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Nenghai Yu

Publications and source records attributed to Nenghai Yu.

223 records · Page 13Linked to original sources

Coherent Online Video Style Transfer

Training a feed-forward network for fast neural style transfer of images is proven to be successful. However, the naive extension to process video frame by frame is prone to producing flickering results. We propose the first end-to-end network for online video style transfer, which generates temporally coherent stylized video sequences in near real-time. Two key ideas include an efficient network by incorporating short-term coherence, and propagating short-term coherence to long-term, which ensures the consistency over larger period of time. Our network can incorporate different image stylization networks. We show that the proposed method clearly outperforms the per-frame baseline both qualitatively and quantitatively. Moreover, it can achieve visually comparable coherence to optimization-based video style transfer, but is three orders of magnitudes faster in runtime.

cs.CV↗

Graph Construction with Label Information for Semi-Supervised Learning

In the literature, most existing graph-based semi-supervised learning (SSL) methods only use the label information of observed samples in the label propagation stage, while ignoring such valuable information when learning the graph. In this paper, we argue that it is beneficial to consider the label information in the graph learning stage. Specifically, by enforcing the weight of edges between labeled samples of different classes to be zero, we explicitly incorporate the label information into the state-of-the-art graph learning methods, such as the Low-Rank Representation (LRR), and propose a novel semi-supervised graph learning method called Semi-Supervised Low-Rank Representation (SSLRR). This results in a convex optimization problem with linear constraints, which can be solved by the linearized alternating direction method. Though we take LRR as an example, our proposed method is in fact very general and can be applied to any self-representation graph learning methods. Experiment results on both synthetic and real datasets demonstrate that the proposed graph learning method can better capture the global geometric structure of the data, and therefore is more effective for semi-supervised learning tasks.

cs.CV↗

Dual Learning for Machine Translation

While neural machine translation (NMT) is making good progress in the past two years, tens of millions of bilingual sentence pairs are needed for its training. However, human labeling is very costly. To tackle this training data bottleneck, we develop a dual-learning mechanism, which can enable an NMT system to automatically learn from unlabeled data through a dual-learning game. This mechanism is inspired by the following observation: any machine translation task has a dual task, e.g., English-to-French translation (primal) versus French-to-English translation (dual); the primal and dual tasks can form a closed loop, and generate informative feedback signals to train the translation models, even if without the involvement of a human labeler. In the dual-learning mechanism, we use one agent to represent the model for the primal task and the other agent to represent the model for the dual task, then ask them to teach each other through a reinforcement learning process. Based on the feedback signals generated during this process (e.g., the language-model likelihood of the output of a model, and the reconstruction error of the original sentence after the primal and dual translations), we can iteratively update the two models until convergence (e.g., using the policy gradient methods). We call the corresponding approach to neural machine translation \emph{dual-NMT}. Experiments show that dual-NMT works very well on English$\leftrightarrow$French translation; especially, by learning from monolingual data (with 10% bilingual data for warm start), it achieves a comparable accuracy to NMT trained from the full bilingual data for the French-to-English translation task.

cs.CL↗

SOL: A Library for Scalable Online Learning Algorithms

SOL is an open-source library for scalable online learning algorithms, and is particularly suitable for learning with high-dimensional data. The library provides a family of regular and sparse online learning algorithms for large-scale binary and multi-class classification tasks with high efficiency, scalability, portability, and extensibility. SOL was implemented in C++, and provided with a collection of easy-to-use command-line tools, python wrappers and library calls for users and developers, as well as comprehensive documents for both beginners and advanced users. SOL is not only a practical machine learning toolbox, but also a comprehensive experimental platform for online learning research. Experiments demonstrate that SOL is highly efficient and scalable for large-scale machine learning with high-dimensional data.

cs.LG↗

Large-scale Online Feature Selection for Ultra-high Dimensional Sparse Data

Feature selection with large-scale high-dimensional data is important yet very challenging in machine learning and data mining. Online feature selection is a promising new paradigm that is more efficient and scalable than batch feature section methods, but the existing online approaches usually fall short in their inferior efficacy as compared with batch approaches. In this paper, we present a novel second-order online feature selection scheme that is simple yet effective, very fast and extremely scalable to deal with large-scale ultra-high dimensional sparse data streams. The basic idea is to improve the existing first-order online feature selection methods by exploiting second-order information for choosing the subset of important features with high confidence weights. However, unlike many second-order learning methods that often suffer from extra high computational cost, we devise a novel smart algorithm for second-order online feature selection using a MaxHeap-based approach, which is not only more effective than the existing first-order approaches, but also significantly more efficient and scalable for large-scale feature selection with ultra-high dimensional sparse data, as validated from our extensive experiments. Impressively, on a billion-scale synthetic dataset (1-billion dimensions, 1-billion nonzero features, and 1-million samples), our new algorithm took only 8 minutes on a single PC, which is orders of magnitudes faster than traditional batch approaches. \url{http://arxiv.org/abs/1409.7794}

cs.LG↗

Thompson Sampling for Budgeted Multi-armed Bandits

Thompson sampling is one of the earliest randomized algorithms for multi-armed bandits (MAB). In this paper, we extend the Thompson sampling to Budgeted MAB, where there is random cost for pulling an arm and the total cost is constrained by a budget. We start with the case of Bernoulli bandits, in which the random rewards (costs) of an arm are independently sampled from a Bernoulli distribution. To implement the Thompson sampling algorithm in this case, at each round, we sample two numbers from the posterior distributions of the reward and cost for each arm, obtain their ratio, select the arm with the maximum ratio, and then update the posterior distributions. We prove that the distribution-dependent regret bound of this algorithm is $O(\ln B)$, where $B$ denotes the budget. By introducing a Bernoulli trial, we further extend this algorithm to the setting that the rewards (costs) are drawn from general distributions, and prove that its regret bound remains almost the same. Our simulation results demonstrate the effectiveness of the proposed algorithm.

cs.LG↗

Incentivizing High-quality Content from Heterogeneous Users: On the Existence of Nash Equilibrium

We study the existence of pure Nash equilibrium (PNE) for the mechanisms used in Internet services (e.g., online reviews and question-answer websites) to incentivize users to generate high-quality content. Most existing work assumes that users are homogeneous and have the same ability. However, real-world users are heterogeneous and their abilities can be very different from each other due to their diverse background, culture, and profession. In this work, we consider heterogeneous users with the following framework: (1) the users are heterogeneous and each of them has a private type indicating the best quality of the content she can generate; (2) there is a fixed amount of reward to allocate to the participated users. Under this framework, we study the existence of pure Nash equilibrium of several mechanisms composed by different allocation rules, action spaces, and information settings. We prove the existence of PNE for some mechanisms and the non-existence of PNE for some mechanisms. We also discuss how to find a PNE for those mechanisms with PNE either through a constructive way or a search algorithm.

cs.GT↗