Diffusion probabilistic models (DPMs) are a class of powerful deep generative models (DGMs). Despite their success, the iterative generation process over the full timesteps is much less efficient than other DGMs such as GANs. Thus, the generation performance on a subset of timesteps is crucial, which is greatly influenced by the covariance design in DPMs. In this work, we consider diagonal and full covariances to improve the expressive power of DPMs. We derive the optimal result for such covariances, and then correct it when the mean of DPMs is imperfect. Both the optimal and the corrected ones can be decomposed into terms of conditional expectations over functions of noise. Building upon it, we propose to estimate the optimal covariance and its correction given imperfect mean by learning these conditional expectations. Our method can be applied to DPMs with both discrete and continuous timesteps. We consider the diagonal covariance in our implementation for computational efficiency. For an efficient practical implementation, we adopt a parameter sharing scheme and a two-stage training process. Empirically, our method outperforms a wide variety of covariance design on likelihood results, and improves the sample quality especially on a small number of timesteps.
Embodied agents in vision navigation coupled with deep neural networks have attracted increasing attention. However, deep neural networks are vulnerable to malicious adversarial noises, which may potentially cause catastrophic failures in Embodied Vision Navigation. Among these adversarial noises, universal adversarial perturbations (UAP), i.e., the image-agnostic perturbation applied on each frame received by the agent, are more critical for Embodied Vision Navigation since they are computation-efficient and application-practical during the attack. However, existing UAP methods do not consider the system dynamics of Embodied Vision Navigation. For extending UAP in the sequential decision setting, we formulate the disturbed environment under the universal noise $\delta$, as a $\delta$-disturbed Markov Decision Process ($\delta$-MDP). Based on the formulation, we analyze the properties of $\delta$-MDP and propose two novel Consistent Attack methods for attacking Embodied agents, which first consider the dynamic of the MDP by estimating the disturbed Q function and the disturbed distribution. In spite of victim models, our Consistent Attack can cause a significant drop in the performance for the Goalpoint task in habitat. Extensive experimental results indicate that there exist potential risks for applying Embodied Vision Navigation methods to the real world.
We propose to use pretraining to boost general image-to-image translation. Prior image-to-image translation methods usually need dedicated architectural design and train individual translation models from scratch, struggling for high-quality generation of complex scenes, especially when paired training data are not abundant. In this paper, we regard each image-to-image translation problem as a downstream task and introduce a simple and generic framework that adapts a pretrained diffusion model to accommodate various kinds of image-to-image translation. We also propose adversarial training to enhance the texture synthesis in the diffusion model training, in conjunction with normalized guidance sampling to improve the generation quality. We present extensive empirical comparison across various tasks on challenging benchmarks such as ADE20K, COCO-Stuff, and DIODE, showing the proposed pretraining-based image-to-image translation (PITI) is capable of synthesizing images of unprecedented realism and faithfulness.
This paper presents MuCGEC, a multi-reference multi-source evaluation dataset for Chinese Grammatical Error Correction (CGEC), consisting of 7,063 sentences collected from three Chinese-as-a-Second-Language (CSL) learner sources. Each sentence is corrected by three annotators, and their corrections are carefully reviewed by a senior annotator, resulting in 2.3 references per sentence. We conduct experiments with two mainstream CGEC models, i.e., the sequence-to-sequence model and the sequence-to-edit model, both enhanced with large pretrained language models, achieving competitive benchmark performance on previous and our datasets. We also discuss CGEC evaluation methodologies, including the effect of multiple references and using a char-based metric. Our annotation guidelines, data, and code are available at \url{https://github.com/HillZhang1999/MuCGEC}.
In this paper we extend the work of Owen (2007) by deriving a second order expansion for the slope parameter in logistic regression, when the size of the majority class is unbounded and the minority class is finite. More precisely, we demonstrate that the second order term converges to a normal distribution and explicitly compute its variance, which surprisingly once again depends only on the mean of the minority class points and not their arrangement under mild regularity assumptions. In the case that the majority class is normally distributed, we illustrate that the variance of the the limiting slope depends exponentially on the z-score of the average of the minority class's points with respect to the majority class's distribution. We confirm our results by Monte Carlo simulations.
Neural text matching models have been used in a range of applications such as question answering and natural language inference, and have yielded a good performance. However, these neural models are of a limited adaptability, resulting in a decline in performance when encountering test examples from a different dataset or even a different task. The adaptability is particularly important in the few-shot setting: in many cases, there is only a limited amount of labeled data available for a target dataset or task, while we may have access to a richly labeled source dataset or task. However, adapting a model trained on the abundant source data to a few-shot target dataset or task is challenging. To tackle this challenge, we propose a Meta-Weight Regulator (MWR), which is a meta-learning approach that learns to assign weights to the source examples based on their relevance to the target loss. Specifically, MWR first trains the model on the uniformly weighted source examples, and measures the efficacy of the model on the target examples via a loss function. By iteratively performing a (meta) gradient descent, high-order gradients are propagated to the source examples. These gradients are then used to update the weights of source examples, in a way that is relevant to the target performance. As MWR is model-agnostic, it can be applied to any backbone neural model. Extensive experiments are conducted with various backbone text matching models, on four widely used datasets and two tasks. The results demonstrate that our proposed approach significantly outperforms a number of existing adaptation methods and effectively improves the cross-dataset and cross-task adaptability of the neural text matching models in the few-shot setting.
We propose pose-guided multiplane image (MPI) synthesis which can render an animatable character in real scenes with photorealistic quality. We use a portable camera rig to capture the multi-view images along with the driving signal for the moving subject. Our method generalizes the image-to-image translation paradigm, which translates the human pose to a 3D scene representation -- MPIs that can be rendered in free viewpoints, using the multi-views captures as supervision. To fully cultivate the potential of MPI, we propose depth-adaptive MPI which can be learned using variable exposure images while being robust to inaccurate camera registration. Our method demonstrates advantageous novel-view synthesis quality over the state-of-the-art approaches for characters with challenging motions. Moreover, the proposed method is generalizable to novel combinations of training poses and can be explicitly controlled. Our method achieves such expressive and animatable character rendering all in real time, serving as a promising solution for practical applications.
We present a learning-based framework, recurrent transformer network (RTN), to restore heavily degraded old films. Instead of performing frame-wise restoration, our method is based on the hidden knowledge learned from adjacent frames that contain abundant information about the occlusion, which is beneficial to restore challenging artifacts of each frame while ensuring temporal coherency. Moreover, contrasting the representation of the current frame and the hidden knowledge makes it possible to infer the scratch position in an unsupervised manner, and such defect localization generalizes well to real-world degradations. To better resolve mixed degradation and compensate for the flow estimation error during frame alignment, we propose to leverage more expressive transformer blocks for spatial restoration. Experiments on both synthetic dataset and real-world old films demonstrate the significant superiority of the proposed RTN over existing solutions. In addition, the same framework can effectively propagate the color from keyframes to the whole video, ultimately yielding compelling restored films. The implementation and model will be released at https://github.com/raywzy/Bringing-Old-Films-Back-to-Life.
Nowadays, cameras equipped with AI systems can capture and analyze images to detect people automatically. However, the AI system can make mistakes when receiving deliberately designed patterns in the real world, i.e., physical adversarial examples. Prior works have shown that it is possible to print adversarial patches on clothes to evade DNN-based person detectors. However, these adversarial examples could have catastrophic drops in the attack success rate when the viewing angle (i.e., the camera's angle towards the object) changes. To perform a multi-angle attack, we propose Adversarial Texture (AdvTexture). AdvTexture can cover clothes with arbitrary shapes so that people wearing such clothes can hide from person detectors from different viewing angles. We propose a generative method, named Toroidal-Cropping-based Expandable Generative Attack (TC-EGA), to craft AdvTexture with repetitive structures. We printed several pieces of cloth with AdvTexure and then made T-shirts, skirts, and dresses in the physical world. Experiments showed that these clothes could fool person detectors in the physical world.