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Jun Wang

Publications and source records attributed to Jun Wang.

At least 847 records · Page 47Linked to original sources

IH-GAN: A Conditional Generative Model for Implicit Surface-Based Inverse Design of Cellular Structures

Variable-density cellular structures can overcome connectivity and manufacturability issues of topologically optimized structures, particularly those represented as discrete density maps. However, the optimization of such cellular structures is challenging due to the multiscale design problem. Past work addressing this problem generally either only optimizes the volume fraction of single-type unit cells but ignores the effects of unit cell geometry on properties, or considers the geometry-property relation but builds this relation via heuristics. In contrast, we propose a simple yet more principled way to accurately model the property to geometry mapping using a conditional deep generative model, named Inverse Homogenization Generative Adversarial Network (IH-GAN). It learns the conditional distribution of unit cell geometries given properties and can realize the one-to-many mapping from properties to geometries. We further reduce the complexity of IH-GAN by using the implicit function parameterization to represent unit cell geometries. Results show that our method can 1) generate various unit cells that satisfy given material properties with high accuracy ($R^2$-scores between target properties and properties of generated unit cells $>98\%$) and 2) improve the optimized structural performance over the conventional variable-density single-type structure. In the minimum compliance example, our IH-GAN generated structure achieves a $79.7\%$ reduction in concentrated stress and an extra $3.03\%$ reduction in displacement. In the target deformation examples, our IH-GAN generated structure reduces the target matching error by $86.4\%$ and $79.6\%$ for two test cases, respectively. We also demonstrated that the connectivity issue for multi-type unit cells can be solved by transition layer blending.

cs.CE↗

Reinforcement Learning-based Visual Navigation with Information-Theoretic Regularization

To enhance the cross-target and cross-scene generalization of target-driven visual navigation based on deep reinforcement learning (RL), we introduce an information-theoretic regularization term into the RL objective. The regularization maximizes the mutual information between navigation actions and visual observation transforms of an agent, thus promoting more informed navigation decisions. This way, the agent models the action-observation dynamics by learning a variational generative model. Based on the model, the agent generates (imagines) the next observation from its current observation and navigation target. This way, the agent learns to understand the causality between navigation actions and the changes in its observations, which allows the agent to predict the next action for navigation by comparing the current and the imagined next observations. Cross-target and cross-scene evaluations on the AI2-THOR framework show that our method attains at least a $10\%$ improvement of average success rate over some state-of-the-art models. We further evaluate our model in two real-world settings: navigation in unseen indoor scenes from a discrete Active Vision Dataset (AVD) and continuous real-world environments with a TurtleBot.We demonstrate that our navigation model is able to successfully achieve navigation tasks in these scenarios. Videos and models can be found in the supplementary material.

cs.RO↗

Towards Target-Driven Visual Navigation in Indoor Scenes via Generative Imitation Learning

We present a target-driven navigation system to improve mapless visual navigation in indoor scenes. Our method takes a multi-view observation of a robot and a target as inputs at each time step to provide a sequence of actions that move the robot to the target without relying on odometry or GPS at runtime. The system is learned by optimizing a combinational objective encompassing three key designs. First, we propose that an agent conceives the next observation before making an action decision. This is achieved by learning a variational generative module from expert demonstrations. We then propose predicting static collision in advance, as an auxiliary task to improve safety during navigation. Moreover, to alleviate the training data imbalance problem of termination action prediction, we also introduce a target checking module to differentiate from augmenting navigation policy with a termination action. The three proposed designs all contribute to the improved training data efficiency, static collision avoidance, and navigation generalization performance, resulting in a novel target-driven mapless navigation system. Through experiments on a TurtleBot, we provide evidence that our model can be integrated into a robotic system and navigate in the real world. Videos and models can be found in the supplementary material.

cs.RO↗

Cross-Utterance Conditioned VAE for Non-Autoregressive Text-to-Speech

Modelling prosody variation is critical for synthesizing natural and expressive speech in end-to-end text-to-speech (TTS) systems. In this paper, a cross-utterance conditional VAE (CUC-VAE) is proposed to estimate a posterior probability distribution of the latent prosody features for each phoneme by conditioning on acoustic features, speaker information, and text features obtained from both past and future sentences. At inference time, instead of the standard Gaussian distribution used by VAE, CUC-VAE allows sampling from an utterance-specific prior distribution conditioned on cross-utterance information, which allows the prosody features generated by the TTS system to be related to the context and is more similar to how humans naturally produce prosody. The performance of CUC-VAE is evaluated via a qualitative listening test for naturalness, intelligibility and quantitative measurements, including word error rates and the standard deviation of prosody attributes. Experimental results on LJ-Speech and LibriTTS data show that the proposed CUC-VAE TTS system improves naturalness and prosody diversity with clear margins.

cs.SD↗

Uncertainty Quantification for Hyperspectral Image Denoising Frameworks based on Low-rank Matrix Approximation

Sliding-window based low-rank matrix approximation (LRMA) is a technique widely used in hyperspectral images (HSIs) denoising or completion. However, the uncertainty quantification of the restored HSI has not been addressed to date. Accurate uncertainty quantification of the denoised HSI facilitates to applications such as multi-source or multi-scale data fusion, data assimilation, and product uncertainty quantification, since these applications require an accurate approach to describe the statistical distributions of the input data. Therefore, we propose a prior-free closed-form element-wise uncertainty quantification method for LRMA-based HSI restoration. Our closed-form algorithm overcomes the difficulty of the HSI patch mixing problem caused by the sliding-window strategy used in the conventional LRMA process. The proposed approach only requires the uncertainty of the observed HSI and provides the uncertainty result relatively rapidly and with similar computational complexity as the LRMA technique. We conduct extensive experiments to validate the estimation accuracy of the proposed closed-form uncertainty approach. The method is robust to at least 10% random impulse noise at the cost of 10-20% of additional processing time compared to the LRMA. The experiments indicate that the proposed closed-form uncertainty quantification method is more applicable to real-world applications than the baseline Monte Carlo test, which is computationally expensive. The code is available in the attachment and will be released after the acceptance of this paper.

eess.IV↗

A Game-Theoretic Approach for Improving Generalization Ability of TSP Solvers

In this paper, we introduce a two-player zero-sum framework between a trainable \emph{Solver} and a \emph{Data Generator} to improve the generalization ability of deep learning-based solvers for Traveling Salesman Problem (TSP). Grounded in \textsl{Policy Space Response Oracle} (PSRO) methods, our two-player framework outputs a population of best-responding Solvers, over which we can mix and output a combined model that achieves the least exploitability against the Generator, and thereby the most generalizable performance on different TSP tasks. We conduct experiments on a variety of TSP instances with different types and sizes. Results suggest that our Solvers achieve the state-of-the-art performance even on tasks the Solver never meets, whilst the performance of other deep learning-based Solvers drops sharply due to over-fitting. To demonstrate the principle of our framework, we study the learning outcome of the proposed two-player game and demonstrate that the exploitability of the Solver population decreases during training, and it eventually approximates the Nash equilibrium along with the Generator.

cs.LG↗

On the Convergence of Fictitious Play: A Decomposition Approach

Fictitious play (FP) is one of the most fundamental game-theoretical learning frameworks for computing Nash equilibrium in $n$-player games, which builds the foundation for modern multi-agent learning algorithms. Although FP has provable convergence guarantees on zero-sum games and potential games, many real-world problems are often a mixture of both and the convergence property of FP has not been fully studied yet. In this paper, we extend the convergence results of FP to the combinations of such games and beyond. Specifically, we derive new conditions for FP to converge by leveraging game decomposition techniques. We further develop a linear relationship unifying cooperation and competition in the sense that these two classes of games are mutually transferable. Finally, we analyze a non-convergent example of FP, the Shapley game, and develop sufficient conditions for FP to converge.

cs.GT↗

BI-GreenNet: Learning Green's functions by boundary integral network

Green's function plays a significant role in both theoretical analysis and numerical computing of partial differential equations (PDEs). However, in most cases, Green's function is difficult to compute. The troubles arise in the following three folds. Firstly, compared with the original PDE, the dimension of Green's function is doubled, making it impossible to be handled by traditional mesh-based methods. Secondly, Green's function usually contains singularities which increase the difficulty to get a good approximation. Lastly, the computational domain may be very complex or even unbounded. To override these problems, we leverage the fundamental solution, boundary integral method and neural networks to develop a new method for computing Green's function with high accuracy in this paper. We focus on Green's function of Poisson and Helmholtz equations in bounded domains, unbounded domains. We also consider Poisson equation and Helmholtz domains with interfaces. Extensive numerical experiments illustrate the efficiency and the accuracy of our method for solving Green's function. In addition, we also use the Green's function calculated by our method to solve a class of PDE, and also obtain high-precision solutions, which shows the good generalization ability of our method on solving PDEs.

cs.LG↗

M2N: Mesh Movement Networks for PDE Solvers

Mainstream numerical Partial Differential Equation (PDE) solvers require discretizing the physical domain using a mesh. Mesh movement methods aim to improve the accuracy of the numerical solution by increasing mesh resolution where the solution is not well-resolved, whilst reducing unnecessary resolution elsewhere. However, mesh movement methods, such as the Monge-Ampere method, require the solution of auxiliary equations, which can be extremely expensive especially when the mesh is adapted frequently. In this paper, we propose to our best knowledge the first learning-based end-to-end mesh movement framework for PDE solvers. Key requirements of learning-based mesh movement methods are alleviating mesh tangling, boundary consistency, and generalization to mesh with different resolutions. To achieve these goals, we introduce the neural spline model and the graph attention network (GAT) into our models respectively. While the Neural-Spline based model provides more flexibility for large deformation, the GAT based model can handle domains with more complicated shapes and is better at performing delicate local deformation. We validate our methods on stationary and time-dependent, linear and non-linear equations, as well as regularly and irregularly shaped domains. Compared to the traditional Monge-Ampere method, our approach can greatly accelerate the mesh adaptation process, whilst achieving comparable numerical error reduction.

cs.LG↗

FastDiff: A Fast Conditional Diffusion Model for High-Quality Speech Synthesis

Denoising diffusion probabilistic models (DDPMs) have recently achieved leading performances in many generative tasks. However, the inherited iterative sampling process costs hindered their applications to speech synthesis. This paper proposes FastDiff, a fast conditional diffusion model for high-quality speech synthesis. FastDiff employs a stack of time-aware location-variable convolutions of diverse receptive field patterns to efficiently model long-term time dependencies with adaptive conditions. A noise schedule predictor is also adopted to reduce the sampling steps without sacrificing the generation quality. Based on FastDiff, we design an end-to-end text-to-speech synthesizer, FastDiff-TTS, which generates high-fidelity speech waveforms without any intermediate feature (e.g., Mel-spectrogram). Our evaluation of FastDiff demonstrates the state-of-the-art results with higher-quality (MOS 4.28) speech samples. Also, FastDiff enables a sampling speed of 58x faster than real-time on a V100 GPU, making diffusion models practically applicable to speech synthesis deployment for the first time. We further show that FastDiff generalized well to the mel-spectrogram inversion of unseen speakers, and FastDiff-TTS outperformed other competing methods in end-to-end text-to-speech synthesis. Audio samples are available at \url{https://FastDiff.github.io/}.

eess.AS↗

Modeling Temporal-Modal Entity Graph for Procedural Multimodal Machine Comprehension

Procedural Multimodal Documents (PMDs) organize textual instructions and corresponding images step by step. Comprehending PMDs and inducing their representations for the downstream reasoning tasks is designated as Procedural MultiModal Machine Comprehension (M3C). In this study, we approach Procedural M3C at a fine-grained level (compared with existing explorations at a document or sentence level), that is, entity. With delicate consideration, we model entity both in its temporal and cross-modal relation and propose a novel Temporal-Modal Entity Graph (TMEG). Specifically, graph structure is formulated to capture textual and visual entities and trace their temporal-modal evolution. In addition, a graph aggregation module is introduced to conduct graph encoding and reasoning. Comprehensive experiments across three Procedural M3C tasks are conducted on a traditional dataset RecipeQA and our new dataset CraftQA, which can better evaluate the generalization of TMEG.

cs.CL↗

Settling the Variance of Multi-Agent Policy Gradients

Policy gradient (PG) methods are popular reinforcement learning (RL) methods where a baseline is often applied to reduce the variance of gradient estimates. In multi-agent RL (MARL), although the PG theorem can be naturally extended, the effectiveness of multi-agent PG (MAPG) methods degrades as the variance of gradient estimates increases rapidly with the number of agents. In this paper, we offer a rigorous analysis of MAPG methods by, firstly, quantifying the contributions of the number of agents and agents' explorations to the variance of MAPG estimators. Based on this analysis, we derive the optimal baseline (OB) that achieves the minimal variance. In comparison to the OB, we measure the excess variance of existing MARL algorithms such as vanilla MAPG and COMA. Considering using deep neural networks, we also propose a surrogate version of OB, which can be seamlessly plugged into any existing PG methods in MARL. On benchmarks of Multi-Agent MuJoCo and StarCraft challenges, our OB technique effectively stabilises training and improves the performance of multi-agent PPO and COMA algorithms by a significant margin.

cs.LG↗

Trust Region Policy Optimisation in Multi-Agent Reinforcement Learning

Trust region methods rigorously enabled reinforcement learning (RL) agents to learn monotonically improving policies, leading to superior performance on a variety of tasks. Unfortunately, when it comes to multi-agent reinforcement learning (MARL), the property of monotonic improvement may not simply apply; this is because agents, even in cooperative games, could have conflicting directions of policy updates. As a result, achieving a guaranteed improvement on the joint policy where each agent acts individually remains an open challenge. In this paper, we extend the theory of trust region learning to MARL. Central to our findings are the multi-agent advantage decomposition lemma and the sequential policy update scheme. Based on these, we develop Heterogeneous-Agent Trust Region Policy Optimisation (HATPRO) and Heterogeneous-Agent Proximal Policy Optimisation (HAPPO) algorithms. Unlike many existing MARL algorithms, HATRPO/HAPPO do not need agents to share parameters, nor do they need any restrictive assumptions on decomposibility of the joint value function. Most importantly, we justify in theory the monotonic improvement property of HATRPO/HAPPO. We evaluate the proposed methods on a series of Multi-Agent MuJoCo and StarCraftII tasks. Results show that HATRPO and HAPPO significantly outperform strong baselines such as IPPO, MAPPO and MADDPG on all tested tasks, therefore establishing a new state of the art.

cs.AI↗

Deep Algebraic Fitting for Multiple Circle Primitives Extraction from Raw Point Clouds

The shape of circle is one of fundamental geometric primitives of man-made engineering objects. Thus, extraction of circles from scanned point clouds is a quite important task in 3D geometry data processing. However, existing circle extraction methods either are sensitive to the quality of raw point clouds when classifying circle-boundary points, or require well-designed fitting functions when regressing circle parameters. To relieve the challenges, we propose an end-to-end Point Cloud Circle Algebraic Fitting Network (Circle-Net) based on a synergy of deep circle-boundary point feature learning and weighted algebraic fitting. First, we design a circle-boundary learning module, which considers local and global neighboring contexts of each point, to detect all potential circle-boundary points. Second, we develop a deep feature based circle parameter learning module for weighted algebraic fitting, without designing any weight metric, to avoid the influence of outliers during fitting. Unlike most of the cutting-edge circle extraction wisdoms, the proposed classification-and-fitting modules are originally co-trained with a comprehensive loss to enhance the quality of extracted circles.Comparisons on the established dataset and real-scanned point clouds exhibit clear improvements of Circle-Net over SOTAs in terms of both noise-robustness and extraction accuracy. We will release our code, model, and data for both training and evaluation on GitHub upon publication.

cs.CV↗

BDDM: Bilateral Denoising Diffusion Models for Fast and High-Quality Speech Synthesis

Diffusion probabilistic models (DPMs) and their extensions have emerged as competitive generative models yet confront challenges of efficient sampling. We propose a new bilateral denoising diffusion model (BDDM) that parameterizes both the forward and reverse processes with a schedule network and a score network, which can train with a novel bilateral modeling objective. We show that the new surrogate objective can achieve a lower bound of the log marginal likelihood tighter than a conventional surrogate. We also find that BDDM allows inheriting pre-trained score network parameters from any DPMs and consequently enables speedy and stable learning of the schedule network and optimization of a noise schedule for sampling. Our experiments demonstrate that BDDMs can generate high-fidelity audio samples with as few as three sampling steps. Moreover, compared to other state-of-the-art diffusion-based neural vocoders, BDDMs produce comparable or higher quality samples indistinguishable from human speech, notably with only seven sampling steps (143x faster than WaveGrad and 28.6x faster than DiffWave). We release our code at https://github.com/tencent-ailab/bddm.

eess.AS↗

Refine-Net: Normal Refinement Neural Network for Noisy Point Clouds

Point normal, as an intrinsic geometric property of 3D objects, not only serves conventional geometric tasks such as surface consolidation and reconstruction, but also facilitates cutting-edge learning-based techniques for shape analysis and generation. In this paper, we propose a normal refinement network, called Refine-Net, to predict accurate normals for noisy point clouds. Traditional normal estimation wisdom heavily depends on priors such as surface shapes or noise distributions, while learning-based solutions settle for single types of hand-crafted features. Differently, our network is designed to refine the initial normal of each point by extracting additional information from multiple feature representations. To this end, several feature modules are developed and incorporated into Refine-Net by a novel connection module. Besides the overall network architecture of Refine-Net, we propose a new multi-scale fitting patch selection scheme for the initial normal estimation, by absorbing geometry domain knowledge. Also, Refine-Net is a generic normal estimation framework: 1) point normals obtained from other methods can be further refined, and 2) any feature module related to the surface geometric structures can be potentially integrated into the framework. Qualitative and quantitative evaluations demonstrate the clear superiority of Refine-Net over the state-of-the-arts on both synthetic and real-scanned datasets. Our code is available at https://github.com/hrzhou2/refinenet.

cs.CV↗

PGTRNet: Two-phase Weakly Supervised Object Detection with Pseudo Ground Truth Refinement

Current state-of-the-art weakly supervised object detection (WSOD) studies mainly follow a two-stage training strategy which integrates a fully supervised detector (FSD) with a pure WSOD model. There are two main problems hindering the performance of the two-phase WSOD approaches, i.e., insufficient learning problem and strict reliance between the FSD and the pseudo ground truth (PGT) generated by the WSOD model. This paper proposes pseudo ground truth refinement network (PGTRNet), a simple yet effective method without introducing any extra learnable parameters, to cope with these problems. PGTRNet utilizes multiple bounding boxes to establish the PGT, mitigating the insufficient learning problem. Besides, we propose a novel online PGT refinement approach to steadily improve the quality of PGT by fully taking advantage of the power of FSD during the second-phase training, decoupling the first and second-phase models. Elaborate experiments are conducted on the PASCAL VOC 2007 benchmark to verify the effectiveness of our methods. Experimental results demonstrate that PGTRNet boosts the backbone model by 2.1% mAP and achieves the state-of-the-art performance.

cs.CV↗

LIGS: Learnable Intrinsic-Reward Generation Selection for Multi-Agent Learning

Efficient exploration is important for reinforcement learners to achieve high rewards. In multi-agent systems, coordinated exploration and behaviour is critical for agents to jointly achieve optimal outcomes. In this paper, we introduce a new general framework for improving coordination and performance of multi-agent reinforcement learners (MARL). Our framework, named Learnable Intrinsic-Reward Generation Selection algorithm (LIGS) introduces an adaptive learner, Generator that observes the agents and learns to construct intrinsic rewards online that coordinate the agents' joint exploration and joint behaviour. Using a novel combination of MARL and switching controls, LIGS determines the best states to learn to add intrinsic rewards which leads to a highly efficient learning process. LIGS can subdivide complex tasks making them easier to solve and enables systems of MARL agents to quickly solve environments with sparse rewards. LIGS can seamlessly adopt existing MARL algorithms and, our theory shows that it ensures convergence to policies that deliver higher system performance. We demonstrate its superior performance in challenging tasks in Foraging and StarCraft II.

cs.MA↗