While there has been a surge of recent interest in learning differential equation models from time series, methods in this area typically cannot cope with highly noisy data. We break this problem into two parts: (i) approximating the unknown vector field (or right-hand side) of the differential equation, and (ii) dealing with noise. To deal with (i), we describe a neural network architecture consisting of tensor products of one-dimensional neural shape functions. For (ii), we propose an alternating minimization scheme that switches between vector field training and filtering steps, together with multiple trajectories of training data. We find that the neural shape function architecture retains the approximation properties of dense neural networks, enables effective computation of vector field error, and allows for graphical interpretability, all for data/systems in any finite dimension $d$. We also study the combination of either our neural shape function method or existing differential equation learning methods with alternating minimization and multiple trajectories. We find that retrofitting any learning method in this way boosts the method's robustness to noise. While in their raw form the methods struggle with 1% Gaussian noise, after retrofitting, they learn accurate vector fields from data with 10% Gaussian noise.
Process mining has matured as analysis instrument for process-oriented data in recent years. Manufacturing is a challenging domain that craves for process-oriented technologies to address digitalization challenges. We found that process mining creates high expectations, but its implementation and usage by manufacturing experts such as process supervisors and shopfloor workers remain unclear to a certain extent. Reason (1) is that even though manufacturing allows for well-structured processes, the actual workflow is rarely captured in a process model. Even if a model is available, a software for orchestrating and logging the execution is often missing. Reason (2) refers to the work reality in manufacturing: a process instance is started by a shopfloor worker who then turns to work on other things. Hence continuous monitoring of the process instances does not happen, i.e., process monitoring is merely a secondary task, and the shopfloor worker can only react to problems/errors that have already occurred. (1) and (2) motivate the goals of this study that is driven by Technical Action Research (TAR). Based on the experimental artifact TIDATE -- a lightweight process execution and mining framework -- it is studied how the correct execution of process instances can be ensured and how a data set suitable for process mining can be generated at run time in a real-world setting. Secondly, it is investigated whether and how process mining supports domain experts during process monitoring as a secondary task. The findings emphasize the importance of online conformance checking in manufacturing and show how appropriate data sets can be identified and generated.
Data recordings are often corrupted by noise, and it can be difficult to isolate clean data of interest. For example, mobile electroencephalography is commonly corrupted by motion artifact, which limits its use in real-world settings. Here, we describe a novel noise-canceling algorithm that uses canonical correlation analysis to find and remove subspaces of corrupted data recordings that are most strongly correlated with subspaces of reference noise recordings. The algorithm, termed iCanClean, is computationally efficient, which may be useful for real-time applications, such as brain computer interfaces. In future work, we will quantify the algorithm's performance and compare it with alternative cleaning methods.
Submodular functions are a special class of set functions which naturally model the notion of representativeness, diversity, coverage etc. and have been shown to be computationally very efficient. A lot of past work has applied submodular optimization to find optimal subsets in various contexts. Some examples include data summarization for efficient human consumption, finding effective smaller subsets of training data to reduce the model development time (training, hyper parameter tuning), finding effective subsets of unlabeled data to reduce the labeling costs, etc. A recent work has also leveraged submodular functions to propose submodular information measures which have been found to be very useful in solving the problems of guided subset selection and guided summarization. In this work, we present Submodlib which is an open-source, easy-to-use, efficient and scalable Python library for submodular optimization with a C++ optimization engine. Submodlib finds its application in summarization, data subset selection, hyper parameter tuning, efficient training and more. Through a rich API, it offers a great deal of flexibility in the way it can be used. Source of Submodlib is available at https://github.com/decile-team/submodlib.
This paper formally models the strategic repeated interactions between a system, comprising of a machine learning (ML) model and associated explanation method, and an end-user who is seeking a prediction/label and its explanation for a query/input, by means of game theory. In this game, a malicious end-user must strategically decide when to stop querying and attempt to compromise the system, while the system must strategically decide how much information (in the form of noisy explanations) it should share with the end-user and when to stop sharing, all without knowing the type (honest/malicious) of the end-user. This paper formally models this trade-off using a continuous-time stochastic Signaling game framework and characterizes the Markov perfect equilibrium state within such a framework.
Humans tend to mine objects by learning from a group of images or several frames of video since we live in a dynamic world. In the computer vision area, many researches focus on co-segmentation (CoS), co-saliency detection (CoSD) and video salient object detection (VSOD) to discover the co-occurrent objects. However, previous approaches design different networks on these similar tasks separately, and they are difficult to apply to each other, which lowers the upper bound of the transferability of deep learning frameworks. Besides, they fail to take full advantage of the cues among inter- and intra-feature within a group of images. In this paper, we introduce a unified framework to tackle these issues, term as UFO (Unified Framework for Co-Object Segmentation). Specifically, we first introduce a transformer block, which views the image feature as a patch token and then captures their long-range dependencies through the self-attention mechanism. This can help the network to excavate the patch structured similarities among the relevant objects. Furthermore, we propose an intra-MLP learning module to produce self-mask to enhance the network to avoid partial activation. Extensive experiments on four CoS benchmarks (PASCAL, iCoseg, Internet and MSRC), three CoSD benchmarks (Cosal2015, CoSOD3k, and CocA) and four VSOD benchmarks (DAVIS16, FBMS, ViSal and SegV2) show that our method outperforms other state-of-the-arts on three different tasks in both accuracy and speed by using the same network architecture , which can reach 140 FPS in real-time.
Safe navigation in dense, urban driving environments remains an open problem and an active area of research. Unlike typical predict-then-plan approaches, game-theoretic planning considers how one vehicle's plan will affect the actions of another. Recent work has demonstrated significant improvements in the time required to find local Nash equilibria in general-sum games with nonlinear objectives and constraints. When applied trivially to driving, these works assume all vehicles in a scene play a game together, which can result in intractable computation times for dense traffic. We formulate a decentralized approach to game-theoretic planning by assuming that agents only play games within their observational vicinity, which we believe to be a more reasonable assumption for human driving. Games are played in parallel for all strongly connected components of an interaction graph, significantly reducing the number of players and constraints in each game, and therefore the time required for planning. We demonstrate that our approach can achieve collision-free, efficient driving in urban environments by comparing performance against an adaptation of the Intelligent Driver Model and centralized game-theoretic planning when navigating roundabouts in the INTERACTION dataset. Our implementation is available at http://github.com/sisl/DecNashPlanning.
Understanding the asymptotic behavior of gradient-descent training of deep neural networks is essential for revealing inductive biases and improving network performance. We derive the infinite-time training limit of a mathematically tractable class of deep nonlinear neural networks, gated linear networks (GLNs), and generalize these results to gated networks described by general homogeneous polynomials. We study the implications of our results, focusing first on two-layer GLNs. We then apply our theoretical predictions to GLNs trained on MNIST and show how architectural constraints and the implicit bias of gradient descent affect performance. Finally, we show that our theory captures a substantial portion of the inductive bias of ReLU networks. By making the inductive bias explicit, our framework is poised to inform the development of more efficient, biologically plausible, and robust learning algorithms.
The applications of conversational agents for scientific disciplines (as expert domains) are understudied due to the lack of dialogue data to train such agents. While most data collection frameworks, such as Amazon Mechanical Turk, foster data collection for generic domains by connecting crowd workers and task designers, these frameworks are not much optimized for data collection in expert domains. Scientists are rarely present in these frameworks due to their limited time budget. Therefore, we introduce a novel framework to collect dialogues between scientists as domain experts on scientific papers. Our framework lets scientists present their scientific papers as groundings for dialogues and participate in dialogue they like its paper title. We use our framework to collect a novel argumentative dialogue dataset, ArgSciChat. It consists of 498 messages collected from 41 dialogues on 20 scientific papers. Alongside extensive analysis on ArgSciChat, we evaluate a recent conversational agent on our dataset. Experimental results show that this agent poorly performs on ArgSciChat, motivating further research on argumentative scientific agents. We release our framework and the dataset.
We construct a blockchain-enabled social media network to mitigate the spread of misinformation. We derive the information transmission-time distribution by modeling the misinformation transmission as double-spend attacks on blockchain. This distribution is then incorporated into the SIR model, which substitutes the single rate parameter in the traditional SIR model. Then, on a multi-community network, we study the propagation of misinformation numerically and show that the proposed blockchain enabled social media network outperforms the baseline network in flattening the curve of the infected population.