Data is a critical asset in AI, as high-quality datasets can significantly improve the performance of machine learning models. In safety-critical domains such as autonomous vehicles, offline deep reinforcement learning (offline DRL) is frequently used to train models on pre-collected datasets, as opposed to training these models by interacting with the real-world environment as the online DRL. To support the development of these models, many institutions make datasets publicly available with opensource licenses, but these datasets are at risk of potential misuse or infringement. Injecting watermarks to the dataset may protect the intellectual property of the data, but it cannot handle datasets that have already been published and is infeasible to be altered afterward. Other existing solutions, such as dataset inference and membership inference, do not work well in the offline DRL scenario due to the diverse model behavior characteristics and offline setting constraints. In this paper, we advocate a new paradigm by leveraging the fact that cumulative rewards can act as a unique identifier that distinguishes DRL models trained on a specific dataset. To this end, we propose ORL-AUDITOR, which is the first trajectory-level dataset auditing mechanism for offline RL scenarios. Our experiments on multiple offline DRL models and tasks reveal the efficacy of ORL-AUDITOR, with auditing accuracy over 95% and false positive rates less than 2.88%. We also provide valuable insights into the practical implementation of ORL-AUDITOR by studying various parameter settings. Furthermore, we demonstrate the auditing capability of ORL-AUDITOR on open-source datasets from Google and DeepMind, highlighting its effectiveness in auditing published datasets. ORL-AUDITOR is open-sourced at https://github.com/link-zju/ORL-Auditor.
Understanding human interaction with objects is an important research topic for embodied Artificial Intelligence and identifying the objects that humans are interacting with is a primary problem for interaction understanding. Existing methods rely on frame-based detectors to locate interacting objects. However, this approach is subjected to heavy occlusions, background clutter, and distracting objects. To address the limitations, in this paper, we propose to leverage spatio-temporal information of hand-object interaction to track interactive objects under these challenging cases. Without prior knowledge of the general objects to be tracked like object tracking problems, we first utilize the spatial relation between hands and objects to adaptively discover the interacting objects from the scene. Second, the consistency and continuity of the appearance of objects between successive frames are exploited to track the objects. With this tracking formulation, our method also benefits from training on large-scale general object-tracking datasets. We further curate a video-level hand-object interaction dataset for testing and evaluation from 100DOH. The quantitative results demonstrate that our proposed method outperforms the state-of-the-art methods. Specifically, in scenes with continuous interaction with different objects, we achieve an impressive improvement of about 10% as evaluated using the Average Precision (AP) metric. Our qualitative findings also illustrate that our method can produce more continuous trajectories for interacting objects.
In recent years, semantic communication has been a popular research topic for its superiority in communication efficiency. As semantic communication relies on deep learning to extract meaning from raw messages, it is vulnerable to attacks targeting deep learning models. In this paper, we introduce the model inversion eavesdropping attack (MIEA) to reveal the risk of privacy leaks in the semantic communication system. In MIEA, the attacker first eavesdrops the signal being transmitted by the semantic communication system and then performs model inversion attack to reconstruct the raw message, where both the white-box and black-box settings are considered. Evaluation results show that MIEA can successfully reconstruct the raw message with good quality under different channel conditions. We then propose a defense method based on random permutation and substitution to defend against MIEA in order to achieve secure semantic communication. Our experimental results demonstrate the effectiveness of the proposed defense method in preventing MIEA.
Multispectral pedestrian detection achieves better visibility in challenging conditions and thus has a broad application in various tasks, for which both the accuracy and computational cost are of paramount importance. Most existing approaches treat RGB and infrared modalities equally, typically adopting two symmetrical CNN backbones for multimodal feature extraction, which ignores the substantial differences between modalities and brings great difficulty for the reduction of the computational cost as well as effective crossmodal fusion. In this work, we propose a novel and efficient framework named WCCNet that is able to differentially extract rich features of different spectra with lower computational complexity and semantically rearranges these features for effective crossmodal fusion. Specifically, the discrete wavelet transform (DWT) allowing fast inference and training speed is embedded to construct a dual-stream backbone for efficient feature extraction. The DWT layers of WCCNet extract frequency components for infrared modality, while the CNN layers extract spatial-domain features for RGB modality. This methodology not only significantly reduces the computational complexity, but also improves the extraction of infrared features to facilitate the subsequent crossmodal fusion. Based on the well extracted features, we elaborately design the crossmodal rearranging fusion module (CMRF), which can mitigate spatial misalignment and merge semantically complementary features of spatially-related local regions to amplify the crossmodal complementary information. We conduct comprehensive evaluations on KAIST and FLIR benchmarks, in which WCCNet outperforms state-of-the-art methods with considerable computational efficiency and competitive accuracy. We also perform the ablation study and analyze thoroughly the impact of different components on the performance of WCCNet.
With the popularity of implicit neural representations, or neural radiance fields (NeRF), there is a pressing need for editing methods to interact with the implicit 3D models for tasks like post-processing reconstructed scenes and 3D content creation. While previous works have explored NeRF editing from various perspectives, they are restricted in editing flexibility, quality, and speed, failing to offer direct editing response and instant preview. The key challenge is to conceive a locally editable neural representation that can directly reflect the editing instructions and update instantly. To bridge the gap, we propose a new interactive editing method and system for implicit representations, called Seal-3D, which allows users to edit NeRF models in a pixel-level and free manner with a wide range of NeRF-like backbone and preview the editing effects instantly. To achieve the effects, the challenges are addressed by our proposed proxy function mapping the editing instructions to the original space of NeRF models and a teacher-student training strategy with local pretraining and global finetuning. A NeRF editing system is built to showcase various editing types. Our system can achieve compelling editing effects with an interactive speed of about 1 second.
Since existing mobile communication networks may not be able to meet the low latency and high-efficiency requirements of emerging technologies and applications, novel network architectures need to be investigated to support these new requirements. As a new network architecture that integrates satellite systems, air networks and ground communication, Space-Air-Ground Integrated Network (SAGIN) has attracted extensive attention in recent years. This paper summarizes the recent research work on SAGIN from several aspects, with the basic information of SAGIN first introduced, followed by the physical characteristics. Then the drive and prospects of the current SAGIN architecture in supporting new requirements are deeply analyzed. On this basis, the requirements and challenges are analyzed. Finally, it summarizes the existing solutions and prospects the future research directions.
In this paper, a multipath component aggregation (MCA) mechanism is introduced for spatial scattering modulation (SSM) to overcome the limitation in conventional SSM that the transmit antenna array steers the beam to a single multipath (MP) component at each instance. In the proposed MCA-SSM system, information bits are divided into two streams. One is mapped to an amplitude-phase-modulation (APM) constellation symbol, and the other is mapped to a beam vector symbol which steers multiple beams to selected strongest MP components via an MCA matrix. In comparison with the conventional SSM system, the proposed MCA-SSM enhances the bit error performance by avoiding both low receiving power due to steering the beam to a single weak MP component and inter-MP interference due to MP components with close values of angle of arrival (AoA) or angle of departure (AoD). For the proposed MCA-SSM, a union upper bound (UUB) on the average bit error probability (ABEP) with any MCA matrix is analytically derived and validated via Monte Carlo simulations. Based on the UUB, the MCA matrix is analytically optimized to minimize the ABEP of the MCA-SSM. Finally, numerical experiments are carried out, which show that the proposed MCA-SSM system remarkably outperforms the state-of-the-art SSM system in terms of ABEP under a typical indoor environment.
Robotic dexterous grasping is a challenging problem due to the high degree of freedom (DoF) and complex contacts of multi-fingered robotic hands. Existing deep reinforcement learning (DRL) based methods leverage human demonstrations to reduce sample complexity due to the high dimensional action space with dexterous grasping. However, less attention has been paid to hand-object interaction representations for high-level generalization. In this paper, we propose a novel geometric and spatial hand-object interaction representation, named DexRep, to capture dynamic object shape features and the spatial relations between hands and objects during grasping. DexRep comprises Occupancy Feature for rough shapes within sensing range by moving hands, Surface Feature for changing hand-object surface distances, and Local-Geo Feature for local geometric surface features most related to potential contacts. Based on the new representation, we propose a dexterous deep reinforcement learning method to learn a generalizable grasping policy DexRepNet. Experimental results show that our method outperforms baselines using existing representations for robotic grasping dramatically both in grasp success rate and convergence speed. It achieves a 93% grasping success rate on seen objects and higher than 80% grasping success rates on diverse objects of unseen categories in both simulation and real-world experiments.
Autonomous drone racing is becoming an excellent platform to challenge quadrotors' autonomy techniques including planning, navigation and control technologies. However, most research on this topic mainly focuses on single drone scenarios. In this paper, we describe a novel time-optimal trajectory generation method for generating time-optimal trajectories for a swarm of quadrotors to fly through pre-defined waypoints with their maximum maneuverability without collision. We verify the method in the Gazebo simulations where a swarm of 5 quadrotors can fly through a complex 6-waypoint racing track in a 35m * 35m space with a top speed of 14m/s. Flight tests are performed on two quadrotors passing through 3 waypoints in a 4m * 2m flight arena to demonstrate the feasibility of the proposed method in the real world. Both simulations and real-world flight tests show that the proposed method can generate the optimal aggressive trajectories for a swarm of autonomous racing drones. The method can also be easily transferred to other types of robot swarms.