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arXiv:2110.06882

Queuing model of axonal transport

The motor-driven intracellular transport of vesicles to synaptic targets in the axons and dendrites of neurons plays a crucial role in normal cell function. Moreover, stimulus-dependent regulation of active transport is an important component of long-term synaptic plasticity, whereas the disruption of vesicular transport can lead to the onset of various neurodegenerative diseases. In this paper we investigate how the discrete and stochastic nature of vesicular transport in axons contributes to fluctuations in the accumulation of resources within synaptic targets. We begin by solving the first passage time problem of a single motor-cargo complex (particle) searching for synaptic targets distributed along a one-dimensional axonal cable. We then use queuing theory to analyze the accumulation of synaptic resources under the combined effects of multiple search-and-capture events and degradation. In particular, we determine the steady-state mean and variance of the distribution of synaptic resources along the axon in response to the periodic insertion of particles. The mean distribution recovers the spatially decaying distribution of resources familiar from deterministic population models. However, the discrete nature of vesicular transport can lead to Fano factors that are greater than unity (non-Poissonian) across the array of synapses, resulting in significant fluctuation bursts. We also find that each synaptic Fano factor is independent of the rate of particle insertion but increases monotonically with the amount of protein cargo in each vesicle. This implies that fluctuations can be reduced by increasing the injection rate while decreasing the cargo load of each vesicle.

arXiv:2110.03021

Effect of immunization through vaccination on the SIS epidemic spreading model

We analyze the susceptible-infected-susceptible model for epidemic spreading in which a fraction of the individuals become immune by vaccination. This process is understood as a dilution by vaccination, which decreases the fraction of the susceptible individuals. For a nonzero fraction of vaccinated individuals, the model predicts a new state in which the disease spreads but eventually becomes extinct. The new state emerges when the fraction of vaccinated individuals is greater than a critical value. The model predicts that this critical value increases as one increases the infection rate reaching an asymptotic value, which is strictly less than the unity. Above this asymptotic value, the extinction occurs no matter how large the infection rate is.

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:2109.08965

PCNN: A physics-constrained neural network for multiphase flows

The present study develops a physics-constrained neural network (PCNN) to predict sequential patterns and motions of multiphase flows (MPFs), which includes strong interactions among various fluid phases. To predict the order parameters, which locate individual phases in the future time, a neural network (NN) is applied to quickly infer the dynamics of the phases by encoding observations. The multiphase consistent and conservative boundedness mapping algorithm (MCBOM) is next implemented to correct the predicted order parameters. This enforces the predicted order parameters to strictly satisfy the mass conservation, the summation of the volume fractions of the phases to be unity, the consistency of reduction, and the boundedness of the order parameters. Then, the density of the fluid mixture is updated from the corrected order parameters. Finally, the velocity in the future time is predicted by another NN with the same network structure, but the conservation of momentum is included in the loss function to shrink the parameter space. The proposed PCNN for MPFs sequentially performs (NN)-(MCBOM)-(NN), which avoids nonphysical behaviors of the order parameters, accelerates the convergence, and requires fewer data to make predictions. Numerical experiments demonstrate that the proposed PCNN is capable of predicting MPFs effectively.

arXiv:2109.00124

Learning Coated Adversarial Camouflages for Object Detectors

An adversary can fool deep neural network object detectors by generating adversarial noises. Most of the existing works focus on learning local visible noises in an adversarial "patch" fashion. However, the 2D patch attached to a 3D object tends to suffer from an inevitable reduction in attack performance as the viewpoint changes. To remedy this issue, this work proposes the Coated Adversarial Camouflage (CAC) to attack the detectors in arbitrary viewpoints. Unlike the patch trained in the 2D space, our camouflage generated by a conceptually different training framework consists of 3D rendering and dense proposals attack. Specifically, we make the camouflage perform 3D spatial transformations according to the pose changes of the object. Based on the multi-view rendering results, the top-n proposals of the region proposal network are fixed, and all the classifications in the fixed dense proposals are attacked simultaneously to output errors. In addition, we build a virtual 3D scene to fairly and reproducibly evaluate different attacks. Extensive experiments demonstrate the superiority of CAC over the existing attacks, and it shows impressive performance both in the virtual scene and the real world. This poses a potential threat to the security-critical computer vision systems.

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:2108.07578

The Ecosystem Path to General AI

We start by discussing the link between ecosystem simulators and general AI. Then we present the open-source ecosystem simulator Ecotwin, which is based on the game engine Unity and operates on ecosystems containing inanimate objects like mountains and lakes, as well as organisms such as animals and plants. Animal cognition is modeled by integrating three separate networks: (i) a reflex network for hard-wired reflexes; (ii) a happiness network that maps sensory data such as oxygen, water, energy, and smells, to a scalar happiness value; and (iii) a policy network for selecting actions. The policy network is trained with reinforcement learning (RL), where the reward signal is defined as the happiness difference from one time step to the next. All organisms are capable of either sexual or asexual reproduction, and they die if they run out of critical resources. We report results from three studies with Ecotwin, in which natural phenomena emerge in the models without being hardwired. First, we study a terrestrial ecosystem with wolves, deer, and grass, in which a Lotka-Volterra style population dynamics emerges. Second, we study a marine ecosystem with phytoplankton, copepods, and krill, in which a diel vertical migration behavior emerges. Third, we study an ecosystem involving lethal dangers, in which certain agents that combine RL with reflexes outperform pure RL agents.

arXiv:2108.01866

Specialize and Fuse: Pyramidal Output Representation for Semantic Segmentation

We present a novel pyramidal output representation to ensure parsimony with our "specialize and fuse" process for semantic segmentation. A pyramidal "output" representation consists of coarse-to-fine levels, where each level is "specialize" in a different class distribution (e.g., more stuff than things classes at coarser levels). Two types of pyramidal outputs (i.e., unity and semantic pyramid) are "fused" into the final semantic output, where the unity pyramid indicates unity-cells (i.e., all pixels in such cell share the same semantic label). The process ensures parsimony by predicting a relatively small number of labels for unity-cells (e.g., a large cell of grass) to build the final semantic output. In addition to the "output" representation, we design a coarse-to-fine contextual module to aggregate the "features" representation from different levels. We validate the effectiveness of each key module in our method through comprehensive ablation studies. Finally, our approach achieves state-of-the-art performance on three widely-used semantic segmentation datasets -- ADE20K, COCO-Stuff, and Pascal-Context.

arXiv:2108.00242

The Inelastic Market Hypothesis: A Microstructural Interpretation

We attempt to reconcile Gabaix and Koijen's (GK) recent Inelastic Market Hypothesis (IMH) with the order-driven view of markets that emerged within the microstructure literature in the past 20 years. We review the most salient empirical facts and arguments that give credence to the idea that market price fluctuations are mostly due to order flow, whether informed or non-informed. We show that the Latent Liquidity Theory of price impact makes a precise prediction for GK's multiplier $M$, which measures by how many dollars, on average, the market value of a company goes up if one buys one dollar worth of its stocks. Our central result is that $M$ is of order unity, as found by GK, and increases with the volatility of the stock and decreases with the fraction of the market cap. traded daily. We discuss several empirical results suggesting that the lion's share of volatility is due to trading activity. We argue that the IMH holds for all asset classes, beyond the case of stock markets considered by GK.

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:2107.09170

DeepSocNav: Social Navigation by Imitating Human Behaviors

Current datasets to train social behaviors are usually borrowed from surveillance applications that capture visual data from a bird's-eye perspective. This leaves aside precious relationships and visual cues that could be captured through a first-person view of a scene. In this work, we propose a strategy to exploit the power of current game engines, such as Unity, to transform pre-existing bird's-eye view datasets into a first-person view, in particular, a depth view. Using this strategy, we are able to generate large volumes of synthetic data that can be used to pre-train a social navigation model. To test our ideas, we present DeepSocNav, a deep learning based model that takes advantage of the proposed approach to generate synthetic data. Furthermore, DeepSocNav includes a self-supervised strategy that is included as an auxiliary task. This consists of predicting the next depth frame that the agent will face. Our experiments show the benefits of the proposed model that is able to outperform relevant baselines in terms of social navigation scores.

arXiv:2107.05709

Optimal input representation in neural systems at the edge of chaos

Shedding light onto how biological systems represent, process and store information in noisy environments is a key and challenging goal. A stimulating, though controversial, hypothesis poses that operating in dynamical regimes near the edge of a phase transition, i.e. at criticality or the "edge of chaos", can provide information-processing living systems with important operational advantages, creating, e.g., an optimal trade-off between robustness and flexibility. Here, we elaborate on a recent theoretical result, which establishes that the spectrum of covariance matrices of neural networks representing complex inputs in a robust way needs to decay as a power-law of the rank, with an exponent close to unity, a result that has been indeed experimentally verified in neurons of the mouse visual cortex. Aimed at understanding and mimicking these results, we construct an artificial neural network and train it to classify images. Remarkably, we find that the best performance in such a task is obtained when the network operates near the critical point, at which the eigenspectrum of the covariance matrix follows the very same statistics as actual neurons do. Thus, we conclude that operating near criticality can also have -- besides the usually alleged virtues -- the advantage of allowing for flexible, robust and efficient input representations.

arXiv:2107.04421

Impact of parity in rock-paper-scissors type models

We investigate the impact of parity on the abundance of weak species in the context of the simplest generalization of the rock-paper-scissors model to an arbitrary number of species -- we consider models with a total number of species ($N_S$) between 3 and 12, having one or more (weak) species characterized by a reduced predation probability (by a factor of ${\mathcal P}_w$ with respect to the other species). We show, using lattice based spatial stochastic simulations with random initial conditions, large enough for coexistence to prevail, that parity effects are significant. We find that the performance of weak species is dependent on whether the total number of species is even or odd, especially for $N_S \le 8$, with odd numbers of species being on average more favourable to weak species than even ones. We further show that, despite the significant dispersion observed among individual models, a weak species has on average a higher abundance than a strong one if ${\mathcal P}_w$ is sufficiently smaller than unity -- the notable exception being the four species case.

arXiv:2107.04259

Unity Perception: Generate Synthetic Data for Computer Vision

We introduce the Unity Perception package which aims to simplify and accelerate the process of generating synthetic datasets for computer vision tasks by offering an easy-to-use and highly customizable toolset. This open-source package extends the Unity Editor and engine components to generate perfectly annotated examples for several common computer vision tasks. Additionally, it offers an extensible Randomization framework that lets the user quickly construct and configure randomized simulation parameters in order to introduce variation into the generated datasets. We provide an overview of the provided tools and how they work, and demonstrate the value of the generated synthetic datasets by training a 2D object detection model. The model trained with mostly synthetic data outperforms the model trained using only real data.

arXiv:2107.03066

Probabilistic partition of unity networks: clustering based deep approximation

Partition of unity networks (POU-Nets) have been shown capable of realizing algebraic convergence rates for regression and solution of PDEs, but require empirical tuning of training parameters. We enrich POU-Nets with a Gaussian noise model to obtain a probabilistic generalization amenable to gradient-based minimization of a maximum likelihood loss. The resulting architecture provides spatial representations of both noiseless and noisy data as Gaussian mixtures with closed form expressions for variance which provides an estimator of local error. The training process yields remarkably sharp partitions of input space based upon correlation of function values. This classification of training points is amenable to a hierarchical refinement strategy that significantly improves the localization of the regression, allowing for higher-order polynomial approximation to be utilized. The framework scales more favorably to large data sets as compared to Gaussian process regression and allows for spatially varying uncertainty, leveraging the expressive power of deep neural networks while bypassing expensive training associated with other probabilistic deep learning methods. Compared to standard deep neural networks, the framework demonstrates hp-convergence without the use of regularizers to tune the localization of partitions. We provide benchmarks quantifying performance in high/low-dimensions, demonstrating that convergence rates depend only on the latent dimension of data within high-dimensional space. Finally, we introduce a new open-source data set of PDE-based simulations of a semiconductor device and perform unsupervised extraction of a physically interpretable reduced-order basis.

arXiv:2106.16061

Reasoning about conscious experience with axiomatic and graphical mathematics

We cast aspects of consciousness in axiomatic mathematical terms, using the graphical calculus of general process theories (a.k.a symmetric monoidal categories and Frobenius algebras therein). This calculus exploits the ontological neutrality of process theories. A toy example using the axiomatic calculus is given to show the power of this approach, recovering other aspects of conscious experience, such as external and internal subjective distinction, privacy or unreadability of personal subjective experience, and phenomenal unity, one of the main issues for scientific studies of consciousness. In fact, these features naturally arise from the compositional nature of axiomatic calculus.

arXiv:2106.10360

Prediction-Free, Real-Time Flexible Control of Tidal Lagoons through Proximal Policy Optimisation: A Case Study for the Swansea Lagoon

Tidal Range Structures (TRS) have been considered for large-scale electricity generation for their potential ability to produce reasonably predictable energy without the emission of greenhouse gases. Once the main forcing components for driving the tides have deterministic dynamics, the available energy in a given TRS has been estimated, through analytical and numerical optimisation routines, as a mostly predictable event. This constraint imposes state-of-art flexible operation methods to rely on tidal predictions to infer best operational strategies for TRS, with the additional cost of requiring to run optimisation routines for every new tide. In this paper, a Deep Reinforcement Learning approach (Proximal Policy Optimisation through Unity ML-Agents) is introduced to perform automatic operation of TRS. For validation, the performance of the proposed method is compared with six different operation optimisation approaches devised from the literature, utilising the Swansea Bay Tidal Lagoon as a case study. We show that our approach is successful in maximising energy generation through an optimised operational policy of turbines and sluices, yielding competitive results with state-of-art optimisation strategies, with the clear advantages of requiring training once and performing real-time automatic control of TRS with measured ocean data only.

arXiv:2106.06403

Small Object Detection for Near Real-Time Egocentric Perception in a Manual Assembly Scenario

Detecting small objects in video streams of head-worn augmented reality devices in near real-time is a huge challenge: training data is typically scarce, the input video stream can be of limited quality, and small objects are notoriously hard to detect. In industrial scenarios, however, it is often possible to leverage contextual knowledge for the detection of small objects. Furthermore, CAD data of objects are typically available and can be used to generate synthetic training data. We describe a near real-time small object detection pipeline for egocentric perception in a manual assembly scenario: We generate a training data set based on CAD data and realistic backgrounds in Unity. We then train a YOLOv4 model for a two-stage detection process: First, the context is recognized, then the small object of interest is detected. We evaluate our pipeline on the augmented reality device Microsoft Hololens 2.

논문 ID: document/9035256

Detection and tracking of fingertips for geometric transformation of objects in virtual environment

This paper presents an approach of two-stage convolutional neural network (CNN) for detection of fingertips so that an interaction of the fingertips with a 3D object in the virtual environment (VR) can be established. The first-stage CNN is assigned to detect and locate the hand. Subsequently, the detected hand is cropped, resized, and fed to the second stage CNN for predicting the coordinates of fingertips. Next, a tracker is employed to track the hand continuously so that the system becomes reliable in real-time performance. The VR environments are designed to demonstrate the performance of the fingertip-based interaction system. The proposed method focuses on the geometric transformation of a virtual 3D object by using the gesture of the thumb and index finger. In particular, the distance of the thumb and index fingertips is employed to scale a 3D object in virtual environment. To realize the system, a dataset of 1000 images, named, Thumb Index 1000 (TI1K) dataset, is developed including those variations that are commonly-seen in real-life thumb and index fingers. The system is evaluated with the aid of a number of participants and virtual objects that are distinctive in nature. The proposed approach attains the desired goal and performs in real-time seamlessly to facilitate the human-computer interaction in the VR environment.