With the widespread application in industrial manufacturing and commercial services, well-trained deep neural networks (DNNs) are becoming increasingly valuable and crucial assets due to the tremendous training cost and excellent generalization performance. These trained models can be utilized by users without much expert knowledge benefiting from the emerging ''Machine Learning as a Service'' (MLaaS) paradigm. However, this paradigm also exposes the expensive models to various potential threats like model stealing and abuse. As an urgent requirement to defend against these threats, Deep Intellectual Property (DeepIP), to protect private training data, painstakingly-tuned hyperparameters, or costly learned model weights, has been the consensus of both industry and academia. To this end, numerous approaches have been proposed to achieve this goal in recent years, especially to prevent or discover model stealing and unauthorized redistribution. Given this period of rapid evolution, the goal of this paper is to provide a comprehensive survey of the recent achievements in this field. More than 190 research contributions are included in this survey, covering many aspects of Deep IP Protection: challenges/threats, invasive solutions (watermarking), non-invasive solutions (fingerprinting), evaluation metrics, and performance. We finish the survey by identifying promising directions for future research.
Recent advances in deep reinforcement learning (RL) have demonstrated complex decision-making capabilities in simulation environments such as Arcade Learning Environment, MuJoCo, and ViZDoom. However, they are hardly extensible to more complicated problems, mainly due to the lack of complexity and variations in the environments they are trained and tested on. Furthermore, they are not extensible to an open-world environment to facilitate long-term exploration research. To learn realistic task-solving capabilities, we need to develop an environment with greater diversity and complexity. We developed WILD-SCAV, a powerful and extensible environment based on a 3D open-world FPS (First-Person Shooter) game to bridge the gap. It provides realistic 3D environments of variable complexity, various tasks, and multiple modes of interaction, where agents can learn to perceive 3D environments, navigate and plan, compete and cooperate in a human-like manner. WILD-SCAV also supports different complexities, such as configurable maps with different terrains, building structures and distributions, and multi-agent settings with cooperative and competitive tasks. The experimental results on configurable complexity, multi-tasking, and multi-agent scenarios demonstrate the effectiveness of WILD-SCAV in benchmarking various RL algorithms, as well as it is potential to give rise to intelligent agents with generalized task-solving abilities. The link to our open-sourced code can be found here https://github.com/inspirai/wilderness-scavenger.
With the rapid development of deep learning techniques, various recent work has tried to apply graph neural networks (GNNs) to solve NP-hard problems such as Boolean Satisfiability (SAT), which shows the potential in bridging the gap between machine learning and symbolic reasoning. However, the quality of solutions predicted by GNNs has not been well investigated in the literature. In this paper, we study the capability of GNNs in learning to solve Maximum Satisfiability (MaxSAT) problem, both from theoretical and practical perspectives. We build two kinds of GNN models to learn the solution of MaxSAT instances from benchmarks, and show that GNNs have attractive potential to solve MaxSAT problem through experimental evaluation. We also present a theoretical explanation of the effect that GNNs can learn to solve MaxSAT problem to some extent for the first time, based on the algorithmic alignment theory.
Trajectory planning is a fundamental task on various autonomous driving platforms, such as social robotics and self-driving cars. Many trajectory planning algorithms use a reference curve based Frenet frame with time to reduce the planning dimension. However, there is a common implicit assumption in classic trajectory planning approaches, which is that the generated trajectory should follow the reference curve continuously. This assumption is not always true in real applications and it might cause some undesired issues in planning. One issue is that the projection of the planned trajectory onto the reference curve maybe discontinuous. Then, some segments on the reference curve are not the image of any part of the planned path. Another issue is that the planned path might self-intersect when following a simple reference curve continuously. The generated trajectories are unnatural and suboptimal ones when these issues happen. In this paper, we firstly demonstrate these issues and then introduce an efficient trajectory generation method which uses a new transformation from the Cartesian frame to Frenet frames. Experimental results on a simulated street scenario demonstrated the effectiveness of the proposed method.