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Daniel Yang

Publications and source records attributed to Daniel Yang.

25 records · Page 2Linked to original sources

Does Video Summarization Require Videos? Quantifying the Effectiveness of Language in Video Summarization

Video summarization remains a huge challenge in computer vision due to the size of the input videos to be summarized. We propose an efficient, language-only video summarizer that achieves competitive accuracy with high data efficiency. Using only textual captions obtained via a zero-shot approach, we train a language transformer model and forego image representations. This method allows us to perform filtration amongst the representative text vectors and condense the sequence. With our approach, we gain explainability with natural language that comes easily for human interpretation and textual summaries of the videos. An ablation study that focuses on modality and data compression shows that leveraging text modality only effectively reduces input data processing while retaining comparable results.

cs.AI↗

Reward Prediction Error as an Exploration Objective in Deep RL

A major challenge in reinforcement learning is exploration, when local dithering methods such as epsilon-greedy sampling are insufficient to solve a given task. Many recent methods have proposed to intrinsically motivate an agent to seek novel states, driving the agent to discover improved reward. However, while state-novelty exploration methods are suitable for tasks where novel observations correlate well with improved reward, they may not explore more efficiently than epsilon-greedy approaches in environments where the two are not well-correlated. In this paper, we distinguish between exploration tasks in which seeking novel states aids in finding new reward, and those where it does not, such as goal-conditioned tasks and escaping local reward maxima. We propose a new exploration objective, maximizing the reward prediction error (RPE) of a value function trained to predict extrinsic reward. We then propose a deep reinforcement learning method, QXplore, which exploits the temporal difference error of a Q-function to solve hard exploration tasks in high-dimensional MDPs. We demonstrate the exploration behavior of QXplore on several OpenAI Gym MuJoCo tasks and Atari games and observe that QXplore is comparable to or better than a baseline state-novelty method in all cases, outperforming the baseline on tasks where state novelty is not well-correlated with improved reward.

cs.LG↗

Robotic Grasping through Combined Image-Based Grasp Proposal and 3D Reconstruction

We present a novel approach to robotic grasp planning using both a learned grasp proposal network and a learned 3D shape reconstruction network. Our system generates 6-DOF grasps from a single RGB-D image of the target object, which is provided as input to both networks. By using the geometric reconstruction to refine the the candidate grasp produced by the grasp proposal network, our system is able to accurately grasp both known and unknown objects, even when the grasp location on the object is not visible in the input image. This paper presents the network architectures, training procedures, and grasp refinement method that comprise our system. Experiments demonstrate the efficacy of our system at grasping both known and unknown objects (91% success rate in a physical robot environment, 84% success rate in a simulated environment). We additionally perform ablation studies that show the benefits of combining a learned grasp proposal with geometric reconstruction for grasping, and also show that our system outperforms several baselines in a grasping task.

cs.RO↗

Camera-Based Piano Sheet Music Identification

This paper presents a method for large-scale retrieval of piano sheet music images. Our work differs from previous studies on sheet music retrieval in two ways. First, we investigate the problem at a much larger scale than previous studies, using all solo piano sheet music images in the entire IMSLP dataset as a searchable database. Second, we use cell phone images of sheet music as our input queries, which lends itself to a practical, user-facing application. We show that a previously proposed fingerprinting method for sheet music retrieval is far too slow for a real-time application, and we diagnose its shortcomings. We propose a novel hashing scheme called dynamic n-gram fingerprinting that significantly reduces runtime while simultaneously boosting retrieval accuracy. In experiments on IMSLP data, our proposed method achieves a mean reciprocal rank of 0.85 and an average runtime of 0.98 seconds per query.

cs.CV↗

Using Cell Phone Pictures of Sheet Music To Retrieve MIDI Passages

This article investigates a cross-modal retrieval problem in which a user would like to retrieve a passage of music from a MIDI file by taking a cell phone picture of several lines of sheet music. This problem is challenging for two reasons: it has a significant runtime constraint since it is a user-facing application, and there is very little relevant training data containing cell phone images of sheet music. To solve this problem, we introduce a novel feature representation called a bootleg score which encodes the position of noteheads relative to staff lines in sheet music. The MIDI representation can be converted into a bootleg score using deterministic rules of Western musical notation, and the sheet music image can be converted into a bootleg score using classical computer vision techniques for detecting simple geometrical shapes. Once the MIDI and cell phone image have been converted into bootleg scores, we can estimate the alignment using dynamic programming. The most notable characteristic of our system is that it has no trainable weights at all -- only a set of about 40 hyperparameters. With a training set of just 400 images, we show that our system generalizes well to a much larger set of 1600 test images from 160 unseen musical scores. Our system achieves a test F measure score of 0.89, has an average runtime of 0.90 seconds, and outperforms baseline systems based on music object detection and sheet-audio alignment. We provide extensive experimental validation and analysis of our system.

cs.MM↗

MIDI Passage Retrieval Using Cell Phone Pictures of Sheet Music

This paper investigates a cross-modal retrieval problem in which a user would like to retrieve a passage of music from a MIDI file by taking a cell phone picture of a physical page of sheet music. While audio-sheet music retrieval has been explored by a number of works, this scenario is novel in that the query is a cell phone picture rather than a digital scan. To solve this problem, we introduce a mid-level feature representation called a bootleg score which explicitly encodes the rules of Western musical notation. We convert both the MIDI and the sheet music into bootleg scores using deterministic rules of music and classical computer vision techniques for detecting simple geometric shapes. Once the MIDI and cell phone image have been converted into bootleg scores, we estimate the alignment using dynamic programming. The most notable characteristic of our system is that it does test-time adaptation and has no trainable weights at all -- only a set of about 30 hyperparameters. On a dataset containing 1000 cell phone pictures taken of 100 scores of classical piano music, our system achieves an F measure score of .869 and outperforms baseline systems based on commercial optical music recognition software.

cs.MM↗

Prediction of Autism Treatment Response from Baseline fMRI using Random Forests and Tree Bagging

Treating children with autism spectrum disorders (ASD) with behavioral interventions, such as Pivotal Response Treatment (PRT), has shown promise in recent studies. However, deciding which therapy is best for a given patient is largely by trial and error, and choosing an ineffective intervention results in loss of valuable treatment time. We propose predicting patient response to PRT from baseline task-based fMRI by the novel application of a random forest and tree bagging strategy. Our proposed learning pipeline uses random forest regression to determine candidate brain voxels that may be informative in predicting treatment response. The candidate voxels are then tested stepwise for inclusion in a bagged tree ensemble. After the predictive model is constructed, bias correction is performed to further increase prediction accuracy. Using data from 19 ASD children who underwent a 16 week trial of PRT and a leave-one-out cross-validation framework, the presented learning pipeline was tested against several standard methods and variations of the pipeline and resulted in the highest prediction accuracy.

stat.AP↗