Cross-view geo-localization aims to match images of the same target from different platforms, e.g., drone and satellite. It is a challenging task due to the changing both appearance of targets and environmental content from different views. Existing methods mainly focus on digging more comprehensive information through feature maps segmentation, while inevitably destroy the image structure and are sensitive to the shifting and scale of the target in the query. To address the above issues, we introduce a simple yet effective part-based representation learning, called shifting-dense partition learning (SDPL). Specifically, we propose the dense partition strategy (DPS), which divides the image into multiple parts to explore contextual-information while explicitly maintain the global structure. To handle scenarios with non-centered targets, we further propose the shifting-fusion strategy, which generates multiple sets of parts in parallel based on various segmentation centers and then adaptively fuses all features to select the best partitions. Extensive experiments show that our SDPL is robust to position shifting and scale variations, and achieves competitive performance on two prevailing benchmarks, i.e., University-1652 and SUES-200.
Complex logical query answering is a challenging task in knowledge graphs (KGs) that has been widely studied. The ability to perform complex logical reasoning is essential and supports various graph reasoning-based downstream tasks, such as search engines. Recent approaches are proposed to represent KG entities and logical queries into embedding vectors and find answers to logical queries from the KGs. However, existing proposed methods mainly focus on querying a single KG and cannot be applied to multiple graphs. In addition, directly sharing KGs with sensitive information may incur privacy risks, making it impractical to share and construct an aggregated KG for reasoning to retrieve query answers. Thus, it remains unknown how to answer queries on multi-source KGs. An entity can be involved in various knowledge graphs and reasoning on multiple KGs and answering complex queries on multi-source KGs is important in discovering knowledge cross graphs. Fortunately, federated learning is utilized in knowledge graphs to collaboratively learn representations with privacy preserved. Federated knowledge graph embeddings enrich the relations in knowledge graphs to improve the representation quality. However, these methods only focus on one-hop relations and cannot perform complex reasoning tasks. In this paper, we apply federated learning to complex query-answering tasks to reason over multi-source knowledge graphs while preserving privacy. We propose a Federated Complex Query Answering framework (FedCQA), to reason over multi-source KGs avoiding sensitive raw data transmission to protect privacy. We conduct extensive experiments on three real-world datasets and evaluate retrieval performance on various types of complex queries.
We introduce Generalized Instruction Tuning (called GLAN), a general and scalable method for instruction tuning of Large Language Models (LLMs). Unlike prior work that relies on seed examples or existing datasets to construct instruction tuning data, GLAN exclusively utilizes a pre-curated taxonomy of human knowledge and capabilities as input and generates large-scale synthetic instruction data across all disciplines. Specifically, inspired by the systematic structure in human education system, we build the taxonomy by decomposing human knowledge and capabilities to various fields, sub-fields and ultimately, distinct disciplines semi-automatically, facilitated by LLMs. Subsequently, we generate a comprehensive list of subjects for every discipline and proceed to design a syllabus tailored to each subject, again utilizing LLMs. With the fine-grained key concepts detailed in every class session of the syllabus, we are able to generate diverse instructions with a broad coverage across the entire spectrum of human knowledge and skills. Extensive experiments on large language models (e.g., Mistral) demonstrate that GLAN excels in multiple dimensions from mathematical reasoning, coding, academic exams, logical reasoning to general instruction following without using task-specific training data of these tasks. In addition, GLAN allows for easy customization and new fields or skills can be added by simply incorporating a new node into our taxonomy.
Artificially generated induced pluripotent stem cells (iPSCs) from somatic cells play an important role for disease modeling and drug screening of neurodegenerative diseases. Astrocytes differentiated from iPSCs are important targets to investigate neuronal metabolism. The astrocyte differentiation progress can be monitored through the variations of morphology observed from microscopy images at different differentiation stages, then determined by molecular biology techniques upon maturation. However, the astrocytes usually ``perfectly'' blend into the background and some of them are covered by interference information (i.e., dead cells, media sediments, and cell debris), which makes astrocytes difficult to observe. Due to the lack of annotated datasets, the existing state-of-the-art deep learning approaches cannot be used to address this issue. In this paper, we introduce a new task named astrocyte segmentation with a novel dataset, called IAI704, which contains 704 images and their corresponding pixel-level annotation masks. Moreover, a novel frequency domain denoising network, named FDNet, is proposed for astrocyte segmentation. In detail, our FDNet consists of a contextual information fusion module (CIF), an attention block (AB), and a Fourier transform block (FTB). CIF and AB fuse multi-scale feature embeddings to localize the astrocytes. FTB transforms feature embeddings into the frequency domain and conducts a high-pass filter to eliminate interference information. Experimental results demonstrate the superiority of our proposed FDNet over the state-of-the-art substitutes in astrocyte segmentation, shedding insights for iPSC differentiation progress prediction.
Establishing robust policies is essential to counter attacks or disturbances affecting deep reinforcement learning (DRL) agents. Recent studies explore state-adversarial robustness and suggest the potential lack of an optimal robust policy (ORP), posing challenges in setting strict robustness constraints. This work further investigates ORP: At first, we introduce a consistency assumption of policy (CAP) stating that optimal actions in the Markov decision process remain consistent with minor perturbations, supported by empirical and theoretical evidence. Building upon CAP, we crucially prove the existence of a deterministic and stationary ORP that aligns with the Bellman optimal policy. Furthermore, we illustrate the necessity of $L^{\infty}$-norm when minimizing Bellman error to attain ORP. This finding clarifies the vulnerability of prior DRL algorithms that target the Bellman optimal policy with $L^{1}$-norm and motivates us to train a Consistent Adversarial Robust Deep Q-Network (CAR-DQN) by minimizing a surrogate of Bellman Infinity-error. The top-tier performance of CAR-DQN across various benchmarks validates its practical effectiveness and reinforces the soundness of our theoretical analysis.
Accurate robotic control over interactions with the environment is fundamentally grounded in understanding tactile contacts. In this paper, we introduce MagicTac, a novel high-resolution grid-based tactile sensor. This sensor employs a 3D multi-layer grid-based design, inspired by the Magic Cube structure. This structure can help increase the spatial resolution of MagicTac to perceive external interaction contacts. Moreover, the sensor is produced using the multi-material additive manufacturing technique, which simplifies the manufacturing process while ensuring repeatability of production. Compared to traditional vision-based tactile sensors, it offers the advantages of i) high spatial resolution, ii) significant affordability, and iii) fabrication-friendly construction that requires minimal assembly skills. We evaluated the proposed MagicTac in the tactile reconstruction task using the deformation field and optical flow. Results indicated that MagicTac could capture fine textures and is sensitive to dynamic contact information. Through the grid-based multi-material additive manufacturing technique, the affordability and productivity of MagicTac can be enhanced with a minimum manufacturing cost of 4.76 GBP and a minimum manufacturing time of 24.6 minutes.
Many real-world applications involve some agents that fall into two teams, with payoffs that are equal within the same team but of opposite sign across the opponent team. The so-called two-team zero-sum Markov games (2t0sMGs) can be resolved with reinforcement learning in recent years. However, existing methods are thus inefficient in light of insufficient consideration of intra-team credit assignment, data utilization and computational intractability. In this paper, we propose the individual-global-minimax (IGMM) principle to ensure the coherence between two-team minimax behaviors and the individual greedy behaviors through Q functions in 2t0sMGs. Based on it, we present a novel multi-agent reinforcement learning framework, Factorized Multi-Agent MiniMax Q-Learning (FM3Q), which can factorize the joint minimax Q function into individual ones and iteratively solve for the IGMM-satisfied minimax Q functions for 2t0sMGs. Moreover, an online learning algorithm with neural networks is proposed to implement FM3Q and obtain the deterministic and decentralized minimax policies for two-team players. A theoretical analysis is provided to prove the convergence of FM3Q. Empirically, we use three environments to evaluate the learning efficiency and final performance of FM3Q and show its superiority on 2t0sMGs.
Tactile sensing is significant for robotics since it can obtain physical contact information during manipulation. To capture multimodal contact information within a compact framework, we designed a novel sensor called ViTacTip, which seamlessly integrates both tactile and visual perception capabilities into a single, integrated sensor unit. ViTacTip features a transparent skin to capture fine features of objects during contact, which can be known as the see-through-skin mechanism. In the meantime, the biomimetic tips embedded in ViTacTip can amplify touch motions during tactile perception. For comparative analysis, we also fabricated a ViTac sensor devoid of biomimetic tips, as well as a TacTip sensor with opaque skin. Furthermore, we develop a Generative Adversarial Network (GAN)-based approach for modality switching between different perception modes, effectively alternating the emphasis between vision and tactile perception modes. We conducted a performance evaluation of the proposed sensor across three distinct tasks: i) grating identification, ii) pose regression, and iii) contact localization and force estimation. In the grating identification task, ViTacTip demonstrated an accuracy of 99.72%, surpassing TacTip, which achieved 94.60%. It also exhibited superior performance in both pose and force estimation tasks with the minimum error of 0.08mm and 0.03N, respectively, in contrast to ViTac's 0.12mm and 0.15N. Results indicate that ViTacTip outperforms single-modality sensors.
Existing methods provide varying algorithms for different types of Boolean satisfiability problems (SAT), lacking a general solution framework. Accordingly, this study proposes a unified framework DCSAT based on integer programming and reinforcement learning (RL) algorithm to solve different types of SAT problems such as MaxSAT, Weighted MaxSAT, PMS, WPMS. Specifically, we first construct a consolidated integer programming representation for four types of SAT problems by adjusting objective function coefficients. Secondly, we construct an appropriate reinforcement learning models based on the 0-1 integer programming for SAT problems. Based on the binary tree search structure, we apply the Monte Carlo tree search (MCTS) method on SAT problems. Finally, we prove that this method can find all optimal Boolean assignments based on Wiener-khinchin law of large Numbers. We experimentally verify that this paradigm can prune the unnecessary search space to find the optimal Boolean assignments for the problem. Furthermore, the proposed method can provide diverse labels for supervised learning methods for SAT problems.
Recently, 3D Gaussian, as an explicit 3D representation method, has demonstrated strong competitiveness over NeRF (Neural Radiance Fields) in terms of expressing complex scenes and training duration. These advantages signal a wide range of applications for 3D Gaussians in 3D understanding and editing. Meanwhile, the segmentation of 3D Gaussians is still in its infancy. The existing segmentation methods are not only cumbersome but also incapable of segmenting multiple objects simultaneously in a short amount of time. In response, this paper introduces a 3D Gaussian segmentation method implemented with 2D segmentation as supervision. This approach uses input 2D segmentation maps to guide the learning of the added 3D Gaussian semantic information, while nearest neighbor clustering and statistical filtering refine the segmentation results. Experiments show that our concise method can achieve comparable performances on mIOU and mAcc for multi-object segmentation as previous single-object segmentation methods.