Searcharxiv⌕ Search

arXiv subjects

Kaiqi Huang

Publications and source records attributed to Kaiqi Huang.

At least 55 records · Page 3Linked to original sources

See Your Heart: Psychological states Interpretation through Visual Creations

In psychoanalysis, generating interpretations to one's psychological state through visual creations is facing significant demands. The two main tasks of existing studies in the field of computer vision, sentiment/emotion classification and affective captioning, can hardly satisfy the requirement of psychological interpreting. To meet the demands for psychoanalysis, we introduce a challenging task, \textbf{V}isual \textbf{E}motion \textbf{I}nterpretation \textbf{T}ask (VEIT). VEIT requires AI to generate reasonable interpretations of creator's psychological state through visual creations. To support the task, we present a multimodal dataset termed SpyIn (\textbf{S}and\textbf{p}la\textbf{y} \textbf{In}terpretation Dataset), which is psychological theory supported and professional annotated. Dataset analysis illustrates that SpyIn is not only able to support VEIT, but also more challenging compared with other captioning datasets. Building on SpyIn, we conduct experiments of several image captioning method, and propose a visual-semantic combined model which obtains a SOTA result on SpyIn. The results indicate that VEIT is a more challenging task requiring scene graph information and psychological knowledge. Our work also show a promise for AI to analyze and explain inner world of humanity through visual creations.

cs.CV↗

Re-parameterizing Your Optimizers rather than Architectures

The well-designed structures in neural networks reflect the prior knowledge incorporated into the models. However, though different models have various priors, we are used to training them with model-agnostic optimizers such as SGD. In this paper, we propose to incorporate model-specific prior knowledge into optimizers by modifying the gradients according to a set of model-specific hyper-parameters. Such a methodology is referred to as Gradient Re-parameterization, and the optimizers are named RepOptimizers. For the extreme simplicity of model structure, we focus on a VGG-style plain model and showcase that such a simple model trained with a RepOptimizer, which is referred to as RepOpt-VGG, performs on par with or better than the recent well-designed models. From a practical perspective, RepOpt-VGG is a favorable base model because of its simple structure, high inference speed and training efficiency. Compared to Structural Re-parameterization, which adds priors into models via constructing extra training-time structures, RepOptimizers require no extra forward/backward computations and solve the problem of quantization. We hope to spark further research beyond the realms of model structure design. Code and models \url{https://github.com/DingXiaoH/RepOptimizers}.

cs.LG↗

SOTVerse: A User-defined Task Space of Single Object Tracking

Single object tracking (SOT) research falls into a cycle -- trackers perform well on most benchmarks but quickly fail in challenging scenarios, causing researchers to doubt the insufficient data content and take more effort to construct larger datasets with more challenging situations. However, inefficient data utilization and limited evaluation methods more seriously hinder SOT research. The former causes existing datasets can not be exploited comprehensively, while the latter neglects challenging factors in the evaluation process. In this article, we systematize the representative benchmarks and form a Single Object Tracking metaverse (SOTVerse) -- a user-defined SOT task space to break through the bottleneck. We first propose a 3E Paradigm to describe tasks by three components (i.e., environment, evaluation, and executor). Then, we summarize task characteristics, clarify the organization standards, and construct SOTVerse with 12.56 million frames. Specifically, SOTVerse automatically labels challenging factors per frame, allowing users to generate user-defined spaces efficiently via construction rules. Besides, SOTVerse provides two mechanisms with new indicators and successfully evaluates trackers under various subtasks. Consequently, SOTVerse first provides a strategy to improve resource utilization in the computer vision area, making research more standardized and scientific. The SOTVerse, toolkit, evaluation server, and results are available at http://metaverse.aitestunion.com.

cs.CV↗

InsPro: Propagating Instance Query and Proposal for Online Video Instance Segmentation

Video instance segmentation (VIS) aims at segmenting and tracking objects in videos. Prior methods typically generate frame-level or clip-level object instances first and then associate them by either additional tracking heads or complex instance matching algorithms. This explicit instance association approach increases system complexity and fails to fully exploit temporal cues in videos. In this paper, we design a simple, fast and yet effective query-based framework for online VIS. Relying on an instance query and proposal propagation mechanism with several specially developed components, this framework can perform accurate instance association implicitly. Specifically, we generate frame-level object instances based on a set of instance query-proposal pairs propagated from previous frames. This instance query-proposal pair is learned to bind with one specific object across frames through conscientiously developed strategies. When using such a pair to predict an object instance on the current frame, not only the generated instance is automatically associated with its precursors on previous frames, but the model gets a good prior for predicting the same object. In this way, we naturally achieve implicit instance association in parallel with segmentation and elegantly take advantage of temporal clues in videos. To show the effectiveness of our method InsPro, we evaluate it on two popular VIS benchmarks, i.e., YouTube-VIS 2019 and YouTube-VIS 2021. Without bells-and-whistles, our InsPro with ResNet-50 backbone achieves 43.2 AP and 37.6 AP on these two benchmarks respectively, outperforming all other online VIS methods.

cs.CV↗

Learning Disentangled Label Representations for Multi-label Classification

Although various methods have been proposed for multi-label classification, most approaches still follow the feature learning mechanism of the single-label (multi-class) classification, namely, learning a shared image feature to classify multiple labels. However, we find this One-shared-Feature-for-Multiple-Labels (OFML) mechanism is not conducive to learning discriminative label features and makes the model non-robustness. For the first time, we mathematically prove that the inferiority of the OFML mechanism is that the optimal learned image feature cannot maintain high similarities with multiple classifiers simultaneously in the context of minimizing cross-entropy loss. To address the limitations of the OFML mechanism, we introduce the One-specific-Feature-for-One-Label (OFOL) mechanism and propose a novel disentangled label feature learning (DLFL) framework to learn a disentangled representation for each label. The specificity of the framework lies in a feature disentangle module, which contains learnable semantic queries and a Semantic Spatial Cross-Attention (SSCA) module. Specifically, learnable semantic queries maintain semantic consistency between different images of the same label. The SSCA module localizes the label-related spatial regions and aggregates located region features into the corresponding label feature to achieve feature disentanglement. We achieve state-of-the-art performance on eight datasets of three tasks, \ie, multi-label classification, pedestrian attribute recognition, and continual multi-label learning.

cs.CV↗

Distributed Deep Reinforcement Learning: A Survey and A Multi-Player Multi-Agent Learning Toolbox

With the breakthrough of AlphaGo, deep reinforcement learning becomes a recognized technique for solving sequential decision-making problems. Despite its reputation, data inefficiency caused by its trial and error learning mechanism makes deep reinforcement learning hard to be practical in a wide range of areas. Plenty of methods have been developed for sample efficient deep reinforcement learning, such as environment modeling, experience transfer, and distributed modifications, amongst which, distributed deep reinforcement learning has shown its potential in various applications, such as human-computer gaming, and intelligent transportation. In this paper, we conclude the state of this exciting field, by comparing the classical distributed deep reinforcement learning methods, and studying important components to achieve efficient distributed learning, covering single player single agent distributed deep reinforcement learning to the most complex multiple players multiple agents distributed deep reinforcement learning. Furthermore, we review recently released toolboxes that help to realize distributed deep reinforcement learning without many modifications of their non-distributed versions. By analyzing their strengths and weaknesses, a multi-player multi-agent distributed deep reinforcement learning toolbox is developed and released, which is further validated on Wargame, a complex environment, showing usability of the proposed toolbox for multiple players and multiple agents distributed deep reinforcement learning under complex games. Finally, we try to point out challenges and future trends, hoping this brief review can provide a guide or a spark for researchers who are interested in distributed deep reinforcement learning.

cs.LG↗

DiffGAR: Model-Agnostic Restoration from Generative Artifacts Using Image-to-Image Diffusion Models

Recent generative models show impressive results in photo-realistic image generation. However, artifacts often inevitably appear in the generated results, leading to downgraded user experience and reduced performance in downstream tasks. This work aims to develop a plugin post-processing module for diverse generative models, which can faithfully restore images from diverse generative artifacts. This is challenging because: (1) Unlike traditional degradation patterns, generative artifacts are non-linear and the transformation function is highly complex. (2) There are no readily available artifact-image pairs. (3) Different from model-specific anti-artifact methods, a model-agnostic framework views the generator as a black-box machine and has no access to the architecture details. In this work, we first design a group of mechanisms to simulate generative artifacts of popular generators (i.e., GANs, autoregressive models, and diffusion models), given real images. Second, we implement the model-agnostic anti-artifact framework as an image-to-image diffusion model, due to its advantage in generation quality and capacity. Finally, we design a conditioning scheme for the diffusion model to enable both blind and non-blind image restoration. A guidance parameter is also introduced to allow for a trade-off between restoration accuracy and image quality. Extensive experiments show that our method significantly outperforms previous approaches on the proposed datasets and real-world artifact images.

cs.CV↗

AI in Human-computer Gaming: Techniques, Challenges and Opportunities

With breakthrough of the AlphaGo, human-computer gaming AI has ushered in a big explosion, attracting more and more researchers all around the world. As a recognized standard for testing artificial intelligence, various human-computer gaming AI systems (AIs) have been developed such as the Libratus, OpenAI Five and AlphaStar, beating professional human players. The rapid development of human-computer gaming AIs indicate a big step of decision making intelligence, and it seems that current techniques can handle very complex human-computer games. So, one natural question raises: what are the possible challenges of current techniques in human-computer gaming, and what are the future trends? To answer the above question, in this paper, we survey recent successful game AIs, covering board game AIs, card game AIs, first-person shooting game AIs and real time strategy game AIs. Through this survey, we 1) compare the main difficulties among different kinds of games and the corresponding techniques utilized for achieving professional human level AIs; 2) summarize the mainstream frameworks and techniques that can be properly relied on for developing AIs for complex human-computer gaming; 3) raise the challenges or drawbacks of current techniques in the successful AIs; and 4) try to point out future trends in human-computer gaming AIs. Finally, we hope this brief review can provide an introduction for beginners, and inspire insights for researchers in the field of AI in human-computer gaming.

cs.AI↗

QueryProp: Object Query Propagation for High-Performance Video Object Detection

Video object detection has been an important yet challenging topic in computer vision. Traditional methods mainly focus on designing the image-level or box-level feature propagation strategies to exploit temporal information. This paper argues that with a more effective and efficient feature propagation framework, video object detectors can gain improvement in terms of both accuracy and speed. For this purpose, this paper studies object-level feature propagation, and proposes an object query propagation (QueryProp) framework for high-performance video object detection. The proposed QueryProp contains two propagation strategies: 1) query propagation is performed from sparse key frames to dense non-key frames to reduce the redundant computation on non-key frames; 2) query propagation is performed from previous key frames to the current key frame to improve feature representation by temporal context modeling. To further facilitate query propagation, an adaptive propagation gate is designed to achieve flexible key frame selection. We conduct extensive experiments on the ImageNet VID dataset. QueryProp achieves comparable accuracy with state-of-the-art methods and strikes a decent accuracy/speed trade-off. Code is available at https://github.com/hf1995/QueryProp.

cs.CV↗

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↗

PanopticDepth: A Unified Framework for Depth-aware Panoptic Segmentation

This paper presents a unified framework for depth-aware panoptic segmentation (DPS), which aims to reconstruct 3D scene with instance-level semantics from one single image. Prior works address this problem by simply adding a dense depth regression head to panoptic segmentation (PS) networks, resulting in two independent task branches. This neglects the mutually-beneficial relations between these two tasks, thus failing to exploit handy instance-level semantic cues to boost depth accuracy while also producing sub-optimal depth maps. To overcome these limitations, we propose a unified framework for the DPS task by applying a dynamic convolution technique to both the PS and depth prediction tasks. Specifically, instead of predicting depth for all pixels at a time, we generate instance-specific kernels to predict depth and segmentation masks for each instance. Moreover, leveraging the instance-wise depth estimation scheme, we add additional instance-level depth cues to assist with supervising the depth learning via a new depth loss. Extensive experiments on Cityscapes-DPS and SemKITTI-DPS show the effectiveness and promise of our method. We hope our unified solution to DPS can lead a new paradigm in this area. Code is available at https://github.com/NaiyuGao/PanopticDepth.

cs.CV↗

Global Instance Tracking: Locating Target More Like Humans

Target tracking, the essential ability of the human visual system, has been simulated by computer vision tasks. However, existing trackers perform well in austere experimental environments but fail in challenges like occlusion and fast motion. The massive gap indicates that researches only measure tracking performance rather than intelligence. How to scientifically judge the intelligence level of trackers? Distinct from decision-making problems, lacking three requirements (a challenging task, a fair environment, and a scientific evaluation procedure) makes it strenuous to answer the question. In this article, we first propose the global instance tracking (GIT) task, which is supposed to search an arbitrary user-specified instance in a video without any assumptions about camera or motion consistency, to model the human visual tracking ability. Whereafter, we construct a high-quality and large-scale benchmark VideoCube to create a challenging environment. Finally, we design a scientific evaluation procedure using human capabilities as the baseline to judge tracking intelligence. Additionally, we provide an online platform with toolkit and an updated leaderboard. Although the experimental results indicate a definite gap between trackers and humans, we expect to take a step forward to generate authentic human-like trackers. The database, toolkit, evaluation server, and baseline results are available at http://videocube.aitestunion.com.

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↗

Rethinking of Pedestrian Attribute Recognition: A Reliable Evaluation under Zero-Shot Pedestrian Identity Setting

Pedestrian attribute recognition aims to assign multiple attributes to one pedestrian image captured by a video surveillance camera. Although numerous methods are proposed and make tremendous progress, we argue that it is time to step back and analyze the status quo of the area. We review and rethink the recent progress from three perspectives. First, given that there is no explicit and complete definition of pedestrian attribute recognition, we formally define and distinguish pedestrian attribute recognition from other similar tasks. Second, based on the proposed definition, we expose the limitations of the existing datasets, which violate the academic norm and are inconsistent with the essential requirement of practical industry application. Thus, we propose two datasets, PETA\textsubscript{$ZS$} and RAP\textsubscript{$ZS$}, constructed following the zero-shot settings on pedestrian identity. In addition, we also introduce several realistic criteria for future pedestrian attribute dataset construction. Finally, we reimplement existing state-of-the-art methods and introduce a strong baseline method to give reliable evaluations and fair comparisons. Experiments are conducted on four existing datasets and two proposed datasets to measure progress on pedestrian attribute recognition.

cs.CV↗

Spatial and Semantic Consistency Regularizations for Pedestrian Attribute Recognition

While recent studies on pedestrian attribute recognition have shown remarkable progress in leveraging complicated networks and attention mechanisms, most of them neglect the inter-image relations and an important prior: spatial consistency and semantic consistency of attributes under surveillance scenarios. The spatial locations of the same attribute should be consistent between different pedestrian images, \eg, the ``hat" attribute and the ``boots" attribute are always located at the top and bottom of the picture respectively. In addition, the inherent semantic feature of the ``hat" attribute should be consistent, whether it is a baseball cap, beret, or helmet. To fully exploit inter-image relations and aggregate human prior in the model learning process, we construct a Spatial and Semantic Consistency (SSC) framework that consists of two complementary regularizations to achieve spatial and semantic consistency for each attribute. Specifically, we first propose a spatial consistency regularization to focus on reliable and stable attribute-related regions. Based on the precise attribute locations, we further propose a semantic consistency regularization to extract intrinsic and discriminative semantic features. We conduct extensive experiments on popular benchmarks including PA100K, RAP, and PETA. Results show that the proposed method performs favorably against state-of-the-art methods without increasing parameters.

cs.CV↗

Learning Category- and Instance-Aware Pixel Embedding for Fast Panoptic Segmentation

Panoptic segmentation (PS) is a complex scene understanding task that requires providing high-quality segmentation for both thing objects and stuff regions. Previous methods handle these two classes with semantic and instance segmentation modules separately, following with heuristic fusion or additional modules to resolve the conflicts between the two outputs. This work simplifies this pipeline of PS by consistently modeling the two classes with a novel PS framework, which extends a detection model with an extra module to predict category- and instance-aware pixel embedding (CIAE). CIAE is a novel pixel-wise embedding feature that encodes both semantic-classification and instance-distinction information. At the inference process, PS results are simply derived by assigning each pixel to a detected instance or a stuff class according to the learned embedding. Our method not only demonstrates fast inference speed but also the first one-stage method to achieve comparable performance to two-stage methods on the challenging COCO benchmark.

cs.CV↗

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↗

Rethinking of Pedestrian Attribute Recognition: Realistic Datasets with Efficient Method

Despite various methods are proposed to make progress in pedestrian attribute recognition, a crucial problem on existing datasets is often neglected, namely, a large number of identical pedestrian identities in train and test set, which is not consistent with practical application. Thus, images of the same pedestrian identity in train set and test set are extremely similar, leading to overestimated performance of state-of-the-art methods on existing datasets. To address this problem, we propose two realistic datasets PETA\textsubscript{$zs$} and RAPv2\textsubscript{$zs$} following zero-shot setting of pedestrian identities based on PETA and RAPv2 datasets. Furthermore, compared to our strong baseline method, we have observed that recent state-of-the-art methods can not make performance improvement on PETA, RAPv2, PETA\textsubscript{$zs$} and RAPv2\textsubscript{$zs$}. Thus, through solving the inherent attribute imbalance in pedestrian attribute recognition, an efficient method is proposed to further improve the performance. Experiments on existing and proposed datasets verify the superiority of our method by achieving state-of-the-art performance.

cs.CV↗