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Marco Ciccone

Publications and source records attributed to Marco Ciccone.

At least 37 records · Page 2Linked to original sources

Speeding up Heterogeneous Federated Learning with Sequentially Trained Superclients

Federated Learning (FL) allows training machine learning models in privacy-constrained scenarios by enabling the cooperation of edge devices without requiring local data sharing. This approach raises several challenges due to the different statistical distribution of the local datasets and the clients' computational heterogeneity. In particular, the presence of highly non-i.i.d. data severely impairs both the performance of the trained neural network and its convergence rate, increasing the number of communication rounds requested to reach a performance comparable to that of the centralized scenario. As a solution, we propose FedSeq, a novel framework leveraging the sequential training of subgroups of heterogeneous clients, i.e. superclients, to emulate the centralized paradigm in a privacy-compliant way. Given a fixed budget of communication rounds, we show that FedSeq outperforms or match several state-of-the-art federated algorithms in terms of final performance and speed of convergence. Finally, our method can be easily integrated with other approaches available in the literature. Empirical results show that combining existing algorithms with FedSeq further improves its final performance and convergence speed. We test our method on CIFAR-10 and CIFAR-100 and prove its effectiveness in both i.i.d. and non-i.i.d. scenarios.

cs.LG↗

Schedule-Robust Online Continual Learning

A continual learning (CL) algorithm learns from a non-stationary data stream. The non-stationarity is modeled by some schedule that determines how data is presented over time. Most current methods make strong assumptions on the schedule and have unpredictable performance when such requirements are not met. A key challenge in CL is thus to design methods robust against arbitrary schedules over the same underlying data, since in real-world scenarios schedules are often unknown and dynamic. In this work, we introduce the notion of schedule-robustness for CL and a novel approach satisfying this desirable property in the challenging online class-incremental setting. We also present a new perspective on CL, as the process of learning a schedule-robust predictor, followed by adapting the predictor using only replay data. Empirically, we demonstrate that our approach outperforms existing methods on CL benchmarks for image classification by a large margin.

cs.LG↗

Learning Across Domains and Devices: Style-Driven Source-Free Domain Adaptation in Clustered Federated Learning

Federated Learning (FL) has recently emerged as a possible way to tackle the domain shift in real-world Semantic Segmentation (SS) without compromising the private nature of the collected data. However, most of the existing works on FL unrealistically assume labeled data in the remote clients. Here we propose a novel task (FFREEDA) in which the clients' data is unlabeled and the server accesses a source labeled dataset for pre-training only. To solve FFREEDA, we propose LADD, which leverages the knowledge of the pre-trained model by employing self-supervision with ad-hoc regularization techniques for local training and introducing a novel federated clustered aggregation scheme based on the clients' style. Our experiments show that our algorithm is able to efficiently tackle the new task outperforming existing approaches. The code is available at https://github.com/Erosinho13/LADD.

cs.CV↗

Improving Generalization in Federated Learning by Seeking Flat Minima

Models trained in federated settings often suffer from degraded performances and fail at generalizing, especially when facing heterogeneous scenarios. In this work, we investigate such behavior through the lens of geometry of the loss and Hessian eigenspectrum, linking the model's lack of generalization capacity to the sharpness of the solution. Motivated by prior studies connecting the sharpness of the loss surface and the generalization gap, we show that i) training clients locally with Sharpness-Aware Minimization (SAM) or its adaptive version (ASAM) and ii) averaging stochastic weights (SWA) on the server-side can substantially improve generalization in Federated Learning and help bridging the gap with centralized models. By seeking parameters in neighborhoods having uniform low loss, the model converges towards flatter minima and its generalization significantly improves in both homogeneous and heterogeneous scenarios. Empirical results demonstrate the effectiveness of those optimizers across a variety of benchmark vision datasets (e.g. CIFAR10/100, Landmarks-User-160k, IDDA) and tasks (large scale classification, semantic segmentation, domain generalization).

cs.LG↗

A Marriage between Adversarial Team Games and 2-player Games: Enabling Abstractions, No-regret Learning, and Subgame Solving

\emph{Ex ante} correlation is becoming the mainstream approach for \emph{sequential adversarial team games}, where a team of players faces another team in a zero-sum game. It is known that team members' asymmetric information makes both equilibrium computation \textsf{APX}-hard and team's strategies not directly representable on the game tree. This latter issue prevents the adoption of successful tools for huge 2-player zero-sum games such as, \emph{e.g.}, abstractions, no-regret learning, and subgame solving. This work shows that we can recover from this weakness by bridging the gap between sequential adversarial team games and 2-player games. In particular, we propose a new, suitable game representation that we call \emph{team-public-information}, in which a team is represented as a single coordinator who only knows information common to the whole team and prescribes to each member an action for any possible private state. The resulting representation is highly \emph{explainable}, being a 2-player tree in which the team's strategies are behavioral with a direct interpretation and more expressive than the original extensive form when designing abstractions. Furthermore, we prove payoff equivalence of our representation, and we provide techniques that, starting directly from the extensive form, generate dramatically more compact representations without information loss. Finally, we experimentally evaluate our techniques when applied to a standard testbed, comparing their performance with the current state of the art.

cs.GT↗

Fault-Aware Design and Training to Enhance DNNs Reliability with Zero-Overhead

Deep Neural Networks (DNNs) enable a wide series of technological advancements, ranging from clinical imaging, to predictive industrial maintenance and autonomous driving. However, recent findings indicate that transient hardware faults may corrupt the models prediction dramatically. For instance, the radiation-induced misprediction probability can be so high to impede a safe deployment of DNNs models at scale, urging the need for efficient and effective hardening solutions. In this work, we propose to tackle the reliability issue both at training and model design time. First, we show that vanilla models are highly affected by transient faults, that can induce a performances drop up to 37%. Hence, we provide three zero-overhead solutions, based on DNN re-design and re-train, that can improve DNNs reliability to transient faults up to one order of magnitude. We complement our work with extensive ablation studies to quantify the gain in performances of each hardening component.

cs.LG↗

Incremental Learning in Semantic Segmentation from Image Labels

Although existing semantic segmentation approaches achieve impressive results, they still struggle to update their models incrementally as new categories are uncovered. Furthermore, pixel-by-pixel annotations are expensive and time-consuming. This paper proposes a novel framework for Weakly Incremental Learning for Semantic Segmentation, that aims at learning to segment new classes from cheap and largely available image-level labels. As opposed to existing approaches, that need to generate pseudo-labels offline, we use an auxiliary classifier, trained with image-level labels and regularized by the segmentation model, to obtain pseudo-supervision online and update the model incrementally. We cope with the inherent noise in the process by using soft-labels generated by the auxiliary classifier. We demonstrate the effectiveness of our approach on the Pascal VOC and COCO datasets, outperforming offline weakly-supervised methods and obtaining results comparable with incremental learning methods with full supervision. Code can be found at https://github.com/fcdl94/WILSON.

cs.CV↗

Public Information Representation for Adversarial Team Games

The peculiarity of adversarial team games resides in the asymmetric information available to the team members during the play, which makes the equilibrium computation problem hard even with zero-sum payoffs. The algorithms available in the literature work with implicit representations of the strategy space and mainly resort to Linear Programming and column generation techniques to enlarge incrementally the strategy space. Such representations prevent the adoption of standard tools such as abstraction generation, game solving, and subgame solving, which demonstrated to be crucial when solving huge, real-world two-player zero-sum games. Differently from these works, we answer the question of whether there is any suitable game representation enabling the adoption of those tools. In particular, our algorithms convert a sequential team game with adversaries to a classical two-player zero-sum game. In this converted game, the team is transformed into a single coordinator player who only knows information common to the whole team and prescribes to the players an action for any possible private state. Interestingly, we show that our game is more expressive than the original extensive-form game as any state/action abstraction of the extensive-form game can be captured by our representation, while the reverse does not hold. Due to the NP-hard nature of the problem, the resulting Public Team game may be exponentially larger than the original one. To limit this explosion, we provide three algorithms, each returning an information-lossless abstraction that dramatically reduces the size of the tree. These abstractions can be produced without generating the original game tree. Finally, we show the effectiveness of the proposed approach by presenting experimental results on Kuhn and Leduc Poker games, obtained by applying state-of-art algorithms for two-player zero-sum games on the converted games

cs.GT↗

DA4Event: towards bridging the Sim-to-Real Gap for Event Cameras using Domain Adaptation

Event cameras are novel bio-inspired sensors, which asynchronously capture pixel-level intensity changes in the form of "events". The innovative way they acquire data presents several advantages over standard devices, especially in poor lighting and high-speed motion conditions. However, the novelty of these sensors results in the lack of a large amount of training data capable of fully unlocking their potential. The most common approach implemented by researchers to address this issue is to leverage simulated event data. Yet, this approach comes with an open research question: how well simulated data generalize to real data? To answer this, we propose to exploit, in the event-based context, recent Domain Adaptation (DA) advances in traditional computer vision, showing that DA techniques applied to event data help reduce the sim-to-real gap. To this purpose, we propose a novel architecture, which we call Multi-View DA4E (MV-DA4E), that better exploits the peculiarities of frame-based event representations while also promoting domain invariant characteristics in features. Through extensive experiments, we prove the effectiveness of DA methods and MV-DA4E on N-Caltech101. Moreover, we validate their soundness in a real-world scenario through a cross-domain analysis on the popular RGB-D Object Dataset (ROD), which we extended to the event modality (RGB-E).

cs.CV↗

NAIS-Net: Stable Deep Networks from Non-Autonomous Differential Equations

This paper introduces Non-Autonomous Input-Output Stable Network(NAIS-Net), a very deep architecture where each stacked processing block is derived from a time-invariant non-autonomous dynamical system. Non-autonomy is implemented by skip connections from the block input to each of the unrolled processing stages and allows stability to be enforced so that blocks can be unrolled adaptively to a pattern-dependent processing depth. NAIS-Net induces non-trivial, Lipschitz input-output maps, even for an infinite unroll length. We prove that the network is globally asymptotically stable so that for every initial condition there is exactly one input-dependent equilibrium assuming $tanh$ units, and incrementally stable for ReL units. An efficient implementation that enforces the stability under derived conditions for both fully-connected and convolutional layers is also presented. Experimental results show how NAIS-Net exhibits stability in practice, yielding a significant reduction in generalization gap compared to ResNets.

cs.NE↗

Cluster-driven Graph Federated Learning over Multiple Domains

Federated Learning (FL) deals with learning a central model (i.e. the server) in privacy-constrained scenarios, where data are stored on multiple devices (i.e. the clients). The central model has no direct access to the data, but only to the updates of the parameters computed locally by each client. This raises a problem, known as statistical heterogeneity, because the clients may have different data distributions (i.e. domains). This is only partly alleviated by clustering the clients. Clustering may reduce heterogeneity by identifying the domains, but it deprives each cluster model of the data and supervision of others. Here we propose a novel Cluster-driven Graph Federated Learning (FedCG). In FedCG, clustering serves to address statistical heterogeneity, while Graph Convolutional Networks (GCNs) enable sharing knowledge across them. FedCG: i) identifies the domains via an FL-compliant clustering and instantiates domain-specific modules (residual branches) for each domain; ii) connects the domain-specific modules through a GCN at training to learn the interactions among domains and share knowledge; and iii) learns to cluster unsupervised via teacher-student classifier-training iterations and to address novel unseen test domains via their domain soft-assignment scores. Thanks to the unique interplay of GCN over clusters, FedCG achieves the state-of-the-art on multiple FL benchmarks.

cs.LG↗

Multi-Agent Coordination in Adversarial Environments through Signal Mediated Strategies

Many real-world scenarios involve teams of agents that have to coordinate their actions to reach a shared goal. We focus on the setting in which a team of agents faces an opponent in a zero-sum, imperfect-information game. Team members can coordinate their strategies before the beginning of the game, but are unable to communicate during the playing phase of the game. This is the case, for example, in Bridge, collusion in poker, and collusion in bidding. In this setting, model-free RL methods are oftentimes unable to capture coordination because agents' policies are executed in a decentralized fashion. Our first contribution is a game-theoretic centralized training regimen to effectively perform trajectory sampling so as to foster team coordination. When team members can observe each other actions, we show that this approach provably yields equilibrium strategies. Then, we introduce a signaling-based framework to represent team coordinated strategies given a buffer of past experiences. Each team member's policy is parametrized as a neural network whose output is conditioned on a suitable exogenous signal, drawn from a learned probability distribution. By combining these two elements, we empirically show convergence to coordinated equilibria in cases where previous state-of-the-art multi-agent RL algorithms did not.

cs.MA↗

A Differentiable Recurrent Surface for Asynchronous Event-Based Data

Dynamic Vision Sensors (DVSs) asynchronously stream events in correspondence of pixels subject to brightness changes. Differently from classic vision devices, they produce a sparse representation of the scene. Therefore, to apply standard computer vision algorithms, events need to be integrated into a frame or event-surface. This is usually attained through hand-crafted grids that reconstruct the frame using ad-hoc heuristics. In this paper, we propose Matrix-LSTM, a grid of Long Short-Term Memory (LSTM) cells that efficiently process events and learn end-to-end task-dependent event-surfaces. Compared to existing reconstruction approaches, our learned event-surface shows good flexibility and expressiveness on optical flow estimation on the MVSEC benchmark and it improves the state-of-the-art of event-based object classification on the N-Cars dataset.

cs.CV↗

Coordination in Adversarial Sequential Team Games via Multi-Agent Deep Reinforcement Learning

Many real-world applications involve teams of agents that have to coordinate their actions to reach a common goal against potential adversaries. This paper focuses on zero-sum games where a team of players faces an opponent, as is the case, for example, in Bridge, collusion in poker, and collusion in bidding. The possibility for the team members to communicate before gameplay---that is, coordinate their strategies ex ante---makes the use of behavioral strategies unsatisfactory. We introduce Soft Team Actor-Critic (STAC) as a solution to the team's coordination problem that does not require any prior domain knowledge. STAC allows team members to effectively exploit ex ante communication via exogenous signals that are shared among the team. STAC reaches near-optimal coordinated strategies both in perfectly observable and partially observable games, where previous deep RL algorithms fail to reach optimal coordinated behaviors.

cs.AI↗

Asynchronous Convolutional Networks for Object Detection in Neuromorphic Cameras

Event-based cameras, also known as neuromorphic cameras, are bioinspired sensors able to perceive changes in the scene at high frequency with low power consumption. Becoming available only very recently, a limited amount of work addresses object detection on these devices. In this paper we propose two neural networks architectures for object detection: YOLE, which integrates the events into surfaces and uses a frame-based model to process them, and fcYOLE, an asynchronous event-based fully convolutional network which uses a novel and general formalization of the convolutional and max pooling layers to exploit the sparsity of camera events. We evaluate the algorithm with different extensions of publicly available datasets and on a novel synthetic dataset.

cs.CV↗

Attention Mechanisms for Object Recognition with Event-Based Cameras

Event-based cameras are neuromorphic sensors capable of efficiently encoding visual information in the form of sparse sequences of events. Being biologically inspired, they are commonly used to exploit some of the computational and power consumption benefits of biological vision. In this paper we focus on a specific feature of vision: visual attention. We propose two attentive models for event based vision: an algorithm that tracks events activity within the field of view to locate regions of interest and a fully-differentiable attention procedure based on DRAW neural model. We highlight the strengths and weaknesses of the proposed methods on four datasets, the Shifted N-MNIST, Shifted MNIST-DVS, CIFAR10-DVS and N-Caltech101 collections, using the Phased LSTM recognition network as a baseline reference model obtaining improvements in terms of both translation and scale invariance.

cs.CV↗

ReConvNet: Video Object Segmentation with Spatio-Temporal Features Modulation

We introduce ReConvNet, a recurrent convolutional architecture for semi-supervised video object segmentation that is able to fast adapt its features to focus on any specific object of interest at inference time. Generalization to new objects never observed during training is known to be a hard task for supervised approaches that would need to be retrained. To tackle this problem, we propose a more efficient solution that learns spatio-temporal features self-adapting to the object of interest via conditional affine transformations. This approach is simple, can be trained end-to-end and does not necessarily require extra training steps at inference time. Our method shows competitive results on DAVIS2016 with respect to state-of-the art approaches that use online fine-tuning, and outperforms them on DAVIS2017. ReConvNet shows also promising results on the DAVIS-Challenge 2018 winning the $10$-th position.

cs.CV↗

Multi-View Stereo with Single-View Semantic Mesh Refinement

While 3D reconstruction is a well-established and widely explored research topic, semantic 3D reconstruction has only recently witnessed an increasing share of attention from the Computer Vision community. Semantic annotations allow in fact to enforce strong class-dependent priors, as planarity for ground and walls, which can be exploited to refine the reconstruction often resulting in non-trivial performance improvements. State-of-the art methods propose volumetric approaches to fuse RGB image data with semantic labels; even if successful, they do not scale well and fail to output high resolution meshes. In this paper we propose a novel method to refine both the geometry and the semantic labeling of a given mesh. We refine the mesh geometry by applying a variational method that optimizes a composite energy made of a state-of-the-art pairwise photo-metric term and a single-view term that models the semantic consistency between the labels of the 3D mesh and those of the segmented images. We also update the semantic labeling through a novel Markov Random Field (MRF) formulation that, together with the classical data and smoothness terms, takes into account class-specific priors estimated directly from the annotated mesh. This is in contrast to state-of-the-art methods that are typically based on handcrafted or learned priors. We are the first, jointly with the very recent and seminal work of [M. Blaha et al arXiv:1706.08336, 2017], to propose the use of semantics inside a mesh refinement framework. Differently from [M. Blaha et al arXiv:1706.08336, 2017], which adopts a more classical pairwise comparison to estimate the flow of the mesh, we apply a single-view comparison between the semantically annotated image and the current 3D mesh labels; this improves the robustness in case of noisy segmentations.

cs.CV↗