机器人在仓库和工厂等受控环境中执行重复和精确的敏感任务方面表现出色,但尚未扩展到体现在家庭任务中提供帮助的AI代理。受到基准在AI领域(例如计算机视觉和自然语言处理)中的催化效果的启发,社区正在寻找用于体现AI的新基准。体现AI基准的先前工作使用不同的形式主义定义任务,通常特定于一个环境,模拟器或域,从而难以开发一般和可比较的解决方案。在这项工作中,我们将一部分行为活动带入了栖息地2.0中,以从其快速模拟速度中受益,这是证明逻辑空间中定义的适应活动的第一步,将其定义为不同的模拟器。
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现有的置换不变方法可以根据聚合范围(即全球聚合和局部局部)分为两类。尽管全局聚合方法,e。 g。,PointNet和Deep Sets,参与更简单的结构,它们的性能比PointNet ++和Point Transformer等局部聚合较差。如果存在具有简单结构,竞争性能甚至更少参数的全球聚合方法,那么它仍然是一个空旷的问题。在本文中,我们提出了一个基于双MLP点产品的新型全局聚合置换不变的网络,称为DUMLP-PIN,该网络能够用于提取集合输入的功能,包括无序或非结构的像素,属性,atter和Point和Point和Point云数据集。我们严格地证明,DUMLP-PIN实现的任何置换不变函数都可以通过点产生方式分解为两个或多个置换量的函数,因为给定输入集的基数大于阈值。我们还表明,在某些条件下,可以将DUMLP针视为具有强大限制的深度集。 DUMLP-PIN的性能在具有不同数据集的几个不同任务上进行了评估。实验结果表明,我们的DUMLP-PIN在像素集和属性集的两个分类问题上取得了最佳结果。在点云分类和零件分割上,DUMLP-PIN的准确性非常接近SO-FAR最佳表现最佳的本地聚合方法,仅差异1-2%,而所需参数的数量显着降低了分类分别超过85%和69%的分割。该代码可在https://github.com/jaronthu/dumlp-pin上公开获得。
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最近在体现AI中的研究已经通过使用模拟环境来开发和培训机器人学习方法。然而,使用模拟已经引起了只需要机器人模拟器可以模拟的任务:运动和物理接触的任务。我们呈现IGIBSON 2.0,一个开源仿真环境,通过三个关键创新支持模拟更多样化的家庭任务。首先,IGIBSON 2.0支持对象状态,包括温度,湿度水平,清洁度和切割和切片状态,以涵盖更广泛的任务。其次,IGIBSON 2.0实现了一组谓词逻辑函数,该逻辑函数将模拟器状态映射到烹饪或浸泡等逻辑状态。另外,给定逻辑状态,IGIBSON 2.0可以对满足它的有效物理状态进行示例。此功能可以以最少的努力从用户生成潜在的无限实例。采样机制允许我们的场景在语义有意义的位置中的小对象更密集地填充。第三,IGIBSON 2.0包括虚拟现实(VR)界面,以将人类浸入其场景以收集示威操作。因此,我们可以从这些新型任务中收集人类的示威活动,并使用它们进行模仿学习。我们评估了IGIBSON 2.0的新功能,以实现新的任务的机器人学习,希望能够展示这一新模拟器的潜力来支持体现AI的新研究。 IGIBSON 2.0及其新数据集可在http://svl.stanford.edu/igibson/上公开提供。
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Weakly-supervised object localization aims to indicate the category as well as the scope of an object in an image given only the image-level labels. Most of the existing works are based on Class Activation Mapping (CAM) and endeavor to enlarge the discriminative area inside the activation map to perceive the whole object, yet ignore the co-occurrence confounder of the object and context (e.g., fish and water), which makes the model inspection hard to distinguish object boundaries. Besides, the use of CAM also brings a dilemma problem that the classification and localization always suffer from a performance gap and can not reach their highest accuracy simultaneously. In this paper, we propose a casual knowledge distillation method, dubbed KD-CI-CAM, to address these two under-explored issues in one go. More specifically, we tackle the co-occurrence context confounder problem via causal intervention (CI), which explores the causalities among image features, contexts, and categories to eliminate the biased object-context entanglement in the class activation maps. Based on the de-biased object feature, we additionally propose a multi-teacher causal distillation framework to balance the absorption of classification knowledge and localization knowledge during model training. Extensive experiments on several benchmarks demonstrate the effectiveness of KD-CI-CAM in learning clear object boundaries from confounding contexts and addressing the dilemma problem between classification and localization performance.
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In the scenario of black-box adversarial attack, the target model's parameters are unknown, and the attacker aims to find a successful adversarial perturbation based on query feedback under a query budget. Due to the limited feedback information, existing query-based black-box attack methods often require many queries for attacking each benign example. To reduce query cost, we propose to utilize the feedback information across historical attacks, dubbed example-level adversarial transferability. Specifically, by treating the attack on each benign example as one task, we develop a meta-learning framework by training a meta-generator to produce perturbations conditioned on benign examples. When attacking a new benign example, the meta generator can be quickly fine-tuned based on the feedback information of the new task as well as a few historical attacks to produce effective perturbations. Moreover, since the meta-train procedure consumes many queries to learn a generalizable generator, we utilize model-level adversarial transferability to train the meta-generator on a white-box surrogate model, then transfer it to help the attack against the target model. The proposed framework with the two types of adversarial transferability can be naturally combined with any off-the-shelf query-based attack methods to boost their performance, which is verified by extensive experiments.
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Differentiable Architecture Search (DARTS) has attracted considerable attention as a gradient-based Neural Architecture Search (NAS) method. Since the introduction of DARTS, there has been little work done on adapting the action space based on state-of-art architecture design principles for CNNs. In this work, we aim to address this gap by incrementally augmenting the DARTS search space with micro-design changes inspired by ConvNeXt and studying the trade-off between accuracy, evaluation layer count, and computational cost. To this end, we introduce the Pseudo-Inverted Bottleneck conv block intending to reduce the computational footprint of the inverted bottleneck block proposed in ConvNeXt. Our proposed architecture is much less sensitive to evaluation layer count and outperforms a DARTS network with similar size significantly, at layer counts as small as 2. Furthermore, with less layers, not only does it achieve higher accuracy with lower GMACs and parameter count, GradCAM comparisons show that our network is able to better detect distinctive features of target objects compared to DARTS.
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We study estimation and testing in the Poisson regression model with noisy high dimensional covariates, which has wide applications in analyzing noisy big data. Correcting for the estimation bias due to the covariate noise leads to a non-convex target function to minimize. Treating the high dimensional issue further leads us to augment an amenable penalty term to the target function. We propose to estimate the regression parameter through minimizing the penalized target function. We derive the L1 and L2 convergence rates of the estimator and prove the variable selection consistency. We further establish the asymptotic normality of any subset of the parameters, where the subset can have infinitely many components as long as its cardinality grows sufficiently slow. We develop Wald and score tests based on the asymptotic normality of the estimator, which permits testing of linear functions of the members if the subset. We examine the finite sample performance of the proposed tests by extensive simulation. Finally, the proposed method is successfully applied to the Alzheimer's Disease Neuroimaging Initiative study, which motivated this work initially.
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Video-language pre-training has advanced the performance of various downstream video-language tasks. However, most previous methods directly inherit or adapt typical image-language pre-training paradigms to video-language pre-training, thus not fully exploiting the unique characteristic of video, i.e., temporal. In this paper, we propose a Hierarchical Temporal-Aware video-language pre-training framework, HiTeA, with two novel pre-training tasks for modeling cross-modal alignment between moments and texts as well as the temporal relations of video-text pairs. Specifically, we propose a cross-modal moment exploration task to explore moments in videos, which results in detailed video moment representation. Besides, the inherent temporal relations are captured by aligning video-text pairs as a whole in different time resolutions with multi-modal temporal relation exploration task. Furthermore, we introduce the shuffling test to evaluate the temporal reliance of datasets and video-language pre-training models. We achieve state-of-the-art results on 15 well-established video-language understanding and generation tasks, especially on temporal-oriented datasets (e.g., SSv2-Template and SSv2-Label) with 8.6% and 11.1% improvement respectively. HiTeA also demonstrates strong generalization ability when directly transferred to downstream tasks in a zero-shot manner. Models and demo will be available on ModelScope.
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Function approximation (FA) has been a critical component in solving large zero-sum games. Yet, little attention has been given towards FA in solving \textit{general-sum} extensive-form games, despite them being widely regarded as being computationally more challenging than their fully competitive or cooperative counterparts. A key challenge is that for many equilibria in general-sum games, no simple analogue to the state value function used in Markov Decision Processes and zero-sum games exists. In this paper, we propose learning the \textit{Enforceable Payoff Frontier} (EPF) -- a generalization of the state value function for general-sum games. We approximate the optimal \textit{Stackelberg extensive-form correlated equilibrium} by representing EPFs with neural networks and training them by using appropriate backup operations and loss functions. This is the first method that applies FA to the Stackelberg setting, allowing us to scale to much larger games while still enjoying performance guarantees based on FA error. Additionally, our proposed method guarantees incentive compatibility and is easy to evaluate without having to depend on self-play or approximate best-response oracles.
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Correlated Equilibrium is a solution concept that is more general than Nash Equilibrium (NE) and can lead to outcomes with better social welfare. However, its natural extension to the sequential setting, the \textit{Extensive Form Correlated Equilibrium} (EFCE), requires a quadratic amount of space to solve, even in restricted settings without randomness in nature. To alleviate these concerns, we apply \textit{subgame resolving}, a technique extremely successful in finding NE in zero-sum games to solving general-sum EFCEs. Subgame resolving refines a correlation plan in an \textit{online} manner: instead of solving for the full game upfront, it only solves for strategies in subgames that are reached in actual play, resulting in significant computational gains. In this paper, we (i) lay out the foundations to quantify the quality of a refined strategy, in terms of the \textit{social welfare} and \textit{exploitability} of correlation plans, (ii) show that EFCEs possess a sufficient amount of independence between subgames to perform resolving efficiently, and (iii) provide two algorithms for resolving, one using linear programming and the other based on regret minimization. Both methods guarantee \textit{safety}, i.e., they will never be counterproductive. Our methods are the first time an online method has been applied to the correlated, general-sum setting.
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