111 research outputs found

    What can be sampled locally?

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    Dynamic Inference in Probabilistic Graphical Models

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    Probabilistic graphical models, such as Markov random fields (MRFs), are useful for describing high-dimensional distributions in terms of local dependence structures. The probabilistic inference is a fundamental problem related to graphical models, and sampling is a main approach for the problem. In this paper, we study probabilistic inference problems when the graphical model itself is changing dynamically with time. Such dynamic inference problems arise naturally in today's application, e.g.~multivariate time-series data analysis and practical learning procedures. We give a dynamic algorithm for sampling-based probabilistic inferences in MRFs, where each dynamic update can change the underlying graph and all parameters of the MRF simultaneously, as long as the total amount of changes is bounded. More precisely, suppose that the MRF has nn variables and polylogarithmic-bounded maximum degree, and N(n)N(n) independent samples are sufficient for the inference for a polynomial function N()N(\cdot). Our algorithm dynamically maintains an answer to the inference problem using O~(nN(n))\widetilde{O}(n N(n)) space cost, and O~(N(n)+n)\widetilde{O}(N(n) + n) incremental time cost upon each update to the MRF, as long as the well-known Dobrushin-Shlosman condition is satisfied by the MRFs. Compared to the static case, which requires Ω(nN(n))\Omega(n N(n)) time cost for redrawing all N(n)N(n) samples whenever the MRF changes, our dynamic algorithm gives a Ω~(min{n,N(n)})\widetilde\Omega(\min\{n, N(n)\})-factor speedup. Our approach relies on a novel dynamic sampling technique, which transforms local Markov chains (a.k.a. single-site dynamics) to dynamic sampling algorithms, and an "algorithmic Lipschitz" condition that we establish for sampling from graphical models, namely, when the MRF changes by a small difference, samples can be modified to reflect the new distribution, with cost proportional to the difference on MRF

    DeepMetricEye: Metric Depth Estimation in Periocular VR Imagery

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    Despite the enhanced realism and immersion provided by VR headsets, users frequently encounter adverse effects such as digital eye strain (DES), dry eye, and potential long-term visual impairment due to excessive eye stimulation from VR displays and pressure from the mask. Recent VR headsets are increasingly equipped with eye-oriented monocular cameras to segment ocular feature maps. Yet, to compute the incident light stimulus and observe periocular condition alterations, it is imperative to transform these relative measurements into metric dimensions. To bridge this gap, we propose a lightweight framework derived from the U-Net 3+ deep learning backbone that we re-optimised, to estimate measurable periocular depth maps. Compatible with any VR headset equipped with an eye-oriented monocular camera, our method reconstructs three-dimensional periocular regions, providing a metric basis for related light stimulus calculation protocols and medical guidelines. Navigating the complexities of data collection, we introduce a Dynamic Periocular Data Generation (DPDG) environment based on UE MetaHuman, which synthesises thousands of training images from a small quantity of human facial scan data. Evaluated on a sample of 36 participants, our method exhibited notable efficacy in the periocular global precision evaluation experiment, and the pupil diameter measurement

    A Re-visit of the Popularity Baseline in Recommender Systems

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    Popularity is often included in experimental evaluation to provide a reference performance for a recommendation task. To understand how popularity baseline is defined and evaluated, we sample 12 papers from top-tier conferences including KDD, WWW, SIGIR, and RecSys, and 6 open source toolkits. We note that the widely adopted MostPop baseline simply ranks items based on the number of interactions in the training data. We argue that the current evaluation of popularity (i) does not reflect the popular items at the time when a user interacts with the system, and (ii) may recommend items released after a user's last interaction with the system. On the widely used MovieLens dataset, we show that the performance of popularity could be significantly improved by 70% or more, if we consider the popular items at the time point when a user interacts with the system. We further show that, on MovieLens dataset, the users having lower tendencies on movies tend to follow the crowd and rate more popular movies. Movie lovers who rate a large number of movies, rate movies based on their own preferences and interests. Through this study, we call for a re-visit of the popularity baseline in recommender system to better reflect its effectiveness.Comment: Accepted by SIGIR202
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