Detecting sets of relevant patterns from a given dataset is an important challenge in data mining. The relevance of a pattern, also called utility in the literature, is a subjective measure and can be actually assessed from very different points of view. Rule-based languages like Answer Set Programming (ASP) seem well suited for specifying user-provided criteria to assess pattern utility in a form of constraints; moreover, declarativity of ASP allows for a very easy switch between several criteria in order to analyze the dataset from different points of view. In this paper, we make steps toward extending the notion of High Utility Pattern Mining (HUPM); in particular we introduce a new framework that allows for new classes of utility criteria not considered in the previous literature. We also show how recent extensions of ASP with external functions can support a fast and effective encoding and testing of the new framework. To demonstrate the potential of the proposed framework, we exploit it as a building block for the definition of an innovative method for predicting ICU admission for COVID-19 patients. Finally, an extensive experimental activity demonstrates both from a quantitative and a qualitative point of view the effectiveness of the proposed approach. Under consideration in Theory and Practice of Logic Programming (TPLP)
We study the mechanisms of pattern formation for vegetation dynamics in water-limited regions. Our analysis is based on a set of two partial differential equations (PDEs) of reaction-diffusion type for the biomass and water and one ordinary differential equation (ODE) describing the dependence of the toxicity on the biomass. We perform a linear stability analysis in the one-dimensional finite space, we derive analytically the conditions for the appearance of Turing instability that gives rise to spatio-temporal patterns emanating from the homogeneous solution, and provide its dependence with respect to the size of the domain. Furthermore, we perform a numerical bifurcation analysis in order to study the pattern formation of the inhomogeneous solution, with respect to the precipitation rate, thus analyzing the stability and symmetry properties of the emanating patterns. Based on the numerical bifurcation analysis, we have found new patterns, which form due to the onset of secondary bifurcations from the primary Turing instability, thus giving rise to a multistability of asymmetric solutions.
Deep Learning (DL) developers come from different backgrounds, e.g., medicine, genomics, finance, and computer science. To create a DL model, they must learn and use high-level programming languages (e.g., Python), thus needing to handle related setups and solve programming errors. This paper presents DeepBlocks, a visual programming tool that allows DL developers to design, train, and evaluate models without relying on specific programming languages. DeepBlocks works by building on the typical model structure: a sequence of learnable functions whose arrangement defines the specific characteristics of the model. We derived DeepBlocks' design goals from a 5-participants formative interview, and we validated the first implementation of the tool through a typical use case. Results are promising and show that developers could visually design complex DL architectures.
Category-level 6D pose estimation aims to predict the poses and sizes of unseen objects from a specific category. Thanks to prior deformation, which explicitly adapts a category-specific 3D prior (i.e., a 3D template) to a given object instance, prior-based methods attained great success and have become a major research stream. However, obtaining category-specific priors requires collecting a large amount of 3D models, which is labor-consuming and often not accessible in practice. This motivates us to investigate whether priors are necessary to make prior-based methods effective. Our empirical study shows that the 3D prior itself is not the credit to the high performance. The keypoint actually is the explicit deformation process, which aligns camera and world coordinates supervised by world-space 3D models (also called canonical space). Inspired by these observation, we introduce a simple prior-free implicit space transformation network, namely IST-Net, to transform camera-space features to world-space counterparts and build correspondence between them in an implicit manner without relying on 3D priors. Besides, we design camera- and world-space enhancers to enrich the features with pose-sensitive information and geometrical constraints, respectively. Albeit simple, IST-Net becomes the first prior-free method that achieves state-of-the-art performance, with top inference speed on the REAL275 dataset. Our code and models will be publicly available.
Evaluating the performance of human is a common need across many applications, such as in engineering and sports. When evaluating human performance in completing complex and interactive tasks, the most common way is to use a metric having been proved efficient for that context, or to use subjective measurement techniques. However, this can be an error prone and unreliable process since static metrics cannot capture all the complex contexts associated with such tasks and biases exist in subjective measurement. The objective of our research is to create data-driven AI agents as computational benchmarks to evaluate human performance in solving difficult tasks involving multiple humans and contextual factors. We demonstrate this within the context of football performance analysis. We train a generative model based on Conditional Variational Recurrent Neural Network (VRNN) Model on a large player and ball tracking dataset. The trained model is used to imitate the interactions between two teams and predict the performance from each team. Then the trained Conditional VRNN Model is used as a benchmark to evaluate team performance. The experimental results on Premier League football dataset demonstrates the usefulness of our method to existing state-of-the-art static metric used in football analytics.
The creation of new technological concepts through design reuses, recombination, and synthesis of prior concepts to create new ones may lead to exponential growth of the concept space over time. However, our statistical analysis of a large-scale technology semantic network consisting of over four million concepts from patent texts found evidence of a persistent deceleration in the pace of concept creation and a decline in the originality of newly created concepts. These trends may be attributed to the limitations of human intelligence in innovating beyond an expanding space of prior art. To sustain innovation, we recommend the development and implementation of creative artificial intelligence that can augment various aspects of the innovation process, including learning, creation, and evaluation.
With the spread of high-speed Internet and portable smart devices, the way people access and consume information has drastically changed. However, this presents many challenges, including information overload, personal data leakage, and misinformation diffusion. Across the spectrum of risks that Internet users can face nowadays, this work focuses on understanding how young people perceive and deal with false information. Within an experimental campaign involving 261 students, we presented to the participants six different news items and invited them to browse the Internet to assess the veracity of the presented information. Our results suggest that online search is more likely to lead students to validate true news than to refute false ones. We found that students change their opinion related to a specific piece of information more often than their global idea about a broader topic. Also, our experiment reflected that the majority of participants rely on online sources to obtain information and access the news, and those getting information from books and Internet browsing are the most accurate in assessing the veracity of a news item. This work provides a principled understanding of how young people perceive and distinguish true and false pieces of information, identifying strengths and weaknesses amidst young subjects and contributing to build tailored digital information literacy strategies for youth.
We present a neural network approach to transfer the motion from a single image of an articulated object to a rest-state (i.e., unarticulated) 3D model. Our network learns to predict the object's pose, part segmentation, and corresponding motion parameters to reproduce the articulation shown in the input image. The network is composed of three distinct branches that take a shared joint image-shape embedding and is trained end-to-end. Unlike previous methods, our approach is independent of the topology of the object and can work with objects from arbitrary categories. Our method, trained with only synthetic data, can be used to automatically animate a mesh, infer motion from real images, and transfer articulation to functionally similar but geometrically distinct 3D models at test time.
Efficiently digitizing high-fidelity animatable human avatars from videos is a challenging and active research topic. Recent volume rendering-based neural representations open a new way for human digitization with their friendly usability and photo-realistic reconstruction quality. However, they are inefficient for long optimization times and slow inference speed; their implicit nature results in entangled geometry, materials, and dynamics of humans, which are hard to edit afterward. Such drawbacks prevent their direct applicability to downstream applications, especially the prominent rasterization-based graphic ones. We present EMA, a method that Efficiently learns Meshy neural fields to reconstruct animatable human Avatars. It jointly optimizes explicit triangular canonical mesh, spatial-varying material, and motion dynamics, via inverse rendering in an end-to-end fashion. Each above component is derived from separate neural fields, relaxing the requirement of a template, or rigging. The mesh representation is highly compatible with the efficient rasterization-based renderer, thus our method only takes about an hour of training and can render in real-time. Moreover, only minutes of optimization is enough for plausible reconstruction results. The disentanglement of meshes enables direct downstream applications. Extensive experiments illustrate the very competitive performance and significant speed boost against previous methods. We also showcase applications including novel pose synthesis, material editing, and relighting. The project page: https://xk-huang.github.io/ema/.
Nonlinear control systems with partial information to the decision maker are prevalent in a variety of applications. As a step toward studying such nonlinear systems, this work explores reinforcement learning methods for finding the optimal policy in the nearly linear-quadratic regulator systems. In particular, we consider a dynamic system that combines linear and nonlinear components, and is governed by a policy with the same structure. Assuming that the nonlinear component comprises kernels with small Lipschitz coefficients, we characterize the optimization landscape of the cost function. Although the cost function is nonconvex in general, we establish the local strong convexity and smoothness in the vicinity of the global optimizer. Additionally, we propose an initialization mechanism to leverage these properties. Building on the developments, we design a policy gradient algorithm that is guaranteed to converge to the globally optimal policy with a linear rate.