PyTorchKR Papers

최신 논문

총 79편
태그·기간 등 상세 필터

카테고리 탐색

로그인 후 이 태그 구독

arXiv:2207.08631공식 코드 · Papers with Code

Latent Partition Implicit with Surface Codes for 3D Representation

Deep implicit functions have shown remarkable shape modeling ability in various 3D computer vision tasks. One drawback is that it is hard for them to represent a 3D shape as multiple parts. Current solutions learn various primitives and blend the primitives directly in the spatial space, which still struggle to approximate the 3D shape accurately. To resolve this problem, we introduce a novel implicit representation to represent a single 3D shape as a set of parts in the latent space, towards both highly accurate and plausibly interpretable shape modeling. Our insight here is that both the part learning and the part blending can be conducted much easier in the latent space than in the spatial space. We name our method Latent Partition Implicit (LPI), because of its ability of casting the global shape modeling into multiple local part modeling, which partitions the global shape unity. LPI represents a shape as Signed Distance Functions (SDFs) using surface codes. Each surface code is a latent code representing a part whose center is on the surface, which enables us to flexibly employ intrinsic attributes of shapes or additional surface properties. Eventually, LPI can reconstruct both the shape and the parts on the shape, both of which are plausible meshes. LPI is a multi-level representation, which can partition a shape into different numbers of parts after training. LPI can be learned without ground truth signed distances, point normals or any supervision for part partition. LPI outperforms the latest methods under the widely used benchmarks in terms of reconstruction accuracy and modeling interpretability. Our code, data and models are available at https://github.com/chenchao15/LPI.

arXiv:2205.06946공식 코드 · Papers with Code

Unified Distributed Environment

We propose Unified Distributed Environment (UDE), an environment virtualization toolkit for reinforcement learning research. UDE is designed to integrate environments built on any simulation platform such as Gazebo, Unity, Unreal, and OpenAI Gym. Through environment virtualization, UDE enables offloading the environment for execution on a remote machine while still maintaining a unified interface. The UDE interface is designed to support multi-agent by default. With environment virtualization and its interface design, the agent policies can be trained in multiple machines for a multi-agent environment. Furthermore, UDE supports integration with existing major RL toolkits for researchers to leverage the benefits. This paper discusses the components of UDE and its design decisions.

arXiv:2204.06682공식 코드 · Papers with Code

GM-TOuNN: Graded Multiscale Topology Optimization using Neural Networks

Multiscale topology optimization (M-TO) entails generating an optimal global topology, and an optimal set of microstructures at a smaller scale, for a physics-constrained problem. With the advent of additive manufacturing, M-TO has gained significant prominence. However, generating optimal microstructures at various locations can be computationally very expensive. As an alternate, graded multiscale topology optimization (GM-TO) has been proposed where one or more pre-selected and graded (parameterized) microstructural topologies are used to fill the domain optimally. This leads to a significant reduction in computation while retaining many of the benefits of M-TO. A successful GM-TO framework must: (1) be capable of efficiently handling numerous pre-selected microstructures, (2) be able to continuously switch between these microstructures during optimization, (3) ensure that the partition of unity is satisfied, and (4) discourage microstructure mixing at termination. In this paper, we propose to meet these requirements by exploiting the unique classification capacity of neural networks. Specifically, we propose a graded multiscale topology optimization using neural-network (GM-TOuNN) framework with the following features: (1) the number of design variables is only weakly dependent on the number of pre-selected microstructures, (2) it guarantees partition of unity while discouraging microstructure mixing, and (3) it supports automatic differentiation, thereby eliminating manual sensitivity analysis. The proposed framework is illustrated through several examples.

arXiv:2204.04968공식 코드 · Papers with Code

Bimodal Camera Pose Prediction for Endoscopy

Deducing the 3D structure of endoscopic scenes from images is exceedingly challenging. In addition to deformation and view-dependent lighting, tubular structures like the colon present problems stemming from their self-occluding and repetitive anatomical structure. In this paper, we propose SimCol, a synthetic dataset for camera pose estimation in colonoscopy, and a novel method that explicitly learns a bimodal distribution to predict the endoscope pose. Our dataset replicates real colonoscope motion and highlights the drawbacks of existing methods. We publish 18k RGB images from simulated colonoscopy with corresponding depth and camera poses and make our data generation environment in Unity publicly available. We evaluate different camera pose prediction methods and demonstrate that, when trained on our data, they generalize to real colonoscopy sequences, and our bimodal approach outperforms prior unimodal work.

arXiv:2204.04892공식 코드 · Papers with Code

JORLDY: a fully customizable open source framework for reinforcement learning

Recently, Reinforcement Learning (RL) has been actively researched in both academic and industrial fields. However, there exist only a few RL frameworks which are developed for researchers or students who want to study RL. In response, we propose an open-source RL framework "Join Our Reinforcement Learning framework for Developing Yours" (JORLDY). JORLDY provides more than 20 widely used RL algorithms which are implemented with Pytorch. Also, JORLDY supports multiple RL environments which include OpenAI gym, Unity ML-Agents, Mujoco, Super Mario Bros and Procgen. Moreover, the algorithmic components such as agent, network, environment can be freely customized, so that the users can easily modify and append algorithmic components. We expect that JORLDY will support various RL research and contribute further advance the field of RL. The source code of JORLDY is provided on the following Github: https://github.com/kakaoenterprise/JORLDY

arXiv:2204.00513공식 코드 · Papers with Code

An Arduino based heartbeat detection device (ArdMob-ECG) for real-time ECG analysis

This technical paper provides a tutorial to build a low-cost (10-100 USD) and easy to assemble ECG device (ArdMob-ECG) that can be easily used for a variety of different scientific studies. The advantage of this device is that it automatically stores the data and has a built-in detection algorithm for heartbeats. Compared to a clinical ECG, this device entails a serial interface that can send triggers via USB directly to a computer and software (e.g. Unity, Matlab) with minimal delay due to its architecture. Its software and hardware is open-source and publicly available. The performance of the device regarding sensitivity and specificity is comparable to a professional clinical ECG and is assessed in this paper. Due to the open-source software, a variety of different research questions and individual alterations can be adapted using this ECG. The code as well as the circuit is publicly available and accessible for everyone to promote a better health system in remote areas, Open Science, and to boost scientific progress and the development of new paradigms that ultimately foster innovation.

arXiv:2203.07454공식 코드 · Papers with Code

L2Explorer: A Lifelong Reinforcement Learning Assessment Environment

Despite groundbreaking progress in reinforcement learning for robotics, gameplay, and other complex domains, major challenges remain in applying reinforcement learning to the evolving, open-world problems often found in critical application spaces. Reinforcement learning solutions tend to generalize poorly when exposed to new tasks outside of the data distribution they are trained on, prompting an interest in continual learning algorithms. In tandem with research on continual learning algorithms, there is a need for challenge environments, carefully designed experiments, and metrics to assess research progress. We address the latter need by introducing a framework for continual reinforcement-learning development and assessment using Lifelong Learning Explorer (L2Explorer), a new, Unity-based, first-person 3D exploration environment that can be continuously reconfigured to generate a range of tasks and task variants structured into complex and evolving evaluation curricula. In contrast to procedurally generated worlds with randomized components, we have developed a systematic approach to defining curricula in response to controlled changes with accompanying metrics to assess transfer, performance recovery, and data efficiency. Taken together, the L2Explorer environment and evaluation approach provides a framework for developing future evaluation methodologies in open-world settings and rigorously evaluating approaches to lifelong learning.

arXiv:2201.08659공식 코드 · Papers with Code

Unity Smoothing for Handling Inconsistent Evidence in Bayesian Networks and Unity Propagation for Faster Inference

We propose Unity Smoothing (US) for handling inconsistencies between a Bayesian network model and new unseen observations. We show that prediction accuracy, using the junction tree algorithm with US is comparable to that of Laplace smoothing. Moreover, in applications were sparsity of the data structures is utilized, US outperforms Laplace smoothing in terms of memory usage. Furthermore, we detail how to avoid redundant calculations that must otherwise be performed during the message passing scheme in the junction tree algorithm which we refer to as Unity Propagation (UP). Experimental results shows that it is always faster to exploit UP on top of the Lauritzen-Spigelhalter message passing scheme for the junction tree algorithm.

arXiv:2112.12490공식 코드 · Papers with Code

Curriculum Learning for Safe Mapless Navigation

This work investigates the effects of Curriculum Learning (CL)-based approaches on the agent's performance. In particular, we focus on the safety aspect of robotic mapless navigation, comparing over a standard end-to-end (E2E) training strategy. To this end, we present a CL approach that leverages Transfer of Learning (ToL) and fine-tuning in a Unity-based simulation with the Robotnik Kairos as a robotic agent. For a fair comparison, our evaluation considers an equal computational demand for every learning approach (i.e., the same number of interactions and difficulty of the environments) and confirms that our CL-based method that uses ToL outperforms the E2E methodology. In particular, we improve the average success rate and the safety of the trained policy, resulting in 10% fewer collisions in unseen testing scenarios. To further confirm these results, we employ a formal verification tool to quantify the number of correct behaviors of Reinforcement Learning policies over desired specifications.

arXiv:2112.00016공식 코드 · Papers with Code

Learning knot invariants across dimensions

We use deep neural networks to machine learn correlations between knot invariants in various dimensions. The three-dimensional invariant of interest is the Jones polynomial $J(q)$, and the four-dimensional invariants are the Khovanov polynomial $\text{Kh}(q,t)$, smooth slice genus $g$, and Rasmussen's $s$-invariant. We find that a two-layer feed-forward neural network can predict $s$ from $\text{Kh}(q,-q^{-4})$ with greater than $99\%$ accuracy. A theoretical explanation for this performance exists in knot theory via the now disproven knight move conjecture, which is obeyed by all knots in our dataset. More surprisingly, we find similar performance for the prediction of $s$ from $\text{Kh}(q,-q^{-2})$, which suggests a novel relationship between the Khovanov and Lee homology theories of a knot. The network predicts $g$ from $\text{Kh}(q,t)$ with similarly high accuracy, and we discuss the extent to which the machine is learning $s$ as opposed to $g$, since there is a general inequality $|s| \leq 2g$. The Jones polynomial, as a three-dimensional invariant, is not obviously related to $s$ or $g$, but the network achieves greater than $95\%$ accuracy in predicting either from $J(q)$. Moreover, similar accuracy can be achieved by evaluating $J(q)$ at roots of unity. This suggests a relationship with $SU(2)$ Chern--Simons theory, and we review the gauge theory construction of Khovanov homology which may be relevant for explaining the network's performance.

arXiv:2111.12631공식 코드 · Papers with Code

Unity is strength: Improving the Detection of Adversarial Examples with Ensemble Approaches

A key challenge in computer vision and deep learning is the definition of robust strategies for the detection of adversarial examples. Here, we propose the adoption of ensemble approaches to leverage the effectiveness of multiple detectors in exploiting distinct properties of the input data. To this end, the ENsemble Adversarial Detector (ENAD) framework integrates scoring functions from state-of-the-art detectors based on Mahalanobis distance, Local Intrinsic Dimensionality, and One-Class Support Vector Machines, which process the hidden features of deep neural networks. ENAD is designed to ensure high standardization and reproducibility to the computational workflow. Importantly, extensive tests on benchmark datasets, models and adversarial attacks show that ENAD outperforms all competing methods in the large majority of settings. The improvement over the state-of-the-art and the intrinsic generality of the framework, which allows one to easily extend ENAD to include any set of detectors, set the foundations for the new area of ensemble adversarial detection.

arXiv:2111.05902공식 코드 · Papers with Code

Heteroclinic cycling and extinction in May-Leonard models with demographic stochasticity

May and Leonard (SIAM J. Appl. Math 1975) introduced a three-species Lotka-Volterra type population model that exhibits heteroclinic cycling. Rather than producing a periodic limit cycle, the trajectory takes longer and longer to complete each "cycle", passing closer and closer to unstable fixed points in which one population dominates and the others approach zero. Aperiodic heteroclinic dynamics have subsequently been studied in ecological systems (side-blotched lizards; colicinogenic E. coli), in the immune system, in neural information processing models ("winnerless competition"), and in models of neural central pattern generators. Yet as May and Leonard observed "Biologically, the behavior (produced by the model) is nonsense. Once it is conceded that the variables represent animals, and therefore cannot fall below unity, it is clear that the system will, after a few cycles, converge on some single population, extinguishing the other two." Here, we explore different ways of introducing discrete stochastic dynamics based on May and Leonard's ODE model, with application to ecological population dynamics, and to a neuromotor central pattern generator system. We study examples of several quantitatively distinct asymptotic behaviors, including total extinction of all species, extinction to a single species, and persistent cyclic dominance with finite mean cycle length.

arXiv:2110.01253공식 코드 · Papers with Code

Spatial Ensemble: a Novel Model Smoothing Mechanism for Student-Teacher Framework

Model smoothing is of central importance for obtaining a reliable teacher model in the student-teacher framework, where the teacher generates surrogate supervision signals to train the student. A popular model smoothing method is the Temporal Moving Average (TMA), which continuously averages the teacher parameters with the up-to-date student parameters. In this paper, we propose "Spatial Ensemble", a novel model smoothing mechanism in parallel with TMA. Spatial Ensemble randomly picks up a small fragment of the student model to directly replace the corresponding fragment of the teacher model. Consequentially, it stitches different fragments of historical student models into a unity, yielding the "Spatial Ensemble" effect. Spatial Ensemble obtains comparable student-teacher learning performance by itself and demonstrates valuable complementarity with temporal moving average. Their integration, named Spatial-Temporal Smoothing, brings general (sometimes significant) improvement to the student-teacher learning framework on a variety of state-of-the-art methods. For example, based on the self-supervised method BYOL, it yields +0.9% top-1 accuracy improvement on ImageNet, while based on the semi-supervised approach FixMatch, it increases the top-1 accuracy by around +6% on CIFAR-10 when only few training labels are available. Codes and models are available at: https://github.com/tengteng95/Spatial_Ensemble.

arXiv:2108.11872공식 코드 · Papers with Code

Comparing Classes of Estimators: When does Gradient Descent Beat Ridge Regression in Linear Models?

Methods for learning from data depend on various types of tuning parameters, such as penalization strength or step size. Since performance can depend strongly on these parameters, it is important to compare classes of estimators-by considering prescribed finite sets of tuning parameters-not just particularly tuned methods. In this work, we investigate classes of methods via the relative performance of the best method in the class. We consider the central problem of linear regression-with a random isotropic ground truth-and investigate the estimation performance of two fundamental methods, gradient descent and ridge regression. We unveil the following phenomena. (1) For general designs, constant stepsize gradient descent outperforms ridge regression when the eigenvalues of the empirical data covariance matrix decay slowly, as a power law with exponent less than unity. If instead the eigenvalues decay quickly, as a power law with exponent greater than unity or exponentially, we show that ridge regression outperforms gradient descent. (2) For orthogonal designs, we compute the exact minimax optimal class of estimators (achieving min-max-min optimality), showing it is equivalent to gradient descent with decaying learning rate. We find the sub-optimality of ridge regression and gradient descent with constant step size. Our results highlight that statistical performance can depend strongly on tuning parameters. In particular, while optimally tuned ridge regression is the best estimator in our setting, it can be outperformed by gradient descent by an arbitrary/unbounded amount when both methods are only tuned over finitely many regularization parameters.

arXiv:2108.00056공식 코드 · Papers with Code

Procedural Generation of 3D Maps with Snappable Meshes

In this paper we present a technique for procedurally generating 3D maps using a set of premade meshes which snap together based on designer-specified visual constraints. The proposed approach avoids size and layout limitations, offering the designer control over the look and feel of the generated maps, as well as immediate feedback on a given map's navigability. A prototype implementation of the method, developed in the Unity game engine, is discussed, and a number of case studies are analyzed. These include a multiplayer game where the method was used, together with a number of illustrative examples which highlight various parameterizations and piece selection methods. The technique can be used as a designer-centric map composition method and/or as a prototyping system in 3D level design, opening the door for quality map and level creation in a fraction of the time of a fully human-based approach.

arXiv:2107.14367공식 코드 · Papers with Code

OpenSync: An opensource platform for synchronizing multiple measures in neuroscience experiments

Background: The human mind is multimodal. Yet most behavioral studies rely on century-old measures such as task accuracy and latency. To create a better understanding of human behavior and brain functionality, we should introduce other measures and analyze behavior from various aspects. However, it is technically complex and costly to design and implement the experiments that record multiple measures. To address this issue, a platform that allows synchronizing multiple measures from human behavior is needed. Method: This paper introduces an opensource platform named OpenSync, which can be used to synchronize multiple measures in neuroscience experiments. This platform helps to automatically integrate, synchronize and record physiological measures (e.g., electroencephalogram (EEG), galvanic skin response (GSR), eye-tracking, body motion, etc.), user input response (e.g., from mouse, keyboard, joystick, etc.), and task-related information (stimulus markers). In this paper, we explain the structure and details of OpenSync, provide two case studies in PsychoPy and Unity. Comparison with existing tools: Unlike proprietary systems (e.g., iMotions), OpenSync is free and it can be used inside any opensource experiment design software (e.g., PsychoPy, OpenSesame, Unity, etc., https://pypi.org/project/OpenSync/ and https://github.com/moeinrazavi/OpenSync_Unity). Results: Our experimental results show that the OpenSync platform is able to synchronize multiple measures with microsecond resolution.

arXiv:2106.01981공식 코드 · Papers with Code

ProtoRes: Proto-Residual Network for Pose Authoring via Learned Inverse Kinematics

Our work focuses on the development of a learnable neural representation of human pose for advanced AI assisted animation tooling. Specifically, we tackle the problem of constructing a full static human pose based on sparse and variable user inputs (e.g. locations and/or orientations of a subset of body joints). To solve this problem, we propose a novel neural architecture that combines residual connections with prototype encoding of a partially specified pose to create a new complete pose from the learned latent space. We show that our architecture outperforms a baseline based on Transformer, both in terms of accuracy and computational efficiency. Additionally, we develop a user interface to integrate our neural model in Unity, a real-time 3D development platform. Furthermore, we introduce two new datasets representing the static human pose modeling problem, based on high-quality human motion capture data, which will be released publicly along with model code.

arXiv:2105.07565공식 코드 · Papers with Code

Attention elasticities and invariant information costs

We consider a generalization of rational inattention problems by measuring costs of information through the information radius (Sibson, 1969; Verd\'u, 2015) of statistical experiments. We introduce a notion of attention elasticity measuring the sensitivity of attention strategies with respect to changes in incentives. We show how the introduced class of cost functions controls attention elasticities while the Shannon model restricts attention elasticity to be unity. We explore further differences and similarities relative to the Shannon model in relation to invariance, posterior separability, consideration sets, and the ability to learn events with certainty. Lastly, we provide an efficient alternating minimization method -- analogous to the Blahut-Arimoto algorithm -- to obtain optimal attention strategies.

arXiv:2103.16502공식 코드 · Papers with Code

Intermittent non-pharmaceutical strategies to mitigate the COVID-19 epidemic in a network model of Italy via constrained optimization

This paper is concerned with the design of intermittent non-pharmaceutical strategies to mitigate the spread of the COVID-19 epidemic exploiting network epidemiological models. Specifically, by studying a variational equation for the dynamics of the infected in a network model of the epidemic spread, we derive, using contractivity arguments, a condition that can be used to guarantee that, in epidemiological terms, the effective reproduction number is less than unity. This condition has three advantages: (i) it is easily computable; (ii) it is directly related to the model parameters; (iii) it can be used to enforce a scalability condition that prohibits the amplification of disturbances within the network system. We then include satisfaction of such a condition as a constraint in a Model Predictive Control problem so as to mitigate (or suppress) the spread of the epidemic while minimizing the economic impact of the interventions. A data-driven model of Italy as a network of three macro-regions (North, Center, and South), whose parameters are identified from real data, is used to illustrate and evaluate the effectiveness of the proposed control strategy.

arXiv:2102.02926공식 코드 · Papers with Code

Alchemy: A benchmark and analysis toolkit for meta-reinforcement learning agents

There has been rapidly growing interest in meta-learning as a method for increasing the flexibility and sample efficiency of reinforcement learning. One problem in this area of research, however, has been a scarcity of adequate benchmark tasks. In general, the structure underlying past benchmarks has either been too simple to be inherently interesting, or too ill-defined to support principled analysis. In the present work, we introduce a new benchmark for meta-RL research, emphasizing transparency and potential for in-depth analysis as well as structural richness. Alchemy is a 3D video game, implemented in Unity, which involves a latent causal structure that is resampled procedurally from episode to episode, affording structure learning, online inference, hypothesis testing and action sequencing based on abstract domain knowledge. We evaluate a pair of powerful RL agents on Alchemy and present an in-depth analysis of one of these agents. Results clearly indicate a frank and specific failure of meta-learning, providing validation for Alchemy as a challenging benchmark for meta-RL. Concurrent with this report, we are releasing Alchemy as public resource, together with a suite of analysis tools and sample agent trajectories.