This paper introduces SudokuSens, a generative framework for automated generation of training data in machine-learning-based Internet-of-Things (IoT) applications, such that the generated synthetic data mimic experimental configurations not encountered during actual sensor data collection. The framework improves the robustness of resulting deep learning models, and is intended for IoT applications where data collection is expensive. The work is motivated by the fact that IoT time-series data entangle the signatures of observed objects with the confounding intrinsic properties of the surrounding environment and the dynamic environmental disturbances experienced. To incorporate sufficient diversity into the IoT training data, one therefore needs to consider a combinatorial explosion of training cases that are multiplicative in the number of objects considered and the possible environmental conditions in which such objects may be encountered. Our framework substantially reduces these multiplicative training needs. To decouple object signatures from environmental conditions, we employ a Conditional Variational Autoencoder (CVAE) that allows us to reduce data collection needs from multiplicative to (nearly) linear, while synthetically generating (data for) the missing conditions. To obtain robustness with respect to dynamic disturbances, a session-aware temporal contrastive learning approach is taken. Integrating the aforementioned two approaches, SudokuSens significantly improves the robustness of deep learning for IoT applications. We explore the degree to which SudokuSens benefits downstream inference tasks in different data sets and discuss conditions under which the approach is particularly effective.
AI agents powered by Large Language Models (LLMs) have made significant advances, enabling them to assist humans in diverse complex tasks and leading to a revolution in human-AI coordination. LLM-powered agents typically require invoking LLM APIs and employing artificially designed complex prompts, which results in high inference latency. While this paradigm works well in scenarios with minimal interactive demands, such as code generation, it is unsuitable for highly interactive and real-time applications, such as gaming. Traditional gaming AI often employs small models or reactive policies, enabling fast inference but offering limited task completion and interaction abilities. In this work, we consider Overcooked as our testbed where players could communicate with natural language and cooperate to serve orders. We propose a Hierarchical Language Agent (HLA) for human-AI coordination that provides both strong reasoning abilities while keeping real-time execution. In particular, HLA adopts a hierarchical framework and comprises three modules: a proficient LLM, referred to as Slow Mind, for intention reasoning and language interaction, a lightweight LLM, referred to as Fast Mind, for generating macro actions, and a reactive policy, referred to as Executor, for transforming macro actions into atomic actions. Human studies show that HLA outperforms other baseline agents, including slow-mind-only agents and fast-mind-only agents, with stronger cooperation abilities, faster responses, and more consistent language communications.
In this paper we revisit the problem of decomposing a signal into a tendency and a residual. The tendency describes an executive summary of a signal that encapsulates its notable characteristics while disregarding seemingly random, less interesting aspects. Building upon the Intrinsic Time Decomposition (ITD) and information-theoretical analysis, we introduce two alternative procedures for selecting the tendency from the ITD baselines. The first is based on the maximum extrema prominence, namely the maximum difference between extrema within each baseline. Specifically this method selects the tendency as the baseline from which an ITD step would produce the largest decline of the maximum prominence. The second method uses the rotations from the ITD and selects the tendency as the last baseline for which the associated rotation is statistically stationary. We delve into a comparative analysis of the information content and interpretability of the tendencies obtained by our proposed methods and those obtained through conventional low-pass filtering schemes, particularly the Hodrik-Prescott (HP) filter. Our findings underscore a fundamental distinction in the nature and interpretability of these tendencies, highlighting their context-dependent utility with emphasis in multi-scale signals. Through a series of real-world applications, we demonstrate the computational robustness and practical utility of our proposed tendencies, emphasizing their adaptability and relevance in diverse time series contexts.
State of health (SOH) is a crucial indicator for assessing the degradation level of batteries that cannot be measured directly but requires estimation. Accurate SOH estimation enhances detection, control, and feedback for Li-ion batteries, allowing for safe and efficient energy management and guiding the development of new-generation batteries. Despite the significant progress in data-driven SOH estimation, the time and resource-consuming degradation experiments for generating lifelong training data pose a challenge in establishing one large model capable of handling diverse types of Li-ion batteries, e.g., cross-chemistry, cross-manufacturer, and cross-capacity. Hence, this paper utilizes the strong generalization capability of large language model (LLM) to proposes a novel framework for adaptable SOH estimation across diverse batteries. To match the real scenario where unlabeled data sequentially arrives in use with distribution shifts, the proposed model is modified by a test-time training technique to ensure estimation accuracy even at the battery's end of life. The validation results demonstrate that the proposed framework achieves state-of-the-art accuracy on four widely recognized datasets collected from 62 batteries. Furthermore, we analyze the theoretical challenges of cross-battery estimation and provide a quantitative explanation of the effectiveness of our method.
The aim of this paper is to develop hybrid non-orthogonal multiple access (NOMA) assisted downlink transmission. First, for the single-input single-output (SISO) scenario, i.e., each node is equipped with a single antenna, a novel hybrid NOMA scheme is introduced, where NOMA is implemented as an add-on of a legacy time division multiple access (TDMA) network. Because of the simplicity of the SISO scenario, analytical results can be developed to reveal important properties of downlink hybrid NOMA. For example, in the case that the users' channel gains are ordered and the durations of their time slots are the same, downlink hybrid NOMA is shown to always outperform TDMA, which is different from the existing conclusion for uplink hybrid NOMA. Second, the proposed downlink SISO hybrid NOMA scheme is extended to the multiple-input single-output (MISO) scenario, i.e., the base station has multiple antennas. For the MISO scenario, near-field communication is considered to illustrate how NOMA can be used as an add-on in legacy networks based on space division multiple access and TDMA. Simulation results verify the developed analytical results and demonstrate the superior performance of downlink hybrid NOMA compared to conventional orthogonal multiple access.
A robust multichannel speaker diarization and separation system is proposed by exploiting the spatio-temporal activity of the speakers. The system is realized in a hybrid architecture that combines the array signal processing units and the deep learning units. For speaker diarization, a spatial coherence matrix across time frames is computed based on the whitened relative transfer functions (wRTFs) of the microphone array. This serves as a robust feature for subsequent machine learning without the need for prior knowledge of the array configuration. A computationally efficient Spatial Activity-driven Speaker Diarization network (SASDnet) is constructed to estimate the speaker activity directly from the spatial coherence matrix. For speaker separation, we propose the Global and Local Activity-driven Speaker Extraction network (GLASEnet) to separate speaker signals via speaker-specific global and local spatial activity functions. The local spatial activity functions depend on the coherence between the wRTFs of each time-frequency bin and the target speaker-dominant bins. The global spatial activity functions are computed from the global spatial coherence functions based on frequency-averaged local spatial activity functions. Experimental results have demonstrated superior speaker, diarization, counting, and separation performance achieved by the proposed system with low computational complexity compared to the pre-selected baselines.
We propose Compact and Swift Segmenting 3D Gaussians(CoSSegGaussians), a method for compact 3D-consistent scene segmentation at fast rendering speed with only RGB images input. Previous NeRF-based segmentation methods have relied on time-consuming neural scene optimization. While recent 3D Gaussian Splatting has notably improved speed, existing Gaussian-based segmentation methods struggle to produce compact masks, especially in zero-shot segmentation. This issue probably stems from their straightforward assignment of learnable parameters to each Gaussian, resulting in a lack of robustness against cross-view inconsistent 2D machine-generated labels. Our method aims to address this problem by employing Dual Feature Fusion Network as Gaussians' segmentation field. Specifically, we first optimize 3D Gaussians under RGB supervision. After Gaussian Locating, DINO features extracted from images are applied through explicit unprojection, which are further incorporated with spatial features from the efficient point cloud processing network. Feature aggregation is utilized to fuse them in a global-to-local strategy for compact segmentation features. Experimental results show that our model outperforms baselines on both semantic and panoptic zero-shot segmentation task, meanwhile consumes less than 10% inference time compared to NeRF-based methods. Code and more results will be available at https://David-Dou.github.io/CoSSegGaussians
How do we infer a 3D scene from a single image in the presence of corruptions like rain, snow or fog? Straightforward domain randomization relies on knowing the family of corruptions ahead of time. Here, we propose a Bayesian approach-dubbed robust inverse graphics (RIG)-that relies on a strong scene prior and an uninformative uniform corruption prior, making it applicable to a wide range of corruptions. Given a single image, RIG performs posterior inference jointly over the scene and the corruption. We demonstrate this idea by training a neural radiance field (NeRF) scene prior and using a secondary NeRF to represent the corruptions over which we place an uninformative prior. RIG, trained only on clean data, outperforms depth estimators and alternative NeRF approaches that perform point estimation instead of full inference. The results hold for a number of scene prior architectures based on normalizing flows and diffusion models. For the latter, we develop reconstruction-guidance with auxiliary latents (ReGAL)-a diffusion conditioning algorithm that is applicable in the presence of auxiliary latent variables such as the corruption. RIG demonstrates how scene priors can be used beyond generation tasks.
Experimentation with interference poses a significant challenge in contemporary online platforms. Prior research on experimentation with interference has concentrated on the final output of a policy. The cumulative performance, while equally crucial, is less well understood. To address this gap, we introduce the problem of {\em Multi-armed Bandits with Interference} (MABI), where the learner assigns an arm to each of $N$ experimental units over a time horizon of $T$ rounds. The reward of each unit in each round depends on the treatments of {\em all} units, where the influence of a unit decays in the spatial distance between units. Furthermore, we employ a general setup wherein the reward functions are chosen by an adversary and may vary arbitrarily across rounds and units. We first show that switchback policies achieve an optimal {\em expected} regret $\tilde O(\sqrt T)$ against the best fixed-arm policy. Nonetheless, the regret (as a random variable) for any switchback policy suffers a high variance, as it does not account for $N$. We propose a cluster randomization policy whose regret (i) is optimal in {\em expectation} and (ii) admits a high probability bound that vanishes in $N$.
Recent work on implicit neural representations (INRs) has evidenced their potential for efficiently representing and encoding conventional video content. In this paper we, for the first time, extend their application to immersive (multi-view) videos, by proposing MV-HiNeRV, a new INR-based immersive video codec. MV-HiNeRV is an enhanced version of a state-of-the-art INR-based video codec, HiNeRV, which was developed for single-view video compression. We have modified the model to learn a different group of feature grids for each view, and share the learnt network parameters among all views. This enables the model to effectively exploit the spatio-temporal and the inter-view redundancy that exists within multi-view videos. The proposed codec was used to compress multi-view texture and depth video sequences in the MPEG Immersive Video (MIV) Common Test Conditions, and tested against the MIV Test model (TMIV) that uses the VVenC video codec. The results demonstrate the superior performance of MV-HiNeRV, with significant coding gains (up to 72.33%) over TMIV. The implementation of MV-HiNeRV will be published for further development and evaluation.