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Evading Real-Time Person Detectors by Adversarial T-shirt

arXiv.org Artificial Intelligence

It is known that deep neural networks (DNNs) could be vulnerable to adversarial attacks. The so-called physical adversarial examples deceive DNN-based decision makers by attaching adversarial patches to real objects. However, most of the existing works on physical adversarial attacks focus on static objects such as glass frame, stop sign and image attached to a cardboard. In this work, we proposed adversarial T-shirt, a robust physical adversarial example for evading person detectors even if it suffers from deformation due toa moving person's pose change. To the best of our knowledge, the effect of deformation is first modeled for designing physical adversarial examples with respect to non-rigid objects such as T-shirts. We show that the proposed method achieves 79% and 63% attack success rates in digital and physical worlds respectively against YOLOv2. In contrast, the state-of-the-art physical attack method to fool a person detector only achieves 27% attack success rate. Furthermore, by leveraging min-max optimization, we extend our method to the ensemble attack setting against object detectors YOLOv2 and Faster R-CNN simultaneously.


DeepFork: Supervised Prediction of Information Diffusion in GitHub

arXiv.org Artificial Intelligence

Information spreads on complex social networks extremely fast, in other words, a piece of information can go viral within no time. Often it is hard to barricade this diffusion prior to the significant occurrence of chaos, be it a social media or an online coding platform. GitHub is one such trending online focal point for any business to reach their potential contributors and customers, simultaneously. By exploiting such software development paradigm, millions of free software emerged lately in diverse communities. To understand human influence, information spread and evolution of transmitted information among assorted users in GitHub, we developed a deep neural network model: "DeepFork", a supervised machine learning based approach that aims to predict information diffusion in complex social networks; considering node as well as topological features. In our empirical studies, we observed that information diffusion can be detected by link prediction using supervised learning. DeepFork outperforms other machine learning models as it better learns the discriminative patterns from the input features. DeepFork aids in understanding information spread and evolution through a bipartite network of users and repositories i.e., information flow from a user to repository to user.


Reflecting After Learning for Understanding

arXiv.org Artificial Intelligence

Today, image classification is a common way for systems to process visual content. Although neural network approaches to classification have seen great progress in reducing error rates, it is not clear what this means for a cognitive system that needs to make sense of the multiple and competing predictions from its own classifiers. As a step to address this, we present a novel framework that uses meta-reasoning and meta-operations to unify predictions into abstractions, properties, or relationships. Using the framework on images from ImageNet, we demonstrate systems that unify 41% to 46% of predictions in general and unify 67% to 75% of predictions when the systems can explain their conceptual differences. We also demonstrate a system in "the wild" by feeding live video images through it and show it unifying 51% of predictions in general and 69% of predictions when their differences can be explained conceptually by the system. In a survey given to 24 participants, we found that 87% of the unified predictions describe their corresponding images.


HiExpan: Task-Guided Taxonomy Construction by Hierarchical Tree Expansion

arXiv.org Artificial Intelligence

Taxonomies are of great value to many knowledge-rich applications. As the manual taxonomy curation costs enormous human effects, automatic taxonomy construction is in great demand. However, most existing automatic taxonomy construction methods can only build hypernymy taxonomies wherein each edge is limited to expressing the "is-a" relation. Such a restriction limits their applicability to more diverse real-world tasks where the parent-child may carry different relations. In this paper, we aim to construct a task-guided taxonomy from a domain-specific corpus and allow users to input a "seed" taxonomy, serving as the task guidance. We propose an expansion-based taxonomy construction framework, namely HiExpan, which automatically generates key term list from the corpus and iteratively grows the seed taxonomy. Specifically, HiExpan views all children under each taxonomy node forming a coherent set and builds the taxonomy by recursively expanding all these sets. Furthermore, HiExpan incorporates a weakly-supervised relation extraction module to extract the initial children of a newly-expanded node and adjusts the taxonomy tree by optimizing its global structure. Our experiments on three real datasets from different domains demonstrate the effectiveness of HiExpan for building task-guided taxonomies.


Scoring-Aggregating-Planning: Learning task-agnostic priors from interactions and sparse rewards for zero-shot generalization

arXiv.org Artificial Intelligence

Humans can learn task-agnostic priors from interactive experience and utilize the priors for novel tasks without any finetuning. In this paper, we propose Scoring-Aggregating-Planning (SAP), a framework that can learn task-agnostic semantics and dynamics priors from arbitrary quality interactions under sparse reward and then plan on unseen tasks in zero-shot condition. The framework finds a neural score function for local regional state and action pairs that can be aggregated to approximate the quality of a full trajectory; moreover, a dynamics model that is learned with self-supervision can be incorporated for planning. Many previous works that leverage interactive data for policy learning either need massive on-policy environmental interactions or assume access to expert data while we can achieve a similar goal with pure off-policy imperfect data. Instantiating our framework results in a generalizable policy to unseen tasks. Experiments demonstrate that the proposed method can outperform baseline methods on a wide range of applications including gridworld, robotics tasks, and video games.


Planning for Goal-Oriented Dialogue Systems

arXiv.org Artificial Intelligence

Generating complex multi-turn goal-oriented dialogue agents is a difficult problem that has seen a considerable focus from many leaders in the tech industry, including IBM, Google, Amazon, and Microsoft. This is in large part due to the rapidly growing market demand for dialogue agents capable of goal-oriented behaviour. Due to the business process nature of these conversations, end-to-end machine learning systems are generally not a viable option, as the generated dialogue agents must be deployable and verifiable on behalf of the businesses authoring them. In this work, we propose a paradigm shift in the creation of goal-oriented complex dialogue systems that dramatically eliminates the need for a designer to manually specify a dialogue tree, which nearly all current systems have to resort to when the interaction pattern falls outside standard patterns such as slot filling. We propose a declarative representation of the dialogue agent to be processed by state-of-the-art planning technology. Our proposed approach covers all aspects of the process; from model solicitation to the execution of the generated plans/dialogue agents. Along the way, we introduce novel planning encodings for declarative dialogue synthesis, a variety of interfaces for working with the specification as a dialogue architect, and a robust executor for generalized contingent plans. We have created prototype implementations of all components, and in this paper, we further demonstrate the resulting system empirically.


MultiVerse: Causal Reasoning using Importance Sampling in Probabilistic Programming

arXiv.org Artificial Intelligence

We elaborate on using importance sampling for causal reasoning, in particular for counterfactual inference. We show how this can be implemented natively in probabilistic programming. By considering the structure of the counterfactual query, one can significantly optimise the inference process. We also consider design choices to enable further optimisations. We introduce MultiVerse, a probabilistic programming prototype engine for approximate causal reasoning. We provide experimental results and compare with Pyro, an existing probabilistic programming framework with some of causal reasoning tools.


Exploring Semi-Automatic Map Labeling

arXiv.org Artificial Intelligence

More recent works introduced advanced multi-criteria optimization models [12, 21, 27] that can express more accurately several established cartographic principles, but still with the aim of a full automation of the map labeling process. While progress is made by incorporating more comprehensive cartographic rules for label placement, none of the above approaches includes decisions made by human experts - other than setting preferences, parameters, and priorities in the different scoring functions that control a single optimization run of the respective algorithm. A notable exception is the UserHints framework [7], where human interaction was integrated into solving the label number maximization problem in a fixed-position point labeling setting. In that system, two heuristic methods were implemented as labeling algorithms, and hence the evaluation could not assess the deviation from optimal solutions with respect to the objective function. Moreover, the authors did not consider the stability of the labeling under user interaction. Beyond the label placement problem, interactive optimization [22] and human-guided search [16] are of course techniques that are of general interest and more broadly applicable. 2 Popular GIS software like Mapbox 1, ArcGIS Pro 2, or QGIS 3 also provide labeling algorithms. Mapbox allows customized label modifications with data conditions, but no manual selection or drag-and-drop placement. The ArcGIS Pro documentation 4 states "Label positions are generated automatically.


Reinforcement Learning for Robotic Manipulation using Simulated Locomotion Demonstrations

arXiv.org Artificial Intelligence

Learning robot manipulation policies through reinforcement learning (RL) with only sparse rewards is still considered a largely unsolved problem. Although learning with human demonstrations can make the training process more sample efficient, the demonstrations are often expensive to obtain, and their benefits heavily depend on the expertise of the demonstrators. In this paper we propose a novel approach for learning complex robot manipulation tasks with self-learned demonstrations. We note that a robot manipulation task can be interpreted, from the object's perspective, as a locomotion task. In a virtual world, the object might be able to learn how to move from its initial position to the final target position on its own, without being manipulated. Although objects cannot move on their own in the real world, a policy to achieve object locomotion can be learned through physically-realistic simulators, which are nowadays widely available and routinely adopted to train RL systems. The resulting object-level trajectories are called Simulated Locomotion Demonstrations (SLD). The SLDs are then leveraged to learn the robot manipulation policy through deep RL using only sparse rewards. We thoroughly evaluate the proposed approach on 13 tasks of increasing complexity, and demonstrate that our framework can result in faster learning rates and achieve higher success rate compared to alternative algorithms. We demonstrate that SLDs are especially beneficial for complex tasks like multi-object stacking and non-rigid object manipulation.


Executing Instructions in Situated Collaborative Interactions

arXiv.org Artificial Intelligence

We study a collaborative scenario where a user not only instructs a system to complete tasks, but also acts alongside it. This allows the user to adapt to the system abilities by changing their language or deciding to simply accomplish some tasks themselves, and requires the system to effectively recover from errors as the user strategically assigns it new goals. We build a game environment to study this scenario, and learn to map user instructions to system actions. We introduce a learning approach focused on recovery from cascading errors between instructions, and modeling methods to explicitly reason about instructions with multiple goals. We evaluate with a new evaluation protocol using recorded interactions and online games with human users, and observe how users adapt to the system abilities.