seed vector
EvoSeed: Unveiling the Threat on Deep Neural Networks with Real-World Illusions
Kotyan, Shashank, Mao, PoYuan, Vargas, Danilo Vasconcellos
Deep neural networks are exploited using natural adversarial samples, which have no impact on human perception but are misclassified. Current approaches often rely on the white-box nature of deep neural networks to generate these adversarial samples or alter the distribution of adversarial samples compared to training distribution. To alleviate the limitations of current approaches, we propose EvoSeed, a novel evolutionary strategy-based search algorithmic framework to generate natural adversarial samples. Our EvoSeed framework uses auxiliary Diffusion and Classifier models to operate in a model-agnostic black-box setting. We employ CMA-ES to optimize the search for an adversarial seed vector, which, when processed by the Conditional Diffusion Model, results in an unrestricted natural adversarial sample misclassified by the Classifier Model. Experiments show that generated adversarial images are of high image quality and are transferable to different classifiers. Our approach demonstrates promise in enhancing the quality of adversarial samples using evolutionary algorithms. We hope our research opens new avenues to enhance the robustness of deep neural networks in real-world scenarios. Project Website can be accessed at \url{https://shashankkotyan.github.io/EvoSeed}.
Pure exploration in multi-armed bandits with low rank structure using oblivious sampler
Liu, Yaxiong, Nakamura, Atsuyoshi, Hatano, Kohei, Takimoto, Eiji
In this paper, we consider the low rank structure of the reward sequence of the pure exploration problems. Firstly, we propose the separated setting in pure exploration problem, where the exploration strategy cannot receive the feedback of its explorations. Due to this separation, it requires that the exploration strategy to sample the arms obliviously. By involving the kernel information of the reward vectors, we provide efficient algorithms for both time-varying and fixed cases with regret bound $O(d\sqrt{(\ln N)/n})$. Then, we show the lower bound to the pure exploration in multi-armed bandits with low rank sequence. There is an $O(\sqrt{\ln N})$ gap between our upper bound and the lower bound.
Computing with Hypervectors for Efficient Speaker Identification
Huang, Ping-Chen, Kleyko, Denis, Rabaey, Jan M., Olshausen, Bruno A., Kanerva, Pentti
We introduce a method to identify speakers by computing with high-dimensional random vectors. Its strengths are simplicity and speed. With only 1.02k active parameters and a 128-minute pass through the training data we achieve Top-1 and Top-5 scores of 31% and 52% on the VoxCeleb1 dataset of 1,251 speakers. This is in contrast to CNN models requiring several million parameters and orders of magnitude higher computational complexity for only a 2$\times$ gain in discriminative power as measured in mutual information. An additional 92 seconds of training with Generalized Learning Vector Quantization (GLVQ) raises the scores to 48% and 67%. A trained classifier classifies 1 second of speech in 5.7 ms. All processing was done on standard CPU-based machines.
GPU-accelerated Faster Mean Shift with euclidean distance metrics
You, Le, Jiang, Han, Hu, Jinyong, Chang, Chorng, Chen, Lingxi, Cui, Xintong, Zhao, Mengyang
Handling clustering problems are important in data statistics, pattern recognition and image processing. The mean-shift algorithm, a common unsupervised algorithms, is widely used to solve clustering problems. However, the mean-shift algorithm is restricted by its huge computational resource cost. In previous research[10], we proposed a novel GPU-accelerated Faster Mean-shift algorithm, which greatly speed up the cosine-embedding clustering problem. In this study, we extend and improve the previous algorithm to handle Euclidean distance metrics. Different from conventional GPU-based mean-shift algorithms, our algorithm adopts novel Seed Selection & Early Stopping approaches, which greatly increase computing speed and reduce GPU memory consumption. In the simulation testing, when processing a 200K points clustering problem, our algorithm achieved around 3 times speedup compared to the state-of-the-art GPU-based mean-shift algorithms with optimized GPU memory consumption. Moreover, in this study, we implemented a plug-and-play model for faster mean-shift algorithm, which can be easily deployed. (Plug-and-play model is available: https://github.com/masqm/Faster-Mean-Shift-Euc)