In recent years, the popular Transformer architecture has achieved great success in many application areas, including natural language processing and computer vision. Many existing works aim to reduce the computational and memory complexity of the self-attention mechanism in the Transformer by trading off performance. However, performance is key for the continuing success of the Transformer. In this paper, a drop-in replacement for the self-attention mechanism in the Transformer, called the Extractor, is proposed. Experimental results show that replacing the self-attention mechanism with the Extractor improves the performance of the Transformer. Furthermore, the proposed Extractor has the potential to run faster than the self-attention since it has a much shorter critical path of computation. Additionally, the sequence prediction problem in the context of text generation is formulated using variable-length discrete-time Markov chains, and the Transformer is reviewed based on our understanding.
Auditing financial documents is a very tedious and time-consuming process. As of today, it can already be simplified by employing AI-based solutions to recommend relevant text passages from a report for each legal requirement of rigorous accounting standards. However, these methods need to be fine-tuned regularly, and they require abundant annotated data, which is often lacking in industrial environments. Hence, we present ZeroShotALI, a novel recommender system that leverages a state-of-the-art large language model (LLM) in conjunction with a domain-specifically optimized transformer-based text-matching solution. We find that a two-step approach of first retrieving a number of best matching document sections per legal requirement with a custom BERT-based model and second filtering these selections using an LLM yields significant performance improvements over existing approaches.
Following Mizuno, Fujimoto, and Ishikawa's research (Front. Phys. 2022), we transpose geographical coordinates expressed in latitude and longitude into distinctive location tokens that embody positions across varied spatial scales. We encapsulate an individual daily trajectory as a sequence of tokens by adding unique time interval tokens to the location tokens. Using the architecture of an autoregressive language model, GPT-2, this sequence of tokens is trained from scratch, allowing us to construct a deep learning model that sequentially generates an individual daily trajectory. Environmental factors such as meteorological conditions and individual attributes such as gender and age are symbolized by unique special tokens, and by training these tokens and trajectories on the GPT-2 architecture, we can generate trajectories that are influenced by both environmental factors and individual attributes.
Time series can describe a wide range of natural and social phenomena. A few samples are climate and seismic measures trends, stock prices, or website visits. Time-series clustering helps to find outliers that, related to these instances, could represent temperature anomalies, imminent volcanic eruptions, market disturbances, or fraudulent web traffic. Founded on the success of automatic feature extraction techniques, specifically employing random kernels, we develop a new method for time series clustering consisting of two steps. First, a random convolutional structure transforms the data into an enhanced feature representation. Afterwards, a clustering algorithm classifies the transformed data. The method improves state-of-the-art results on time series clustering benchmarks.
To bridge the physical and virtual worlds for rapidly developed VR/AR applications, the ability to realistically drive 3D full-body avatars is of great significance. Although real-time body tracking with only the head-mounted displays (HMDs) and hand controllers is heavily under-constrained, a carefully designed end-to-end neural network is of great potential to solve the problem by learning from large-scale motion data. To this end, we propose a two-stage framework that can obtain accurate and smooth full-body motions with the three tracking signals of head and hands only. Our framework explicitly models the joint-level features in the first stage and utilizes them as spatiotemporal tokens for alternating spatial and temporal transformer blocks to capture joint-level correlations in the second stage. Furthermore, we design a set of loss terms to constrain the task of a high degree of freedom, such that we can exploit the potential of our joint-level modeling. With extensive experiments on the AMASS motion dataset and real-captured data, we validate the effectiveness of our designs and show our proposed method can achieve more accurate and smooth motion compared to existing approaches.
Tracking 3D objects is an important task in autonomous driving. Classical Kalman Filtering based methods are still the most popular solutions. However, these methods require handcrafted designs in motion modeling and can not benefit from the growing data amounts. In this paper, Box Only Transformer Tracker (BOTT) is proposed to learn to link 3D boxes of the same object from the different frames, by taking all the 3D boxes in a time window as input. Specifically, transformer self-attention is applied to exchange information between all the boxes to learn global-informative box embeddings. The similarity between these learned embeddings can be used to link the boxes of the same object. BOTT can be used for both online and offline tracking modes seamlessly. Its simplicity enables us to significantly reduce engineering efforts required by traditional Kalman Filtering based methods. Experiments show BOTT achieves competitive performance on two largest 3D MOT benchmarks: 69.9 and 66.7 AMOTA on nuScenes validation and test splits, respectively, 56.45 and 59.57 MOTA L2 on Waymo Open Dataset validation and test splits, respectively. This work suggests that tracking 3D objects by learning features directly from 3D boxes using transformers is a simple yet effective way.
Malware detectors based on deep learning (DL) have been shown to be susceptible to malware examples that have been deliberately manipulated in order to evade detection, a.k.a. adversarial malware examples. More specifically, it has been show that deep learning detectors are vulnerable to small changes on the input file. Given this vulnerability of deep learning detectors, we propose a practical defense against adversarial malware examples inspired by randomized smoothing. In our work, instead of employing Gaussian or Laplace noise when randomizing inputs, we propose a randomized ablation-based smoothing scheme that ablates a percentage of the bytes within an executable. During training, our randomized ablation-based smoothing scheme trains a base classifier based on ablated versions of the executable files. At test time, the final classification for a given input executable is taken as the class most commonly predicted by the classifier on a set of ablated versions of the original executable. To demonstrate the suitability of our approach we have empirically evaluated the proposed ablation-based model against various state-of-the-art evasion attacks on the BODMAS dataset. Results show greater robustness and generalization capabilities to adversarial malware examples in comparison to a non-smoothed classifier.
Biohybrid systems in which robotic lures interact with animals have become compelling tools for probing and identifying the mechanisms underlying collective animal behavior. One key challenge lies in the transfer of social interaction models from simulations to reality, using robotics to validate the modeling hypotheses. This challenge arises in bridging what we term the "biomimicry gap", which is caused by imperfect robotic replicas, communication cues and physics constrains not incorporated in the simulations that may elicit unrealistic behavioral responses in animals. In this work, we used a biomimetic lure of a rummy-nose tetra fish (Hemigrammus rhodostomus) and a neural network (NN) model for generating biomimetic social interactions. Through experiments with a biohybrid pair comprising a fish and the robotic lure, a pair of real fish, and simulations of pairs of fish, we demonstrate that our biohybrid system generates high-fidelity social interactions mirroring those of genuine fish pairs. Our analyses highlight that: 1) the lure and NN maintain minimal deviation in real-world interactions compared to simulations and fish-only experiments, 2) our NN controls the robot efficiently in real-time, and 3) a comprehensive validation is crucial to bridge the biomimicry gap, ensuring realistic biohybrid systems.
Videos that are shot using commodity hardware such as phones and surveillance cameras record various metadata such as time and location. We encounter such geospatial videos on a daily basis and such videos have been growing in volume significantly. Yet, we do not have data management systems that allow users to interact with such data effectively. In this paper, we describe Spatialyze, a new framework for end-to-end querying of geospatial videos. Spatialyze comes with a domain-specific language where users can construct geospatial video analytic workflows using a 3-step, declarative, build-filter-observe paradigm. Internally, Spatialyze leverages the declarative nature of such workflows, the temporal-spatial metadata stored with videos, and physical behavior of real-world objects to optimize the execution of workflows. Our results using real-world videos and workflows show that Spatialyze can reduce execution time by up to 5.3x, while maintaining up to 97.1% accuracy compared to unoptimized execution.
StarCraft II is one of the most challenging simulated reinforcement learning environments; it is partially observable, stochastic, multi-agent, and mastering StarCraft II requires strategic planning over long time horizons with real-time low-level execution. It also has an active professional competitive scene. StarCraft II is uniquely suited for advancing offline RL algorithms, both because of its challenging nature and because Blizzard has released a massive dataset of millions of StarCraft II games played by human players. This paper leverages that and establishes a benchmark, called AlphaStar Unplugged, introducing unprecedented challenges for offline reinforcement learning. We define a dataset (a subset of Blizzard's release), tools standardizing an API for machine learning methods, and an evaluation protocol. We also present baseline agents, including behavior cloning, offline variants of actor-critic and MuZero. We improve the state of the art of agents using only offline data, and we achieve 90% win rate against previously published AlphaStar behavior cloning agent.