The number of international benchmarking competitions is steadily increasing in various fields of machine learning (ML) research and practice. So far, however, little is known about the common practice as well as bottlenecks faced by the community in tackling the research questions posed. To shed light on the status quo of algorithm development in the specific field of biomedical imaging analysis, we designed an international survey that was issued to all participants of challenges conducted in conjunction with the IEEE ISBI 2021 and MICCAI 2021 conferences (80 competitions in total). The survey covered participants' expertise and working environments, their chosen strategies, as well as algorithm characteristics. A median of 72% challenge participants took part in the survey. According to our results, knowledge exchange was the primary incentive (70%) for participation, while the reception of prize money played only a minor role (16%). While a median of 80 working hours was spent on method development, a large portion of participants stated that they did not have enough time for method development (32%). 25% perceived the infrastructure to be a bottleneck. Overall, 94% of all solutions were deep learning-based. Of these, 84% were based on standard architectures. 43% of the respondents reported that the data samples (e.g., images) were too large to be processed at once. This was most commonly addressed by patch-based training (69%), downsampling (37%), and solving 3D analysis tasks as a series of 2D tasks. K-fold cross-validation on the training set was performed by only 37% of the participants and only 50% of the participants performed ensembling based on multiple identical models (61%) or heterogeneous models (39%). 48% of the respondents applied postprocessing steps.
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诸如剪辑之类的对比视觉模型在转移学习方面已显示出巨大进展。在推理阶段,需要仔细设计适当的文本描述,也称为提示,以正确地对给定的图像进行分类。为了避免繁琐的及时工程,最近的作品,例如Coop,Clip-Audapter和Tip-Adapter,建议将视觉模型改编成下游图像识别任务,以在一小部分标记的数据上。尽管实现了有希望的改进,但是需要来自目标数据集的标记数据可能会限制可扩展性。在本文中,我们探讨了一种不同的情况,在该场景中,目标数据集的标签未经证实,并提出了一种无监督的及时学习方法(UPL)方法,以避免及时工程,同时改善类似夹子的视觉模型的传递性能。据我们所知,UPL是第一项将无监督学习引入及时学习的工作。在实验上,我们的UPL在ImageNet以及其他10个数据集上及时使用及时的工程剪辑优于原始剪辑。增强版本的UPL甚至与大多数数据集的8-Shot Coop和8-Shot Tip-Adapter都具有竞争力。代码和型号可在https://github.com/tonyhuang2022/upl上找到。
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迄今为止,迄今为止,众所周知,对广泛的互补临床相关任务进行了全面比较了医学图像登记方法。这限制了采用研究进展,以防止竞争方法的公平基准。在过去五年内已经探讨了许多新的学习方法,但优化,建筑或度量战略的问题非常适合仍然是开放的。 Learn2reg涵盖了广泛的解剖学:脑,腹部和胸部,方式:超声波,CT,MRI,群体:患者内部和患者内部和监督水平。我们为3D注册的培训和验证建立了较低的入境障碍,这帮助我们从20多个独特的团队中汇编了65多个单独的方法提交的结果。我们的互补度量集,包括稳健性,准确性,合理性和速度,使得能够独特地位了解当前的医学图像登记现状。进一步分析监督问题的转移性,偏见和重要性,主要是基于深度学习的方法的优越性,并将新的研究方向开放到利用GPU加速的常规优化的混合方法。
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移动边缘计算(MEC)是一个突出的计算范例,它扩展了无线通信的应用领域。由于用户设备和MEC服务器的能力的限制,边缘缓存(EC)优化对于有效利用启用MEC的无线网络中的高速利用。然而,内容普及空间和时间的动态和复杂性以及用户的隐私保护对EC优化构成了重大挑战。在本文中,提出了一种隐私保留的分布式深度确定性政策梯度(P2D3PG)算法,以最大化MEC网络中设备的高速缓存命中率。具体而言,我们认为内容流行度是动态,复杂和不可观察的事实,并制定了在隐私保存的限制下作为分布式问题的设备的高速缓存命中速率的最大化。特别是,我们将分布式优化转换为分布式的无模型马尔可夫决策过程问题,然后介绍一种隐私保留的联合学习方法,用于普及预测。随后,基于分布式增强学学习开发了P2D3PG算法以解决分布式问题。仿真结果表明,在保护用户隐私的同时通过基线方法提高EC击中率的提出方法的优越性。
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AI正在经历范式转变,随着模型的兴起(例如Bert,Dall-E,GPT-3),这些模型经过大规模的数据训练,并且可以适应广泛的下游任务。我们称这些模型基础模型来强调其至关重要但不完整的特征。该报告提供了基础模型的机会和风险的详尽说明,包括其功能(例如语言,愿景,机器人技术,推理,人类互动)和技术原则(例如,模型架构,培训程序,数据,系统,安全,安全性,评估,理论)对其应用(例如法律,医疗保健,教育)和社会影响(例如不平等,滥用,经济和环境影响,法律和道德考虑)。尽管基础模型基于标准的深度学习和转移学习,但它们的规模导致了新的新兴能力,以及它们在许多任务中的有效性都激发了同质化。同质化提供了强大的杠杆作用,但要求谨慎,因为基础模型的缺陷均由下游的所有适应模型继承。尽管即将广泛地部署基础模型,但我们目前对它们的工作方式,失败以及由于其新兴属性的影响而缺乏清晰的了解。为了解决这些问题,我们认为基础模型的许多批判性研究都需要与他们的基本社会技术性质相称。
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In this paper, we propose ARCH (Animatable Reconstruction of Clothed Humans), a novel end-to-end framework for accurate reconstruction of animation-ready 3D clothed humans from a monocular image. Existing approaches to digitize 3D humans struggle to handle pose variations and recover details. Also, they do not produce models that are animation ready. In contrast, ARCH is a learned pose-aware model that produces detailed 3D rigged full-body human avatars from a single unconstrained RGB image. A Semantic Space and a Semantic Deformation Field are created using a parametric 3D body estimator. They allow the transformation of 2D/3D clothed humans into a canonical space, reducing ambiguities in geometry caused by pose variations and occlusions in training data. Detailed surface geometry and appearance are learned using an implicit function representation with spatial local features. Furthermore, we propose additional per-pixel supervision on the 3D reconstruction using opacity-aware differentiable rendering. Our experiments indicate that ARCH increases the fidelity of the reconstructed humans. We obtain more than 50% lower reconstruction errors for standard metrics compared to state-of-the-art methods on public datasets. We also show numerous qualitative examples of animated, high-quality reconstructed avatars unseen in the literature so far.
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We present Second Thought, a new learning paradigm that enables language models (LMs) to re-align with human values. By modeling the chain-of-edits between value-unaligned and value-aligned text, with LM fine-tuning and additional refinement through reinforcement learning, Second Thought not only achieves superior performance in three value alignment benchmark datasets but also shows strong human-value transfer learning ability in few-shot scenarios. The generated editing steps also offer better interpretability and ease for interactive error correction. Extensive human evaluations further confirm its effectiveness.
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The ability to distinguish between different movie scenes is critical for understanding the storyline of a movie. However, accurately detecting movie scenes is often challenging as it requires the ability to reason over very long movie segments. This is in contrast to most existing video recognition models, which are typically designed for short-range video analysis. This work proposes a State-Space Transformer model that can efficiently capture dependencies in long movie videos for accurate movie scene detection. Our model, dubbed TranS4mer, is built using a novel S4A building block, which combines the strengths of structured state-space sequence (S4) and self-attention (A) layers. Given a sequence of frames divided into movie shots (uninterrupted periods where the camera position does not change), the S4A block first applies self-attention to capture short-range intra-shot dependencies. Afterward, the state-space operation in the S4A block is used to aggregate long-range inter-shot cues. The final TranS4mer model, which can be trained end-to-end, is obtained by stacking the S4A blocks one after the other multiple times. Our proposed TranS4mer outperforms all prior methods in three movie scene detection datasets, including MovieNet, BBC, and OVSD, while also being $2\times$ faster and requiring $3\times$ less GPU memory than standard Transformer models. We will release our code and models.
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Minimising the longest travel distance for a group of mobile robots with interchangeable goals requires knowledge of the shortest length paths between all robots and goal destinations. Determining the exact length of the shortest paths in an environment with obstacles is challenging and cannot be guaranteed in a finite time. We propose an algorithm in which the accuracy of the path planning is iteratively increased. The approach provides a certificate when the uncertainties on estimates of the shortest paths become small enough to guarantee the optimality of the goal assignment. To this end, we apply results from assignment sensitivity assuming upper and lower bounds on the length of the shortest paths. We then provide polynomial-time methods to find such bounds by applying sampling-based path planning. The upper bounds are given by feasible paths, the lower bounds are obtained by expanding the sample set and leveraging knowledge of the sample dispersion. We demonstrate the application of the proposed method with a multi-robot path-planning case study.
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Many real-world applications of language models (LMs), such as code autocomplete and writing assistance, involve human-LM interaction, but the main LM benchmarks are non-interactive, where a system produces output without human intervention. To evaluate human-LM interaction, we develop a framework, Human-AI Language-based Interaction Evaluation (H-LINE), that expands non-interactive evaluation along three dimensions, capturing (i) the interactive process, not only the final output; (ii) the first-person subjective experience, not just a third-party assessment; and (iii) notions of preference beyond quality. We then design five tasks ranging from goal-oriented to open-ended to capture different forms of interaction. On four state-of-the-art LMs (three variants of OpenAI's GPT-3 and AI21's J1-Jumbo), we find that non-interactive performance does not always result in better human-LM interaction and that first-person and third-party metrics can diverge, suggesting the importance of examining the nuances of human-LM interaction.
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