South America
A Neurorobotics Approach to Behaviour Selection based on Human Activity Recognition
Ranieri, Caetano M., Moioli, Renan C., Vargas, Patricia A., Romero, Roseli A. F.
Behaviour selection has been an active research topic for robotics, in particular in the field of human-robot interaction. For a robot to interact effectively and autonomously with humans, the coupling between techniques for human activity recognition, based on sensing information, and robot behaviour selection, based on decision-making mechanisms, is of paramount importance. However, most approaches to date consist of deterministic associations between the recognised activities and the robot behaviours, neglecting the uncertainty inherent to sequential predictions in real-time applications. In this paper, we address this gap by presenting a neurorobotics approach based on computational models that resemble neurophysiological aspects of living beings. This neurorobotics approach was compared to a non-bioinspired, heuristics-based approach. To evaluate both approaches, a robot simulation is developed, in which a mobile robot has to accomplish tasks according to the activity being performed by the inhabitant of an intelligent home. The outcomes of each approach were evaluated according to the number of correct outcomes provided by the robot. Results revealed that the neurorobotics approach is advantageous, especially considering the computational models based on more complex animals.
A Data-Driven Biophysical Computational Model of Parkinson's Disease based on Marmoset Monkeys
Ranieri, Caetano M., Pimentel, Jhielson M., Romano, Marcelo R., Elias, Leonardo A., Romero, Roseli A. F., Lones, Michael A., Araujo, Mariana F. P., Vargas, Patricia A., Moioli, Renan C.
In this work we propose a new biophysical computational model of brain regions relevant to Parkinson's Disease based on local field potential data collected from the brain of marmoset monkeys. Parkinson's disease is a neurodegenerative disorder, linked to the death of dopaminergic neurons at the substantia nigra pars compacta, which affects the normal dynamics of the basal ganglia-thalamus-cortex neuronal circuit of the brain. Although there are multiple mechanisms underlying the disease, a complete description of those mechanisms and molecular pathogenesis are still missing, and there is still no cure. To address this gap, computational models that resemble neurobiological aspects found in animal models have been proposed. In our model, we performed a data-driven approach in which a set of biologically constrained parameters is optimised using differential evolution. Evolved models successfully resembled single-neuron mean firing rates and spectral signatures of local field potentials from healthy and parkinsonian marmoset brain data. As far as we are concerned, this is the first computational model of Parkinson's Disease based on simultaneous electrophysiological recordings from seven brain regions of Marmoset monkeys. Results show that the proposed model could facilitate the investigation of the mechanisms of PD and support the development of techniques that can indicate new therapies. It could also be applied to other computational neuroscience problems in which biological data could be used to fit multi-scale models of brain circuits.
Toward Co-creative Dungeon Generation via Transfer Learning
Co-creative Procedural Content Generation via Machine Learning However, running user subject studies for every game would be (PCGML) refers to systems where a PCGML agent and a human costly, and it would be difficult to find a user base with relevant work together to produce output content. One of the limitations of design experience for every game since most games do not have co-creative PCGML is that it requires co-creative training data for a their own Game Name Maker level design tool/game. Therefore, PCGML agent to learn to interact with humans. However, acquiring we need a way to develop high quality co-creative agents without this data is a difficult and time-consuming process.
The Graph Neural Networking Challenge: A Worldwide Competition for Education in AI/ML for Networks
Suárez-Varela, José, Ferriol-Galmés, Miquel, López, Albert, Almasan, Paul, Bernárdez, Guillermo, Pujol-Perich, David, Rusek, Krzysztof, Bonniot, Loïck, Neumann, Christoph, Schnitzler, François, Taïani, François, Happ, Martin, Maier, Christian, Du, Jia Lei, Herlich, Matthias, Dorfinger, Peter, Hainke, Nick Vincent, Venz, Stefan, Wegener, Johannes, Wissing, Henrike, Wu, Bo, Xiao, Shihan, Barlet-Ros, Pere, Cabellos-Aparicio, Albert
During the last decade, Machine Learning (ML) has increasingly become a hot topic in the field of Computer Networks and is expected to be gradually adopted for a plethora of control, monitoring and management tasks in real-world deployments. This poses the need to count on new generations of students, researchers and practitioners with a solid background in ML applied to networks. During 2020, the International Telecommunication Union (ITU) has organized the "ITU AI/ML in 5G challenge'', an open global competition that has introduced to a broad audience some of the current main challenges in ML for networks. This large-scale initiative has gathered 23 different challenges proposed by network operators, equipment manufacturers and academia, and has attracted a total of 1300+ participants from 60+ countries. This paper narrates our experience organizing one of the proposed challenges: the "Graph Neural Networking Challenge 2020''. We describe the problem presented to participants, the tools and resources provided, some organization aspects and participation statistics, an outline of the top-3 awarded solutions, and a summary with some lessons learned during all this journey. As a result, this challenge leaves a curated set of educational resources openly available to anyone interested in the topic.
On the Evaluation of Commit Message Generation Models: An Experimental Study
Tao, Wei, Wang, Yanlin, Shi, Ensheng, Du, Lun, Han, Shi, Zhang, Hongyu, Zhang, Dongmei, Zhang, Wenqiang
Commit messages are natural language descriptions of code changes, which are important for program understanding and maintenance. However, writing commit messages manually is time-consuming and laborious, especially when the code is updated frequently. Various approaches utilizing generation or retrieval techniques have been proposed to automatically generate commit messages. To achieve a better understanding of how the existing approaches perform in solving this problem, this paper conducts a systematic and in-depth analysis of the state-of-the-art models and datasets. We find that: (1) Different variants of the BLEU metric are used in previous works, which affects the evaluation and understanding of existing methods. (2) Most existing datasets are crawled only from Java repositories while repositories in other programming languages are not sufficiently explored. (3) Dataset splitting strategies can influence the performance of existing models by a large margin. Some models show better performance when the datasets are split by commit, while other models perform better when the datasets are split by timestamp or by project. Based on our findings, we conduct a human evaluation and find the BLEU metric that best correlates with the human scores for the task. We also collect a large-scale, information-rich, and multi-language commit message dataset MCMD and evaluate existing models on this dataset. Furthermore, we conduct extensive experiments under different dataset splitting strategies and suggest the suitable models under different scenarios. Based on the experimental results and findings, we provide feasible suggestions for comprehensively evaluating commit message generation models and discuss possible future research directions. We believe this work can help practitioners and researchers better evaluate and select models for automatic commit message generation.
Tokyo Olympics robot impresses with impeccable shooting during US-France halftime
Fox News Flash top headlines are here. Check out what's clicking on Foxnews.com. The Tokyo Olympics men's basketball matchup between the U.S. and France was briefly overshadowed by a robot at halftime. The robot was spotted at the foul line taking almost as long as NBA champion Giannis Antetokounmpo to shoot, but the machine made the basket. The robot was then placed at the top of the three-point arch and shot the ball with as much precision as Golden State Warriors star Stephen Curry.
Measuring Ethics in AI with AI: A Methodology and Dataset Construction
Avelar, Pedro H. C., Audibert, Rafael B., Tavares, Anderson R., Lamb, Luís C.
Recently, the use of sound measures and metrics in Artificial Intelligence has become the subject of interest of academia, government, and industry. Efforts towards measuring different phenomena have gained traction in the AI community, as illustrated by the publication of several influential field reports and policy documents. These metrics are designed to help decision takers to inform themselves about the fast-moving and impacting influences of key advances in Artificial Intelligence in general and Machine Learning in particular. In this paper we propose to use such newfound capabilities of AI technologies to augment our AI measuring capabilities. We do so by training a model to classify publications related to ethical issues and concerns. In our methodology we use an expert, manually curated dataset as the training set and then evaluate a large set of research papers. Finally, we highlight the implications of AI metrics, in particular their contribution towards developing trustful and fair AI-based tools and technologies. Keywords: AI Ethics; AI Fairness; AI Measurement. Ethics in Computer Science.
Transferable Dialogue Systems and User Simulators
Tseng, Bo-Hsiang, Dai, Yinpei, Kreyssig, Florian, Byrne, Bill
One of the difficulties in training dialogue systems is the lack of training data. We explore the possibility of creating dialogue data through the interaction between a dialogue system and a user simulator. Our goal is to develop a modelling framework that can incorporate new dialogue scenarios through self-play between the two agents. In this framework, we first pre-train the two agents on a collection of source domain dialogues, which equips the agents to converse with each other via natural language. With further fine-tuning on a small amount of target domain data, the agents continue to interact with the aim of improving their behaviors using reinforcement learning with structured reward functions. In experiments on the MultiWOZ dataset, two practical transfer learning problems are investigated: 1) domain adaptation and 2) single-to-multiple domain transfer. We demonstrate that the proposed framework is highly effective in bootstrapping the performance of the two agents in transfer learning. We also show that our method leads to improvements in dialogue system performance on complete datasets.
On-Device Content Moderation
Pandey, Anchal, Moharana, Sukumar, Mohanty, Debi Prasanna, Panwar, Archit, Agarwal, Dewang, Thota, Siva Prasad
With the advent of internet, not safe for work(NSFW) content moderation is a major problem today. Since,smartphones are now part of daily life of billions of people,it becomes even more important to have a solution which coulddetect and suggest user about potential NSFW content present ontheir phone. In this paper we present a novel on-device solutionfor detecting NSFW images. In addition to conventional porno-graphic content moderation, we have also included semi-nudecontent moderation as it is still NSFW in a large demography.We have curated a dataset comprising of three major categories,namely nude, semi-nude and safe images. We have created anensemble of object detector and classifier for filtering of nudeand semi-nude contents. The solution provides unsafe body partannotations along with identification of semi-nude images. Weextensively tested our proposed solution on several public datasetand also on our custom dataset. The model achieves F1 scoreof 0.91 with 95% precision and 88% recall on our customNSFW16k dataset and 0.92 MAP on NPDI dataset. Moreover itachieves average 0.002 false positive rate on a collection of safeimage open datasets.