Design activity -- constructing an artifact description satisfying given goals and constraints -- distinguishes humanity from other animals and traditional machines, and endowing machines with design abilities at the human level or beyond has been a long-term pursuit. Though machines have already demonstrated their abilities in designing new materials, proteins, and computer programs with advanced artificial intelligence (AI) techniques, the search space for designing such objects is relatively small, and thus, "Can machines design like humans?" remains an open question. To explore the boundary of machine design, here we present a new AI approach to automatically design a central processing unit (CPU), the brain of a computer, and one of the world's most intricate devices humanity have ever designed. This approach generates the circuit logic, which is represented by a graph structure called Binary Speculation Diagram (BSD), of the CPU design from only external input-output observations instead of formal program code. During the generation of BSD, Monte Carlo-based expansion and the distance of Boolean functions are used to guarantee accuracy and efficiency, respectively. By efficiently exploring a search space of unprecedented size 10^{10^{540}}, which is the largest one of all machine-designed objects to our best knowledge, and thus pushing the limits of machine design, our approach generates an industrial-scale RISC-V CPU within only 5 hours. The taped-out CPU successfully runs the Linux operating system and performs comparably against the human-designed Intel 80486SX CPU. In addition to learning the world's first CPU only from input-output observations, which may reform the semiconductor industry by significantly reducing the design cycle, our approach even autonomously discovers human knowledge of the von Neumann architecture.
Domain adaptive object detection (DAOD) aims to generalize detectors trained on an annotated source domain to an unlabelled target domain. However, existing methods focus on reducing the domain bias of the detection backbone by inferring a discriminative visual encoder, while ignoring the domain bias in the detection head. Inspired by the high generalization of vision-language models (VLMs), applying a VLM as the robust detection backbone following a domain-aware detection head is a reasonable way to learn the discriminative detector for each domain, rather than reducing the domain bias in traditional methods. To achieve the above issue, we thus propose a novel DAOD framework named Domain-Aware detection head with Prompt tuning (DA-Pro), which applies the learnable domain-adaptive prompt to generate the dynamic detection head for each domain. Formally, the domain-adaptive prompt consists of the domain-invariant tokens, domain-specific tokens, and the domain-related textual description along with the class label. Furthermore, two constraints between the source and target domains are applied to ensure that the domain-adaptive prompt can capture the domains-shared and domain-specific knowledge. A prompt ensemble strategy is also proposed to reduce the effect of prompt disturbance. Comprehensive experiments over multiple cross-domain adaptation tasks demonstrate that using the domain-adaptive prompt can produce an effectively domain-related detection head for boosting domain-adaptive object detection.
Evaluating the performance of low-light image enhancement (LLE) is highly subjective, thus making integrating human preferences into image enhancement a necessity. Existing methods fail to consider this and present a series of potentially valid heuristic criteria for training enhancement models. In this paper, we propose a new paradigm, i.e., aesthetics-guided low-light image enhancement (ALL-E), which introduces aesthetic preferences to LLE and motivates training in a reinforcement learning framework with an aesthetic reward. Each pixel, functioning as an agent, refines itself by recursive actions, i.e., its corresponding adjustment curve is estimated sequentially. Extensive experiments show that integrating aesthetic assessment improves both subjective experience and objective evaluation. Our results on various benchmarks demonstrate the superiority of ALL-E over state-of-the-art methods.
Deep learning needs high-precision handling of forwarding signals, backpropagating errors, and updating weights. This is inherently required by the learning algorithm since the gradient descent learning rule relies on the chain product of partial derivatives. However, it is challenging to implement deep learning in hardware systems that use noisy analog memristors as artificial synapses, as well as not being biologically plausible. Memristor-based implementations generally result in an excessive cost of neuronal circuits and stringent demands for idealized synaptic devices. Here, we demonstrate that the requirement for high precision is not necessary and that more efficient deep learning can be achieved when this requirement is lifted. We propose a binary stochastic learning algorithm that modifies all elementary neural network operations, by introducing (i) stochastic binarization of both the forwarding signals and the activation function derivatives, (ii) signed binarization of the backpropagating errors, and (iii) step-wised weight updates. Through an extensive hybrid approach of software simulation and hardware experiments, we find that binary stochastic deep learning systems can provide better performance than the software-based benchmarks using the high-precision learning algorithm. Also, the binary stochastic algorithm strongly simplifies the neural network operations in hardware, resulting in an improvement of the energy efficiency for the multiply-and-accumulate operations by more than three orders of magnitudes.
Despite the broad application of deep reinforcement learning (RL), transferring and adapting the policy to unseen but similar environments is still a significant challenge. Recently, the language-conditioned policy is proposed to facilitate policy transfer through learning the joint representation of observation and text that catches the compact and invariant information across environments. Existing studies of language-conditioned RL methods often learn the joint representation as a simple latent layer for the given instances (episode-specific observation and text), which inevitably includes noisy or irrelevant information and cause spurious correlations that are dependent on instances, thus hurting generalization performance and training efficiency. To address this issue, we propose a conceptual reinforcement learning (CRL) framework to learn the concept-like joint representation for language-conditioned policy. The key insight is that concepts are compact and invariant representations in human cognition through extracting similarities from numerous instances in real-world. In CRL, we propose a multi-level attention encoder and two mutual information constraints for learning compact and invariant concepts. Verified in two challenging environments, RTFM and Messenger, CRL significantly improves the training efficiency (up to 70%) and generalization ability (up to 30%) to the new environment dynamics.
The training for deep neural networks (DNNs) demands immense energy consumption, which restricts the development of deep learning as well as increases carbon emissions. Thus, the study of energy-efficient training for DNNs is essential. In training, the linear layers consume the most energy because of the intense use of energy-consuming full-precision (FP32) multiplication in multiply-accumulate (MAC). The energy-efficient works try to decrease the precision of multiplication or replace the multiplication with energy-efficient operations such as addition or bitwise shift, to reduce the energy consumption of FP32 multiplications. However, the existing energy-efficient works cannot replace all of the FP32 multiplications during both forward and backward propagation with low-precision energy-efficient operations. In this work, we propose an Adaptive Layer-wise Scaling PoT Quantization (ALS-POTQ) method and a Multiplication-Free MAC (MF-MAC) to replace all of the FP32 multiplications with the INT4 additions and 1-bit XOR operations. In addition, we propose Weight Bias Correction and Parameterized Ratio Clipping techniques for stable training and improving accuracy. In our training scheme, all of the above methods do not introduce extra multiplications, so we reduce up to 95.8% of the energy consumption in linear layers during training. Experimentally, we achieve an accuracy degradation of less than 1% for CNN models on ImageNet and Transformer model on the WMT En-De task. In summary, we significantly outperform the existing methods for both energy efficiency and accuracy.
Simulating the effects of skincare products on face is a potential new way to communicate the efficacy of skincare products in skin diagnostics and product recommendations. Furthermore, such simulations enable one to anticipate his/her skin conditions and better manage skin health. However, there is a lack of effective simulations today. In this paper, we propose the first simulation model to reveal facial pore changes after using skincare products. Our simulation pipeline consists of 2 steps: training data establishment and facial pore simulation. To establish training data, we collect face images with various pore quality indexes from short-term (8-weeks) clinical studies. People often experience significant skin fluctuations (due to natural rhythms, external stressors, etc.,), which introduces large perturbations in clinical data. To address this problem, we propose a sliding window mechanism to clean data and select representative index(es) to represent facial pore changes. Facial pore simulation stage consists of 3 modules: UNet-based segmentation module to localize facial pores; regression module to predict time-dependent warping hyperparameters; and deformation module, taking warping hyperparameters and pore segmentation labels as inputs, to precisely deform pores accordingly. The proposed simulation is able to render realistic facial pore changes. And this work will pave the way for future research in facial skin simulation and skincare product developments.
Making top-down human pose estimation method present both good performance and high efficiency is appealing. Mask RCNN can largely improve the efficiency by conducting person detection and pose estimation in a single framework, as the features provided by the backbone are able to be shared by the two tasks. However, the performance is not as good as traditional two-stage methods. In this paper, we aim to largely advance the human pose estimation results of Mask-RCNN and still keep the efficiency. Specifically, we make improvements on the whole process of pose estimation, which contains feature extraction and keypoint detection. The part of feature extraction is ensured to get enough and valuable information of pose. Then, we introduce a Global Context Module into the keypoints detection branch to enlarge the receptive field, as it is crucial to successful human pose estimation. On the COCO val2017 set, our model using the ResNet-50 backbone achieves an AP of 68.1, which is 2.6 higher than Mask RCNN (AP of 65.5). Compared to the classic two-stage top-down method SimpleBaseline, our model largely narrows the performance gap (68.1 AP vs. 68.9 AP) with a much faster inference speed (77 ms vs. 168 ms), demonstrating the effectiveness of the proposed method. Code is available at: https://github.com/lingl_space/maskrcnn_keypoint_refined.
The number of international benchmarking competitions is steadily increasing in various fields of machine learning (ML) research and practice. So far, however, little is known about the common practice as well as bottlenecks faced by the community in tackling the research questions posed. To shed light on the status quo of algorithm development in the specific field of biomedical imaging analysis, we designed an international survey that was issued to all participants of challenges conducted in conjunction with the IEEE ISBI 2021 and MICCAI 2021 conferences (80 competitions in total). The survey covered participants' expertise and working environments, their chosen strategies, as well as algorithm characteristics. A median of 72% challenge participants took part in the survey. According to our results, knowledge exchange was the primary incentive (70%) for participation, while the reception of prize money played only a minor role (16%). While a median of 80 working hours was spent on method development, a large portion of participants stated that they did not have enough time for method development (32%). 25% perceived the infrastructure to be a bottleneck. Overall, 94% of all solutions were deep learning-based. Of these, 84% were based on standard architectures. 43% of the respondents reported that the data samples (e.g., images) were too large to be processed at once. This was most commonly addressed by patch-based training (69%), downsampling (37%), and solving 3D analysis tasks as a series of 2D tasks. K-fold cross-validation on the training set was performed by only 37% of the participants and only 50% of the participants performed ensembling based on multiple identical models (61%) or heterogeneous models (39%). 48% of the respondents applied postprocessing steps.
Hierarchical reinforcement learning (HRL) effectively improves agents' exploration efficiency on tasks with sparse reward, with the guide of high-quality hierarchical structures (e.g., subgoals or options). However, how to automatically discover high-quality hierarchical structures is still a great challenge. Previous HRL methods can hardly discover the hierarchical structures in complex environments due to the low exploration efficiency by exploiting the randomness-driven exploration paradigm. To address this issue, we propose CDHRL, a causality-driven hierarchical reinforcement learning framework, leveraging a causality-driven discovery instead of a randomness-driven exploration to effectively build high-quality hierarchical structures in complicated environments. The key insight is that the causalities among environment variables are naturally fit for modeling reachable subgoals and their dependencies and can perfectly guide to build high-quality hierarchical structures. The results in two complex environments, 2D-Minecraft and Eden, show that CDHRL significantly boosts exploration efficiency with the causality-driven paradigm.