将计算机性能与人类进行比较的图灵测试是众所周知的,但是令人惊讶的是,没有广泛使用的测试可以比较单独相对于人类,单独的计算机或其他基线的人类计算机系统的表现更好。在这里,我们展示了如何使用均值之比作为效果大小的量度进行此类测试。然后,我们以三种方式演示了该测试的使用。首先,在对最近发表的79个实验结果的分析中,我们发现,令人惊讶的是,超过一半的研究发现性能下降,均值和中位数提高的比率均约为1个(完全没有改进),最大比率为1.36(改善36%)。其次,当100名人类程序员使用GPT-3生成软件时,我们是否会获得更高的性能提高比,这是一个较大的,最先进的AI系统。在这种情况下,我们发现速度提高比为1.27(增长27%)。最后,我们发现使用GPT-3的50名非编程者可以执行与人类程序员相比,而且额外付费且额外的任务。在这种情况下,非程序员和计算机都无法单独执行任务,因此这是人类计算机协同作用非常强烈的一个例子。
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尽管Ai在各个领域的超人表现,但人类往往不愿意采用AI系统。许多现代AI技术中缺乏可解释性的缺乏可令人伤害他们的采用,因为用户可能不相信他们不理解的决策过程的系统。我们通过一种新的实验调查这一主张,其中我们使用互动预测任务来分析可解释性和结果反馈对AI信任的影响和AI辅助预测任务的人类绩效。我们发现解释性导致了不强大的信任改进,而结果反馈具有明显更大且更可靠的效果。然而,这两个因素对参与者的任务表现产生了适度的影响。我们的研究结果表明(1)接受重大关注的因素,如可解释性,在越来越多的信任方面可能比其他结果反馈的因素效果,而(2)通过AI系统增强人类绩效可能不是在AI中增加信任的简单问题。 ,随着增加的信任并不总是与性能同样大的改进相关联。这些调查结果邀请了研究界不仅关注产生解释的方法,而且还专注于确保在实践中产生影响和表现的技巧。
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Multi-view projection techniques have shown themselves to be highly effective in achieving top-performing results in the recognition of 3D shapes. These methods involve learning how to combine information from multiple view-points. However, the camera view-points from which these views are obtained are often fixed for all shapes. To overcome the static nature of current multi-view techniques, we propose learning these view-points. Specifically, we introduce the Multi-View Transformation Network (MVTN), which uses differentiable rendering to determine optimal view-points for 3D shape recognition. As a result, MVTN can be trained end-to-end with any multi-view network for 3D shape classification. We integrate MVTN into a novel adaptive multi-view pipeline that is capable of rendering both 3D meshes and point clouds. Our approach demonstrates state-of-the-art performance in 3D classification and shape retrieval on several benchmarks (ModelNet40, ScanObjectNN, ShapeNet Core55). Further analysis indicates that our approach exhibits improved robustness to occlusion compared to other methods. We also investigate additional aspects of MVTN, such as 2D pretraining and its use for segmentation. To support further research in this area, we have released MVTorch, a PyTorch library for 3D understanding and generation using multi-view projections.
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Recent advances in Neural Radiance Fields (NeRFs) treat the problem of novel view synthesis as Sparse Radiance Field (SRF) optimization using sparse voxels for efficient and fast rendering (plenoxels,InstantNGP). In order to leverage machine learning and adoption of SRFs as a 3D representation, we present SPARF, a large-scale ShapeNet-based synthetic dataset for novel view synthesis consisting of $\sim$ 17 million images rendered from nearly 40,000 shapes at high resolution (400 X 400 pixels). The dataset is orders of magnitude larger than existing synthetic datasets for novel view synthesis and includes more than one million 3D-optimized radiance fields with multiple voxel resolutions. Furthermore, we propose a novel pipeline (SuRFNet) that learns to generate sparse voxel radiance fields from only few views. This is done by using the densely collected SPARF dataset and 3D sparse convolutions. SuRFNet employs partial SRFs from few/one images and a specialized SRF loss to learn to generate high-quality sparse voxel radiance fields that can be rendered from novel views. Our approach achieves state-of-the-art results in the task of unconstrained novel view synthesis based on few views on ShapeNet as compared to recent baselines. The SPARF dataset will be made public with the code and models on the project website https://abdullahamdi.com/sparf/ .
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Handwriting Recognition has been a field of great interest in the Artificial Intelligence domain. Due to its broad use cases in real life, research has been conducted widely on it. Prominent work has been done in this field focusing mainly on Latin characters. However, the domain of Arabic handwritten character recognition is still relatively unexplored. The inherent cursive nature of the Arabic characters and variations in writing styles across individuals makes the task even more challenging. We identified some probable reasons behind this and proposed a lightweight Convolutional Neural Network-based architecture for recognizing Arabic characters and digits. The proposed pipeline consists of a total of 18 layers containing four layers each for convolution, pooling, batch normalization, dropout, and finally one Global average pooling and a Dense layer. Furthermore, we thoroughly investigated the different choices of hyperparameters such as the choice of the optimizer, kernel initializer, activation function, etc. Evaluating the proposed architecture on the publicly available 'Arabic Handwritten Character Dataset (AHCD)' and 'Modified Arabic handwritten digits Database (MadBase)' datasets, the proposed model respectively achieved an accuracy of 96.93% and 99.35% which is comparable to the state-of-the-art and makes it a suitable solution for real-life end-level applications.
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Ultrasound is progressing toward becoming an affordable and versatile solution to medical imaging. With the advent of COVID-19 global pandemic, there is a need to fully automate ultrasound imaging as it requires trained operators in close proximity to patients for long period of time. In this work, we investigate the important yet seldom-studied problem of scan target localization, under the setting of lung ultrasound imaging. We propose a purely vision-based, data driven method that incorporates learning-based computer vision techniques. We combine a human pose estimation model with a specially designed regression model to predict the lung ultrasound scan targets, and deploy multiview stereo vision to enhance the consistency of 3D target localization. While related works mostly focus on phantom experiments, we collect data from 30 human subjects for testing. Our method attains an accuracy level of 15.52 (9.47) mm for probe positioning and 4.32 (3.69){\deg} for probe orientation, with a success rate above 80% under an error threshold of 25mm for all scan targets. Moreover, our approach can serve as a general solution to other types of ultrasound modalities. The code for implementation has been released.
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With the recent advances in video and 3D understanding, novel 4D spatio-temporal challenges fusing both concepts have emerged. Towards this direction, the Ego4D Episodic Memory Benchmark proposed a task for Visual Queries with 3D Localization (VQ3D). Given an egocentric video clip and an image crop depicting a query object, the goal is to localize the 3D position of the center of that query object with respect to the camera pose of a query frame. Current methods tackle the problem of VQ3D by lifting the 2D localization results of the sister task Visual Queries with 2D Localization (VQ2D) into a 3D reconstruction. Yet, we point out that the low number of Queries with Poses (QwP) from previous VQ3D methods severally hinders their overall success rate and highlights the need for further effort in 3D modeling to tackle the VQ3D task. In this work, we formalize a pipeline that better entangles 3D multiview geometry with 2D object retrieval from egocentric videos. We estimate more robust camera poses, leading to more successful object queries and substantially improved VQ3D performance. In practice, our method reaches a top-1 overall success rate of 86.36% on the Ego4D Episodic Memory Benchmark VQ3D, a 10x improvement over the previous state-of-the-art. In addition, we provide a complete empirical study highlighting the remaining challenges in VQ3D.
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Via operator theoretic methods, we formalize the concentration phenomenon for a given observable `$r$' of a discrete time Markov chain with `$\mu_{\pi}$' as invariant ergodic measure, possibly having support on an unbounded state space. The main contribution of this paper is circumventing tedious probabilistic methods with a study of a composition of the Markov transition operator $P$ followed by a multiplication operator defined by $e^{r}$. It turns out that even if the observable/ reward function is unbounded, but for some for some $q>2$, $\|e^{r}\|_{q \rightarrow 2} \propto \exp\big(\mu_{\pi}(r) +\frac{2q}{q-2}\big) $ and $P$ is hyperbounded with norm control $\|P\|_{2 \rightarrow q }< e^{\frac{1}{2}[\frac{1}{2}-\frac{1}{q}]}$, sharp non-asymptotic concentration bounds follow. \emph{Transport-entropy} inequality ensures the aforementioned upper bound on multiplication operator for all $q>2$. The role of \emph{reversibility} in concentration phenomenon is demystified. These results are particularly useful for the reinforcement learning and controls communities as they allow for concentration inequalities w.r.t standard unbounded obersvables/reward functions where exact knowledge of the system is not available, let alone the reversibility of stationary measure.
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Dynamic neural networks (DyNNs) have become viable techniques to enable intelligence on resource-constrained edge devices while maintaining computational efficiency. In many cases, the implementation of DyNNs can be sub-optimal due to its underlying backbone architecture being developed at the design stage independent of both: (i) the dynamic computing features, e.g. early exiting, and (ii) the resource efficiency features of the underlying hardware, e.g., dynamic voltage and frequency scaling (DVFS). Addressing this, we present HADAS, a novel Hardware-Aware Dynamic Neural Architecture Search framework that realizes DyNN architectures whose backbone, early exiting features, and DVFS settings have been jointly optimized to maximize performance and resource efficiency. Our experiments using the CIFAR-100 dataset and a diverse set of edge computing platforms have seen HADAS dynamic models achieve up to 57% energy efficiency gains compared to the conventional dynamic ones while maintaining the desired level of accuracy scores. Our code is available at https://github.com/HalimaBouzidi/HADAS
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This study considers a federated learning setup where cost-sensitive and strategic agents train a learning model with a server. During each round, each agent samples a minibatch of training data and sends his gradient update. As an increasing function of his minibatch size choice, the agent incurs a cost associated with the data collection, gradient computation and communication. The agents have the freedom to choose their minibatch size and may even opt out from training. To reduce his cost, an agent may diminish his minibatch size, which may also cause an increase in the noise level of the gradient update. The server can offer rewards to compensate the agents for their costs and to incentivize their participation but she lacks the capability of validating the true minibatch sizes of the agents. To tackle this challenge, the proposed reward mechanism evaluates the quality of each agent's gradient according to the its distance to a reference which is constructed from the gradients provided by other agents. It is shown that the proposed reward mechanism has a cooperative Nash equilibrium in which the agents determine the minibatch size choices according to the requests of the server.
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