Oceania
Gen\'eLive! Generating Rhythm Actions in Love Live!
Takada, Atsushi, Yamazaki, Daichi, Liu, Likun, Yoshida, Yudai, Ganbat, Nyamkhuu, Shimotomai, Takayuki, Yamamoto, Taiga, Sakurai, Daisuke, Hamada, Naoki
This article presents our generative model for rhythm action games together with applications in business operations. Rhythm action games are video games in which the player is challenged to issue commands at the right timings during a music session. The timings are rendered in the chart, which consists of visual symbols, called notes, flying through the screen. We introduce our deep generative model, Gen\'eLive!, which outperforms the state-of-the-art model by taking into account musical structures through beats and temporal scales. Thanks to its favorable performance, Gen\'eLive! was put into operation at KLab Inc., a Japan-based video game developer, and reduced the business cost of chart generation by as much as half. The application target included the phenomenal "Love Live!," which has more than 10 million users across Asia and beyond, and is one of the few rhythm action franchises that has led the online era of the genre. In this article, we evaluate the generative performance of Gen\'eLive! using production datasets at KLab as well as open datasets for reproducibility, while the model continues to operate in their business. Our code and the model, tuned and trained using a supercomputer, are publicly available.
Mind the Knowledge Gap: A Survey of Knowledge-enhanced Dialogue Systems
Shaier, Sagi, Hunter, Lawrence, Kann, Katharina
Many dialogue systems (DSs) lack characteristics humans have, such as emotion perception, factuality, and informativeness. Enhancing DSs with knowledge alleviates this problem, but, as many ways of doing so exist, keeping track of all proposed methods is difficult. Here, we present the first survey of knowledge-enhanced DSs. We define three categories of systems - internal, external, and hybrid - based on the knowledge they use. We survey the motivation for enhancing DSs with knowledge, used datasets, and methods for knowledge search, knowledge encoding, and knowledge incorporation. Finally, we propose how to improve existing systems based on theories from linguistics and cognitive science.
Automated Configuration and Usage of Strategy Portfolios for Bargaining
Renting, Bram M., Hoos, Holger H., Jonker, Catholijn M.
Bargaining can be used to resolve mixed-motive games in multi-agent systems. Although there is an abundance of negotiation strategies implemented in automated negotiating agents, most agents are based on single fixed strategies, while it is widely acknowledged that there is no single best-performing strategy for all negotiation settings. In this paper, we focus on bargaining settings where opponents are repeatedly encountered, but the bargaining problems change. We introduce a novel method that automatically creates and deploys a portfolio of complementary negotiation strategies using a training set and optimise pay-off in never-before-seen bargaining settings through per-setting strategy selection. Our method relies on the following contributions. We introduce a feature representation that captures characteristics for both the opponent and the bargaining problem. We model the behaviour of an opponent during a negotiation based on its actions, which is indicative of its negotiation strategy, in order to be more effective in future encounters. Our combination of feature-based methods generalises to new negotiation settings, as in practice, over time, it selects effective counter strategies in future encounters. Our approach is tested in an ANAC-like tournament, and we show that we are capable of winning such a tournament with a 5.6% increase in pay-off compared to the runner-up agent.
Multi-View Active Learning for Short Text Classification in User-Generated Data
Karisani, Payam, Karisani, Negin, Xiong, Li
Mining user-generated data often suffers from the lack of enough labeled data, short document lengths, and the informal user language. In this paper, we propose a novel active learning model to overcome these obstacles in the tasks tailored for query phrases--e.g., detecting positive reports of natural disasters. Our model has three novelties: 1) It is the first approach to employ multi-view active learning in this domain. 2) It uses the Parzen-Rosenblatt window method to integrate the representativeness measure into multi-view active learning. 3) It employs a query-by-committee strategy, based on the agreement between predictors, to address the usually noisy language of the documents in this domain. We evaluate our model in four publicly available Twitter datasets with distinctly different applications. We also compare our model with a wide range of baselines including those with multiple classifiers. The experiments testify that our model is highly consistent and outperforms existing models.
VSVC: Backdoor attack against Keyword Spotting based on Voiceprint Selection and Voice Conversion
Cai, Hanbo, Zhang, Pengcheng, Dong, Hai, Xiao, Yan, Ji, Shunhui
Keyword spotting (KWS) based on deep neural networks (DNNs) has achieved massive success in voice control scenarios. However, training of such DNN-based KWS systems often requires significant data and hardware resources. Manufacturers often entrust this process to a third-party platform. This makes the training process uncontrollable, where attackers can implant backdoors in the model by manipulating third-party training data. An effective backdoor attack can force the model to make specified judgments under certain conditions, i.e., triggers. In this paper, we design a backdoor attack scheme based on Voiceprint Selection and Voice Conversion, abbreviated as VSVC. Experimental results demonstrated that VSVC is feasible to achieve an average attack success rate close to 97% in four victim models when poisoning less than 1% of the training data.
Integrating Heterogeneous Domain Information into Relation Extraction: A Case Study on Drug-Drug Interaction Extraction
The development of deep neural networks has improved representation learning in various domains, including textual, graph structural, and relational triple representations. This development opened the door to new relation extraction beyond the traditional text-oriented relation extraction. However, research on the effectiveness of considering multiple heterogeneous domain information simultaneously is still under exploration, and if a model can take an advantage of integrating heterogeneous information, it is expected to exhibit a significant contribution to many problems in the world. This thesis works on Drug-Drug Interactions (DDIs) from the literature as a case study and realizes relation extraction utilizing heterogeneous domain information. First, a deep neural relation extraction model is prepared and its attention mechanism is analyzed. Next, a method to combine the drug molecular structure information and drug description information to the input sentence information is proposed, and the effectiveness of utilizing drug molecular structures and drug descriptions for the relation extraction task is shown. Then, in order to further exploit the heterogeneous information, drug-related items, such as protein entries, medical terms and pathways are collected from multiple existing databases and a new data set in the form of a knowledge graph (KG) is constructed. A link prediction task on the constructed data set is conducted to obtain embedding representations of drugs that contain the heterogeneous domain information. Finally, a method that integrates the input sentence information and the heterogeneous KG information is proposed. The proposed model is trained and evaluated on a widely used data set, and as a result, it is shown that utilizing heterogeneous domain information significantly improves the performance of relation extraction from the literature.
In-situ animal behavior classification using knowledge distillation and fixed-point quantization
Arablouei, Reza, Wang, Liang, Phillips, Caitlin, Currie, Lachlan, Yates, Jordan, Bishop-Hurley, Greg
We explore the use of knowledge distillation (KD) for learning compact and accurate models that enable classification of animal behavior from accelerometry data on wearable devices. To this end, we take a deep and complex convolutional neural network, known as residual neural network (ResNet), as the teacher model. ResNet is specifically designed for multivariate time-series classification. We use ResNet to distill the knowledge of animal behavior classification datasets into soft labels, which consist of the predicted pseudo-probabilities of every class for each datapoint. We then use the soft labels to train our significantly less complex student models, which are based on the gated recurrent unit (GRU) and multilayer perceptron (MLP). The evaluation results using two real-world animal behavior classification datasets show that the classification accuracy of the student GRU-MLP models improves appreciably through KD, approaching that of the teacher ResNet model. To further reduce the computational and memory requirements of performing inference using the student models trained via KD, we utilize dynamic fixed-point quantization (DQ) through an appropriate modification of the computational graph of the considered models. We implement both unquantized and quantized versions of the developed KD-based models on the embedded systems of our purpose-built collar and ear tag devices to classify animal behavior in situ and in real time. Our evaluations corroborate the effectiveness of KD and DQ in improving the accuracy and efficiency of in-situ animal behavior classification.
A Comprehensive Survey and Taxonomy on Single Image Dehazing Based on Deep Learning
Gui, Jie, Cong, Xiaofeng, Cao, Yuan, Ren, Wenqi, Zhang, Jun, Zhang, Jing, Cao, Jiuxin, Tao, Dacheng
The phenomenon of image quality degradation in hazy weather has a negative impact on photography work. The contrast of the image will decrease and the color will shift. Meantime, the texture and edge of objects in the scene will become blurred. As shown in Figure 1, there is an obvious difference between the pixel histograms of hazy and haze-free images. For computer vision tasks such as object detection and image segmentation, low-quality inputs can degrade the performance of the models trained on haze-free images. Therefore, many researchers try to recover high-quality clear scenes from hazy images. Before deep learning was widely used in computer vision tasks, image dehazing algorithms had mainly relied on various prior assumptions [51] Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page.
The Racist Sci-Fi Trope the New em Avatar /em Can't Quite Quit
Avatar: The Way of Water is a 192-minute film about a family of blue aliens who enjoy riding dragons and are taught to ride fish and befriend whale aliens--whaliens, if you will--by another tribe of aliens, who are teal. Together, they must resist the nature-hating marines who ride around in robots and, in a shocking betrayal of the correct order of things, have cloned a squadron of themselves into blue alien bodies. The film's director, James Cameron, has shot the whole thing in 3D, and much of it, especially the action scenes, is also displayed at a special high frame rate, which looks like Cameron has personally switched on an obscure setting in your brain. To see a James Cameron movie is to remember that in rare cases it does not matter whether a film is good so long as the film is fucking awesome, and those are the cases on which Cameron has built his filmography. That some of his movies are also good--the Terminator films, Aliens, The Abyss--is more a matter of coincidence.
Disabled 'astronauts-in-training' complete a zero-gravity flight 25,000ft above Earth
Disabled astronauts-in-training have completed a zero-gravity flight 25,000ft above Earth to help understand how spacesuits and space vessels can be made more accessible. The crew of 14, who have mobility, vision and hearing difficulties, experienced weightlessness and carried out a number of tests to see what could be done to improve accessibility. The group, who were from five different countries, including Australia, Brazil, Germany, Spain and the US, was made up of scientists, engineers and doctors. The groundbreaking trip, organised by AstroAccess, happened on a Zero-G aircraft in Houston, Texas on Thursday. Disabled astronauts-in-training have completed a zero-gravity flight 25,000ft above Earth to help understand how spacesuits and space vessels can be made more accessible.