactions among individuals in a social group is foundational to our study of animal behavior and neuroscience. Recent advances in deep learning and computer vision are driving rapid progress in methods that can record the actions and interactions of multiple individuals simultaneously. Many social species, such as birds, however, live deeply embedded in a three-dimensional world. This world introduces additional perceptual challenges such as occlusions, orientation-dependent appearance, large variation in apparent size, and poor sensor coverage for 3D reconstruction, that are not encountered by applications studying animals that move and interact only on 2D planes. Here we introduce a system for studying the behavioral dynamics of a group of songbirds as they move throughout a 3D aviary. We study the complexities that arise when tracking a group of closely interacting animals in three dimensions and introduce a novel dataset for evaluating multi-view trackers. Finally, we analyze captured ethogram data and demonstrate that social context affects the distribution of sequential interactions between birds in the aviary.
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We consider the classic online learning and stochastic multi-armed bandit (MAB) problems, when at each step, the online policy can probe and find out which of a small number ($k$) of choices has better reward (or loss) before making its choice. In this model, we derive algorithms whose regret bounds have exponentially better dependence on the time horizon compared to the classic regret bounds. In particular, we show that probing with $k=2$ suffices to achieve time-independent regret bounds for online linear and convex optimization. The same number of probes improve the regret bound of stochastic MAB with independent arms from $O(\sqrt{nT})$ to $O(n^2 \log T)$, where $n$ is the number of arms and $T$ is the horizon length. For stochastic MAB, we also consider a stronger model where a probe reveals the reward values of the probed arms, and show that in this case, $k=3$ probes suffice to achieve parameter-independent constant regret, $O(n^2)$. Such regret bounds cannot be achieved even with full feedback after the play, showcasing the power of limited ``advice'' via probing before making the play. We also present extensions to the setting where the hints can be imperfect, and to the case of stochastic MAB where the rewards of the arms can be correlated.
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