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Junge Zhang

Publications and source records attributed to Junge Zhang.

52 records · Page 3Linked to original sources

RACA: Relation-Aware Credit Assignment for Ad-Hoc Cooperation in Multi-Agent Deep Reinforcement Learning

In recent years, reinforcement learning has faced several challenges in the multi-agent domain, such as the credit assignment issue. Value function factorization emerges as a promising way to handle the credit assignment issue under the centralized training with decentralized execution (CTDE) paradigm. However, existing value function factorization methods cannot deal with ad-hoc cooperation, that is, adapting to new configurations of teammates at test time. Specifically, these methods do not explicitly utilize the relationship between agents and cannot adapt to different sizes of inputs. To address these limitations, we propose a novel method, called Relation-Aware Credit Assignment (RACA), which achieves zero-shot generalization in ad-hoc cooperation scenarios. RACA takes advantage of a graph-based relation encoder to encode the topological structure between agents. Furthermore, RACA utilizes an attention-based observation abstraction mechanism that can generalize to an arbitrary number of teammates with a fixed number of parameters. Experiments demonstrate that our method outperforms baseline methods on the StarCraftII micromanagement benchmark and ad-hoc cooperation scenarios.

cs.LG↗

SOFT: Softmax-free Transformer with Linear Complexity

Vision transformers (ViTs) have pushed the state-of-the-art for various visual recognition tasks by patch-wise image tokenization followed by self-attention. However, the employment of self-attention modules results in a quadratic complexity in both computation and memory usage. Various attempts on approximating the self-attention computation with linear complexity have been made in Natural Language Processing. However, an in-depth analysis in this work shows that they are either theoretically flawed or empirically ineffective for visual recognition. We further identify that their limitations are rooted in keeping the softmax self-attention during approximations. Specifically, conventional self-attention is computed by normalizing the scaled dot-product between token feature vectors. Keeping this softmax operation challenges any subsequent linearization efforts. Based on this insight, for the first time, a softmax-free transformer or SOFT is proposed. To remove softmax in self-attention, Gaussian kernel function is used to replace the dot-product similarity without further normalization. This enables a full self-attention matrix to be approximated via a low-rank matrix decomposition. The robustness of the approximation is achieved by calculating its Moore-Penrose inverse using a Newton-Raphson method. Extensive experiments on ImageNet show that our SOFT significantly improves the computational efficiency of existing ViT variants. Crucially, with a linear complexity, much longer token sequences are permitted in SOFT, resulting in superior trade-off between accuracy and complexity.

cs.CV↗

The Partially Observable Asynchronous Multi-Agent Cooperation Challenge

Multi-agent reinforcement learning (MARL) has received increasing attention for its applications in various domains. Researchers have paid much attention on its partially observable and cooperative settings for meeting real-world requirements. For testing performance of different algorithms, standardized environments are designed such as the StarCraft Multi-Agent Challenge, which is one of the most successful MARL benchmarks. To our best knowledge, most of current environments are synchronous, where agents execute actions in the same pace. However, heterogeneous agents usually have their own action spaces and there is no guarantee for actions from different agents to have the same executed cycle, which leads to asynchronous multi-agent cooperation. Inspired from the Wargame, a confrontation game between two armies abstracted from real world environment, we propose the first Partially Observable Asynchronous multi-agent Cooperation challenge (POAC) for the MARL community. Specifically, POAC supports two teams of heterogeneous agents to fight with each other, where an agent selects actions based on its own observations and cooperates asynchronously with its allies. Moreover, POAC is a light weight, flexible and easy to use environment, which can be configured by users to meet different experimental requirements such as self-play model, human-AI model and so on. Along with our benchmark, we offer six game scenarios of varying difficulties with the built-in rule-based AI as opponents. Finally, since most MARL algorithms are designed for synchronous agents, we revise several representatives to meet the asynchronous setting, and the relatively poor experimental results validate the challenge of POAC. Source code is released in \url{http://turingai.ia.ac.cn/data\_center/show}.

cs.MA↗

Coordinated Proximal Policy Optimization

We present Coordinated Proximal Policy Optimization (CoPPO), an algorithm that extends the original Proximal Policy Optimization (PPO) to the multi-agent setting. The key idea lies in the coordinated adaptation of step size during the policy update process among multiple agents. We prove the monotonicity of policy improvement when optimizing a theoretically-grounded joint objective, and derive a simplified optimization objective based on a set of approximations. We then interpret that such an objective in CoPPO can achieve dynamic credit assignment among agents, thereby alleviating the high variance issue during the concurrent update of agent policies. Finally, we demonstrate that CoPPO outperforms several strong baselines and is competitive with the latest multi-agent PPO method (i.e. MAPPO) under typical multi-agent settings, including cooperative matrix games and the StarCraft II micromanagement tasks.

cs.AI↗

Planning with Exploration: Addressing Dynamics Bottleneck in Model-based Reinforcement Learning

Model-based reinforcement learning (MBRL) is believed to have higher sample efficiency compared with model-free reinforcement learning (MFRL). However, MBRL is plagued by dynamics bottleneck dilemma. Dynamics bottleneck dilemma is the phenomenon that the performance of the algorithm falls into the local optimum instead of increasing when the interaction step with the environment increases, which means more data can not bring better performance. In this paper, we find that the trajectory reward estimation error is the main reason that causes dynamics bottleneck dilemma through theoretical analysis. We give an upper bound of the trajectory reward estimation error and point out that increasing the agent's exploration ability is the key to reduce trajectory reward estimation error, thereby alleviating dynamics bottleneck dilemma. Motivated by this, a model-based control method combined with exploration named MOdel-based Progressive Entropy-based Exploration (MOPE2) is proposed. We conduct experiments on several complex continuous control benchmark tasks. The results verify that MOPE2 can effectively alleviate dynamics bottleneck dilemma and have higher sample efficiency than previous MBRL and MFRL algorithms.

cs.LG↗

Learning to Reweight Imaginary Transitions for Model-Based Reinforcement Learning

Model-based reinforcement learning (RL) is more sample efficient than model-free RL by using imaginary trajectories generated by the learned dynamics model. When the model is inaccurate or biased, imaginary trajectories may be deleterious for training the action-value and policy functions. To alleviate such problem, this paper proposes to adaptively reweight the imaginary transitions, so as to reduce the negative effects of poorly generated trajectories. More specifically, we evaluate the effect of an imaginary transition by calculating the change of the loss computed on the real samples when we use the transition to train the action-value and policy functions. Based on this evaluation criterion, we construct the idea of reweighting each imaginary transition by a well-designed meta-gradient algorithm. Extensive experimental results demonstrate that our method outperforms state-of-the-art model-based and model-free RL algorithms on multiple tasks. Visualization of our changing weights further validates the necessity of utilizing reweight scheme.

cs.LG↗

Transductive Zero-Shot Learning with Visual Structure Constraint

To recognize objects of the unseen classes, most existing Zero-Shot Learning(ZSL) methods first learn a compatible projection function between the common semantic space and the visual space based on the data of source seen classes, then directly apply it to the target unseen classes. However, in real scenarios, the data distribution between the source and target domain might not match well, thus causing the well-known \textbf{domain shift} problem. Based on the observation that visual features of test instances can be separated into different clusters, we propose a new visual structure constraint on class centers for transductive ZSL, to improve the generality of the projection function (i.e. alleviate the above domain shift problem). Specifically, three different strategies (symmetric Chamfer-distance, Bipartite matching distance, and Wasserstein distance) are adopted to align the projected unseen semantic centers and visual cluster centers of test instances. We also propose a new training strategy to handle the real cases where many unrelated images exist in the test dataset, which is not considered in previous methods. Experiments on many widely used datasets demonstrate that the proposed visual structure constraint can bring substantial performance gain consistently and achieve state-of-the-art results. The source code is available at \url{https://github.com/raywzy/VSC}.

cs.CV↗

MVP-Net: Multi-view FPN with Position-aware Attention for Deep Universal Lesion Detection

Universal lesion detection (ULD) on computed tomography (CT) images is an important but underdeveloped problem. Recently, deep learning-based approaches have been proposed for ULD, aiming to learn representative features from annotated CT data. However, the hunger for data of deep learning models and the scarcity of medical annotation hinders these approaches to advance further. In this paper, we propose to incorporate domain knowledge in clinical practice into the model design of universal lesion detectors. Specifically, as radiologists tend to inspect multiple windows for an accurate diagnosis, we explicitly model this process and propose a multi-view feature pyramid network (FPN), where multi-view features are extracted from images rendered with varied window widths and window levels; to effectively combine this multi-view information, we further propose a position-aware attention module. With the proposed model design, the data-hunger problem is relieved as the learning task is made easier with the correctly induced clinical practice prior. We show promising results with the proposed model, achieving an absolute gain of $\mathbf{5.65\%}$ (in the sensitivity of FPs@4.0) over the previous state-of-the-art on the NIH DeepLesion dataset.

cs.CV↗

Mixed Supervised Object Detection with Robust Objectness Transfer

In this paper, we consider the problem of leveraging existing fully labeled categories to improve the weakly supervised detection (WSD) of new object categories, which we refer to as mixed supervised detection (MSD). Different from previous MSD methods that directly transfer the pre-trained object detectors from existing categories to new categories, we propose a more reasonable and robust objectness transfer approach for MSD. In our framework, we first learn domain-invariant objectness knowledge from the existing fully labeled categories. The knowledge is modeled based on invariant features that are robust to the distribution discrepancy between the existing categories and new categories; therefore the resulting knowledge would generalize well to new categories and could assist detection models to reject distractors (e.g., object parts) in weakly labeled images of new categories. Under the guidance of learned objectness knowledge, we utilize multiple instance learning (MIL) to model the concepts of both objects and distractors and to further improve the ability of rejecting distractors in weakly labeled images. Our robust objectness transfer approach outperforms the existing MSD methods, and achieves state-of-the-art results on the challenging ILSVRC2013 detection dataset and the PASCAL VOC datasets.

cs.CV↗

Fast End-to-End Trainable Guided Filter

Dense pixel-wise image prediction has been advanced by harnessing the capabilities of Fully Convolutional Networks (FCNs). One central issue of FCNs is the limited capacity to handle joint upsampling. To address the problem, we present a novel building block for FCNs, namely guided filtering layer, which is designed for efficiently generating a high-resolution output given the corresponding low-resolution one and a high-resolution guidance map. Such a layer contains learnable parameters, which can be integrated with FCNs and jointly optimized through end-to-end training. To further take advantage of end-to-end training, we plug in a trainable transformation function for generating the task-specific guidance map. Based on the proposed layer, we present a general framework for pixel-wise image prediction, named deep guided filtering network (DGF). The proposed network is evaluated on five image processing tasks. Experiments on MIT-Adobe FiveK Dataset demonstrate that DGF runs 10-100 times faster and achieves the state-of-the-art performance. We also show that DGF helps to improve the performance of multiple computer vision tasks.

cs.CV↗

Point Cloud Super Resolution with Adversarial Residual Graph Networks

Point cloud super-resolution is a fundamental problem for 3D reconstruction and 3D data understanding. It takes a low-resolution (LR) point cloud as input and generates a high-resolution (HR) point cloud with rich details. In this paper, we present a data-driven method for point cloud super-resolution based on graph networks and adversarial losses. The key idea of the proposed network is to exploit the local similarity of point cloud and the analogy between LR input and HR output. For the former, we design a deep network with graph convolution. For the latter, we propose to add residual connections into graph convolution and introduce a skip connection between input and output. The proposed network is trained with a novel loss function, which combines Chamfer Distance (CD) and graph adversarial loss. Such a loss function captures the characteristics of HR point cloud automatically without manual design. We conduct a series of experiments to evaluate our method and validate the superiority over other methods. Results show that the proposed method achieves the state-of-the-art performance and have a good generalization ability to unseen data.

cs.GR↗

GP-GAN: Towards Realistic High-Resolution Image Blending

It is common but challenging to address high-resolution image blending in the automatic photo editing application. In this paper, we would like to focus on solving the problem of high-resolution image blending, where the composite images are provided. We propose a framework called Gaussian-Poisson Generative Adversarial Network (GP-GAN) to leverage the strengths of the classical gradient-based approach and Generative Adversarial Networks. To the best of our knowledge, it's the first work that explores the capability of GANs in high-resolution image blending task. Concretely, we propose Gaussian-Poisson Equation to formulate the high-resolution image blending problem, which is a joint optimization constrained by the gradient and color information. Inspired by the prior works, we obtain gradient information via applying gradient filters. To generate the color information, we propose a Blending GAN to learn the mapping between the composite images and the well-blended ones. Compared to the alternative methods, our approach can deliver high-resolution, realistic images with fewer bleedings and unpleasant artifacts. Experiments confirm that our approach achieves the state-of-the-art performance on Transient Attributes dataset. A user study on Amazon Mechanical Turk finds that the majority of workers are in favor of the proposed method.

cs.CV↗

SparseMask: Differentiable Connectivity Learning for Dense Image Prediction

In this paper, we aim at automatically searching an efficient network architecture for dense image prediction. Particularly, we follow the encoder-decoder style and focus on designing a connectivity structure for the decoder. To achieve that, we design a densely connected network with learnable connections, named Fully Dense Network, which contains a large set of possible final connectivity structures. We then employ gradient descent to search the optimal connectivity from the dense connections. The search process is guided by a novel loss function, which pushes the weight of each connection to be binary and the connections to be sparse. The discovered connectivity achieves competitive results on two segmentation datasets, while runs more than three times faster and requires less than half parameters compared to the state-of-the-art methods. An extensive experiment shows that the discovered connectivity is compatible with various backbones and generalizes well to other dense image prediction tasks.

cs.CV↗

FastFCN: Rethinking Dilated Convolution in the Backbone for Semantic Segmentation

Modern approaches for semantic segmentation usually employ dilated convolutions in the backbone to extract high-resolution feature maps, which brings heavy computation complexity and memory footprint. To replace the time and memory consuming dilated convolutions, we propose a novel joint upsampling module named Joint Pyramid Upsampling (JPU) by formulating the task of extracting high-resolution feature maps into a joint upsampling problem. With the proposed JPU, our method reduces the computation complexity by more than three times without performance loss. Experiments show that JPU is superior to other upsampling modules, which can be plugged into many existing approaches to reduce computation complexity and improve performance. By replacing dilated convolutions with the proposed JPU module, our method achieves the state-of-the-art performance in Pascal Context dataset (mIoU of 53.13%) and ADE20K dataset (final score of 0.5584) while running 3 times faster.

cs.CV↗

Discriminative Learning of Latent Features for Zero-Shot Recognition

Zero-shot learning (ZSL) aims to recognize unseen image categories by learning an embedding space between image and semantic representations. For years, among existing works, it has been the center task to learn the proper mapping matrices aligning the visual and semantic space, whilst the importance to learn discriminative representations for ZSL is ignored. In this work, we retrospect existing methods and demonstrate the necessity to learn discriminative representations for both visual and semantic instances of ZSL. We propose an end-to-end network that is capable of 1) automatically discovering discriminative regions by a zoom network; and 2) learning discriminative semantic representations in an augmented space introduced for both user-defined and latent attributes. Our proposed method is tested extensively on two challenging ZSL datasets, and the experiment results show that the proposed method significantly outperforms state-of-the-art methods.

cs.CV↗

A2-RL: Aesthetics Aware Reinforcement Learning for Image Cropping

Image cropping aims at improving the aesthetic quality of images by adjusting their composition. Most weakly supervised cropping methods (without bounding box supervision) rely on the sliding window mechanism. The sliding window mechanism requires fixed aspect ratios and limits the cropping region with arbitrary size. Moreover, the sliding window method usually produces tens of thousands of windows on the input image which is very time-consuming. Motivated by these challenges, we firstly formulate the aesthetic image cropping as a sequential decision-making process and propose a weakly supervised Aesthetics Aware Reinforcement Learning (A2-RL) framework to address this problem. Particularly, the proposed method develops an aesthetics aware reward function which especially benefits image cropping. Similar to human's decision making, we use a comprehensive state representation including both the current observation and the historical experience. We train the agent using the actor-critic architecture in an end-to-end manner. The agent is evaluated on several popular unseen cropping datasets. Experiment results show that our method achieves the state-of-the-art performance with much fewer candidate windows and much less time compared with previous weakly supervised methods.

cs.CV↗