子图相似度搜索是图形分析中的基本操作员。在此框架中,给定查询图和图形数据库,目标是识别结构图的数据库图的子图,这些图是与查询相似的。子图编辑距离(SED)是子图相似度最有表现力的措施之一。在这项工作中,我们研究了从训练的图形对和他们的SED值训练SED的问题。为此,我们设计了一种名为Neurosed的新型暹罗图形神经网络,其学习嵌入空间,具有丰富的结构,让人想起SED。借助专门制作的归纳偏差,不仅可以实现高精度,而且确保预测的SED,如真正的SED,满足三角不等式。设计足够通用,也可以模拟图表编辑距离(GED),同时确保预测的GED空间是指标,如真正的GED空间。对于SED和GED的真实图数据集进行了广泛的实验,建立了神经传播的RMSE比现有技术的约2倍,并且比最快的基线快约18倍。此外,由于其对独立的嵌入和理论性质,神经翻转允许大约3个峰值检索图形和子图。
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In this paper, we propose SceNDD: a scenario-based naturalistic driving dataset that is built upon data collected from an instrumented vehicle in downtown Indianapolis. The data collection was completed in 68 driving sessions with different drivers, where each session lasted about 20--40 minutes. The main goal of creating this dataset is to provide the research community with real driving scenarios that have diverse trajectories and driving behaviors. The dataset contains ego-vehicle's waypoints, velocity, yaw angle, as well as non-ego actor's waypoints, velocity, yaw angle, entry-time, and exit-time. Certain flexibility is provided to users so that actors, sensors, lanes, roads, and obstacles can be added to the existing scenarios. We used a Joint Probabilistic Data Association (JPDA) tracker to detect non-ego vehicles on the road. We present some preliminary results of the proposed dataset and a few applications associated with it. The complete dataset is expected to be released by early 2023.
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With large-scale adaption to biometric based applications, security and privacy of biometrics is utmost important especially when operating in unsupervised online mode. This work proposes a novel approach for generating new artificial fingerprints also called proxy fingerprints that are natural looking, non-invertible, revocable and privacy preserving. These proxy biometrics can be generated from original ones only with the help of a user-specific key. Instead of using the original fingerprint, these proxy templates can be used anywhere with same convenience. The manuscripts walks through an interesting way in which proxy fingerprints of different types can be generated and how they can be combined with use-specific keys to provide revocability and cancelability in case of compromise. Using the proposed approach a proxy dataset is generated from samples belonging to Anguli fingerprint database. Matching experiments were performed on the new set which is 5 times larger than the original, and it was found that their performance is at par with 0 FAR and 0 FRR in the stolen key, safe key scenarios. Other parameters on revocability and diversity are also analyzed for protection performance.
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Deep neural networks (DNN) are prone to miscalibrated predictions, often exhibiting a mismatch between the predicted output and the associated confidence scores. Contemporary model calibration techniques mitigate the problem of overconfident predictions by pushing down the confidence of the winning class while increasing the confidence of the remaining classes across all test samples. However, from a deployment perspective, an ideal model is desired to (i) generate well-calibrated predictions for high-confidence samples with predicted probability say >0.95, and (ii) generate a higher proportion of legitimate high-confidence samples. To this end, we propose a novel regularization technique that can be used with classification losses, leading to state-of-the-art calibrated predictions at test time; From a deployment standpoint in safety-critical applications, only high-confidence samples from a well-calibrated model are of interest, as the remaining samples have to undergo manual inspection. Predictive confidence reduction of these potentially ``high-confidence samples'' is a downside of existing calibration approaches. We mitigate this by proposing a dynamic train-time data pruning strategy that prunes low-confidence samples every few epochs, providing an increase in "confident yet calibrated samples". We demonstrate state-of-the-art calibration performance across image classification benchmarks, reducing training time without much compromise in accuracy. We provide insights into why our dynamic pruning strategy that prunes low-confidence training samples leads to an increase in high-confidence samples at test time.
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With the steady emergence of community question answering (CQA) platforms like Quora, StackExchange, and WikiHow, users now have an unprecedented access to information on various kind of queries and tasks. Moreover, the rapid proliferation and localization of these platforms spanning geographic and linguistic boundaries offer a unique opportunity to study the task requirements and preferences of users in different socio-linguistic groups. In this study, we implement an entity-embedding model trained on a large longitudinal dataset of multi-lingual and task-oriented question-answer pairs to uncover and quantify the (i) prevalence and distribution of various online tasks across linguistic communities, and (ii) emerging and receding trends in task popularity over time in these communities. Our results show that there exists substantial variance in task preference as well as popularity trends across linguistic communities on the platform. Findings from this study will help Q&A platforms better curate and personalize content for non-English users, while also offering valuable insights to businesses looking to target non-English speaking communities online.
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Can we make virtual characters in a scene interact with their surrounding objects through simple instructions? Is it possible to synthesize such motion plausibly with a diverse set of objects and instructions? Inspired by these questions, we present the first framework to synthesize the full-body motion of virtual human characters performing specified actions with 3D objects placed within their reach. Our system takes as input textual instructions specifying the objects and the associated intentions of the virtual characters and outputs diverse sequences of full-body motions. This is in contrast to existing work, where full-body action synthesis methods generally do not consider object interactions, and human-object interaction methods focus mainly on synthesizing hand or finger movements for grasping objects. We accomplish our objective by designing an intent-driven full-body motion generator, which uses a pair of decoupled conditional variational autoencoders (CVAE) to learn the motion of the body parts in an autoregressive manner. We also optimize for the positions of the objects with six degrees of freedom (6DoF) such that they plausibly fit within the hands of the synthesized characters. We compare our proposed method with the existing methods of motion synthesis and establish a new and stronger state-of-the-art for the task of intent-driven motion synthesis. Through a user study, we further show that our synthesized full-body motions appear more realistic to the participants in more than 80% of scenarios compared to the current state-of-the-art methods, and are perceived to be as good as the ground truth on several occasions.
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Concept bottleneck models (CBMs) (Koh et al. 2020) are interpretable neural networks that first predict labels for human-interpretable concepts relevant to the prediction task, and then predict the final label based on the concept label predictions.We extend CBMs to interactive prediction settings where the model can query a human collaborator for the label to some concepts. We develop an interaction policy that, at prediction time, chooses which concepts to request a label for so as to maximally improve the final prediction. We demonstrate thata simple policy combining concept prediction uncertainty and influence of the concept on the final prediction achieves strong performance and outperforms a static approach proposed in Koh et al. (2020) as well as active feature acquisition methods proposed in the literature. We show that the interactiveCBM can achieve accuracy gains of 5-10% with only 5 interactions over competitive baselines on the Caltech-UCSDBirds, CheXpert and OAI datasets.
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Conventional methods for human motion synthesis are either deterministic or struggle with the trade-off between motion diversity and motion quality. In response to these limitations, we introduce MoFusion, i.e., a new denoising-diffusion-based framework for high-quality conditional human motion synthesis that can generate long, temporally plausible, and semantically accurate motions based on a range of conditioning contexts (such as music and text). We also present ways to introduce well-known kinematic losses for motion plausibility within the motion diffusion framework through our scheduled weighting strategy. The learned latent space can be used for several interactive motion editing applications -- like inbetweening, seed conditioning, and text-based editing -- thus, providing crucial abilities for virtual character animation and robotics. Through comprehensive quantitative evaluations and a perceptual user study, we demonstrate the effectiveness of MoFusion compared to the state of the art on established benchmarks in the literature. We urge the reader to watch our supplementary video and visit https://vcai.mpi-inf.mpg.de/projects/MoFusion.
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Many machine learning problems encode their data as a matrix with a possibly very large number of rows and columns. In several applications like neuroscience, image compression or deep reinforcement learning, the principal subspace of such a matrix provides a useful, low-dimensional representation of individual data. Here, we are interested in determining the $d$-dimensional principal subspace of a given matrix from sample entries, i.e. from small random submatrices. Although a number of sample-based methods exist for this problem (e.g. Oja's rule \citep{oja1982simplified}), these assume access to full columns of the matrix or particular matrix structure such as symmetry and cannot be combined as-is with neural networks \citep{baldi1989neural}. In this paper, we derive an algorithm that learns a principal subspace from sample entries, can be applied when the approximate subspace is represented by a neural network, and hence can be scaled to datasets with an effectively infinite number of rows and columns. Our method consists in defining a loss function whose minimizer is the desired principal subspace, and constructing a gradient estimate of this loss whose bias can be controlled. We complement our theoretical analysis with a series of experiments on synthetic matrices, the MNIST dataset \citep{lecun2010mnist} and the reinforcement learning domain PuddleWorld \citep{sutton1995generalization} demonstrating the usefulness of our approach.
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For low-level computer vision and image processing ML tasks, training on large datasets is critical for generalization. However, the standard practice of relying on real-world images primarily from the Internet comes with image quality, scalability, and privacy issues, especially in commercial contexts. To address this, we have developed a procedural synthetic data generation pipeline and dataset tailored to low-level vision tasks. Our Unreal engine-based synthetic data pipeline populates large scenes algorithmically with a combination of random 3D objects, materials, and geometric transformations. Then, we calibrate the camera noise profiles to synthesize the noisy images. From this pipeline, we generated a fully synthetic image denoising dataset (FSID) which consists of 175,000 noisy/clean image pairs. We then trained and validated a CNN-based denoising model, and demonstrated that the model trained on this synthetic data alone can achieve competitive denoising results when evaluated on real-world noisy images captured with smartphone cameras.
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