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已筛选 IJCAI 2024
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Xiaotian Song, Andy Song, Rong Xiao, Yanan Sun

Spiking transformers have recently emerged as a robust alternative in deep learning. One focus of this field is the reduction of energy consumption, given that spiking transformers require lengthy simulation timesteps and complex floating-point attention mechanisms. In this paper, we propose a one-step approach that requires only one timestep and is of linear complexity. The proposed One-step Spiking Transformer (OST) incorporates a Time Domain Compression and Compensation (TDCC) component, which can significantly mitigate the spatio-temporal overhead of spiking transformers. Another novel component in OST is the Spiking Linear Transformation (SLT), designed to greatly reduce the number of floating-point multiply-and-accumulate operations. Experiments on both static and neuromorphic images show that OST can perform as well as or better than SOTA methods with just one timestep, even for more difficult tasks. For instance, comparing with Spikeformer, OST gains 1.59% in accuracy on ImageNet, yet 40.27% more efficient, and gains 0.7% on DVS128 Gesture. The supplementary materials and source code are available at https://github.com/songxt3/OST.

Sicheng Shen, Dongcheng Zhao, Guobin Shen, Yi Zeng

Spiking Neural Networks (SNNs), as the third generation of neural networks, have gained prominence for their biological plausibility and computational efficiency, especially in processing diverse datasets. The integration of attention mechanisms, inspired by advancements in neural network architectures, has led to the development of Spiking Transformers. These have shown promise in enhancing SNNs' capabilities, particularly in the realms of both static and neuromorphic datasets. Despite their progress, a discernible gap exists in these systems, specifically in the Spiking Self Attention (SSA) mechanism's effectiveness in leveraging the temporal processing potential of SNNs. To address this, we introduce the Temporal Interaction Module (TIM), a novel, convolution-based enhancement designed to augment the temporal data processing abilities within SNN architectures. TIM's integration into existing SNN frameworks is seamless and efficient, requiring minimal additional parameters while significantly boosting their temporal information handling capabilities. Through rigorous experimentation, TIM has demonstrated its effectiveness in exploiting temporal information, leading to state-of-the-art performance across various neuromorphic datasets. The code is available at https://github.com/BrainCog-X/Brain-Cog/tree/main/examples/TIM.

Bo Qian, Zhenhuan Wei, Jiashuo Li, Xing Wei

Efficiently estimating the full-body pose with minimal wearable devices presents a worthwhile research direction. Despite significant advancements in this field, most current research neglects to explore full-body avatar estimation under low-quality signal conditions, which is prevalent in practical usage. To bridge this gap, we summarize three scenarios that may be encountered in real-world applications: standard scenario, instantaneous data-loss scenario, and prolonged data-loss scenario, and propose a new evaluation benchmark. The solution we propose to address data-loss scenarios is integrating the full-body avatar pose estimation problem with motion prediction. Specifically, we present ReliaAvatar, a real-time, reliable avatar animator equipped with predictive modeling capabilities employing a dual-path architecture. ReliaAvatar operates effectively, with an impressive performance rate of 109 frames per second (fps). Extensive comparative evaluations on widely recognized benchmark datasets demonstrate ReliaAvatar's superior performance in both standard and low data-quality conditions. The code is available at https://github.com/MIV-XJTU/ReliaAvatar.

Qinke Ni, Hongyu Zhang, Cunhang Fan, Shengbing Pei, Chang Zhou, Zhao Lv

Auditory attention decoding (AAD) aims to recognize the attended speaker based on electroencephalography (EEG) signals in multi-talker environments. Most AAD methods only focus on the temporal or frequency domain, but neglect the relationships between these two domains, which results in the inability to simultaneously consider both time-varying and spectral-spatial information. To address this issue, this paper proposes a dual-branch parallel network with temporal-frequency fusion for AAD, named DBPNet, which consists of the temporal attentive branch and the frequency residual branch. Specifically, the temporal attentive branch aims to capture the time-varying features in the EEG time-series signal. The frequency residual branch aims to extract spectral-spatial features of multi-band EEG signals by the residual convolution. Finally, these dual branches are fused to consider both EEG signals time-varying and spectral-spatial features and get classification results. Experimental results show that compared with the best baseline, DBPNet achieves a relative improvement of 20.4% with a 0.1-second decision window for the MM-AAD dataset, but the number of trainable parameters is reduced by about 91 times.

Syed Hasan Amin Mahmood, Zhuoran Lu, Ming Yin

With the rapid development of decision aids that are driven by AI models, the practice of AI-assisted decision making has become increasingly prevalent. To improve the human-AI team performance in decision making, earlier studies mostly focus on enhancing humans' capability in better utilizing a given AI-driven decision aid. In this paper, we tackle this challenge through a complementary approach—we aim to train "behavior-aware AI" by adjusting the AI model underlying the decision aid to account for humans' behavior in adopting AI advice. In particular, as humans are observed to accept AI advice more when their confidence in their own judgement is low, we propose to train AI models with a human-confidence-based instance weighting strategy, instead of solving the standard empirical risk minimization problem. Under an assumed, threshold-based model characterizing when humans will adopt the AI advice, we first derive the optimal instance weighting strategy for training AI models. We then validate the efficacy and robustness of our proposed method in improving the human-AI joint decision making performance through systematic experimentation on synthetic datasets. Finally, via randomized experiments with real human subjects along with their actual behavior in adopting the AI advice, we demonstrate that our method can significantly improve the decision making performance of the human-AI team in practice.

Qianhui Liu, Jiaqi Yan, Malu Zhang, Gang Pan, Haizhou Li

Spiking Neural Networks (SNNs) mimic the information-processing mechanisms of the human brain and are highly energy-efficient, making them well-suited for low-power edge devices. However, the pursuit of accuracy in current studies leads to large, long-timestep SNNs, conflicting with the resource constraints of these devices. In order to design lightweight and efficient SNNs, we propose a new approach named LitE-SNN that incorporates both spatial and temporal compression into the automated network design process. Spatially, we present a novel Compressive Convolution block (CompConv) to expand the search space to support pruning and mixed-precision quantization. Temporally, we are the first to propose a compressive timestep search to identify the optimal number of timesteps under specific computation cost constraints. Finally, we formulate a joint optimization to simultaneously learn the architecture parameters and spatial-temporal compression strategies to achieve high performance while minimizing memory and computation costs. Experimental results on CIFAR-10, CIFAR-100, and Google Speech Command datasets demonstrate our proposed LitE-SNNs can achieve competitive or even higher accuracy with remarkably smaller model sizes and fewer computation costs.

Jinduo Liu, Feipeng Wang, Junzhong Ji

Using deep models to classify brain functional networks (BFNs) for the auxiliary diagnosis and treatment of brain diseases has become increasingly popular. However, the unexplainability of deep models has seriously hindered their applications in computer-aided diagnosis. In addition, current explanation methods mostly focus on natural images, which cannot be directly used to explain the deep model for BFN classification. In this paper, we propose a concept-level causal explanation method for BFN classification called CLCEM. First, CLCEM employs the causal learning method to extract concepts that are meaningful to humans from BFNs. Second, it aggregates the same concepts to obtain the contribution of each concept to the model output. Finally, CLCEM adds the contribution of each concept to make a diagnosis. The experimental results show that our CLCEM can not only accurately identify brain regions related to specific brain diseases but also make decisions based on the concepts of these brain regions, which enables humans to understand the decision-making process without performance degradation.

Chenyu Liu, Xinliang Zhou, Jiaping Xiao, Zhengri Zhu, Liming Zhai, Ziyu Jia, Yang Liu

Electroencephalogram (EEG), which directly reflects the emotional activity of the brain, has been increasingly utilized for emotion recognition. Most works exploit the spatial and temporal dependencies in EEG to learn emotional feature representations, but they still have two limitations to reach their full potential. First, prior knowledge is rarely used to capture the spatial dependency of brain regions. Second, the cross temporal dependency between consecutive time slices for different brain regions is ignored. To address these limitations, in this paper, we propose Variational Spatial and Gaussian Temporal (VSGT) graph models to investigate the spatial and temporal dependencies for EEG-based emotion recognition. The VSGT has two key components: Variational Spatial Encoder (VSE) and Gaussian Temporal Encoder (GTE). The VSE leverages the upper bound theorem to identify the dynamic spatial dependency based on prior knowledge by the variational Bayesian method. Besides, the GTE exploits the conditional Gaussian graph transform that computes comprehensive temporal dependency between consecutive time slices. Finally, the VSGT utilizes a recurrent structure to calculate the spatial and temporal dependencies for all time slices. Extensive experiments show the superiority of VSGT over state-of-the-art methods on multiple EEG datasets.

Ziyu Jia, Fengming Zhao, Yuzhe Guo, Hairong Chen, Tianzi Jiang

Emotion recognition based on multimodal physiological signals is attracting more and more attention. However, how to deal with the consistency and heterogeneity of multimodal physiological signals, as well as individual differences across subjects, pose two significant challenges. In this paper, we propose a Multi-level Disentangling Network named MDNet for cross-subject emotion recognition based on multimodal physiological signals. Specifically, MDNet consists of a modality-level disentangling module and a subject-level disentangling module. The modality-level disentangling module projects multimodal physiological signals into modality-invariant subspace and modality-specific subspace, capturing modality-invariant features and modality-specific features. The subject-level disentangling module separates subject-shared features and subject-private features among different subjects from multimodal data, which facilitates cross-subject emotion recognition. Experiments on two multimodal emotion datasets demonstrate that MDNet outperforms other state-of-the-art baselines.

Gilles Baechler, Srinivas Sunkara, Maria Wang, Fedir Zubach, Hassan Mansoor, Vincent Etter, Victor Carbune, Jason Lin, Jindong Chen, Abhanshu Sharma

Screen user interfaces (UIs) and infographics, sharing similar visual language and design principles, play important roles in human communication and human-machine interaction. We introduce ScreenAI, a vision-language model that specializes in UI and infographics understanding. Our model improves upon the PaLI architecture with the flexible patching strategy of pix2struct and is trained on a unique mixture of datasets. At the heart of this mixture is a novel screen annotation task in which the model has to identify the type and location of UI elements. We use these text annotations to describe screens to Large Language Models and automatically generate question-answering (QA), UI navigation, and summarization training datasets at scale. We run ablation studies to demonstrate the impact of these design choices. At only 5B parameters, ScreenAI achieves new state-of-the-art results on UI- and infographics-based tasks (Multipage DocVQA, WebSRC, and MoTIF), and new best-in-class performance on others (ChartQA, DocVQA, and InfographicVQA) compared to models of similar size. Finally, we release three new datasets: one focused on the screen annotation task and two others focused on question answering.

Yu Zhou, Tianze Wei, Minming Li, Bo Li

We study envy-free up to any item (EFX) allocations on graphs where vertices and edges represent agents and items respectively. An agent is only interested in items that are incident to her and all other items have zero marginal values to her. Christodoulou et al. first proposed this setting and studied the case of goods. We extend this setting to the case of mixed manna where an item may be liked or disliked by its endpoint agents. In our problem, an agent has an arbitrary valuation over her incident items such that the items she likes have non-negative marginal values to her and those she dislikes have non-positive marginal values. We provide a complete study of the four notions of EFX for mixed manna in the literature, which differ by whether the removed item can have zero marginal value. We prove that an allocation that satisfies the notion of EFX where the virtually-removed item could always have zero marginal value may not exist and determining its existence is NP-complete, while one that satisfies any of the other three notions always exists and can be computed in polynomial time. We also prove that an orientation (i.e., a special allocation where each edge must be allocated to one of its endpoint agents) that satisfies any of the four notions may not exist, and determining its existence is NP-complete.

Hao Zhou, Yongzhao Wang, Konstantinos Varsos, Nicholas Bishop, Rahul Savani, Anisoara Calinescu, Michael Wooldridge

In financial credit networks, prepayments enable a firm to settle its debt obligations ahead of an agreed-upon due date. Prepayments have a transformative impact on the structure of networks, influencing the financial well-being (utility) of individual firms. This study investigates prepayments from both theoretical and empirical perspectives. We first establish the computational complexity of finding prepayments that maximize welfare, assuming global coordination among firms in the financial network. Subsequently, our focus shifts to understanding the strategic behavior of individual firms in the presence of prepayments. We introduce a prepayment game where firms strategically make prepayments, delineating the existence of pure strategy Nash equilibria and analyzing the price of anarchy (stability) within this game. Recognizing the computational challenges associated with determining Nash equilibria in prepayment games, we use a simulation-based approach, known as empirical game-theoretic analysis (EGTA). Through EGTA, we are able to find Nash equilibria among a carefully-chosen set of heuristic strategies. By scrutinizing the equilibrium behavior of firms, we outline the characteristics of high-performing strategies for strategic prepayments and establish connections between our empirical and theoretical findings.

Brian Hu Zhang, Tuomas Sandholm

The double oracle algorithm is a popular method of solving games, because it is able to reduce computing equilibria to computing a series of best responses. However, its theoretical properties are not well understood. In this paper, we provide exponential lower bounds on the performance of the double oracle algorithm in both partially-observable stochastic games (POSGs) and extensive-form games (EFGs). Our results depend on what is assumed about the tiebreaking scheme---that is, which meta-Nash equilibrium or best response is chosen, in the event that there are multiple to pick from. In particular, for EFGs, our lower bounds require adversarial tiebreaking, whereas for POSGs, our lower bounds apply regardless of how ties are broken.

Yongjie Yang

Consolidation-disruption index (CD index) is a new metric for qualitatively measuring the contribution of a patent or a research paper. We embark on the study of the complexity of the CD index manipulation problems, which model scenarios where scholars seek to enhance the CD indices of their papers through the merging, addition, or deletion of papers. We show that these problems are generally computationally hard, even when restricted to very realistic special cases. Specifically, we analyze how various parameters influence the parameterized complexity of these problems.

Fangxiao Wang, Bo Li, Pinyan Lu

We study how to fairly allocate a set of indivisible chores among n agents who may have different weights corresponding to their involvement in completing these chores. We found that some of the existing fairness notions may place agents with lower weights at a disadvantage, which motivates us to explore weighted maximin share fairness (WMMS). While it is known that a WMMS allocation may not exist, no non-trivial approximation has been discovered thus far. In this paper, we first design a simple sequential picking algorithm that solely relies on the agents’ ordinal rankings of the items, which achieves an approximation ratio of O(log n). Then, for the case involving two agents, we improve the approximation ratio to (√3+1)/2 ≈1.366, and prove that it is optimal. We also consider an online setting when the items arrive one after another and design an O(√n)-competitive online algorithm given the valuations are normalized

Toby Walsh

Randomized mechanisms can have good normative properties compared to their deterministic counter-parts. However, randomized mechanisms are problematic in several ways such as in their verifiability. We propose here to de-randomize such mechanisms by having agents play a game instead of tossing a coin. The game is designed so agents play randomly, and this play injects “randomness” into the mechanism. Surprisingly this de-randomization retains many of the good normative properties of the original randomized mechanism but gives a mechanism that is deterministic and easy, for instance, to audit. We consider three general purpose methods to de-randomize mechanisms, and apply these to six different domains: voting, facility location, task allocation, school choice, peer selection, and resource allocation. We propose a number of novel de-randomized mechanisms for these six domains with good normative properties (such as equilibria in which agents sincerely report preferences over the original problem). In one domain, we additionally show that a new and desirable normative property emerges as a result of de-randomization.property emerges as a result of de-randomization.

Emanuel Tewolde, Brian Hu Zhang, Caspar Oesterheld, Manolis Zampetakis, Tuomas Sandholm, Paul Goldberg, Vincent Conitzer

We investigate optimal decision making under imperfect recall, that is, when an agent forgets information it once held before. An example is the absentminded driver game, as well as team games in which the members have limited communication capabilities. In the framework of extensive-form games with imperfect recall, we analyze the computational complexities of finding equilibria in multiplayer settings across three different solution concepts: Nash, multiselves based on evidential decision theory (EDT), and multiselves based on causal decision theory (CDT). We are interested in both exact and approximate solution computation. As special cases, we consider (1) single-player games, (2) two-player zero-sum games and relationships to maximin values, and (3) games without exogenous stochasticity (chance nodes). We relate these problems to the complexity classes PPAD, PLS, Σ_2^P, ∃R, and ∃∀R.

Emanuel Tewolde, Vincent Conitzer

In this paper, we investigate under which conditions normal-form games are (guaranteed to be) strategically equivalent. First, we show for N -player games (N >= 3) that (A) it is NP-hard to decide whether a given strategy is a best response to some strategy profile of the opponents, and that (B) it is co-NP-hard to decide whether two games have the same best-response sets. Combining that with known results from the literature, we move our attention to equivalence-preserving game transformations. It is a widely used fact that a positive affine (linear) transformation of the utility payoffs neither changes the best-response sets nor the Nash equilibrium set. We investigate which other game transformations also possess either of the following two properties when being applied to an arbitrary N-player game (N >= 2): (i) The Nash equilibrium set stays the same; (ii) The best-response sets stay the same. For game transformations that operate player-wise and strategy-wise, we prove that (i) implies (ii) and that transformations with property (ii) must be positive affine. The resulting equivalence chain highlights the special status of positive affine transformations among all the transformation procedures that preserve key game-theoretic characteristics.

Pang-Jin Tan, Shih-Fen Cheng, Richard Chen

Freight forwarding plays a crucial role in facilitating global trade and logistics. However, as the freight forwarding market is extremely fragmented, freight forwarders often face the issue of not being able to fill the available shipping capacity. This recurrent issue motivates the creation of various freight forwarding networks that aim at exchanging capacities and demands so that the resource utilization of individual freight forwarders can be maximized. In this paper, we focus on how to design such a collaborative network based on collaborative game theory, with the Shapley value representing a fair scheme for profit sharing. Noting that the exact computation of Shapley values is intractable for large-scale real-world scenarios, we incorporate the observation that collaboration among two forwarders is only possible if their service routes and demands overlap. This leads to a new class of collaborative games called the Locally Collaborative Games (LCGs), where agents can only collaborate with their neighbors. We propose an efficient approach to compute Shapley values for LCGs, and numerically demonstrate that our approach significantly outperforms the state-of-the-art approach for a wide variety of network structures.

Dariusz Stolicki, Wojciech Słomczyński, Stanisław Szufa

Partisan gerrymandering, i.e., manipulation of electoral district boundaries for political advantage, is one of the major challenges to election integrity in modern day democracies. Yet most of the existing methods for detecting partisan gerrymandering are narrowly tailored toward fully contested two-party elections, and fail if there are more parties or if the number of candidates per district varies. We propose a new method, applying nonparametric statistical learning to detect anomalies in the relation between (aggregate) votes and (aggregate) seats. Unlike in most of the existing methods, we propose to learn the standard of fairness in districting from empirical data rather than assume one a priori. Finally, we test the proposed methods against experimental data as well as real-life data from 17 countries employing the plurality (FPTP) system.