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Zixi Cai

Publications and source records attributed to Zixi Cai.

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Clownfish: Scaling DAG-based BFT Consensus via Sparse Edges

Directed Acyclic Graph (DAG) based BFT protocols have demonstrated the capability to achieve significantly high throughput in practice. Recent advancements focused on minimizing the good-case latency of these protocols, approaching the theoretical lower bound. However, the high communication complexity inherent in existing DAG-based protocols limits their scalability. This primarily arises because each vertex in the DAG must include a linear number of edges (references) to vertices from previous rounds. We present Clownfish, a partially synchronous DAG-based BFT protocol designed to address the scalability bottleneck. Clownfish achieves lower communication complexity by selectively reducing the number of edges in DAG vertices. When using a communication-optimal consistent broadcast, Clownfish attains quadratic total communication complexity per round, outperforming prior DAG-based protocols. Clownfish also reduces the additional latency in failure cases by optimizing the round advancement rule. Additionally, Clownfish supports multiple leaders per round to reduce average latency while maintaining its lower communication complexity. Our experimental evaluation demonstrates that Clownfish provides significantly better scalability than existing DAG-based protocols.

cs.DC

Contention Resolution, With and Without a Global Clock

In the Contention Resolution problem $n$ parties each wish to have exclusive use of a shared resource for one unit of time. The problem has been studied since the early 1970s, under a variety of assumptions on feedback given to the parties, how the parties wake up, knowledge of $n$, and so on. The most consistent assumption is that parties do not have access to a global clock, only their local time since wake-up. This is surprising because the assumption of a global clock is both technologically realistic and algorithmically interesting. It enriches the problem, and opens the door to entirely new techniques. Our primary results are: [1] We design a new Contention Resolution protocol that guarantees latency $$O\left(\left(n\log\log n\log^{(3)} n\log^{(4)} n\cdots \log^{(\log^* n)} n\right)\cdot 2^{\log^* n}\right) \le n(\log\log n)^{1+o(1)}$$ in expectation and with high probability. This already establishes at least a roughly $\log n$ complexity gap between randomized protocols in GlobalClock and LocalClock. [2] Prior analyses of randomized ContentionResolution protocols in LocalClock guaranteed a certain latency with high probability, i.e., with probability $1-1/\text{poly}(n)$. We observe that it is just as natural to measure expected latency, and prove a $\log n$-factor complexity gap between the two objectives for memoryless protocols. The In-Expectation complexity is $\Theta(n \log n/\log\log n)$ whereas the With-High-Probability latency is $\Theta(n\log^2 n/\log\log n)$. Three of these four upper and lower bounds are new. [3] Given the complexity separation above, one would naturally want a ContentionResolution protocol that is optimal under both the In-Expectation and With-High-Probability metrics. This is impossible! It is even impossible to achieve In-Expectation latency $o(n\log^2 n/(\log\log n)^2)$ and With-High-Probability latency $n\log^{O(1)} n$ simultaneously.

cs.DC

The Squishy Grid Problem

In this paper we consider the problem of approximating Euclidean distances by the infinite integer grid graph. Although the topology of the graph is fixed, we have control over the edge-weight assignment $w:E\to \mathbb{R}_{\ge 0}$, and hope to have grid distances be asymptotically isometric to Euclidean distances, that is, for all grid points $u,v$, $\mathrm{dist}_w(u,v) = (1\pm o(1))\|u-v\|_2$. We give three methods for solving this problem, each attractive in its own way. * Our first construction is based on an embedding of the recursive, non-periodic pinwheel tiling of Radin and Conway into the integer grid. Distances in the pinwheel graph are asymptotically isometric to Euclidean distances, but no explicit bound on the rate of convergence was known. We prove that the multiplicative distortion of the pinwheel graph is $(1+1/\Theta(\log^\xi \log D))$, where $D$ is the Euclidean distance and $\xi=\Theta(1)$. The pinwheel tiling approach is conceptually simple, but can be improved quantitatively. * Our second construction is based on a hierarchical arrangement of "highways." It is simple, achieving stretch $(1 + 1/\Theta(D^{1/9}))$, which converges doubly exponentially faster than the pinwheel tiling approach. * The first two methods are deterministic. An even simpler approach is to sample the edge weights independently from a common distribution $\mathscr{D}$. Whether there exists a distribution $\mathscr{D}^*$ that makes grid distances Euclidean, asymptotically and in expectation, is major open problem in the theory of first passage percolation. Previous experiments show that when $\mathscr{D}$ is a Fisher distribution, grid distances are within 1\% of Euclidean. We demonstrate experimentally that this level of accuracy can be achieved by a simple 2-point distribution that assigns weights 0.41 or 4.75 with probability 44\% and 56\%, respectively.

cs.CG

Pose2Seg: Detection Free Human Instance Segmentation

The standard approach to image instance segmentation is to perform the object detection first, and then segment the object from the detection bounding-box. More recently, deep learning methods like Mask R-CNN perform them jointly. However, little research takes into account the uniqueness of the "human" category, which can be well defined by the pose skeleton. Moreover, the human pose skeleton can be used to better distinguish instances with heavy occlusion than using bounding-boxes. In this paper, we present a brand new pose-based instance segmentation framework for humans which separates instances based on human pose, rather than proposal region detection. We demonstrate that our pose-based framework can achieve better accuracy than the state-of-art detection-based approach on the human instance segmentation problem, and can moreover better handle occlusion. Furthermore, there are few public datasets containing many heavily occluded humans along with comprehensive annotations, which makes this a challenging problem seldom noticed by researchers. Therefore, in this paper we introduce a new benchmark "Occluded Human (OCHuman)", which focuses on occluded humans with comprehensive annotations including bounding-box, human pose and instance masks. This dataset contains 8110 detailed annotated human instances within 4731 images. With an average 0.67 MaxIoU for each person, OCHuman is the most complex and challenging dataset related to human instance segmentation. Through this dataset, we want to emphasize occlusion as a challenging problem for researchers to study.

cs.CV

Temporal Hockey Action Recognition via Pose and Optical Flows

Recognizing actions in ice hockey using computer vision poses challenges due to bulky equipment and inadequate image quality. A novel two-stream framework has been designed to improve action recognition accuracy for hockey using three main components. First, pose is estimated via the Part Affinity Fields model to extract meaningful cues from the player. Second, optical flow (using LiteFlowNet) is used to extract temporal features. Third, pose and optical flow streams are fused and passed to fully-connected layers to estimate the hockey player's action. A novel publicly available dataset named HARPET (Hockey Action Recognition Pose Estimation, Temporal) was created, composed of sequences of annotated actions and pose of hockey players including their hockey sticks as an extension of human body pose. Three contributions are recognized. (1) The novel two-stream architecture achieves 85% action recognition accuracy, with the inclusion of optical flows increasing accuracy by about 10%. (2) The unique localization of hand-held objects (e.g., hockey sticks) as part of pose increases accuracy by about 13%. (3) For pose estimation, a bigger and more general dataset, MSCOCO, is successfully used for transfer learning to a smaller and more specific dataset, HARPET, achieving a PCKh of 87%.

cs.CV