Recent studies reveal that deep neural network (DNN) based object detectors are vulnerable to adversarial attacks in the form of adding the perturbation to the images, leading to the wrong output of object detectors. Most current existing works focus on generating perturbed images, also called adversarial examples, to fool object detectors. Though the generated adversarial examples themselves can remain a certain naturalness, most of them can still be easily observed by human eyes, which limits their further application in the real world. To alleviate this problem, we propose a differential evolution based dual adversarial camouflage (DE_DAC) method, composed of two stages to fool human eyes and object detectors simultaneously. Specifically, we try to obtain the camouflage texture, which can be rendered over the surface of the object. In the first stage, we optimize the global texture to minimize the discrepancy between the rendered object and the scene images, making human eyes difficult to distinguish. In the second stage, we design three loss functions to optimize the local texture, making object detectors ineffective. In addition, we introduce the differential evolution algorithm to search for the near-optimal areas of the object to attack, improving the adversarial performance under certain attack area limitations. Besides, we also study the performance of adaptive DE_DAC, which can be adapted to the environment. Experiments show that our proposed method could obtain a good trade-off between the fooling human eyes and object detectors under multiple specific scenes and objects.
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在过去的十年中,深度学习急剧改变了传统的手工艺特征方式,具有强大的功能学习能力,从而极大地改善了传统任务。然而,最近已经证明了深层神经网络容易受到对抗性例子的影响,这种恶意样本由小型设计的噪音制作,误导了DNNs做出错误的决定,同时仍然对人类无法察觉。对抗性示例可以分为数字对抗攻击和物理对抗攻击。数字对抗攻击主要是在实验室环境中进行的,重点是改善对抗性攻击算法的性能。相比之下,物理对抗性攻击集中于攻击物理世界部署的DNN系统,这是由于复杂的物理环境(即亮度,遮挡等),这是一项更具挑战性的任务。尽管数字对抗和物理对抗性示例之间的差异很小,但物理对抗示例具有特定的设计,可以克服复杂的物理环境的效果。在本文中,我们回顾了基于DNN的计算机视觉任务任务中的物理对抗攻击的开发,包括图像识别任务,对象检测任务和语义细分。为了完整的算法演化,我们将简要介绍不涉及身体对抗性攻击的作品。我们首先提出一个分类方案,以总结当前的物理对抗攻击。然后讨论现有的物理对抗攻击的优势和缺点,并专注于用于维持对抗性的技术,当应用于物理环境中时。最后,我们指出要解决的当前身体对抗攻击的问题并提供有前途的研究方向。
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在变异场景中已经揭示了对抗性实例的现象。最近的研究表明,精心设计的对抗性防御策略可以改善深度学习模型针对对抗性例子的鲁棒性。但是,随着国防技术的快速发展,由于现有手动设计的对抗性攻击的性能较弱,因此很难评估防御模型的鲁棒性。为了应对挑战,鉴于防御模型,需要进一步利用有效的对抗性攻击,较少的计算负担和较低的健壮精度。因此,我们提出了一种用于自动对抗攻击优化设计的多目标模因算法,该算法实现了对近乎最佳的对抗性攻击对防御模型的近乎最佳的对抗性攻击。首先,构建了自动对抗攻击优化设计的更通用的数学模型,其中搜索空间不仅包括攻击者操作,大小,迭代号和损失功能,还包括多个对抗性攻击的连接方式。此外,我们开发了一种组合NSGA-II和本地搜索以解决优化问题的多目标模因算法。最后,为了降低搜索过程中的评估成本,我们根据模型输出的每个图像的跨熵损失值的排序提出了代表性的数据选择策略。关于CIFAR10,CIFAR100和Imagenet数据集的实验显示了我们提出的方法的有效性。
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物体检测中的物理对抗攻击引起了越来越受到关注。然而,最先前的作品专注于通过生成单独的对抗贴片来隐藏来自探测器的物体,该贴片仅覆盖车辆表面的平面部分并且无法在物理场景中攻击多视图,长距离和部分封闭的探测器对象。为了弥合数字攻击与物理攻击之间的差距,我们利用完整的3D车辆表面来提出坚固的全面覆盖伪装攻击(FCA)到愚弄探测器。具体来说,我们首先尝试在整个车辆表面上渲染非平面伪装纹理。为了模仿现实世界的环境条件,我们将引入转换功能,将渲染的伪装车辆转移到照片现实场景中。最后,我们设计了一个有效的损失功能,以优化伪装纹理。实验表明,全面覆盖伪装攻击不仅可以在各种测试用例下优于最先进的方法,而且还可以推广到不同的环境,车辆和物体探测器。 FCA的代码可用于:https://idrl-lab.github.io/full-coverage-camouflage -Adversarial-Attack/。
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This paper focuses on designing efficient models with low parameters and FLOPs for dense predictions. Even though CNN-based lightweight methods have achieved stunning results after years of research, trading-off model accuracy and constrained resources still need further improvements. This work rethinks the essential unity of efficient Inverted Residual Block in MobileNetv2 and effective Transformer in ViT, inductively abstracting a general concept of Meta-Mobile Block, and we argue that the specific instantiation is very important to model performance though sharing the same framework. Motivated by this phenomenon, we deduce a simple yet efficient modern \textbf{I}nverted \textbf{R}esidual \textbf{M}obile \textbf{B}lock (iRMB) for mobile applications, which absorbs CNN-like efficiency to model short-distance dependency and Transformer-like dynamic modeling capability to learn long-distance interactions. Furthermore, we design a ResNet-like 4-phase \textbf{E}fficient \textbf{MO}del (EMO) based only on a series of iRMBs for dense applications. Massive experiments on ImageNet-1K, COCO2017, and ADE20K benchmarks demonstrate the superiority of our EMO over state-of-the-art methods, \eg, our EMO-1M/2M/5M achieve 71.5, 75.1, and 78.4 Top-1 that surpass \textbf{SoTA} CNN-/Transformer-based models, while trading-off the model accuracy and efficiency well.
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We aim to bridge the gap between our common-sense few-sample human learning and large-data machine learning. We derive a theory of human-like few-shot learning from von-Neuman-Landauer's principle. modelling human learning is difficult as how people learn varies from one to another. Under commonly accepted definitions, we prove that all human or animal few-shot learning, and major models including Free Energy Principle and Bayesian Program Learning that model such learning, approximate our theory, under Church-Turing thesis. We find that deep generative model like variational autoencoder (VAE) can be used to approximate our theory and perform significantly better than baseline models including deep neural networks, for image recognition, low resource language processing, and character recognition.
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Despite significant progress in object categorization, in recent years, a number of important challenges remain; mainly, the ability to learn from limited labeled data and to recognize object classes within large, potentially open, set of labels. Zero-shot learning is one way of addressing these challenges, but it has only been shown to work with limited sized class vocabularies and typically requires separation between supervised and unsupervised classes, allowing former to inform the latter but not vice versa. We propose the notion of vocabulary-informed learning to alleviate the above mentioned challenges and address problems of supervised, zero-shot, generalized zero-shot and open set recognition using a unified framework. Specifically, we propose a weighted maximum margin framework for semantic manifold-based recognition that incorporates distance constraints from (both supervised and unsupervised) vocabulary atoms. Distance constraints ensure that labeled samples are projected closer to their correct prototypes, in the embedding space, than to others. We illustrate that resulting model shows improvements in supervised, zero-shot, generalized zero-shot, and large open set recognition, with up to 310K class vocabulary on Animal with Attributes and ImageNet datasets.
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We consider infinite horizon Markov decision processes (MDPs) with fast-slow structure, meaning that certain parts of the state space move "fast" (and in a sense, are more influential) while other parts transition more "slowly." Such structure is common in real-world problems where sequential decisions need to be made at high frequencies, yet information that varies at a slower timescale also influences the optimal policy. Examples include: (1) service allocation for a multi-class queue with (slowly varying) stochastic costs, (2) a restless multi-armed bandit with an environmental state, and (3) energy demand response, where both day-ahead and real-time prices play a role in the firm's revenue. Models that fully capture these problems often result in MDPs with large state spaces and large effective time horizons (due to frequent decisions), rendering them computationally intractable. We propose an approximate dynamic programming algorithmic framework based on the idea of "freezing" the slow states, solving a set of simpler finite-horizon MDPs (the lower-level MDPs), and applying value iteration (VI) to an auxiliary MDP that transitions on a slower timescale (the upper-level MDP). We also extend the technique to a function approximation setting, where a feature-based linear architecture is used. On the theoretical side, we analyze the regret incurred by each variant of our frozen-state approach. Finally, we give empirical evidence that the frozen-state approach generates effective policies using just a fraction of the computational cost, while illustrating that simply omitting slow states from the decision modeling is often not a viable heuristic.
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We present Muse, a text-to-image Transformer model that achieves state-of-the-art image generation performance while being significantly more efficient than diffusion or autoregressive models. Muse is trained on a masked modeling task in discrete token space: given the text embedding extracted from a pre-trained large language model (LLM), Muse is trained to predict randomly masked image tokens. Compared to pixel-space diffusion models, such as Imagen and DALL-E 2, Muse is significantly more efficient due to the use of discrete tokens and requiring fewer sampling iterations; compared to autoregressive models, such as Parti, Muse is more efficient due to the use of parallel decoding. The use of a pre-trained LLM enables fine-grained language understanding, translating to high-fidelity image generation and the understanding of visual concepts such as objects, their spatial relationships, pose, cardinality etc. Our 900M parameter model achieves a new SOTA on CC3M, with an FID score of 6.06. The Muse 3B parameter model achieves an FID of 7.88 on zero-shot COCO evaluation, along with a CLIP score of 0.32. Muse also directly enables a number of image editing applications without the need to fine-tune or invert the model: inpainting, outpainting, and mask-free editing. More results are available at https://muse-model.github.io
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Reinforcement Learning (RL) is currently one of the most commonly used techniques for traffic signal control (TSC), which can adaptively adjusted traffic signal phase and duration according to real-time traffic data. However, a fully centralized RL approach is beset with difficulties in a multi-network scenario because of exponential growth in state-action space with increasing intersections. Multi-agent reinforcement learning (MARL) can overcome the high-dimension problem by employing the global control of each local RL agent, but it also brings new challenges, such as the failure of convergence caused by the non-stationary Markov Decision Process (MDP). In this paper, we introduce an off-policy nash deep Q-Network (OPNDQN) algorithm, which mitigates the weakness of both fully centralized and MARL approaches. The OPNDQN algorithm solves the problem that traditional algorithms cannot be used in large state-action space traffic models by utilizing a fictitious game approach at each iteration to find the nash equilibrium among neighboring intersections, from which no intersection has incentive to unilaterally deviate. One of main advantages of OPNDQN is to mitigate the non-stationarity of multi-agent Markov process because it considers the mutual influence among neighboring intersections by sharing their actions. On the other hand, for training a large traffic network, the convergence rate of OPNDQN is higher than that of existing MARL approaches because it does not incorporate all state information of each agent. We conduct an extensive experiments by using Simulation of Urban MObility simulator (SUMO), and show the dominant superiority of OPNDQN over several existing MARL approaches in terms of average queue length, episode training reward and average waiting time.
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