South America
Hiding Images in Plain Sight: Deep Steganography
Steganography is the practice of concealing a secret message within another, ordinary, message. Commonly, steganography is used to unobtrusively hide a small message within the noisy regions of a larger image. In this study, we attempt to place a full size color image within another image of the same size. Deep neural networks are simultaneously trained to create the hiding and revealing processes and are designed to specifically work as a pair. The system is trained on images drawn randomly from the ImageNet database, and works well on natural images from a wide variety of sources. Beyond demonstrating the successful application of deep learning to hiding images, we carefully examine how the result is achieved and explore extensions. Unlike many popular steganographic methods that encode the secret message within the least significant bits of the carrier image, our approach compresses and distributes the secret image's representation across all of the available bits.
Clone MCMC: Parallel High-Dimensional Gaussian Gibbs Sampling
Andrei-Cristian Barbos, Francois Caron, Jean-François Giovannelli, Arnaud Doucet
We propose a generalized Gibbs sampler algorithm for obtaining samples approximately distributed from a high-dimensional Gaussian distribution. Similarly to Hogwild methods, our approach does not target the original Gaussian distribution of interest, but an approximation to it. Contrary to Hogwild methods, a single parameter allows us to trade bias for variance. We show empirically that our method is very flexible and performs well compared to Hogwild-type algorithms.
ELF: An Extensive, Lightweight and Flexible Research Platform for Real-time Strategy Games
Yuandong Tian, Qucheng Gong, Wenling Shang, Yuxin Wu, C. Lawrence Zitnick
In this paper, we propose ELF, an Extensive, Lightweight and Flexible platform for fundamental reinforcement learning research. Using ELF, we implement a highly customizable real-time strategy (RTS) engine with three game environments (Mini-RTS, Capture the Flag and Tower Defense). Mini-RTS, as a miniature version of StarCraft, captures key game dynamics and runs at 40K frameper-second (FPS) per core on a laptop. When coupled with modern reinforcement learning methods, the system can train a full-game bot against built-in AIs endto-end in one day with 6 CPUs and 1 GPU. In addition, our platform is flexible in terms of environment-agent communication topologies, choices of RL methods, changes in game parameters, and can host existing C/C++-based game environments like ALE [4]. Using ELF, we thoroughly explore training parameters and show that a network with Leaky ReLU [17] and Batch Normalization [11] coupled with long-horizon training and progressive curriculum beats the rule-based built-in AI more than 70% of the time in the full game of Mini-RTS. Strong performance is also achieved on the other two games. In game replays, we show our agents learn interesting strategies.
Sharpness, Restart and Acceleration
Vincent Roulet, Alexandre d'Aspremont
The Łojasiewicz inequality shows that sharpness bounds on the minimum of convex optimization problems hold almost generically. Sharpness directly controls the performance of restart schemes, as observed by Nemirovskii and Nesterov [1985]. The constants quantifying error bounds are of course unobservable, but we show that optimal restart strategies are robust, and searching for the best scheme only increases the complexity by a logarithmic factor compared to the optimal bound. Overall then, restart schemes generically accelerate accelerated methods.
2b0f658cbffd284984fb11d90254081f-Paper.pdf
Humanity faces numerous problems of common-pool resource appropriation. This class of multi-agent social dilemma includes the problems of ensuring sustainable use of fresh water, common fisheries, grazing pastures, and irrigation systems. Abstract models of common-pool resource appropriation based on non-cooperative game theory predict that self-interested agents will generally fail to find socially positive equilibria--a phenomenon called the tragedy of the commons. However, in reality, human societies are sometimes able to discover and implement stable cooperative solutions. Decades of behavioral game theory research have sought to uncover aspects of human behavior that make this possible.
Custom Non-Linear Model Predictive Control for Obstacle Avoidance in Indoor and Outdoor Environments
Laban, Lara, Wzorek, Mariusz, Rudol, Piotr, Persson, Tommy
Navigating complex environments requires Unmanned Aerial Vehicles (UAVs) and autonomous systems to perform trajectory tracking and obstacle avoidance in real-time. While many control strategies have effectively utilized linear approximations, addressing the non-linear dynamics of UAV, especially in obstacle-dense environments, remains a key challenge that requires further research. This paper introduces a Non-linear Model Predictive Control (NMPC) framework for the DJI Matrice 100, addressing these challenges by using a dynamic model and B-spline interpolation for smooth reference trajectories, ensuring minimal deviation while respecting safety constraints. The framework supports various trajectory types and employs a penalty-based cost function for control accuracy in tight maneuvers. The framework utilizes CasADi for efficient real-time optimization, enabling the UAV to maintain robust operation even under tight computational constraints. Simulation and real-world indoor and outdoor experiments demonstrated the NMPC ability to adapt to disturbances, resulting in smooth, collision-free navigation.