Because scanning-LIDAR sensors require finite time to create a point cloud, sensor motion during a scan warps the resulting image, a phenomenon known as motion distortion or rolling shutter. Motion-distortion correction methods exist, but they rely on external measurements or Bayesian filtering over multiple LIDAR scans. In this paper we propose a novel algorithm that performs snapshot processing to obtain a motion-distortion correction. Snapshot processing, which registers a current LIDAR scan to a reference image without using external sensors or Bayesian filtering, is particularly relevant for localization to a high-definition (HD) map. Our approach, which we call Velocity-corrected Iterative Compact Ellipsoidal Transformation (VICET), extends the well-known Normal Distributions Transform (NDT) algorithm to solve jointly for both a 6 Degree-of-Freedom (DOF) rigid transform between two LIDAR scans and a set of 6DOF motion states that describe distortion within the current LIDAR scan. Using experiments, we show that VICET achieves significantly higher accuracy than NDT or Iterative Closest Point (ICP) algorithms when localizing a distorted raw LIDAR scan against an undistorted HD Map. We recommend the reader explore our open-source code and visualizations at https://github.com/mcdermatt/VICET, which supplements this manuscript.
The shortest path problem in graphs is fundamental to AI. Nearly all variants of the problem and relevant algorithms that solve them ignore edge-weight computation time and its common relation to weight uncertainty. This implies that taking these factors into consideration can potentially lead to a performance boost in relevant applications. Recently, a generalized framework for weighted directed graphs was suggested, where edge-weight can be computed (estimated) multiple times, at increasing accuracy and run-time expense. We build on this framework to introduce the problem of finding the tightest admissible shortest path (TASP); a path with the tightest suboptimality bound on the optimal cost. This is a generalization of the shortest path problem to bounded uncertainty, where edge-weight uncertainty can be traded for computational cost. We present a complete algorithm for solving TASP, with guarantees on solution quality. Empirical evaluation supports the effectiveness of this approach.
Time Series Classification (TSC) covers the supervised learning problem where input data is provided in the form of series of values observed through repeated measurements over time, and whose objective is to predict the category to which they belong. When the class values are ordinal, classifiers that take this into account can perform better than nominal classifiers. Time Series Ordinal Classification (TSOC) is the field covering this gap, yet unexplored in the literature. There are a wide range of time series problems showing an ordered label structure, and TSC techniques that ignore the order relationship discard useful information. Hence, this paper presents a first benchmarking of TSOC methodologies, exploiting the ordering of the target labels to boost the performance of current TSC state-of-the-art. Both convolutional- and deep learning-based methodologies (among the best performing alternatives for nominal TSC) are adapted for TSOC. For the experiments, a selection of 18 ordinal problems from two well-known archives has been made. In this way, this paper contributes to the establishment of the state-of-the-art in TSOC. The results obtained by ordinal versions are found to be significantly better than current nominal TSC techniques in terms of ordinal performance metrics, outlining the importance of considering the ordering of the labels when dealing with this kind of problems.
Modeling self-gravitating gas flows is essential to answering many fundamental questions in astrophysics. This spans many topics including planet-forming disks, star-forming clouds, galaxy formation, and the development of large-scale structures in the Universe. However, the nonlinear interaction between gravity and fluid dynamics offers a formidable challenge to solving the resulting time-dependent partial differential equations (PDEs) in three dimensions (3D). By leveraging the universal approximation capabilities of a neural network within a mesh-free framework, physics informed neural networks (PINNs) offer a new way of addressing this challenge. We introduce the gravity-informed neural network (GRINN), a PINN-based code, to simulate 3D self-gravitating hydrodynamic systems. Here, we specifically study gravitational instability and wave propagation in an isothermal gas. Our results match a linear analytic solution to within 1\% in the linear regime and a conventional grid code solution to within 5\% as the disturbance grows into the nonlinear regime. We find that the computation time of the GRINN does not scale with the number of dimensions. This is in contrast to the scaling of the grid-based code for the hydrodynamic and self-gravity calculations as the number of dimensions is increased. Our results show that the GRINN computation time is longer than the grid code in one- and two- dimensional calculations but is an order of magnitude lesser than the grid code in 3D with similar accuracy. Physics-informed neural networks like GRINN thus show promise for advancing our ability to model 3D astrophysical flows.
Wave Function Collapse (WFC) is a widely used tile-based algorithm in procedural content generation, including textures, objects, and scenes. However, the current WFC algorithm and related research lack the ability to generate commercialized large-scale or infinite content due to constraint conflict and time complexity costs. This paper proposes a Nested WFC (N-WFC) algorithm framework to reduce time complexity. To avoid conflict and backtracking problems, we offer a complete and sub-complete tileset preparation strategy, which requires only a small number of tiles to generate aperiodic and deterministic infinite content. We also introduce the weight-brush system that combines N-WFC and sub-complete tileset, proving its suitability for game design. Our contribution addresses WFC's challenge in massive content generation and provides a theoretical basis for implementing concrete games.
Deep Neural Networks (DNNs) have been a large driver and enabler for AI breakthroughs in recent years. These models have been getting larger in their attempt to become more accurate and tackle new upcoming use-cases, including AR/VR and intelligent assistants. However, the training process of such large models is a costly and time-consuming process, which typically yields a single model to fit all targets. To mitigate this, various techniques have been proposed in the literature, including pruning, sparsification or quantization of the model weights and updates. While able to achieve high compression rates, they often incur computational overheads or accuracy penalties. Alternatively, factorization methods have been leveraged to incorporate low-rank compression in the training process. Similarly, such techniques (e.g.,~SVD) frequently rely on the computationally expensive decomposition of layers and are potentially sub-optimal for non-linear models, such as DNNs. In this work, we take a further step in designing efficient low-rank models and propose Maestro, a framework for trainable low-rank layers. Instead of regularly applying a priori decompositions such as SVD, the low-rank structure is built into the training process through a generalized variant of Ordered Dropout. This method imposes an importance ordering via sampling on the decomposed DNN structure. Our theoretical analysis demonstrates that our method recovers the SVD decomposition of linear mapping on uniformly distributed data and PCA for linear autoencoders. We further apply our technique on DNNs and empirically illustrate that Maestro enables the extraction of lower footprint models that preserve model performance while allowing for graceful accuracy-latency tradeoff for the deployment to devices of different capabilities.
Large Language Models (LLMs) have made substantial progress in the past several months, shattering state-of-the-art benchmarks in many domains. This paper investigates LLMs' behavior with respect to gender stereotypes, a known issue for prior models. We use a simple paradigm to test the presence of gender bias, building on but differing from WinoBias, a commonly used gender bias dataset, which is likely to be included in the training data of current LLMs. We test four recently published LLMs and demonstrate that they express biased assumptions about men and women's occupations. Our contributions in this paper are as follows: (a) LLMs are 3-6 times more likely to choose an occupation that stereotypically aligns with a person's gender; (b) these choices align with people's perceptions better than with the ground truth as reflected in official job statistics; (c) LLMs in fact amplify the bias beyond what is reflected in perceptions or the ground truth; (d) LLMs ignore crucial ambiguities in sentence structure 95% of the time in our study items, but when explicitly prompted, they recognize the ambiguity; (e) LLMs provide explanations for their choices that are factually inaccurate and likely obscure the true reason behind their predictions. That is, they provide rationalizations of their biased behavior. This highlights a key property of these models: LLMs are trained on imbalanced datasets; as such, even with the recent successes of reinforcement learning with human feedback, they tend to reflect those imbalances back at us. As with other types of societal biases, we suggest that LLMs must be carefully tested to ensure that they treat minoritized individuals and communities equitably.
Self-attention based Transformer has achieved great success in many computer vision tasks. However, its application to video quality assessment (VQA) has not been satisfactory so far. Evaluating the quality of in-the-wild videos is challenging due to the unknown of pristine reference and shooting distortion. This paper presents a co-trained Space-Time Attention network for the VQA problem, termed StarVQA+. Specifically, we first build StarVQA+ by alternately concatenating the divided space-time attention. Then, to facilitate the training of StarVQA+, we design a vectorized regression loss by encoding the mean opinion score (MOS) to the probability vector and embedding a special token as the learnable variable of MOS, leading to better fitting of human's rating process. Finally, to solve the data hungry problem with Transformer, we propose to co-train the spatial and temporal attention weights using both images and videos. Various experiments are conducted on the de-facto in-the-wild video datasets, including LIVE-Qualcomm, LIVE-VQC, KoNViD-1k, YouTube-UGC, LSVQ, LSVQ-1080p, and DVL2021. Experimental results demonstrate the superiority of the proposed StarVQA+ over the state-of-the-art.
Today's cloud data centers are often distributed geographically to provide robust data services. But these geo-distributed data centers (GDDCs) have a significant associated environmental impact due to their increasing carbon emissions and water usage, which needs to be curtailed. Moreover, the energy costs of operating these data centers continue to rise. This paper proposes a novel framework to co-optimize carbon emissions, water footprint, and energy costs of GDDCs, using a hybrid workload management framework called SHIELD that integrates machine learning guided local search with a decomposition-based evolutionary algorithm. Our framework considers geographical factors and time-based differences in power generation/use, costs, and environmental impacts to intelligently manage workload distribution across GDDCs and data center operation. Experimental results show that SHIELD can realize 34.4x speedup and 2.1x improvement in Pareto Hypervolume while reducing the carbon footprint by up to 3.7x, water footprint by up to 1.8x, energy costs by up to 1.3x, and a cumulative improvement across all objectives (carbon, water, cost) of up to 4.8x compared to the state-of-the-art.
We introduce MIPS-Fusion, a robust and scalable online RGB-D reconstruction method based on a novel neural implicit representation -- multi-implicit-submap. Different from existing neural RGB-D reconstruction methods lacking either flexibility with a single neural map or scalability due to extra storage of feature grids, we propose a pure neural representation tackling both difficulties with a divide-and-conquer design. In our method, neural submaps are incrementally allocated alongside the scanning trajectory and efficiently learned with local neural bundle adjustments. The submaps can be refined individually in a back-end optimization and optimized jointly to realize submap-level loop closure. Meanwhile, we propose a hybrid tracking approach combining randomized and gradient-based pose optimizations. For the first time, randomized optimization is made possible in neural tracking with several key designs to the learning process, enabling efficient and robust tracking even under fast camera motions. The extensive evaluation demonstrates that our method attains higher reconstruction quality than the state of the arts for large-scale scenes and under fast camera motions.