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Wei Yang

Publications and source records attributed to Wei Yang.

At least 379 records · Page 21Linked to original sources

CoDiM: Learning with Noisy Labels via Contrastive Semi-Supervised Learning

Labels are costly and sometimes unreliable. Noisy label learning, semi-supervised learning, and contrastive learning are three different strategies for designing learning processes requiring less annotation cost. Semi-supervised learning and contrastive learning have been recently demonstrated to improve learning strategies that address datasets with noisy labels. Still, the inner connections between these fields as well as the potential to combine their strengths together have only started to emerge. In this paper, we explore further ways and advantages to fuse them. Specifically, we propose CSSL, a unified Contrastive Semi-Supervised Learning algorithm, and CoDiM (Contrastive DivideMix), a novel algorithm for learning with noisy labels. CSSL leverages the power of classical semi-supervised learning and contrastive learning technologies and is further adapted to CoDiM, which learns robustly from multiple types and levels of label noise. We show that CoDiM brings consistent improvements and achieves state-of-the-art results on multiple benchmarks.

cs.LG↗

Learning Diverse Policies in MOBA Games via Macro-Goals

Recently, many researchers have made successful progress in building the AI systems for MOBA-game-playing with deep reinforcement learning, such as on Dota 2 and Honor of Kings. Even though these AI systems have achieved or even exceeded human-level performance, they still suffer from the lack of policy diversity. In this paper, we propose a novel Macro-Goals Guided framework, called MGG, to learn diverse policies in MOBA games. MGG abstracts strategies as macro-goals from human demonstrations and trains a Meta-Controller to predict these macro-goals. To enhance policy diversity, MGG samples macro-goals from the Meta-Controller prediction and guides the training process towards these goals. Experimental results on the typical MOBA game Honor of Kings demonstrate that MGG can execute diverse policies in different matches and lineups, and also outperform the state-of-the-art methods over 102 heroes.

cs.LG↗

The role of double ionization on the generation of doubly charged ions in copper vacuum arcs: insight from particle-in-cell/direct simulation Monte Carlo methods

Metal vapour vacuum arcs are capable to generate multiply charged metallic ions, which are widely used in fields such as ion deposition, ion thrusters, and ion sources, etc. According to the stationary model of cathode spot, those ions are generated by electron-impact single ionization in a step-wise manner, which is M -> M+ -> M2+ -> ... mainly. This paper is designed to study quantitatively the role of double ionization M -> M2+ in the breakdown initiation of copper vacuum arcs. A direct simulation Monte Carlo (DSMC) scheme of double ionization is proposed and incorporated into a 2D particle-in-cell (PIC) method. The super-particles of Cu2+ ions generated from different channels are labelled independently in the PIC-DSMC modelling of vacuum arc breakdown. The cathode erosion rate based on PIC modelling is about 40μg/C in arc burning regime, which agrees well with previous experiments. The temporal discharge behaviours such as arc current, arc voltage, and ionization degree of arc plasma, are influenced with or without double ionization negligibly. However, additional Cu2+ ions are generated near the cathode in breakdown initiation from the double ionization channel, with a lower kinetic energy on average. Therefore, the results on spatial distribution and energy spectra of Cu2+ ions are different with or without double ionization. This paper provides a quantitative research method to evaluate the role of multiply ionization in vacuum arcs.

physics.plasm-ph↗

RaP-Net: A Region-wise and Point-wise Weighting Network to Extract Robust Features for Indoor Localization

Feature extraction plays an important role in visual localization. Unreliable features on dynamic objects or repetitive regions will interfere with feature matching and challenge indoor localization greatly. To address the problem, we propose a novel network, RaP-Net, to simultaneously predict region-wise invariability and point-wise reliability, and then extract features by considering both of them. We also introduce a new dataset, named OpenLORIS-Location, to train the proposed network. The dataset contains 1553 images from 93 indoor locations. Various appearance changes between images of the same location are included and can help the model to learn the invariability in typical indoor scenes. Experimental results show that the proposed RaP-Net trained with OpenLORIS-Location dataset achieves excellent performance in the feature matching task and significantly outperforms state-of-the-arts feature algorithms in indoor localization. The RaP-Net code and dataset are available at https://github.com/ivipsourcecode/RaP-Net.

cs.CV↗

Spatially indirect intervalley excitons in bilayer WSe2

Spatially indirect excitons with displaced wavefunctions of electrons and holes play a pivotal role in a large portfolio of fascinating physical phenomena and emerging optoelectronic applications, such as valleytronics, exciton spin Hall effect, excitonic integrated circuit and high-temperature superfluidity. Here, we uncover three types of spatially indirect excitons (including their phonon replicas) and their quantum-confined Stark effects in hexagonal boron nitride encapsulated bilayer WSe2, by performing electric field-tunable photoluminescence measurements. Because of different out-of-plane electric dipole moments, the energy order between the three types of spatially indirect excitons can be switched by a vertical electric field. Remarkably, we demonstrate, assisted by first-principles calculations, that the observed spatially indirect excitons in bilayer WSe2 are also momentum-indirect, involving electrons and holes from Q and K/Γ valleys in the Brillouin zone, respectively. This is in contrast to the previously reported spatially indirect excitons with electrons and holes localized in the same valley. Furthermore, we find that the spatially indirect intervalley excitons in bilayer WSe2 can exhibit considerable, doping-sensitive circular polarization. The spatially indirect excitons with momentum-dark nature and highly tunable circular polarization open new avenues for exotic valley physics and technological innovations in photonics and optoelectronics.

cond-mat.mes-hall↗

Which Heroes to Pick? Learning to Draft in MOBA Games with Neural Networks and Tree Search

Hero drafting is essential in MOBA game playing as it builds the team of each side and directly affects the match outcome. State-of-the-art drafting methods fail to consider: 1) drafting efficiency when the hero pool is expanded; 2) the multi-round nature of a MOBA 5v5 match series, i.e., two teams play best-of-N and the same hero is only allowed to be drafted once throughout the series. In this paper, we formulate the drafting process as a multi-round combinatorial game and propose a novel drafting algorithm based on neural networks and Monte-Carlo tree search, named JueWuDraft. Specifically, we design a long-term value estimation mechanism to handle the best-of-N drafting case. Taking Honor of Kings, one of the most popular MOBA games at present, as a running case, we demonstrate the practicality and effectiveness of JueWuDraft when compared to state-of-the-art drafting methods.

cs.AI↗

Estimating Predictive Uncertainty Under Program Data Distribution Shift

Deep learning (DL) techniques have achieved great success in predictive accuracy in a variety of tasks, but deep neural networks (DNNs) are shown to produce highly overconfident scores for even abnormal samples. Well-defined uncertainty indicates whether a model's output should (or should not) be trusted and thus becomes critical in real-world scenarios which typically involves shifted input distributions due to many factors. Existing uncertainty approaches assume that testing samples from a different data distribution would induce unreliable model predictions thus have higher uncertainty scores. They quantify model uncertainty by calibrating DL model's confidence of a given input and evaluate the effectiveness in computer vision (CV) and natural language processing (NLP)-related tasks. However, their methodologies' reliability may be compromised under programming tasks due to difference in data representations and shift patterns. In this paper, we first define three different types of distribution shift in program data and build a large-scale shifted Java dataset. We implement two common programming language tasks on our dataset to study the effect of each distribution shift on DL model performance. We also propose a large-scale benchmark of existing state-of-the-art predictive uncertainty on programming tasks and investigate their effectiveness under data distribution shift. Experiments show that program distribution shift does degrade the DL model performance to varying degrees and that existing uncertainty methods all present certain limitations in quantifying uncertainty on program dataset.

cs.LG↗

SportsCap: Monocular 3D Human Motion Capture and Fine-grained Understanding in Challenging Sports Videos

Markerless motion capture and understanding of professional non-daily human movements is an important yet unsolved task, which suffers from complex motion patterns and severe self-occlusion, especially for the monocular setting. In this paper, we propose SportsCap -- the first approach for simultaneously capturing 3D human motions and understanding fine-grained actions from monocular challenging sports video input. Our approach utilizes the semantic and temporally structured sub-motion prior in the embedding space for motion capture and understanding in a data-driven multi-task manner. To enable robust capture under complex motion patterns, we propose an effective motion embedding module to recover both the implicit motion embedding and explicit 3D motion details via a corresponding mapping function as well as a sub-motion classifier. Based on such hybrid motion information, we introduce a multi-stream spatial-temporal Graph Convolutional Network(ST-GCN) to predict the fine-grained semantic action attributes, and adopt a semantic attribute mapping block to assemble various correlated action attributes into a high-level action label for the overall detailed understanding of the whole sequence, so as to enable various applications like action assessment or motion scoring. Comprehensive experiments on both public and our proposed datasets show that with a challenging monocular sports video input, our novel approach not only significantly improves the accuracy of 3D human motion capture, but also recovers accurate fine-grained semantic action attributes.

cs.CV↗

GLIB: Towards Automated Test Oracle for Graphically-Rich Applications

Graphically-rich applications such as games are ubiquitous with attractive visual effects of Graphical User Interface (GUI) that offers a bridge between software applications and end-users. However, various types of graphical glitches may arise from such GUI complexity and have become one of the main component of software compatibility issues. Our study on bug reports from game development teams in NetEase Inc. indicates that graphical glitches frequently occur during the GUI rendering and severely degrade the quality of graphically-rich applications such as video games. Existing automated testing techniques for such applications focus mainly on generating various GUI test sequences and check whether the test sequences can cause crashes. These techniques require constant human attention to captures non-crashing bugs such as bugs causing graphical glitches. In this paper, we present the first step in automating the test oracle for detecting non-crashing bugs in graphically-rich applications. Specifically, we propose \texttt{GLIB} based on a code-based data augmentation technique to detect game GUI glitches. We perform an evaluation of \texttt{GLIB} on 20 real-world game apps (with bug reports available) and the result shows that \texttt{GLIB} can achieve 100\% precision and 99.5\% recall in detecting non-crashing bugs such as game GUI glitches. Practical application of \texttt{GLIB} on another 14 real-world games (without bug reports) further demonstrates that \texttt{GLIB} can effectively uncover GUI glitches, with 48 of 53 bugs reported by \texttt{GLIB} having been confirmed and fixed so far.

cs.SE↗

VET: Identifying and Avoiding UI Exploration Tarpits

Despite over a decade of research, it is still challenging for mobile UI testing tools to achieve satisfactory effectiveness, especially on industrial apps with rich features and large code bases. Our experiences suggest that existing mobile UI testing tools are prone to exploration tarpits, where the tools get stuck with a small fraction of app functionalities for an extensive amount of time. For example, a tool logs out an app at early stages without being able to log back in, and since then the tool gets stuck with exploring the app's pre-login functionalities (i.e., exploration tarpits) instead of its main functionalities. While tool vendors/users can manually hardcode rules for the tools to avoid specific exploration tarpits, these rules can hardly generalize, being fragile in face of diverted testing environments and fast app iterations. To identify and resolve exploration tarpits, we propose VET, a general approach including a supporting system for the given specific Android UI testing tool on the given specific app under test (AUT). VET runs the tool on the AUT for some time and records UI traces, based on which VET identifies exploration tarpits by recognizing their patterns in the UI traces. VET then pinpoints the actions (e.g., clicking logout) or the screens that lead to or exhibit exploration tarpits. In subsequent test runs, VET guides the testing tool to prevent or recover from exploration tarpits. From our evaluation with state-of-the-art Android UI testing tools on popular industrial apps, VET identifies exploration tarpits that cost up to 98.6% testing time budget. These exploration tarpits reveal not only limitations in UI exploration strategies but also defects in tool implementations. VET automatically addresses the identified exploration tarpits, enabling each evaluated tool to achieve higher code coverage and improve crash-triggering capabilities.

cs.SE↗

HomDroid: Detecting Android Covert Malware by Social-Network Homophily Analysis

Android has become the most popular mobile operating system. Correspondingly, an increasing number of Android malware has been developed and spread to steal users' private information. There exists one type of malware whose benign behaviors are developed to camouflage malicious behaviors. The malicious component occupies a small part of the entire code of the application (app for short), and the malicious part is strongly coupled with the benign part. In this case, the malware may cause false negatives when malware detectors extract features from the entire apps to conduct classification because the malicious features of these apps may be hidden among benign features. Moreover, some previous work aims to divide the entire app into several parts to discover the malicious part. However, the premise of these methods to commence app partition is that the connections between the normal part and the malicious part are weak. In this paper, we call this type of malware as Android covert malware and generate the first dataset of covert malware. To detect them, we first conduct static analysis to extract the call graphs. Through the deep analysis on graphs, we observe that although the correlations between the normal part and the malicious part in these graphs are high, the degree of these correlations has a distribution. Based on the observation, we design HomDroid to detect covert malware by analyzing the homophily of call graphs. We identify the ideal threshold of correlation to distinguish the normal part and the malicious part based on the evaluation results on a dataset of 4,840 benign apps and 3,385 covert malicious apps. According to our evaluation results, HomDroid is capable of detecting 96.8% of covert malware while the False Negative Rates of another four state-of-the-art systems (i.e., PerDroid, Drebin, MaMaDroid, and IntDroid) are 30.7%, 16.3%, 15.2%, and 10.4%, respectively.

cs.CR↗

Goal-Auxiliary Actor-Critic for 6D Robotic Grasping with Point Clouds

6D robotic grasping beyond top-down bin-picking scenarios is a challenging task. Previous solutions based on 6D grasp synthesis with robot motion planning usually operate in an open-loop setting, which are sensitive to grasp synthesis errors. In this work, we propose a new method for learning closed-loop control policies for 6D grasping. Our policy takes a segmented point cloud of an object from an egocentric camera as input, and outputs continuous 6D control actions of the robot gripper for grasping the object. We combine imitation learning and reinforcement learning and introduce a goal-auxiliary actor-critic algorithm for policy learning. We demonstrate that our learned policy can be integrated into a tabletop 6D grasping system and a human-robot handover system to improve the grasping performance of unseen objects. Our videos and code can be found at https://sites.google.com/view/gaddpg .

cs.RO↗

Boosting Offline Reinforcement Learning with Residual Generative Modeling

Offline reinforcement learning (RL) tries to learn the near-optimal policy with recorded offline experience without online exploration. Current offline RL research includes: 1) generative modeling, i.e., approximating a policy using fixed data; and 2) learning the state-action value function. While most research focuses on the state-action function part through reducing the bootstrapping error in value function approximation induced by the distribution shift of training data, the effects of error propagation in generative modeling have been neglected. In this paper, we analyze the error in generative modeling. We propose AQL (action-conditioned Q-learning), a residual generative model to reduce policy approximation error for offline RL. We show that our method can learn more accurate policy approximations in different benchmark datasets. In addition, we show that the proposed offline RL method can learn more competitive AI agents in complex control tasks under the multiplayer online battle arena (MOBA) game Honor of Kings.

cs.LG↗

SynthASR: Unlocking Synthetic Data for Speech Recognition

End-to-end (E2E) automatic speech recognition (ASR) models have recently demonstrated superior performance over the traditional hybrid ASR models. Training an E2E ASR model requires a large amount of data which is not only expensive but may also raise dependency on production data. At the same time, synthetic speech generated by the state-of-the-art text-to-speech (TTS) engines has advanced to near-human naturalness. In this work, we propose to utilize synthetic speech for ASR training (SynthASR) in applications where data is sparse or hard to get for ASR model training. In addition, we apply continual learning with a novel multi-stage training strategy to address catastrophic forgetting, achieved by a mix of weighted multi-style training, data augmentation, encoder freezing, and parameter regularization. In our experiments conducted on in-house datasets for a new application of recognizing medication names, training ASR RNN-T models with synthetic audio via the proposed multi-stage training improved the recognition performance on new application by more than 65% relative, without degradation on existing general applications. Our observations show that SynthASR holds great promise in training the state-of-the-art large-scale E2E ASR models for new applications while reducing the costs and dependency on production data.

cs.LG↗

Turing: an Accurate and Interpretable Multi-Hypothesis Cross-Domain Natural Language Database Interface

A natural language database interface (NLDB) can democratize data-driven insights for non-technical users. However, existing Text-to-SQL semantic parsers cannot achieve high enough accuracy in the cross-database setting to allow good usability in practice. This work presents Turing, a NLDB system toward bridging this gap. The cross-domain semantic parser of Turing with our novel value prediction method achieves $75.1\%$ execution accuracy, and $78.3\%$ top-5 beam execution accuracy on the Spider validation set. To benefit from the higher beam accuracy, we design an interactive system where the SQL hypotheses in the beam are explained step-by-step in natural language, with their differences highlighted. The user can then compare and judge the hypotheses to select which one reflects their intention if any. The English explanations of SQL queries in Turing are produced by our high-precision natural language generation system based on synchronous grammars.

cs.CL↗

A Globally Normalized Neural Model for Semantic Parsing

In this paper, we propose a globally normalized model for context-free grammar (CFG)-based semantic parsing. Instead of predicting a probability, our model predicts a real-valued score at each step and does not suffer from the label bias problem. Experiments show that our approach outperforms locally normalized models on small datasets, but it does not yield improvement on a large dataset.

cs.CL↗

Reactive Human-to-Robot Handovers of Arbitrary Objects

Human-robot object handovers have been an actively studied area of robotics over the past decade; however, very few techniques and systems have addressed the challenge of handing over diverse objects with arbitrary appearance, size, shape, and rigidity. In this paper, we present a vision-based system that enables reactive human-to-robot handovers of unknown objects. Our approach combines closed-loop motion planning with real-time, temporally-consistent grasp generation to ensure reactivity and motion smoothness. Our system is robust to different object positions and orientations, and can grasp both rigid and non-rigid objects. We demonstrate the generalizability, usability, and robustness of our approach on a novel benchmark set of 26 diverse household objects, a user study with naive users (N=6) handing over a subset of 15 objects, and a systematic evaluation examining different ways of handing objects. More results and videos can be found at https://sites.google.com/nvidia.com/handovers-of-arbitrary-objects.

cs.RO↗

Optically and magnetically addressable valley pseudospin of interlayer excitons in bilayer MoS2

Interlayer valley excitons in bilayer MoS2 feature concurrently large oscillator strength and long lifetime, and hence represent an advantageous scenario for valleytronic applications. However, control of valley pseudospin of interlayer excitons in pristine bilayer MoS2, which lies at the heart of valleytronics, has remained elusive. Here we report the observation of highly circularly polarized photoluminescence from interlayer excitons of bilayer MoS2 with both optical and magnetic addressability. Under excitation of circularly polarized light near exciton resonance, interlayer excitons of bilayer MoS2 show a near-unity, but negative circular polarization. Significantly, by breaking time-reversal symmetry with an out-of-plane magnetic field, a record level of spontaneous valley polarization (7.7%/Tesla) is identified for interlayer excitons in bilayer MoS2. The giant valley polarization of the interlayer excitons in bilayer MoS2, together with the feasibility of electrical/optical/magnetic control and strong oscillator strength, provides a firm basis for the development of next-generation electronic and optoelectronic applications.

cond-mat.mes-hall↗