Deep supervised learning has achieved great success in the last decade. However, its deficiencies of dependence on manual labels and vulnerability to attacks have driven people to explore a better solution. As an alternative, self-supervised learning attracts many researchers for its soaring performance on representation learning in the last several years. Self-supervised representation learning leverages input data itself as supervision and benefits almost all types of downstream tasks. In this survey, we take a look into new self-supervised learning methods for representation in computer vision, natural language processing, and graph learning. We comprehensively review the existing empirical methods and summarize them into three main categories according to their objectives: generative, contrastive, and generative-contrastive (adversarial). We further investigate related theoretical analysis work to provide deeper thoughts on how self-supervised learning works. Finally, we briefly discuss open problems and future directions for self-supervised learning.
Single-objective black box optimization (also known as zeroth-order optimization) is the process of minimizing a scalar objective $f(x)$, given evaluations at adaptively chosen inputs $x$. In this paper, we consider multi-objective optimization, where $f(x)$ outputs a vector of possibly competing objectives and the goal is to converge to the Pareto frontier. Quantitatively, we wish to maximize the standard hypervolume indicator metric, which measures the dominated hypervolume of the entire set of chosen inputs. In this paper, we introduce a novel scalarization function, which we term the hypervolume scalarization, and show that drawing random scalarizations from an appropriately chosen distribution can be used to efficiently approximate the hypervolume indicator metric. We utilize this connection to show that Bayesian optimization with our scalarization via common acquisition functions, such as Thompson Sampling or Upper Confidence Bound, provably converges to the whole Pareto frontier by deriving tight hypervolume regret bounds on the order of $\widetilde{O}(\sqrt{T})$. Furthermore, we highlight the general utility of our scalarization framework by showing that any provably convergent single-objective optimization process can be effortlessly converted to a multi-objective optimization process with provable convergence guarantees.
While vehicular sensor networks (VSNs) have earned the stature of a mobile sensing paradigm utilizing sensors built into cars, they have limited sensing scopes since car drivers only opportunistically discover new events. Conversely, social sensing is emerging as a new sensing paradigm where measurements about the physical world are collected from humans. In contrast to VSNs, social sensing is more pervasive, but one of its key limitations lies in its inconsistent reliability stemming from the data contributed by unreliable human sensors. In this paper, we present DASC, a road Damage-Aware Social-media-driven Car sensing framework that exploits the collective power of social sensing and VSNs for reliable disaster response applications. However, integrating VSNs with social sensing introduces a new set of challenges: i) How to leverage noisy and unreliable social signals to route the vehicles to accurate regions of interest? ii) How to tackle the inconsistent availability (e.g., churns) caused by car drivers being rational actors? iii) How to efficiently guide the cars to the event locations with little prior knowledge of the road damage caused by the disaster, while also handling the dynamics of the physical world and social media? The DASC framework addresses the above challenges by establishing a novel hybrid social-car sensing system that employs techniques from game theory, feedback control, and Markov Decision Process (MDP). In particular, DASC distills signals emitted from social media and discovers the road damages to effectively drive cars to target areas for verifying emergency events. We implement and evaluate DASC in a reputed vehicle simulator that can emulate real-world disaster response scenarios. The results of a real-world application demonstrate the superiority of DASC over current VSNs-based solutions in detection accuracy and efficiency.
In this paper, we investigate learning-based MIMO-OFDM symbol detection strategies focusing on a special recurrent neural network (RNN) -- reservoir computing (RC). We first introduce the Time-Frequency RC to take advantage of the structural information inherent in OFDM signals. Using the time domain RC and the time-frequency RC as the building blocks, we provide two extensions of the shallow RC to RCNet: 1) Stacking multiple time domain RCs; 2) Stacking multiple time-frequency RCs into a deep structure. The combination of RNN dynamics, the time-frequency structure of MIMO-OFDM signals, and the deep network enables RCNet to handle the interference and nonlinear distortion of MIMO-OFDM signals to outperform existing methods. Unlike most existing NN-based detection strategies, RCNet is also shown to provide a good generalization performance even with a limited training set (i.e, similar amount of reference signals/training as standard model-based approaches). Numerical experiments demonstrate that the introduced RCNet can offer a faster learning convergence and as much as 20% gain in bit error rate over a shallow RC structure by compensating for the nonlinear distortion of the MIMO-OFDM signal, such as due to power amplifier compression in the transmitter or due to finite quantization resolution in the receiver.
We consider the problem of recovering communities of users and communities of items (such as movies) based on a partially observed rating matrix as well as side-information in the form of similarity graphs of the users and items. The user-to-user and item-to-item similarity graphs are generated according to the celebrated stochastic block model (SBM). We develop lower and upper bounds on the minimum expected number of observed ratings (also known as the sample complexity) needed for this recovery task. These bounds are functions of various parameters including the quality of the graph side-information which is manifested in the intra- and inter-cluster probabilities of the SBMs. We show that these bounds match for a wide range of parameters of interest, and match up to a constant factor of two for the remaining parameter regime. Our information-theoretic results quantify the benefits of the two-sided graph side-information for recovery, and further analysis reveals that the two pieces of graph side-information produce an interesting synergistic effect under certain scenarios. This means that if one observes only one of the two graphs, then the required sample complexity worsens to the case in which none of the graphs is observed. Thus both graphs are strictly needed to reduce the sample complexity.
We advocate the use of differential visual shape metrics to train deep neural networks for 3D reconstruction. We introduce such a metric which compares two 3D shapes by measuring visual, image-space differences between multiview images differentiably rendered from the shapes. Furthermore, we develop a differentiable image-space distance based on mean-squared errors defined over Hard- Net features computed from probabilistic keypoint maps of the compared images. Our differential visual shape metric can be easily plugged into various reconstruction networks, replacing the object-space distortion measures, such as Chamfer or Earth Mover distances, so as to optimize the network weights to produce reconstruction results with better structural fidelity and visual quality. We demonstrate this both objectively, using well-known visual shape metrics for retrieval and classification tasks that are independent from our new metric, and subjectively through a perceptual study.
The classical low rank approximation problem is to find a rank $k$ matrix $UV$ (where $U$ has $k$ columns and $V$ has $k$ rows) that minimizes the Frobenius norm of $A - UV$. Although this problem can be solved efficiently, we study an NP-hard variant of this problem that involves weights and regularization. A previous paper of [Razenshteyn et al. '16] derived a polynomial time algorithm for weighted low rank approximation with constant rank. We derive provably sharper guarantees for the regularized version by obtaining parameterized complexity bounds in terms of the statistical dimension rather than the rank, allowing for a rank-independent runtime that can be significantly faster. Our improvement comes from applying sharper matrix concentration bounds, using a novel conditioning technique, and proving structural theorems for regularized low rank problems.
Zeroth-order optimization is the process of minimizing an objective $f(x)$, given oracle access to evaluations at adaptively chosen inputs $x$. In this paper, we present two simple yet powerful GradientLess Descent (GLD) algorithms that do not rely on an underlying gradient estimate and are numerically stable. We analyze our algorithm from a novel geometric perspective and present a novel analysis that shows convergence within an $\epsilon$-ball of the optimum in $O(kQ\log(n)\log(R/\epsilon))$ evaluations, for {\it any monotone transform} of a smooth and strongly convex objective with latent dimension $k < n$, where the input dimension is $n$, $R$ is the diameter of the input space and $Q$ is the condition number. Our rates are the first of its kind to be both 1) poly-logarithmically dependent on dimensionality and 2) invariant under monotone transformations. We further leverage our geometric perspective to show that our analysis is optimal. Both monotone invariance and its ability to utilize a low latent dimensionality are key to the empirical success of our algorithms, as demonstrated on BBOB and MuJoCo benchmarks.
Point clouds-based Networks have achieved great attention in 3D object classification, segmentation and indoor scene semantic parsing. In terms of face recognition, 3D face recognition method which directly consume point clouds as input is still under study. Two main factors account for this: One is how to get discriminative face representations from 3D point clouds using deep network; the other is the lack of large 3D training dataset. To address these problems, a data-free 3D face recognition method is proposed only using synthesized unreal data from statistical 3D Morphable Model to train a deep point cloud network. To ease the inconsistent distribution between model data and real faces, different point sampling methods are used in train and test phase. In this paper, we propose a curvature-aware point sampling(CPS) strategy replacing the original furthest point sampling(FPS) to hierarchically down-sample feature-sensitive points which are crucial to pass and aggregate features deeply. A PointNet++ like Network is used to extract face features directly from point clouds. The experimental results show that the network trained on generated data generalizes well for real 3D faces. Fine tuning on a small part of FRGCv2.0 and Bosphorus, which include real faces in different poses and expressions, further improves recognition accuracy.
In recent years, \emph{search story}, a combined display with other organic channels, has become a major source of user traffic on platforms such as e-commerce search platforms, news feed platforms and web and image search platforms. The recommended search story guides a user to identify her own preference and personal intent, which subsequently influences the user's real-time and long-term search behavior. %With such an increased importance of search stories, As search stories become increasingly important, in this work, we study the problem of personalized search story recommendation within a search engine, which aims to suggest a search story relevant to both a search keyword and an individual user's interest. To address the challenge of modeling both immediate and future values of recommended search stories (i.e., cross-channel effect), for which conventional supervised learning framework is not applicable, we resort to a Markov decision process and propose a deep reinforcement learning architecture trained by both imitation learning and reinforcement learning. We empirically demonstrate the effectiveness of our proposed approach through extensive experiments on real-world data sets from JD.com.