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Hitting the Target: Stopping Active Learning at the Cost-Based Optimum

arXiv.org Artificial Intelligence

Active learning allows machine learning models to be trained using fewer labels while retaining similar performance to traditional supervised learning. An active learner selects the most informative data points, requests their labels, and retrains itself. While this approach is promising, it raises the question of how to determine when the model is `good enough' without the additional labels required for traditional evaluation. Previously, different stopping criteria have been proposed aiming to identify the optimal stopping point. Yet, optimality can only be expressed as a domain-dependent trade-off between accuracy and the number of labels, and no criterion is superior in all applications. As a further complication, a comparison of criteria for a particular real-world application would require practitioners to collect additional labelled data they are aiming to avoid by using active learning in the first place. This work enables practitioners to employ active learning by providing actionable recommendations for which stopping criteria are best for a given real-world scenario. We contribute the first large-scale comparison of stopping criteria for pool-based active learning, using a cost measure to quantify the accuracy/label trade-off, public implementations of all stopping criteria we evaluate, and an open-source framework for evaluating stopping criteria. Our research enables practitioners to substantially reduce labelling costs by utilizing the stopping criterion which best suits their domain.


Microsoft's Activision Blizzard deal faces more UK scrutiny

Associated Press

Microsoft's plan to buy video game company Activision Blizzard faced a potential setback Thursday after British antitrust regulators demanded concessions from both companies to ease competition concerns about the blockbuster deal. The Competition and Markets Authority said it was worried the $69 billion deal would hurt rivals by restricting their access to Activision Blizzard games. It also worried that the combined company would stifle competition in the emerging cloud gaming market. The authority gave both companies five days to come up with proposals to address its concerns, otherwise it would escalate its investigation with more scrutiny. The all-cash deal is set to be the largest in the history of the tech industry.


Inclusive design will help create AI that works for everyone

Stanford HAI

Were you unable to attend Transform 2022? Check out all of the summit sessions in our on-demand library now! A few years ago, a New Jersey man was arrested for shoplifting and spent ten days in jail. He was actually 30 miles away during the time of the incident; police facial recognition software wrongfully identified him. Facial recognition's race and gender failings are well known.


Traversability analysis with vision and terrain probing for safe legged robot navigation

arXiv.org Artificial Intelligence

Inspired by human behavior when traveling over unknown terrain, this study proposes the use of probing strategies and integrates them into a traversability analysis framework to address safe navigation on unknown rough terrain. Our framework integrates collapsibility information into our existing traversability analysis, as vision and geometric information alone could be misled by unpredictable non-rigid terrains such as soft soil, bush area, or water puddles. With the new traversability analysis framework, our robot has a more comprehensive assessment of unpredictable terrain, which is critical for its safety in outdoor environments. The pipeline first identifies the terrain's geometric and semantic properties using an RGB-D camera and desired probing locations on questionable terrains. These regions are probed using a force sensor to determine the risk of terrain collapsing when the robot steps over it. This risk is formulated as a collapsibility metric, which estimates an unpredictable region's ground collapsibility. Thereafter, the collapsibility metric, together with geometric and semantic spatial data, is combined and analyzed to produce global and local traversability grid maps. These traversability grid maps tell the robot whether it is safe to step over different regions of the map. The grid maps are then utilized to generate optimal paths for the robot to safely navigate to its goal. Our approach has been successfully verified on a quadrupedal robot in both simulation and real-world experiments.


Video-Guided Curriculum Learning for Spoken Video Grounding

arXiv.org Artificial Intelligence

In this paper, we introduce a new task, spoken video grounding (SVG), which aims to localize the desired video fragments from spoken language descriptions. Compared with using text, employing audio requires the model to directly exploit the useful phonemes and syllables related to the video from raw speech. Moreover, we randomly add environmental noises to this speech audio, further increasing the difficulty of this task and better simulating real applications. To rectify the discriminative phonemes and extract video-related information from noisy audio, we develop a novel video-guided curriculum learning (VGCL) during the audio pre-training process, which can make use of the vital visual perceptions to help understand the spoken language and suppress the external noise. Considering during inference the model can not obtain ground truth video segments, we design a curriculum strategy that gradually shifts the input video from the ground truth to the entire video content during pre-training. Finally, the model can learn how to extract critical visual information from the entire video clip to help understand the spoken language. In addition, we collect the first large-scale spoken video grounding dataset based on ActivityNet, which is named as ActivityNet Speech dataset. Extensive experiments demonstrate our proposed video-guided curriculum learning can facilitate the pre-training process to obtain a mutual audio encoder, significantly promoting the performance of spoken video grounding tasks. Moreover, we prove that in the case of noisy sound, our model outperforms the method that grounding video with ASR transcripts, further demonstrating the effectiveness of our curriculum strategy.


Towards Multidimensional Textural Perception and Classification Through Whisker

arXiv.org Artificial Intelligence

Texture-based studies and designs have been in focus recently. Whisker-based multidimensional surface texture data is missing in the literature. This data is critical for robotics and machine perception algorithms in the classification and regression of textural surfaces. In this study, we present a novel sensor design to acquire multidimensional texture information. The surface texture's roughness and hardness were measured experimentally using sweeping and dabbing. Three machine learning models (SVM, RF, and MLP) showed excellent classification accuracy for the roughness and hardness of surface textures. We show that the combination of pressure and accelerometer data, collected from a standard machined specimen using the whisker sensor, improves classification accuracy. Further, we experimentally validate that the sensor can classify texture with roughness depths as low as $2.5\mu m$ at an accuracy of $90\%$ or more and segregate materials based on their roughness and hardness. We present a novel metric to consider while designing a whisker sensor to guarantee the quality of texture data acquisition beforehand. The machine learning model performance was validated against the data collected from the laser sensor from the same set of surface textures. As part of our work, we are releasing two-dimensional texture data: roughness and hardness to the research community.


Sharp bounds for the number of regions of maxout networks and vertices of Minkowski sums

arXiv.org Artificial Intelligence

We present results on the number of linear regions of the functions that can be represented by artificial feedforward neural networks with maxout units. A rank-k maxout unit is a function computing the maximum of $k$ linear functions. For networks with a single layer of maxout units, the linear regions correspond to the upper vertices of a Minkowski sum of polytopes. We obtain face counting formulas in terms of the intersection posets of tropical hypersurfaces or the number of upper faces of partial Minkowski sums, along with explicit sharp upper bounds for the number of regions for any input dimension, any number of units, and any ranks, in the cases with and without biases. Based on these results we also obtain asymptotically sharp upper bounds for networks with multiple layers.


On Almost-Sure Intention Deception Planning that Exploits Imperfect Observers

arXiv.org Artificial Intelligence

Intention deception involves computing a strategy which deceives the opponent into a wrong belief about the agent's intention or objective. This paper studies a class of probabilistic planning problems with intention deception and investigates how a defender's limited sensing modality can be exploited by an attacker to achieve its attack objective almost surely (with probability one) while hiding its intention. In particular, we model the attack planning in a stochastic system modeled as a Markov decision process (MDP). The attacker is to reach some target states while avoiding unsafe states in the system and knows that his behavior is monitored by a defender with partial observations. Given partial state observations for the defender, we develop qualitative intention deception planning algorithms that construct attack strategies to play against an action-visible defender and an action-invisible defender, respectively. The synthesized attack strategy not only ensures the attack objective is satisfied almost surely but also deceives the defender into believing that the observed behavior is generated by a normal/legitimate user and thus failing to detect the presence of an attack. We show the proposed algorithms are correct and complete and illustrate the deceptive planning methods with examples.


Efficient Chemical Space Exploration Using Active Learning Based on Marginalized Graph Kernel: an Application for Predicting the Thermodynamic Properties of Alkanes with Molecular Simulation

arXiv.org Artificial Intelligence

We introduce an explorative active learning (AL) algorithm based on Gaussian process regression and marginalized graph kernel (GPR-MGK) to explore chemical space with minimum cost. Using high-throughput molecular dynamics simulation to generate data and graph neural network (GNN) to predict, we constructed an active learning molecular simulation framework for thermodynamic property prediction. In specific, targeting 251,728 alkane molecules consisting of 4 to 19 carbon atoms and their liquid physical properties: densities, heat capacities, and vaporization enthalpies, we use the AL algorithm to select the most informative molecules to represent the chemical space. Validation of computational and experimental test sets shows that only 313 (0.124\% of the total) molecules were sufficient to train an accurate GNN model with $\rm R^2 > 0.99$ for computational test sets and $\rm R^2 > 0.94$ for experimental test sets. We highlight two advantages of the presented AL algorithm: compatibility with high-throughput data generation and reliable uncertainty quantification.


Time-Optimal Handover Trajectory Planning for Aerial Manipulators based on Discrete Mechanics and Complementarity Constraints

arXiv.org Artificial Intelligence

Planning a time-optimal trajectory for aerial robots is critical in many drone applications, such as rescue missions and package delivery, which have been widely researched in recent years. However, it still involves several challenges, particularly when it comes to incorporating special task requirements into the planning as well as the aerial robot's dynamics. In this work, we study a case where an aerial manipulator shall hand over a parcel from a moving mobile robot in a time-optimal manner. Rather than setting up the approach trajectory manually, which makes it difficult to determine the optimal total travel time to accomplish the desired task within dynamic limits, we propose an optimization framework, which combines discrete mechanics and complementarity constraints (DMCC) together. In the proposed framework, the system dynamics is constrained with the discrete variational Lagrangian mechanics that provides reliable estimation results also according to our experiments. The handover opportunities are automatically determined and arranged based on the desired complementarity constraints. Finally, the performance of the proposed framework is verified with numerical simulations and hardware experiments with our self-designed aerial manipulators.