深度卷积神经网络可以准确地分类各种自然图像,但是在设计时可能很容易被欺骗,图像中嵌入了不可察觉的扰动。在本文中,我们设计了一种多管齐下的培训,输入转换和图像集成系统,该系统是攻击不可知论的,不容易估计。我们的系统结合了两个新型功能。第一个是一个转换层,该转换层从集体级训练数据示例中计算级别的多项式内核,并且迭代更新在推理时间上基于其特征内核差异的输入图像副本,以创建转换后的输入集合。第二个是一个分类系统,该系统将未防御网络的预测结合在一起,对被过滤图像的合奏进行了硬投票。我们在CIFAR10数据集上的评估显示,我们的系统提高了未防御性网络在不同距离指标下的各种有界和无限的白色盒子攻击的鲁棒性,同时牺牲了清洁图像的精度很小。反对自适应的全知攻击者创建端到端攻击,我们的系统成功地增强了对抗训练的网络的现有鲁棒性,为此,我们的方法最有效地应用了。
translated by 谷歌翻译
Datasets for training recommender systems are often subject to distribution shift induced by users' and recommenders' selection biases. In this paper, we study the impact of selection bias on datasets with different quantization. We then leverage two differently quantized datasets from different source distributions to mitigate distribution shift by applying the inverse probability scoring method from causal inference. Empirically, our approach gains significant performance improvement over single-dataset methods and alternative ways of combining two datasets.
translated by 谷歌翻译
We introduce a language generation task grounded in a popular video game environment. KNUDGE (KNowledge Constrained User-NPC Dialogue GEneration) involves generating dialogue trees conditioned on an ontology captured in natural language passages providing quest and entity specifications. KNUDGE is constructed from side quest dialogues drawn directly from game data of Obsidian Entertainment's The Outer Worlds, leading to real-world complexities in generation: (1) dialogues are branching trees as opposed to linear chains of utterances; (2) utterances must remain faithful to the game lore--character personas, backstories, and entity relationships; and (3) a dialogue must accurately reveal new quest-related details to the human player. We report results for supervised and in-context learning techniques, finding there is significant room for future work on creating realistic game-quality dialogues.
translated by 谷歌翻译
Recent work in open-domain question answering (ODQA) has shown that adversarial poisoning of the input contexts can cause large drops in accuracy for production systems. However, little to no work has proposed methods to defend against these attacks. To do so, we introduce a new method that uses query augmentation to search for a diverse set of retrieved passages that could answer the original question. We integrate these new passages into the model through the design of a novel confidence method, comparing the predicted answer to its appearance in the retrieved contexts (what we call Confidence from Answer Redundancy, e.g. CAR). Together these methods allow for a simple but effective way to defend against poisoning attacks and provide gains of 5-20% exact match across varying levels of data poisoning.
translated by 谷歌翻译
One of the main challenges in deep learning-based underwater image enhancement is the limited availability of high-quality training data. Underwater images are difficult to capture and are often of poor quality due to the distortion and loss of colour and contrast in water. This makes it difficult to train supervised deep learning models on large and diverse datasets, which can limit the model's performance. In this paper, we explore an alternative approach to supervised underwater image enhancement. Specifically, we propose a novel unsupervised underwater image enhancement framework that employs a conditional variational autoencoder (cVAE) to train a deep learning model with probabilistic adaptive instance normalization (PAdaIN) and statistically guided multi-colour space stretch that produces realistic underwater images. The resulting framework is composed of a U-Net as a feature extractor and a PAdaIN to encode the uncertainty, which we call UDnet. To improve the visual quality of the images generated by UDnet, we use a statistically guided multi-colour space stretch module that ensures visual consistency with the input image and provides an alternative to training using a ground truth image. The proposed model does not need manual human annotation and can learn with a limited amount of data and achieves state-of-the-art results on underwater images. We evaluated our proposed framework on eight publicly-available datasets. The results show that our proposed framework yields competitive performance compared to other state-of-the-art approaches in quantitative as well as qualitative metrics. Code available at https://github.com/alzayats/UDnet .
translated by 谷歌翻译
Athletes routinely undergo fitness evaluations to evaluate their training progress. Typically, these evaluations require a trained professional who utilizes specialized equipment like force plates. For the assessment, athletes perform drop and squat jumps, and key variables are measured, e.g. velocity, flight time, and time to stabilization, to name a few. However, amateur athletes may not have access to professionals or equipment that can provide these assessments. Here, we investigate the feasibility of estimating key variables using video recordings. We focus on jump velocity as a starting point because it is highly correlated with other key variables and is important for determining posture and lower-limb capacity. We find that velocity can be estimated with a high degree of precision across a range of athletes, with an average R-value of 0.71 (SD = 0.06).
translated by 谷歌翻译
We study the problem of finding elements in the intersection of an arbitrary conic variety in $\mathbb{F}^n$ with a given linear subspace (where $\mathbb{F}$ can be the real or complex field). This problem captures a rich family of algorithmic problems under different choices of the variety. The special case of the variety consisting of rank-1 matrices already has strong connections to central problems in different areas like quantum information theory and tensor decompositions. This problem is known to be NP-hard in the worst-case, even for the variety of rank-1 matrices. Surprisingly, despite these hardness results we give efficient algorithms that solve this problem for "typical" subspaces. Here, the subspace $U \subseteq \mathbb{F}^n$ is chosen generically of a certain dimension, potentially with some generic elements of the variety contained in it. Our main algorithmic result is a polynomial time algorithm that recovers all the elements of $U$ that lie in the variety, under some mild non-degeneracy assumptions on the variety. As corollaries, we obtain the following results: $\bullet$ Uniqueness results and polynomial time algorithms for generic instances of a broad class of low-rank decomposition problems that go beyond tensor decompositions. Here, we recover a decomposition of the form $\sum_{i=1}^R v_i \otimes w_i$, where the $v_i$ are elements of the given variety $X$. This implies new algorithmic results even in the special case of tensor decompositions. $\bullet$ Polynomial time algorithms for several entangled subspaces problems in quantum entanglement, including determining $r$-entanglement, complete entanglement, and genuine entanglement of a subspace. While all of these problems are NP-hard in the worst case, our algorithm solves them in polynomial time for generic subspaces of dimension up to a constant multiple of the maximum possible.
translated by 谷歌翻译
The biomedical imaging world is notorious for working with small amounts of data, frustrating state-of-the-art efforts in the computer vision and deep learning worlds. With large datasets, it is easier to make progress we have seen from the natural image distribution. It is the same with microscopy videos of neuron cells moving in a culture. This problem presents several challenges as it can be difficult to grow and maintain the culture for days, and it is expensive to acquire the materials and equipment. In this work, we explore how to alleviate this data scarcity problem by synthesizing the videos. We, therefore, take the recent work of the video diffusion model to synthesize videos of cells from our training dataset. We then analyze the model's strengths and consistent shortcomings to guide us on improving video generation to be as high-quality as possible. To improve on such a task, we propose modifying the denoising function and adding motion information (dense optical flow) so that the model has more context regarding how video frames transition over time and how each pixel changes over time.
translated by 谷歌翻译
Supervised machine learning-based medical image computing applications necessitate expert label curation, while unlabelled image data might be relatively abundant. Active learning methods aim to prioritise a subset of available image data for expert annotation, for label-efficient model training. We develop a controller neural network that measures priority of images in a sequence of batches, as in batch-mode active learning, for multi-class segmentation tasks. The controller is optimised by rewarding positive task-specific performance gain, within a Markov decision process (MDP) environment that also optimises the task predictor. In this work, the task predictor is a segmentation network. A meta-reinforcement learning algorithm is proposed with multiple MDPs, such that the pre-trained controller can be adapted to a new MDP that contains data from different institutes and/or requires segmentation of different organs or structures within the abdomen. We present experimental results using multiple CT datasets from more than one thousand patients, with segmentation tasks of nine different abdominal organs, to demonstrate the efficacy of the learnt prioritisation controller function and its cross-institute and cross-organ adaptability. We show that the proposed adaptable prioritisation metric yields converging segmentation accuracy for the novel class of kidney, unseen in training, using between approximately 40\% to 60\% of labels otherwise required with other heuristic or random prioritisation metrics. For clinical datasets of limited size, the proposed adaptable prioritisation offers a performance improvement of 22.6\% and 10.2\% in Dice score, for tasks of kidney and liver vessel segmentation, respectively, compared to random prioritisation and alternative active sampling strategies.
translated by 谷歌翻译
Multi-agent artificial intelligence research promises a path to develop intelligent technologies that are more human-like and more human-compatible than those produced by "solipsistic" approaches, which do not consider interactions between agents. Melting Pot is a research tool developed to facilitate work on multi-agent artificial intelligence, and provides an evaluation protocol that measures generalization to novel social partners in a set of canonical test scenarios. Each scenario pairs a physical environment (a "substrate") with a reference set of co-players (a "background population"), to create a social situation with substantial interdependence between the individuals involved. For instance, some scenarios were inspired by institutional-economics-based accounts of natural resource management and public-good-provision dilemmas. Others were inspired by considerations from evolutionary biology, game theory, and artificial life. Melting Pot aims to cover a maximally diverse set of interdependencies and incentives. It includes the commonly-studied extreme cases of perfectly-competitive (zero-sum) motivations and perfectly-cooperative (shared-reward) motivations, but does not stop with them. As in real-life, a clear majority of scenarios in Melting Pot have mixed incentives. They are neither purely competitive nor purely cooperative and thus demand successful agents be able to navigate the resulting ambiguity. Here we describe Melting Pot 2.0, which revises and expands on Melting Pot. We also introduce support for scenarios with asymmetric roles, and explain how to integrate them into the evaluation protocol. This report also contains: (1) details of all substrates and scenarios; (2) a complete description of all baseline algorithms and results. Our intention is for it to serve as a reference for researchers using Melting Pot 2.0.
translated by 谷歌翻译