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Andrew D. Bagdanov

Publications and source records attributed to Andrew D. Bagdanov.

At least 55 records · Page 3Linked to original sources

Continually Learning Self-Supervised Representations with Projected Functional Regularization

Recent self-supervised learning methods are able to learn high-quality image representations and are closing the gap with supervised approaches. However, these methods are unable to acquire new knowledge incrementally -- they are, in fact, mostly used only as a pre-training phase over IID data. In this work we investigate self-supervised methods in continual learning regimes without any replay mechanism. We show that naive functional regularization, also known as feature distillation, leads to lower plasticity and limits continual learning performance. Instead, we propose Projected Functional Regularization in which a separate temporal projection network ensures that the newly learned feature space preserves information of the previous one, while at the same time allowing for the learning of new features. This prevents forgetting while maintaining the plasticity of the learner. Comparison with other incremental learning approaches applied to self-supervision demonstrates that our method obtains competitive performance in different scenarios and on multiple datasets.

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CCPT: Automatic Gameplay Testing and Validation with Curiosity-Conditioned Proximal Trajectories

This paper proposes a novel deep reinforcement learning algorithm to perform automatic analysis and detection of gameplay issues in complex 3D navigation environments. The Curiosity-Conditioned Proximal Trajectories (CCPT) method combines curiosity and imitation learning to train agents to methodically explore in the proximity of known trajectories derived from expert demonstrations. We show how CCPT can explore complex environments, discover gameplay issues and design oversights in the process, and recognize and highlight them directly to game designers. We further demonstrate the effectiveness of the algorithm in a novel 3D navigation environment which reflects the complexity of modern AAA video games. Our results show a higher level of coverage and bug discovery than baselines methods, and it hence can provide a valuable tool for game designers to identify issues in game design automatically.

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Policy Fusion for Adaptive and Customizable Reinforcement Learning Agents

In this article we study the problem of training intelligent agents using Reinforcement Learning for the purpose of game development. Unlike systems built to replace human players and to achieve super-human performance, our agents aim to produce meaningful interactions with the player, and at the same time demonstrate behavioral traits as desired by game designers. We show how to combine distinct behavioral policies to obtain a meaningful "fusion" policy which comprises all these behaviors. To this end, we propose four different policy fusion methods for combining pre-trained policies. We further demonstrate how these methods can be used in combination with Inverse Reinforcement Learning in order to create intelligent agents with specific behavioral styles as chosen by game designers, without having to define many and possibly poorly-designed reward functions. Experiments on two different environments indicate that entropy-weighted policy fusion significantly outperforms all others. We provide several practical examples and use-cases for how these methods are indeed useful for video game production and designers.

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Robust pedestrian detection in thermal imagery using synthesized images

In this paper we propose a method for improving pedestrian detection in the thermal domain using two stages: first, a generative data augmentation approach is used, then a domain adaptation method using generated data adapts an RGB pedestrian detector. Our model, based on the Least-Squares Generative Adversarial Network, is trained to synthesize realistic thermal versions of input RGB images which are then used to augment the limited amount of labeled thermal pedestrian images available for training. We apply our generative data augmentation strategy in order to adapt a pretrained YOLOv3 pedestrian detector to detection in the thermal-only domain. Experimental results demonstrate the effectiveness of our approach: using less than 50\% of available real thermal training data, and relying on synthesized data generated by our model in the domain adaptation phase, our detector achieves state-of-the-art results on the KAIST Multispectral Pedestrian Detection Benchmark; even if more real thermal data is available adding GAN generated images to the training data results in improved performance, thus showing that these images act as an effective form of data augmentation. To the best of our knowledge, our detector achieves the best single-modality detection results on KAIST with respect to the state-of-the-art.

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Deep Policy Networks for NPC Behaviors that Adapt to Changing Design Parameters in Roguelike Games

Recent advances in Deep Reinforcement Learning (DRL) have largely focused on improving the performance of agents with the aim of replacing humans in known and well-defined environments. The use of these techniques as a game design tool for video game production, where the aim is instead to create Non-Player Character (NPC) behaviors, has received relatively little attention until recently. Turn-based strategy games like Roguelikes, for example, present unique challenges to DRL. In particular, the categorical nature of their complex game state, composed of many entities with different attributes, requires agents able to learn how to compare and prioritize these entities. Moreover, this complexity often leads to agents that overfit to states seen during training and that are unable to generalize in the face of design changes made during development. In this paper we propose two network architectures which, when combined with a \emph{procedural loot generation} system, are able to better handle complex categorical state spaces and to mitigate the need for retraining forced by design decisions. The first is based on a dense embedding of the categorical input space that abstracts the discrete observation model and renders trained agents more able to generalize. The second proposed architecture is more general and is based on a Transformer network able to reason relationally about input and input attributes. Our experimental evaluation demonstrates that new agents have better adaptation capacity with respect to a baseline architecture, making this framework more robust to dynamic gameplay changes during development. Based on the results shown in this paper, we believe that these solutions represent a step forward towards making DRL more accessible to the gaming industry.

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Demonstration-efficient Inverse Reinforcement Learning in Procedurally Generated Environments

Deep Reinforcement Learning achieves very good results in domains where reward functions can be manually engineered. At the same time, there is growing interest within the community in using games based on Procedurally Content Generation (PCG) as benchmark environments since this type of environment is perfect for studying overfitting and generalization of agents under domain shift. Inverse Reinforcement Learning (IRL) can instead extrapolate reward functions from expert demonstrations, with good results even on high-dimensional problems, however there are no examples of applying these techniques to procedurally-generated environments. This is mostly due to the number of demonstrations needed to find a good reward model. We propose a technique based on Adversarial Inverse Reinforcement Learning which can significantly decrease the need for expert demonstrations in PCG games. Through the use of an environment with a limited set of initial seed levels, plus some modifications to stabilize training, we show that our approach, DE-AIRL, is demonstration-efficient and still able to extrapolate reward functions which generalize to the fully procedural domain. We demonstrate the effectiveness of our technique on two procedural environments, MiniGrid and DeepCrawl, for a variety of tasks.

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DeepCrawl: Deep Reinforcement Learning for Turn-based Strategy Games

In this paper we introduce DeepCrawl, a fully-playable Roguelike prototype for iOS and Android in which all agents are controlled by policy networks trained using Deep Reinforcement Learning (DRL). Our aim is to understand whether recent advances in DRL can be used to develop convincing behavioral models for non-player characters in videogames. We begin with an analysis of requirements that such an AI system should satisfy in order to be practically applicable in video game development, and identify the elements of the DRL model used in the DeepCrawl prototype. The successes and limitations of DeepCrawl are documented through a series of playability tests performed on the final game. We believe that the techniques we propose offer insight into innovative new avenues for the development of behaviors for non-player characters in video games, as they offer the potential to overcome critical issues with

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RATT: Recurrent Attention to Transient Tasks for Continual Image Captioning

Research on continual learning has led to a variety of approaches to mitigating catastrophic forgetting in feed-forward classification networks. Until now surprisingly little attention has been focused on continual learning of recurrent models applied to problems like image captioning. In this paper we take a systematic look at continual learning of LSTM-based models for image captioning. We propose an attention-based approach that explicitly accommodates the transient nature of vocabularies in continual image captioning tasks -- i.e. that task vocabularies are not disjoint. We call our method Recurrent Attention to Transient Tasks (RATT), and also show how to adapt continual learning approaches based on weight egularization and knowledge distillation to recurrent continual learning problems. We apply our approaches to incremental image captioning problem on two new continual learning benchmarks we define using the MS-COCO and Flickr30 datasets. Our results demonstrate that RATT is able to sequentially learn five captioning tasks while incurring no forgetting of previously learned ones.

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Generative Feature Replay For Class-Incremental Learning

Humans are capable of learning new tasks without forgetting previous ones, while neural networks fail due to catastrophic forgetting between new and previously-learned tasks. We consider a class-incremental setting which means that the task-ID is unknown at inference time. The imbalance between old and new classes typically results in a bias of the network towards the newest ones. This imbalance problem can either be addressed by storing exemplars from previous tasks, or by using image replay methods. However, the latter can only be applied to toy datasets since image generation for complex datasets is a hard problem. We propose a solution to the imbalance problem based on generative feature replay which does not require any exemplars. To do this, we split the network into two parts: a feature extractor and a classifier. To prevent forgetting, we combine generative feature replay in the classifier with feature distillation in the feature extractor. Through feature generation, our method reduces the complexity of generative replay and prevents the imbalance problem. Our approach is computationally efficient and scalable to large datasets. Experiments confirm that our approach achieves state-of-the-art results on CIFAR-100 and ImageNet, while requiring only a fraction of the storage needed for exemplar-based continual learning. Code available at \url{https://github.com/xialeiliu/GFR-IL}.

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Visual Question Answering for Cultural Heritage

Technology and the fruition of cultural heritage are becoming increasingly more entwined, especially with the advent of smart audio guides, virtual and augmented reality, and interactive installations. Machine learning and computer vision are important components of this ongoing integration, enabling new interaction modalities between user and museum. Nonetheless, the most frequent way of interacting with paintings and statues still remains taking pictures. Yet images alone can only convey the aesthetics of the artwork, lacking is information which is often required to fully understand and appreciate it. Usually this additional knowledge comes both from the artwork itself (and therefore the image depicting it) and from an external source of knowledge, such as an information sheet. While the former can be inferred by computer vision algorithms, the latter needs more structured data to pair visual content with relevant information. Regardless of its source, this information still must be be effectively transmitted to the user. A popular emerging trend in computer vision is Visual Question Answering (VQA), in which users can interact with a neural network by posing questions in natural language and receiving answers about the visual content. We believe that this will be the evolution of smart audio guides for museum visits and simple image browsing on personal smartphones. This will turn the classic audio guide into a smart personal instructor with which the visitor can interact by asking for explanations focused on specific interests. The advantages are twofold: on the one hand the cognitive burden of the visitor will decrease, limiting the flow of information to what the user actually wants to hear; and on the other hand it proposes the most natural way of interacting with a guide, favoring engagement.

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Soft-PHOC Descriptor for End-to-End Word Spotting in Egocentric Scene Images

Word spotting in natural scene images has many applications in scene understanding and visual assistance. In this paper we propose a technique to create and exploit an intermediate representation of images based on text attributes which are character probability maps. Our representation extends the concept of the Pyramidal Histogram Of Characters (PHOC) by exploiting Fully Convolutional Networks to derive a pixel-wise mapping of the character distribution within candidate word regions. We call this representation the Soft-PHOC. Furthermore, we show how to use Soft-PHOC descriptors for word spotting tasks in egocentric camera streams through an efficient text line proposal algorithm. This is based on the Hough Transform over character attribute maps followed by scoring using Dynamic Time Warping (DTW). We evaluate our results on ICDAR 2015 Challenge 4 dataset of incidental scene text captured by an egocentric camera.

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Exploiting Unlabeled Data in CNNs by Self-supervised Learning to Rank

For many applications the collection of labeled data is expensive laborious. Exploitation of unlabeled data during training is thus a long pursued objective of machine learning. Self-supervised learning addresses this by positing an auxiliary task (different, but related to the supervised task) for which data is abundantly available. In this paper, we show how ranking can be used as a proxy task for some regression problems. As another contribution, we propose an efficient backpropagation technique for Siamese networks which prevents the redundant computation introduced by the multi-branch network architecture. We apply our framework to two regression problems: Image Quality Assessment (IQA) and Crowd Counting. For both we show how to automatically generate ranked image sets from unlabeled data. Our results show that networks trained to regress to the ground truth targets for labeled data and to simultaneously learn to rank unlabeled data obtain significantly better, state-of-the-art results for both IQA and crowd counting. In addition, we show that measuring network uncertainty on the self-supervised proxy task is a good measure of informativeness of unlabeled data. This can be used to drive an algorithm for active learning and we show that this reduces labeling effort by up to 50%.

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Rotate your Networks: Better Weight Consolidation and Less Catastrophic Forgetting

In this paper we propose an approach to avoiding catastrophic forgetting in sequential task learning scenarios. Our technique is based on a network reparameterization that approximately diagonalizes the Fisher Information Matrix of the network parameters. This reparameterization takes the form of a factorized rotation of parameter space which, when used in conjunction with Elastic Weight Consolidation (which assumes a diagonal Fisher Information Matrix), leads to significantly better performance on lifelong learning of sequential tasks. Experimental results on the MNIST, CIFAR-100, CUB-200 and Stanford-40 datasets demonstrate that we significantly improve the results of standard elastic weight consolidation, and that we obtain competitive results when compared to other state-of-the-art in lifelong learning without forgetting.

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Scale Coding Bag of Deep Features for Human Attribute and Action Recognition

Most approaches to human attribute and action recognition in still images are based on image representation in which multi-scale local features are pooled across scale into a single, scale-invariant encoding. Both in bag-of-words and the recently popular representations based on convolutional neural networks, local features are computed at multiple scales. However, these multi-scale convolutional features are pooled into a single scale-invariant representation. We argue that entirely scale-invariant image representations are sub-optimal and investigate approaches to scale coding within a Bag of Deep Features framework. Our approach encodes multi-scale information explicitly during the image encoding stage. We propose two strategies to encode multi-scale information explicitly in the final image representation. We validate our two scale coding techniques on five datasets: Willow, PASCAL VOC 2010, PASCAL VOC 2012, Stanford-40 and Human Attributes (HAT-27). On all datasets, the proposed scale coding approaches outperform both the scale-invariant method and the standard deep features of the same network. Further, combining our scale coding approaches with standard deep features leads to consistent improvement over the state-of-the-art.

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Review on Computer Vision Techniques in Emergency Situation

In emergency situations, actions that save lives and limit the impact of hazards are crucial. In order to act, situational awareness is needed to decide what to do. Geolocalized photos and video of the situations as they evolve can be crucial in better understanding them and making decisions faster. Cameras are almost everywhere these days, either in terms of smartphones, installed CCTV cameras, UAVs or others. However, this poses challenges in big data and information overflow. Moreover, most of the time there are no disasters at any given location, so humans aiming to detect sudden situations may not be as alert as needed at any point in time. Consequently, computer vision tools can be an excellent decision support. The number of emergencies where computer vision tools has been considered or used is very wide, and there is a great overlap across related emergency research. Researchers tend to focus on state-of-the-art systems that cover the same emergency as they are studying, obviating important research in other fields. In order to unveil this overlap, the survey is divided along four main axes: the types of emergencies that have been studied in computer vision, the objective that the algorithms can address, the type of hardware needed and the algorithms used. Therefore, this review provides a broad overview of the progress of computer vision covering all sorts of emergencies.

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Leveraging Unlabeled Data for Crowd Counting by Learning to Rank

We propose a novel crowd counting approach that leverages abundantly available unlabeled crowd imagery in a learning-to-rank framework. To induce a ranking of cropped images , we use the observation that any sub-image of a crowded scene image is guaranteed to contain the same number or fewer persons than the super-image. This allows us to address the problem of limited size of existing datasets for crowd counting. We collect two crowd scene datasets from Google using keyword searches and query-by-example image retrieval, respectively. We demonstrate how to efficiently learn from these unlabeled datasets by incorporating learning-to-rank in a multi-task network which simultaneously ranks images and estimates crowd density maps. Experiments on two of the most challenging crowd counting datasets show that our approach obtains state-of-the-art results.

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Domain-adaptive deep network compression

Deep Neural Networks trained on large datasets can be easily transferred to new domains with far fewer labeled examples by a process called fine-tuning. This has the advantage that representations learned in the large source domain can be exploited on smaller target domains. However, networks designed to be optimal for the source task are often prohibitively large for the target task. In this work we address the compression of networks after domain transfer. We focus on compression algorithms based on low-rank matrix decomposition. Existing methods base compression solely on learned network weights and ignore the statistics of network activations. We show that domain transfer leads to large shifts in network activations and that it is desirable to take this into account when compressing. We demonstrate that considering activation statistics when compressing weights leads to a rank-constrained regression problem with a closed-form solution. Because our method takes into account the target domain, it can more optimally remove the redundancy in the weights. Experiments show that our Domain Adaptive Low Rank (DALR) method significantly outperforms existing low-rank compression techniques. With our approach, the fc6 layer of VGG19 can be compressed more than 4x more than using truncated SVD alone -- with only a minor or no loss in accuracy. When applied to domain-transferred networks it allows for compression down to only 5-20% of the original number of parameters with only a minor drop in performance.

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RankIQA: Learning from Rankings for No-reference Image Quality Assessment

We propose a no-reference image quality assessment (NR-IQA) approach that learns from rankings (RankIQA). To address the problem of limited IQA dataset size, we train a Siamese Network to rank images in terms of image quality by using synthetically generated distortions for which relative image quality is known. These ranked image sets can be automatically generated without laborious human labeling. We then use fine-tuning to transfer the knowledge represented in the trained Siamese Network to a traditional CNN that estimates absolute image quality from single images. We demonstrate how our approach can be made significantly more efficient than traditional Siamese Networks by forward propagating a batch of images through a single network and backpropagating gradients derived from all pairs of images in the batch. Experiments on the TID2013 benchmark show that we improve the state-of-the-art by over 5%. Furthermore, on the LIVE benchmark we show that our approach is superior to existing NR-IQA techniques and that we even outperform the state-of-the-art in full-reference IQA (FR-IQA) methods without having to resort to high-quality reference images to infer IQA.

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