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Byoung-Tak Zhang

Publications and source records attributed to Byoung-Tak Zhang.

At least 91 records · Page 5Linked to original sources

Message Passing Adaptive Resonance Theory for Online Active Semi-supervised Learning

Active learning is widely used to reduce labeling effort and training time by repeatedly querying only the most beneficial samples from unlabeled data. In real-world problems where data cannot be stored indefinitely due to limited storage or privacy issues, the query selection and the model update should be performed as soon as a new data sample is observed. Various online active learning methods have been studied to deal with these challenges; however, there are difficulties in selecting representative query samples and updating the model efficiently without forgetting. In this study, we propose Message Passing Adaptive Resonance Theory (MPART) that learns the distribution and topology of input data online. Through message passing on the topological graph, MPART actively queries informative and representative samples, and continuously improves the classification performance using both labeled and unlabeled data. We evaluate our model in stream-based selective sampling scenarios with comparable query selection strategies, showing that MPART significantly outperforms competitive models.

cs.LG↗

Attend What You Need: Motion-Appearance Synergistic Networks for Video Question Answering

Video Question Answering is a task which requires an AI agent to answer questions grounded in video. This task entails three key challenges: (1) understand the intention of various questions, (2) capturing various elements of the input video (e.g., object, action, causality), and (3) cross-modal grounding between language and vision information. We propose Motion-Appearance Synergistic Networks (MASN), which embed two cross-modal features grounded on motion and appearance information and selectively utilize them depending on the question's intentions. MASN consists of a motion module, an appearance module, and a motion-appearance fusion module. The motion module computes the action-oriented cross-modal joint representations, while the appearance module focuses on the appearance aspect of the input video. Finally, the motion-appearance fusion module takes each output of the motion module and the appearance module as input, and performs question-guided fusion. As a result, MASN achieves new state-of-the-art performance on the TGIF-QA and MSVD-QA datasets. We also conduct qualitative analysis by visualizing the inference results of MASN. The code is available at https://github.com/ahjeongseo/MASN-pytorch.

cs.CV↗

M2FN: Multi-step Modality Fusion for Advertisement Image Assessment

Assessing advertisements, specifically on the basis of user preferences and ad quality, is crucial to the marketing industry. Although recent studies have attempted to use deep neural networks for this purpose, these studies have not utilized image-related auxiliary attributes, which include embedded text frequently found in ad images. We, therefore, investigated the influence of these attributes on ad image preferences. First, we analyzed large-scale real-world ad log data and, based on our findings, proposed a novel multi-step modality fusion network (M2FN) that determines advertising images likely to appeal to user preferences. Our method utilizes auxiliary attributes through multiple steps in the network, which include conditional batch normalization-based low-level fusion and attention-based high-level fusion. We verified M2FN on the AVA dataset, which is widely used for aesthetic image assessment, and then demonstrated that M2FN can achieve state-of-the-art performance in preference prediction using a real-world ad dataset with rich auxiliary attributes.

cs.CV↗

Learning task-agnostic representation via toddler-inspired learning

One of the inherent limitations of current AI systems, stemming from the passive learning mechanisms (e.g., supervised learning), is that they perform well on labeled datasets but cannot deduce knowledge on their own. To tackle this problem, we derive inspiration from a highly intentional learning system via action: the toddler. Inspired by the toddler's learning procedure, we design an interactive agent that can learn and store task-agnostic visual representation while exploring and interacting with objects in the virtual environment. Experimental results show that such obtained representation was expandable to various vision tasks such as image classification, object localization, and distance estimation tasks. In specific, the proposed model achieved 100%, 75.1% accuracy and 1.62% relative error, respectively, which is noticeably better than autoencoder-based model (99.7%, 66.1%, 1.95%), and also comparable with those of supervised models (100%, 87.3%, 0.71%).

cs.AI↗

DramaQA: Character-Centered Video Story Understanding with Hierarchical QA

Despite recent progress on computer vision and natural language processing, developing a machine that can understand video story is still hard to achieve due to the intrinsic difficulty of video story. Moreover, researches on how to evaluate the degree of video understanding based on human cognitive process have not progressed as yet. In this paper, we propose a novel video question answering (Video QA) task, DramaQA, for a comprehensive understanding of the video story. The DramaQA focuses on two perspectives: 1) Hierarchical QAs as an evaluation metric based on the cognitive developmental stages of human intelligence. 2) Character-centered video annotations to model local coherence of the story. Our dataset is built upon the TV drama "Another Miss Oh" and it contains 17,983 QA pairs from 23,928 various length video clips, with each QA pair belonging to one of four difficulty levels. We provide 217,308 annotated images with rich character-centered annotations, including visual bounding boxes, behaviors and emotions of main characters, and coreference resolved scripts. Additionally, we suggest Multi-level Context Matching model which hierarchically understands character-centered representations of video to answer questions. We release our dataset and model publicly for research purposes, and we expect our work to provide a new perspective on video story understanding research.

cs.CL↗

Human-Like Active Learning: Machines Simulating the Human Learning Process

Although the use of active learning to increase learners' engagement has recently been introduced in a variety of methods, empirical experiments are lacking. In this study, we attempted to align two experiments in order to (1) make a hypothesis for machine and (2) empirically confirm the effect of active learning on learning. In Experiment 1, we compared the effect of a passive form of learning to active form of learning. The results showed that active learning had a greater learning outcomes than passive learning. In the machine experiment based on the human result, we imitated the human active learning as a form of knowledge distillation. The active learning framework performed better than the passive learning framework. In the end, we showed not only that we can make build better machine training framework through the human experiment result, but also empirically confirm the result of human experiment through imitated machine experiments; human-like active learning have crucial effect on learning performance.

cs.LG↗

Co-attentional Transformers for Story-Based Video Understanding

Inspired by recent trends in vision and language learning, we explore applications of attention mechanisms for visio-lingual fusion within an application to story-based video understanding. Like other video-based QA tasks, video story understanding requires agents to grasp complex temporal dependencies. However, as it focuses on the narrative aspect of video it also requires understanding of the interactions between different characters, as well as their actions and their motivations. We propose a novel co-attentional transformer model to better capture long-term dependencies seen in visual stories such as dramas and measure its performance on the video question answering task. We evaluate our approach on the recently introduced DramaQA dataset which features character-centered video story understanding questions. Our model outperforms the baseline model by 8 percentage points overall, at least 4.95 and up to 12.8 percentage points on all difficulty levels and manages to beat the winner of the DramaQA challenge.

cs.CV↗

Pattern Denoising in Molecular Associative Memory using Pairwise Markov Random Field Models

We propose an in silico molecular associative memory model for pattern learning, storage and denoising using Pairwise Markov Random Field (PMRF) model. Our PMRF-based molecular associative memory model extracts locally distributed features from the exposed examples, learns and stores the patterns in the molecular associative memory and denoises the given noisy patterns via DNA computation based operations. Thus, our computational molecular model demonstrates the functionalities of content-addressability of human memory. Our molecular simulation results show that the averaged mean squared error between the learned and denoised patterns are low (< 0.014) up to 30% of noise.

cs.ET↗

Label Propagation Adaptive Resonance Theory for Semi-supervised Continuous Learning

Semi-supervised learning and continuous learning are fundamental paradigms for human-level intelligence. To deal with real-world problems where labels are rarely given and the opportunity to access the same data is limited, it is necessary to apply these two paradigms in a joined fashion. In this paper, we propose Label Propagation Adaptive Resonance Theory (LPART) for semi-supervised continuous learning. LPART uses an online label propagation mechanism to perform classification and gradually improves its accuracy as the observed data accumulates. We evaluated the proposed model on visual (MNIST, SVHN, CIFAR-10) and audio (NSynth) datasets by adjusting the ratio of the labeled and unlabeled data. The accuracies are much higher when both labeled and unlabeled data are used, demonstrating the significant advantage of LPART in environments where the data labels are scarce.

cs.CV↗

Cut-Based Graph Learning Networks to Discover Compositional Structure of Sequential Video Data

Conventional sequential learning methods such as Recurrent Neural Networks (RNNs) focus on interactions between consecutive inputs, i.e. first-order Markovian dependency. However, most of sequential data, as seen with videos, have complex dependency structures that imply variable-length semantic flows and their compositions, and those are hard to be captured by conventional methods. Here, we propose Cut-Based Graph Learning Networks (CB-GLNs) for learning video data by discovering these complex structures of the video. The CB-GLNs represent video data as a graph, with nodes and edges corresponding to frames of the video and their dependencies respectively. The CB-GLNs find compositional dependencies of the data in multilevel graph forms via a parameterized kernel with graph-cut and a message passing framework. We evaluate the proposed method on the two different tasks for video understanding: Video theme classification (Youtube-8M dataset) and Video Question and Answering (TVQA dataset). The experimental results show that our model efficiently learns the semantic compositional structure of video data. Furthermore, our model achieves the highest performance in comparison to other baseline methods.

cs.LG↗

Ruminating Word Representations with Random Noised Masker

We introduce a training method for both better word representation and performance, which we call GROVER (Gradual Rumination On the Vector with maskERs). The method is to gradually and iteratively add random noises to word embeddings while training a model. GROVER first starts from conventional training process, and then extracts the fine-tuned representations. Next, we gradually add random noises to the word representations and repeat the training process from scratch, but initialize with the noised word representations. Through the re-training process, we can mitigate some noises to be compensated and utilize other noises to learn better representations. As a result, we can get word representations further fine-tuned and specialized on the task. When we experiment with our method on 5 text classification datasets, our method improves model performances on most of the datasets. Moreover, we show that our method can be combined with other regularization techniques, further improving the model performance.

cs.LG↗

Which Ads to Show? Advertisement Image Assessment with Auxiliary Information via Multi-step Modality Fusion

Assessing aesthetic preference is a fundamental task related to human cognition. It can also contribute to various practical applications such as image creation for online advertisements. Despite crucial influences of image quality, auxiliary information of ad images such as tags and target subjects can also determine image preference. Existing studies mainly focus on images and thus are less useful for advertisement scenarios where rich auxiliary data are available. Here we propose a modality fusion-based neural network that evaluates the aesthetic preference of images with auxiliary information. Our method fully utilizes auxiliary data by introducing multi-step modality fusion using both conditional batch normalization-based low-level and attention-based high-level fusion mechanisms, inspired by the findings from statistical analyses on real advertisement data. Our approach achieved state-of-the-art performance on the AVA dataset, a widely used dataset for aesthetic assessment. Besides, the proposed method is evaluated on large-scale real-world advertisement image data with rich auxiliary attributes, providing promising preference prediction results. Through extensive experiments, we investigate how image and auxiliary information together influence click-through rate.

cs.LG↗

Simulating Problem Difficulty in Arithmetic Cognition Through Dynamic Connectionist Models

The present study aims to investigate similarities between how humans and connectionist models experience difficulty in arithmetic problems. Problem difficulty was operationalized by the number of carries involved in solving a given problem. Problem difficulty was measured in humans by response time, and in models by computational steps. The present study found that both humans and connectionist models experience difficulty similarly when solving binary addition and subtraction. Specifically, both agents found difficulty to be strictly increasing with respect to the number of carries. Another notable similarity is that problem difficulty increases more steeply in subtraction than in addition, for both humans and connectionist models. Further investigation on two model hyperparameters --- confidence threshold and hidden dimension --- shows higher confidence thresholds cause the model to take more computational steps to arrive at the correct answer. Likewise, larger hidden dimensions cause the model to take more computational steps to correctly answer arithmetic problems; however, this effect by hidden dimensions is negligible.

cs.NE↗

Dual Attention Networks for Visual Reference Resolution in Visual Dialog

Visual dialog (VisDial) is a task which requires an AI agent to answer a series of questions grounded in an image. Unlike in visual question answering (VQA), the series of questions should be able to capture a temporal context from a dialog history and exploit visually-grounded information. A problem called visual reference resolution involves these challenges, requiring the agent to resolve ambiguous references in a given question and find the references in a given image. In this paper, we propose Dual Attention Networks (DAN) for visual reference resolution. DAN consists of two kinds of attention networks, REFER and FIND. Specifically, REFER module learns latent relationships between a given question and a dialog history by employing a self-attention mechanism. FIND module takes image features and reference-aware representations (i.e., the output of REFER module) as input, and performs visual grounding via bottom-up attention mechanism. We qualitatively and quantitatively evaluate our model on VisDial v1.0 and v0.9 datasets, showing that DAN outperforms the previous state-of-the-art model by a significant margin.

cs.CV↗

Compositional Structure Learning for Sequential Video Data

Conventional sequential learning methods such as Recurrent Neural Networks (RNNs) focus on interactions between consecutive inputs, i.e. first-order Markovian dependency. However, most of sequential data, as seen with videos, have complex temporal dependencies that imply variable-length semantic flows and their compositions, and those are hard to be captured by conventional methods. Here, we propose Temporal Dependency Networks (TDNs) for learning video data by discovering these complex structures of the videos. The TDNs represent video as a graph whose nodes and edges correspond to frames of the video and their dependencies respectively. Via a parameterized kernel with graph-cut and graph convolutions, the TDNs find compositional temporal dependencies of the data in multilevel graph forms. We evaluate the proposed method on the large-scale video dataset Youtube-8M. The experimental results show that our model efficiently learns the complex semantic structure of video data.

cs.LG↗

CoDraw: Collaborative Drawing as a Testbed for Grounded Goal-driven Communication

In this work, we propose a goal-driven collaborative task that combines language, perception, and action. Specifically, we develop a Collaborative image-Drawing game between two agents, called CoDraw. Our game is grounded in a virtual world that contains movable clip art objects. The game involves two players: a Teller and a Drawer. The Teller sees an abstract scene containing multiple clip art pieces in a semantically meaningful configuration, while the Drawer tries to reconstruct the scene on an empty canvas using available clip art pieces. The two players communicate with each other using natural language. We collect the CoDraw dataset of ~10K dialogs consisting of ~138K messages exchanged between human players. We define protocols and metrics to evaluate learned agents in this testbed, highlighting the need for a novel "crosstalk" evaluation condition which pairs agents trained independently on disjoint subsets of the training data. We present models for our task and benchmark them using both fully automated evaluation and by having them play the game live with humans.

cs.CV↗

Encoder-Powered Generative Adversarial Networks

We present an encoder-powered generative adversarial network (EncGAN) that is able to learn both the multi-manifold structure and the abstract features of data. Unlike the conventional decoder-based GANs, EncGAN uses an encoder to model the manifold structure and invert the encoder to generate data. This unique scheme enables the proposed model to exclude discrete features from the smooth structure modeling and learn multi-manifold data without being hindered by the disconnections. Also, as EncGAN requires a single latent space to carry the information for all the manifolds, it builds abstract features shared among the manifolds in the latent space. For an efficient computation, we formulate EncGAN using a simple regularizer, and mathematically prove its validity. We also experimentally demonstrate that EncGAN successfully learns the multi-manifold structure and the abstract features of MNIST, 3D-chair and UT-Zap50k datasets. Our analysis shows that the learned abstract features are disentangled and make a good style-transfer even when the source data is off the trained distribution.

cs.LG↗

Constructing Hierarchical Q&A Datasets for Video Story Understanding

Video understanding is emerging as a new paradigm for studying human-like AI. Question-and-Answering (Q&A) is used as a general benchmark to measure the level of intelligence for video understanding. While several previous studies have suggested datasets for video Q&A tasks, they did not really incorporate story-level understanding, resulting in highly-biased and lack of variance in degree of question difficulty. In this paper, we propose a hierarchical method for building Q&A datasets, i.e. hierarchical difficulty levels. We introduce three criteria for video story understanding, i.e. memory capacity, logical complexity, and DIKW (Data-Information-Knowledge-Wisdom) pyramid. We discuss how three-dimensional map constructed from these criteria can be used as a metric for evaluating the levels of intelligence relating to video story understanding.

cs.AI↗