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Xu Chen

Publications and source records attributed to Xu Chen.

At least 379 records · Page 21Linked to original sources

gDNA: Towards Generative Detailed Neural Avatars

To make 3D human avatars widely available, we must be able to generate a variety of 3D virtual humans with varied identities and shapes in arbitrary poses. This task is challenging due to the diversity of clothed body shapes, their complex articulations, and the resulting rich, yet stochastic geometric detail in clothing. Hence, current methods to represent 3D people do not provide a full generative model of people in clothing. In this paper, we propose a novel method that learns to generate detailed 3D shapes of people in a variety of garments with corresponding skinning weights. Specifically, we devise a multi-subject forward skinning module that is learned from only a few posed, un-rigged scans per subject. To capture the stochastic nature of high-frequency details in garments, we leverage an adversarial loss formulation that encourages the model to capture the underlying statistics. We provide empirical evidence that this leads to realistic generation of local details such as wrinkles. We show that our model is able to generate natural human avatars wearing diverse and detailed clothing. Furthermore, we show that our method can be used on the task of fitting human models to raw scans, outperforming the previous state-of-the-art.

cs.CV↗

PINA: Learning a Personalized Implicit Neural Avatar from a Single RGB-D Video Sequence

We present a novel method to learn Personalized Implicit Neural Avatars (PINA) from a short RGB-D sequence. This allows non-expert users to create a detailed and personalized virtual copy of themselves, which can be animated with realistic clothing deformations. PINA does not require complete scans, nor does it require a prior learned from large datasets of clothed humans. Learning a complete avatar in this setting is challenging, since only few depth observations are available, which are noisy and incomplete (i.e. only partial visibility of the body per frame). We propose a method to learn the shape and non-rigid deformations via a pose-conditioned implicit surface and a deformation field, defined in canonical space. This allows us to fuse all partial observations into a single consistent canonical representation. Fusion is formulated as a global optimization problem over the pose, shape and skinning parameters. The method can learn neural avatars from real noisy RGB-D sequences for a diverse set of people and clothing styles and these avatars can be animated given unseen motion sequences.

cs.CV↗

Sequential Recommendation with User Evolving Preference Decomposition

Modeling user sequential behaviors has recently attracted increasing attention in the recommendation domain. Existing methods mostly assume coherent preference in the same sequence. However, user personalities are volatile and easily changed, and there can be multiple mixed preferences underlying user behaviors. To solve this problem, in this paper, we propose a novel sequential recommender model via decomposing and modeling user independent preferences. To achieve this goal, we highlight three practical challenges considering the inconsistent, evolving and uneven nature of the user behavior, which are seldom noticed by the previous work. For overcoming these challenges in a unified framework, we introduce a reinforcement learning module to simulate the evolution of user preference. More specifically, the action aims to allocate each item into a sub-sequence or create a new one according to how the previous items are decomposed as well as the time interval between successive behaviors. The reward is associated with the final loss of the learning objective, aiming to generate sub-sequences which can better fit the training data. We conduct extensive experiments based on six real-world datasets across different domains. Compared with the state-of-the-art methods, empirical studies manifest that our model can on average improve the performance by about 8.21%, 10.08%, 10.32%, and 9.82% on the metrics of Precision, Recall, NDCG and MRR, respectively.

cs.IR↗

Three-Dimensional Spectrum Occupancy Measurement using UAV: Performance Analysis and Algorithm Design

Spectrum sharing, as an approach to significantly improve spectrum efficiency in the era of 6th generation mobile networks (6G), has attracted extensive attention. Radio Environment Map (REM) based low-complexity spectrum sharing is widely studied where the spectrum occupancy measurement (SOM) is vital to construct REM. The SOM in three-dimensional (3D) space is becoming increasingly essential to support the spectrum sharing with space-air-ground integrated network being a great momentum of 6G. In this paper, we analyze the performance of 3D SOM to further study the tradeoff between accuracy and efficiency in 3D SOM. We discover that the error of 3D SOM is related with the area of the boundary surfaces of licensed networks, the number of discretized cubes, and the length of the edge of 3D space. Moreover, we design a fast and accurate 3D SOM algorithm that utilizes unmanned aerial vehicle (UAV) to measure the spectrum occupancy considering the path planning of UAV, which improves the measurement efficiency by requiring less measurement time and flight time of the UAV for satisfactory performance. The theoretical results obtained in this paper reveal the essential dependencies that describe the 3D SOM methodology, and the proposed algorithm is beneficial to improve the efficiency of 3D SOM. It is noted that the theoretical results and algorithm in this paper may provide a guideline for more areas such as spectrum monitoring, spectrum measurement, network measurement, planning, etc.

cs.RO↗

Knowledge-Guided Learning for Transceiver Design in Over-the-Air Federated Learning

In this paper, we consider communication-efficient over-the-air federated learning (FL), where multiple edge devices with non-independent and identically distributed datasets perform multiple local iterations in each communication round and then concurrently transmit their updated gradients to an edge server over the same radio channel for global model aggregation using over-the-air computation (AirComp). We derive the upper bound of the time-average norm of the gradients to characterize the convergence of AirComp-assisted FL, which reveals the impact of the model aggregation errors accumulated over all communication rounds on convergence. Based on the convergence analysis, we formulate an optimization problem to minimize the upper bound to enhance the learning performance, followed by proposing an alternating optimization algorithm to facilitate the optimal transceiver design for AirComp-assisted FL. As the alternating optimization algorithm suffers from high computation complexity, we further develop a knowledge-guided learning algorithm that exploits the structure of the analytic expression of the optimal transmit power to achieve computation-efficient transceiver design. Simulation results demonstrate that the proposed knowledge-guided learning algorithm achieves a comparable performance as the alternating optimization algorithm, but with a much lower computation complexity. Moreover, both proposed algorithms outperform the baseline methods in terms of convergence speed and test accuracy.

eess.SP↗

Large-scale simultaneous inference under dependence

Simultaneous inference allows for the exploration of data while deciding on criteria for proclaiming discoveries. It was recently proved that all admissible post-hoc inference methods for true discoveries must employ closed testing. In this paper, we investigate efficient closed testing with local tests of a special form: thresholding a function of sums of test scores for the individual hypotheses. Under this special design, we propose a new statistic that quantifies the cost of multiplicity adjustments, and we develop fast (mostly linear-time) algorithms for post-hoc inference. Paired with recent advances in global null tests based on generalized means, our work instantiates a series of simultaneous inference methods that can handle many dependence structures and signal compositions. We provide guidance on the method choices via theoretical investigation of the conservativeness and sensitivity for different local tests, as well as simulations that find analogous behavior for local tests and full closed testing.

math.ST↗

Towards Equivalent Transformation of User Preferences in Cross Domain Recommendation

Cross domain recommendation (CDR) is one popular research topic in recommender systems. This paper focuses on a popular scenario for CDR where different domains share the same set of users but no overlapping items. The majority of recent methods have explored the shared-user representation to transfer knowledge across domains. However, the idea of shared-user representation resorts to learn the overlapped features of user preferences and suppresses the domain-specific features. Other works try to capture the domain-specific features by an MLP mapping but require heuristic human knowledge of choosing samples to train the mapping. In this paper, we attempt to learn both features of user preferences in a more principled way. We assume that each user's preferences in one domain can be expressed by the other one, and these preferences can be mutually converted to each other with the so-called equivalent transformation. Based on this assumption, we propose an equivalent transformation learner (ETL) which models the joint distribution of user behaviors across domains. The equivalent transformation in ETL relaxes the idea of shared-user representation and allows the learned preferences in different domains to preserve the domain-specific features as well as the overlapped features. Extensive experiments on three public benchmarks demonstrate the effectiveness of ETL compared with recent state-of-the-art methods. Codes and data are available online:~\url{https://github.com/xuChenSJTU/ETL-master}

cs.IR↗

Zero Trust Architecture for 6G Security

The upcoming sixth generation (6G) network is envisioned to be more open and heterogeneous than earlier generations. This challenges conventional security architectures, which typically rely on the construction of a security perimeter at network boundaries. In this article, we propose a software-defined zero trust architecture (ZTA) for 6G networks, which is promising for establishing an elastic and scalable security regime. This architecture achieves secure access control through adaptive collaborations among the involved control domains, and can effectively prevent malicious access behaviors such as distributed denial of service (DDoS) attacks, malware spread, and zero-day exploits. We also introduce key design aspects of this architecture and show the simulation results of a case study, which shows the effectiveness and robustness of ZTA for 6G. Furthermore, we discuss open issues to further promote this new architecture.

cs.NI↗

3D Dense Face Alignment with Fused Features by Aggregating CNNs and GCNs

In this paper, we propose a novel multi-level aggregation network to regress the coordinates of the vertices of a 3D face from a single 2D image in an end-to-end manner. This is achieved by seamlessly combining standard convolutional neural networks (CNNs) with Graph Convolution Networks (GCNs). By iteratively and hierarchically fusing the features across different layers and stages of the CNNs and GCNs, our approach can provide a dense face alignment and 3D face reconstruction simultaneously for the benefit of direct feature learning of 3D face mesh. Experiments on several challenging datasets demonstrate that our method outperforms state-of-the-art approaches on both 2D and 3D face alignment tasks.

cs.CV↗

Multi-Agent Reinforcement Learning for Markov Routing Games: A New Modeling Paradigm For Dynamic Traffic Assignment

This paper aims to develop a paradigm that models the learning behavior of intelligent agents (including but not limited to autonomous vehicles, connected and automated vehicles, or human-driven vehicles with intelligent navigation systems where human drivers follow the navigation instructions completely) with a utility-optimizing goal and the system's equilibrating processes in a routing game among atomic selfish agents. Such a paradigm can assist policymakers in devising optimal operational and planning countermeasures under both normal and abnormal circumstances. To this end, we develop a Markov routing game (MRG) in which each agent learns and updates her own en-route path choice policy while interacting with others in transportation networks. To efficiently solve MRG, we formulate it as multi-agent reinforcement learning (MARL) and devise a mean field multi-agent deep Q learning (MF-MA-DQL) approach that captures the competition among agents. The linkage between the classical DUE paradigm and our proposed Markov routing game (MRG) is discussed. We show that the routing behavior of intelligent agents is shown to converge to the classical notion of predictive dynamic user equilibrium (DUE) when traffic environments are simulated using dynamic loading models (DNL). In other words, the MRG depicts DUEs assuming perfect information and deterministic environments propagated by DNL models. Four examples are solved to illustrate the algorithm efficiency and consistency between DUE and the MRG equilibrium, on a simple network without and with spillback, the Ortuzar Willumsen (OW) Network, and a real-world network near Columbia University's campus in Manhattan of New York City.

cs.LG↗

Generalizable Information Theoretic Causal Representation

It is evidence that representation learning can improve model's performance over multiple downstream tasks in many real-world scenarios, such as image classification and recommender systems. Existing learning approaches rely on establishing the correlation (or its proxy) between features and the downstream task (labels), which typically results in a representation containing cause, effect and spurious correlated variables of the label. Its generalizability may deteriorate because of the unstability of the non-causal parts. In this paper, we propose to learn causal representation from observational data by regularizing the learning procedure with mutual information measures according to our hypothetical causal graph. The optimization involves a counterfactual loss, based on which we deduce a theoretical guarantee that the causality-inspired learning is with reduced sample complexity and better generalization ability. Extensive experiments show that the models trained on causal representations learned by our approach is robust under adversarial attacks and distribution shift.

cs.LG↗

Measuring "Why" in Recommender Systems: a Comprehensive Survey on the Evaluation of Explainable Recommendation

Explainable recommendation has shown its great advantages for improving recommendation persuasiveness, user satisfaction, system transparency, among others. A fundamental problem of explainable recommendation is how to evaluate the explanations. In the past few years, various evaluation strategies have been proposed. However, they are scattered in different papers, and there lacks a systematic and detailed comparison between them. To bridge this gap, in this paper, we comprehensively review the previous work, and provide different taxonomies for them according to the evaluation perspectives and evaluation methods. Beyond summarizing the previous work, we also analyze the (dis)advantages of existing evaluation methods and provide a series of guidelines on how to select them. The contents of this survey are based on more than 100 papers from top-tier conferences like IJCAI, AAAI, TheWebConf, Recsys, UMAP, and IUI, and their complete summarization are presented at https://shimo.im/sheets/VKrpYTcwVH6KXgdy/MODOC/. With this survey, we finally aim to provide a clear and comprehensive review on the evaluation of explainable recommendation.

cs.IR↗

Enabling Long-Term Cooperation in Cross-Silo Federated Learning: A Repeated Game Perspective

Cross-silo federated learning (FL) is a distributed learning approach where clients of the same interest train a global model cooperatively while keeping their local data private. The success of a cross-silo FL process requires active participation of many clients. Clients in cross-silo FL aim to optimize their long-term benefits by selfishly choosing their participation levels. While there has been some work on incentivizing clients to join FL, the analysis of clients' long-term selfish participation behaviors in cross-silo FL remains largely unexplored. In this paper, we analyze the selfish participation behaviors of heterogeneous clients in cross-silo FL. Specifically, we model clients' long-term selfish participation behaviors as an infinitely repeated game. For the stage game SPFL, we derive the unique Nash equilibrium (NE), and propose a distributed algorithm for each client to calculate its equilibrium participation strategy. We show that at the NE, clients fall into at most three categories: (i) free riders, (ii) a unique partial contributor (if exists), and (iii) contributors. For the long-term interactions among clients, we derive a cooperative strategy for clients which minimizes the number of free riders while increasing the amount of local data for model training. We show that enforced by a punishment strategy, such a cooperative strategy is a subgame perfect Nash equilibrium (SPNE) of the infinitely repeated game, under which some clients who are free riders at the NE of the stage game choose to be (partial) contributors. We further propose an algorithm to calculate the optimal SPNE which minimizes the number of free riders while maximizing the amount of local data for model training. Simulation results show that our derived optimal SPNE can effectively reduce the number of free riders by up to 99.3% and increase the amount of local data for model training by up to 82.3%.

cs.LG↗

Edge Robotics: Edge-Computing-Accelerated Multi-Robot Simultaneous Localization and Mapping

With the wide penetration of smart robots in multifarious fields, Simultaneous Localization and Mapping (SLAM) technique in robotics has attracted growing attention in the community. Yet collaborating SLAM over multiple robots still remains challenging due to performance contradiction between the intensive graphics computation of SLAM and the limited computing capability of robots. While traditional solutions resort to the powerful cloud servers acting as an external computation provider, we show by real-world measurements that the significant communication overhead in data offloading prevents its practicability to real deployment. To tackle these challenges, this paper promotes the emerging edge computing paradigm into multi-robot SLAM and proposes RecSLAM, a multi-robot laser SLAM system that focuses on accelerating map construction process under the robot-edge-cloud architecture. In contrast to conventional multi-robot SLAM that generates graphic maps on robots and completely merges them on the cloud, RecSLAM develops a hierarchical map fusion technique that directs robots' raw data to edge servers for real-time fusion and then sends to the cloud for global merging. To optimize the overall pipeline, an efficient multi-robot SLAM collaborative processing framework is introduced to adaptively optimize robot-to-edge offloading tailored to heterogeneous edge resource conditions, meanwhile ensuring the workload balancing among the edge servers. Extensive evaluations show RecSLAM can achieve up to 39% processing latency reduction over the state-of-the-art. Besides, a proof-of-concept prototype is developed and deployed in real scenes to demonstrate its effectiveness.

cs.RO↗

Learning to Identify Top Elo Ratings: A Dueling Bandits Approach

The Elo rating system is widely adopted to evaluate the skills of (chess) game and sports players. Recently it has been also integrated into machine learning algorithms in evaluating the performance of computerised AI agents. However, an accurate estimation of the Elo rating (for the top players) often requires many rounds of competitions, which can be expensive to carry out. In this paper, to improve the sample efficiency of the Elo evaluation (for top players), we propose an efficient online match scheduling algorithm. Specifically, we identify and match the top players through a dueling bandits framework and tailor the bandit algorithm to the gradient-based update of Elo. We show that it reduces the per-step memory and time complexity to constant, compared to the traditional likelihood maximization approaches requiring $O(t)$ time. Our algorithm has a regret guarantee of $\tilde{O}(\sqrt{T})$, sublinear in the number of competition rounds and has been extended to the multidimensional Elo ratings for handling intransitive games. We empirically demonstrate that our method achieves superior convergence speed and time efficiency on a variety of gaming tasks.

cs.LG↗

Action Keypoint Network for Efficient Video Recognition

Reducing redundancy is crucial for improving the efficiency of video recognition models. An effective approach is to select informative content from the holistic video, yielding a popular family of dynamic video recognition methods. However, existing dynamic methods focus on either temporal or spatial selection independently while neglecting a reality that the redundancies are usually spatial and temporal, simultaneously. Moreover, their selected content is usually cropped with fixed shapes, while the realistic distribution of informative content can be much more diverse. With these two insights, this paper proposes to integrate temporal and spatial selection into an Action Keypoint Network (AK-Net). From different frames and positions, AK-Net selects some informative points scattered in arbitrary-shaped regions as a set of action keypoints and then transforms the video recognition into point cloud classification. AK-Net has two steps, i.e., the keypoint selection and the point cloud classification. First, it inputs the video into a baseline network and outputs a feature map from an intermediate layer. We view each pixel on this feature map as a spatial-temporal point and select some informative keypoints using self-attention. Second, AK-Net devises a ranking criterion to arrange the keypoints into an ordered 1D sequence. Consequentially, AK-Net brings two-fold benefits for efficiency: The keypoint selection step collects informative content within arbitrary shapes and increases the efficiency for modeling spatial-temporal dependencies, while the point cloud classification step further reduces the computational cost by compacting the convolutional kernels. Experimental results show that AK-Net can consistently improve the efficiency and performance of baseline methods on several video recognition benchmarks.

cs.CV↗

Debiased Recommendation with User Feature Balancing

Debiased recommendation has recently attracted increasing attention from both industry and academic communities. Traditional models mostly rely on the inverse propensity score (IPS), which can be hard to estimate and may suffer from the high variance issue. To alleviate these problems, in this paper, we propose a novel debiased recommendation framework based on user feature balancing. The general idea is to introduce a projection function to adjust user feature distributions, such that the ideal unbiased learning objective can be upper bounded by a solvable objective purely based on the offline dataset. In the upper bound, the projected user distributions are expected to be equal given different items. From the causal inference perspective, this requirement aims to remove the causal relation from the user to the item, which enables us to achieve unbiased recommendation, bypassing the computation of IPS. In order to efficiently balance the user distributions upon each item pair, we propose three strategies, including clipping, sampling and adversarial learning to improve the training process. For more robust optimization, we deploy an explicit model to capture the potential latent confounders in recommendation systems. To the best of our knowledge, this paper is the first work on debiased recommendation based on confounder balancing. In the experiments, we compare our framework with many state-of-the-art methods based on synthetic, semi-synthetic and real-world datasets. Extensive experiments demonstrate that our model is effective in promoting the recommendation performance.

cs.IR↗

User behavior understanding in real world settings

How to extract meaningful information in user historical behavior plays a crucial role in recommendation. User behavior sequence often contains multiple conceptually distinct items that belong to different item groups and the number of the item groups is changing over time. It is necessary to learn a dynamic group of representations according the item groups in a user historical behavior. However, current works only learns a predefined and fixed number representations which includes single representation methods and multi representations methods from the user context that could lead to suboptimal recommendation quality. In this paper we propose a model that can automatically and adaptively generates a dynamic group of representations from the user behavior accordingly. To be specific, AutoRep is composed of an informative representation construct (IRC) module and a dynamic representations construct (DRC) module. The IRC module learns the overall sequential characteristics of user behavior with a bi-directional architecture transformer. The DRC module dynamically allocate the item in the user behavior into different item groups and form a dynamic group of representations in a differentiable method. Such design improves the model recommendation performance. We evaluate the proposed model on five benchmark datasets. The results show that AutoRep outperforms representative baselines. Further ablation study has been conducted to deepen our understandings of AutoRep, including the proposed module IRC and DRC.

cs.IR↗