Name ambiguity is common in academic digital libraries, such as multiple authors having the same name. This creates challenges for academic data management and analysis, thus name disambiguation becomes necessary. The procedure of name disambiguation is to divide publications with the same name into different groups, each group belonging to a unique author. A large amount of attribute information in publications makes traditional methods fall into the quagmire of feature selection. These methods always select attributes artificially and equally, which usually causes a negative impact on accuracy. The proposed method is mainly based on representation learning for heterogeneous networks and clustering and exploits the self-attention technology to solve the problem. The presentation of publications is a synthesis of structural and semantic representations. The structural representation is obtained by meta-path-based sampling and a skip-gram-based embedding method, and meta-path level attention is introduced to automatically learn the weight of each feature. The semantic representation is generated using NLP tools. Our proposal performs better in terms of name disambiguation accuracy compared with baselines and the ablation experiments demonstrate the improvement by feature selection and the meta-path level attention in our method. The experimental results show the superiority of our new method for capturing the most attributes from publications and reducing the impact of redundant information.
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Fine-grained capturing of 3D HOI boosts human activity understanding and facilitates downstream visual tasks, including action recognition, holistic scene reconstruction, and human motion synthesis. Despite its significance, existing works mostly assume that humans interact with rigid objects using only a few body parts, limiting their scope. In this paper, we address the challenging problem of f-AHOI, wherein the whole human bodies interact with articulated objects, whose parts are connected by movable joints. We present CHAIRS, a large-scale motion-captured f-AHOI dataset, consisting of 16.2 hours of versatile interactions between 46 participants and 81 articulated and rigid sittable objects. CHAIRS provides 3D meshes of both humans and articulated objects during the entire interactive process, as well as realistic and physically plausible full-body interactions. We show the value of CHAIRS with object pose estimation. By learning the geometrical relationships in HOI, we devise the very first model that leverage human pose estimation to tackle the estimation of articulated object poses and shapes during whole-body interactions. Given an image and an estimated human pose, our model first reconstructs the pose and shape of the object, then optimizes the reconstruction according to a learned interaction prior. Under both evaluation settings (e.g., with or without the knowledge of objects' geometries/structures), our model significantly outperforms baselines. We hope CHAIRS will promote the community towards finer-grained interaction understanding. We will make the data/code publicly available.
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We conduct a systematic study of backdoor vulnerabilities in normally trained Deep Learning models. They are as dangerous as backdoors injected by data poisoning because both can be equally exploited. We leverage 20 different types of injected backdoor attacks in the literature as the guidance and study their correspondences in normally trained models, which we call natural backdoor vulnerabilities. We find that natural backdoors are widely existing, with most injected backdoor attacks having natural correspondences. We categorize these natural backdoors and propose a general detection framework. It finds 315 natural backdoors in the 56 normally trained models downloaded from the Internet, covering all the different categories, while existing scanners designed for injected backdoors can at most detect 65 backdoors. We also study the root causes and defense of natural backdoors.
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High-quality traffic flow generation is the core module in building simulators for autonomous driving. However, the majority of available simulators are incapable of replicating traffic patterns that accurately reflect the various features of real-world data while also simulating human-like reactive responses to the tested autopilot driving strategies. Taking one step forward to addressing such a problem, we propose Realistic Interactive TrAffic flow (RITA) as an integrated component of existing driving simulators to provide high-quality traffic flow for the evaluation and optimization of the tested driving strategies. RITA is developed with fidelity, diversity, and controllability in consideration, and consists of two core modules called RITABackend and RITAKit. RITABackend is built to support vehicle-wise control and provide traffic generation models from real-world datasets, while RITAKit is developed with easy-to-use interfaces for controllable traffic generation via RITABackend. We demonstrate RITA's capacity to create diversified and high-fidelity traffic simulations in several highly interactive highway scenarios. The experimental findings demonstrate that our produced RITA traffic flows meet all three design goals, hence enhancing the completeness of driving strategy evaluation. Moreover, we showcase the possibility for further improvement of baseline strategies through online fine-tuning with RITA traffic flows.
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Since the recent success of Vision Transformers (ViTs), explorations toward transformer-style architectures have triggered the resurgence of modern ConvNets. In this work, we explore the representation ability of DNNs through the lens of interaction complexities. We empirically show that interaction complexity is an overlooked but essential indicator for visual recognition. Accordingly, a new family of efficient ConvNets, named MogaNet, is presented to pursue informative context mining in pure ConvNet-based models, with preferable complexity-performance trade-offs. In MogaNet, interactions across multiple complexities are facilitated and contextualized by leveraging two specially designed aggregation blocks in both spatial and channel interaction spaces. Extensive studies are conducted on ImageNet classification, COCO object detection, and ADE20K semantic segmentation tasks. The results demonstrate that our MogaNet establishes new state-of-the-art over other popular methods in mainstream scenarios and all model scales. Typically, the lightweight MogaNet-T achieves 80.0\% top-1 accuracy with only 1.44G FLOPs using a refined training setup on ImageNet-1K, surpassing ParC-Net-S by 1.4\% accuracy but saving 59\% (2.04G) FLOPs.
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对抗性训练已被证明是捍卫对抗性例子的最有效的补救措施之一,但通常会遭受在看不见的测试对手身上巨大的稳定性概括差距,被认为是\ emph {对抗性强大的概括性问题}。尽管最初是针对对抗性强大的概括的初步理解,但从建筑的角度来看,知之甚少。因此,本文试图通过系统地检查最具代表性的体系结构(例如,视觉变压器和CNN)来弥合差距。特别是,我们首先对Imagenette和CIFAR-10数据集进行了对抗训练的架构\ Emph {20}对几个对手(多个$ \ ell_p $ -norm -norm对照攻击)的架构,并发现视觉变形金刚(例如,PVT,Coatnet)经常产生更好的对抗性稳定性。为了进一步了解哪种建筑成分有利于对抗性的强大概括,我们深入研究了几个关键的构建块,并通过Rademacher复杂性的镜头揭示了这一事实,即更高的重量稀疏性对更好的对手的视觉变形金刚的强大良好概括有很大贡献,这通常可以实现这一目标,这是可以实现的。通过注意层。我们的广泛研究发现了建筑设计与对抗性稳定的概括之间的密切关系,并实例化了一些重要的见解。我们希望我们的发现可以帮助更好地理解设计强大的深度学习体系结构的机制。
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有关连接车辆的高级研究最近针对将车辆到所有设施(V2X)网络与机器学习(ML)工具(ML)工具和分布式决策制定的集成。联合学习(FL)正在作为训练机器学习(ML)模型(包括V2X网络中的车辆)的新范式出现。与其将培训数据共享和上传到服务器,不如将模型参数(例如,神经网络的权重和偏见)更新,由大量的互连车辆种群应用,充当本地学习者。尽管有这些好处,但现有方法的局限性是集中式优化,它依靠服务器来汇总和融合本地参数,从而导致单个故障点和扩展问题的缺点,以增加V2X网络大小。同时,在智能运输方案中,从车载传感器收集的数据是多余的,这会降低聚合的性能。为了解决这些问题,我们探索了一个分散数据处理的新颖想法,并引入了用于网络内工具的联合学习框架,C-DFL(基于共识的分散联盟学习),以解决有关连接车辆的联合学习并提高学习质量的联盟学习。已经实施了广泛的仿真来评估C-DFL的性能,该表明C-DFL在所有情况下都胜过常规方法的性能。
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知识蒸馏(KD)显示了其对象检测的有效性,在AI知识(教师检测器)和人类知识(人类专家)的监督下,它在该物体检测中训练紧凑的对象检测器。但是,现有研究一致地对待AI知识和人类知识,并在学习过程中采用统一的数据增强策略,这将导致对多尺度对象的学习有偏见,并且对教师探测器的学习不足,从而导致不满意的蒸馏性能。为了解决这些问题,我们提出了特定于样本的数据增强和对抗性功能增强。首先,为了减轻多尺度对象产生的影响,我们根据傅立叶角度的观察结果提出了自适应数据增强。其次,我们提出了一种基于对抗性示例的功能增强方法,以更好地模仿AI知识以弥补教师探测器的信息不足。此外,我们提出的方法是统一的,并且很容易扩展到其他KD方法。广泛的实验证明了我们的框架的有效性,并在一阶段和两阶段探测器中提高了最先进方法的性能,最多可以带来0.5 MAP的增长。
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从单眼视频中进行的3D人姿势估计最近看到了显着改善。但是,大多数最先进的方法都是基于运动学的,它容易出现具有明显伪影的物理上不可信的运动。当前基于动态的方法可以预测物理上合理的运动,但仅限于具有静态相机视图的简单场景。在这项工作中,我们介绍了D&D(从动态相机中学习人类动力学),该法律利用物理定律使用移动的摄像机从野外视频中重建3D人类运动。 D&D引入了惯性力控制(IFC),以考虑动态摄像机的惯性力来解释非惯性局部框架中的3D人运动。为了学习有限注释的接地接触,我们开发了概率接触扭矩(PCT),该概率是通过与接触概率的可区分抽样计算的,并用于生成运动。接触状态可以通过鼓励模型产生正确的动作来弱监督。此外,我们提出了一个细心的PD控制器,该控制器使用时间信息来调整目标姿势状态,以获得平稳而准确的姿势控制。我们的方法完全是基于神经的,并且在物理引擎中没有离线优化或模拟的情况下运行。大规模3D人体运动基准的实验证明了D&D的有效性,在该基于最新的运动学基于动力学和基于动力学的方法的情况下,我们表现出卓越的性能。代码可从https://github.com/jeffsjtu/dnd获得
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对抗训练(AT)方法有效地防止对抗性攻击,但它们在不同阶级之间引入了严重的准确性和鲁棒性差异,称为强大的公平性问题。以前建议的公平健壮的学习(FRL)适应重新重量不同的类别以提高公平性。但是,表现良好的班级的表现降低了,导致表现强劲。在本文中,我们在对抗训练中观察到了两种不公平现象:在产生每个类别的对抗性示例(源级公平)和产生对抗性示例时(目标级公平)时产生对抗性示例的不​​同困难。从观察结果中,我们提出平衡对抗训练(BAT)来解决强大的公平问题。关于源阶级的公平性,我们调整了每个班级的攻击强度和困难,以在决策边界附近生成样本,以便更容易,更公平的模型学习;考虑到目标级公平,通过引入统一的分布约束,我们鼓励每个班级的对抗性示例生成过程都有公平的趋势。在多个数据集(CIFAR-10,CIFAR-100和IMAGENETTE)上进行的广泛实验表明,我们的方法可以显着超过其他基线,以减轻健壮的公平性问题(最坏的类精度为+5-10 \%)
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