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Runhao Zeng

Publications and source records attributed to Runhao Zeng.

34 records · Page 2Linked to original sources

Learning to Generate Gradients for Test-Time Adaptation via Test-Time Training Layers

Test-time adaptation (TTA) aims to fine-tune a trained model online using unlabeled testing data to adapt to new environments or out-of-distribution data, demonstrating broad application potential in real-world scenarios. However, in this optimization process, unsupervised learning objectives like entropy minimization frequently encounter noisy learning signals. These signals produce unreliable gradients, which hinder the model ability to converge to an optimal solution quickly and introduce significant instability into the optimization process. In this paper, we seek to resolve these issues from the perspective of optimizer design. Unlike prior TTA using manually designed optimizers like SGD, we employ a learning-to-optimize approach to automatically learn an optimizer, called Meta Gradient Generator (MGG). Specifically, we aim for MGG to effectively utilize historical gradient information during the online optimization process to optimize the current model. To this end, in MGG, we design a lightweight and efficient sequence modeling layer -- gradient memory layer. It exploits a self-supervised reconstruction loss to compress historical gradient information into network parameters, thereby enabling better memorization ability over a long-term adaptation process. We only need a small number of unlabeled samples to pre-train MGG, and then the trained MGG can be deployed to process unseen samples. Promising results on ImageNet-C, R, Sketch, and A indicate that our method surpasses current state-of-the-art methods with fewer updates, less data, and significantly shorter adaptation iterations. Compared with a previous SOTA method SAR, we achieve 7.4% accuracy improvement and 4.2 times faster adaptation speed on ImageNet-C.

cs.LG

Understanding Emotional Body Expressions via Large Language Models

Emotion recognition based on body movements is vital in human-computer interaction. However, existing emotion recognition methods predominantly focus on enhancing classification accuracy, often neglecting the provision of textual explanations to justify their classifications. In this paper, we propose an Emotion-Action Interpreter powered by Large Language Model (EAI-LLM), which not only recognizes emotions but also generates textual explanations by treating 3D body movement data as unique input tokens within large language models (LLMs). Specifically, we propose a multi-granularity skeleton tokenizer designed for LLMs, which separately extracts spatio-temporal tokens and semantic tokens from the skeleton data. This approach allows LLMs to generate more nuanced classification descriptions while maintaining robust classification performance. Furthermore, we treat the skeleton sequence as a specific language and propose a unified skeleton token module. This module leverages the extensive background knowledge and language processing capabilities of LLMs to address the challenges of joint training on heterogeneous datasets, thereby significantly enhancing recognition accuracy on individual datasets. Experimental results demonstrate that our model achieves recognition accuracy comparable to existing methods. More importantly, with the support of background knowledge from LLMs, our model can generate detailed emotion descriptions based on classification results, even when trained on a limited amount of labeled skeleton data.

cs.HC

Efficient Language-instructed Skill Acquisition via Reward-Policy Co-Evolution

The ability to autonomously explore and resolve tasks with minimal human guidance is crucial for the self-development of embodied intelligence. Although reinforcement learning methods can largely ease human effort, it's challenging to design reward functions for real-world tasks, especially for high-dimensional robotic control, due to complex relationships among joints and tasks. Recent advancements large language models (LLMs) enable automatic reward function design. However, approaches evaluate reward functions by re-training policies from scratch placing an undue burden on the reward function, expecting it to be effective throughout the whole policy improvement process. We argue for a more practical strategy in robotic autonomy, focusing on refining existing policies with policy-dependent reward functions rather than a universal one. To this end, we propose a novel reward-policy co-evolution framework where the reward function and the learned policy benefit from each other's progressive on-the-fly improvements, resulting in more efficient and higher-performing skill acquisition. Specifically, the reward evolution process translates the robot's previous best reward function, descriptions of tasks and environment into text inputs. These inputs are used to query LLMs to generate a dynamic amount of reward function candidates, ensuring continuous improvement at each round of evolution. For policy evolution, our method generates new policy populations by hybridizing historically optimal and random policies. Through an improved Bayesian optimization, our approach efficiently and robustly identifies the most capable and plastic reward-policy combination, which then proceeds to the next round of co-evolution. Despite using less data, our approach demonstrates an average normalized improvement of 95.3% across various high-dimensional robotic skill learning tasks.

cs.RO

Towards Long Video Understanding via Fine-detailed Video Story Generation

Long video understanding has become a critical task in computer vision, driving advancements across numerous applications from surveillance to content retrieval. Existing video understanding methods suffer from two challenges when dealing with long video understanding: intricate long-context relationship modeling and interference from redundancy. To tackle these challenges, we introduce Fine-Detailed Video Story generation (FDVS), which interprets long videos into detailed textual representations. Specifically, to achieve fine-grained modeling of long-temporal content, we propose a Bottom-up Video Interpretation Mechanism that progressively interprets video content from clips to video. To avoid interference from redundant information in videos, we introduce a Semantic Redundancy Reduction mechanism that removes redundancy at both the visual and textual levels. Our method transforms long videos into hierarchical textual representations that contain multi-granularity information of the video. With these representations, FDVS is applicable to various tasks without any fine-tuning. We evaluate the proposed method across eight datasets spanning three tasks. The performance demonstrates the effectiveness and versatility of our method.

cs.CV

Video2Reward: Generating Reward Function from Videos for Legged Robot Behavior Learning

Learning behavior in legged robots presents a significant challenge due to its inherent instability and complex constraints. Recent research has proposed the use of a large language model (LLM) to generate reward functions in reinforcement learning, thereby replacing the need for manually designed rewards by experts. However, this approach, which relies on textual descriptions to define learning objectives, fails to achieve controllable and precise behavior learning with clear directionality. In this paper, we introduce a new video2reward method, which directly generates reward functions from videos depicting the behaviors to be mimicked and learned. Specifically, we first process videos containing the target behaviors, converting the motion information of individuals in the videos into keypoint trajectories represented as coordinates through a video2text transforming module. These trajectories are then fed into an LLM to generate the reward function, which in turn is used to train the policy. To enhance the quality of the reward function, we develop a video-assisted iterative reward refinement scheme that visually assesses the learned behaviors and provides textual feedback to the LLM. This feedback guides the LLM to continually refine the reward function, ultimately facilitating more efficient behavior learning. Experimental results on tasks involving bipedal and quadrupedal robot motion control demonstrate that our method surpasses the performance of state-of-the-art LLM-based reward generation methods by over 37.6% in terms of human normalized score. More importantly, by switching video inputs, we find our method can rapidly learn diverse motion behaviors such as walking and running.

cs.RO

Benchmarking the Robustness of Temporal Action Detection Models Against Temporal Corruptions

Temporal action detection (TAD) aims to locate action positions and recognize action categories in long-term untrimmed videos. Although many methods have achieved promising results, their robustness has not been thoroughly studied. In practice, we observe that temporal information in videos can be occasionally corrupted, such as missing or blurred frames. Interestingly, existing methods often incur a significant performance drop even if only one frame is affected. To formally evaluate the robustness, we establish two temporal corruption robustness benchmarks, namely THUMOS14-C and ActivityNet-v1.3-C. In this paper, we extensively analyze the robustness of seven leading TAD methods and obtain some interesting findings: 1) Existing methods are particularly vulnerable to temporal corruptions, and end-to-end methods are often more susceptible than those with a pre-trained feature extractor; 2) Vulnerability mainly comes from localization error rather than classification error; 3) When corruptions occur in the middle of an action instance, TAD models tend to yield the largest performance drop. Besides building a benchmark, we further develop a simple but effective robust training method to defend against temporal corruptions, through the FrameDrop augmentation and Temporal-Robust Consistency loss. Remarkably, our approach not only improves robustness but also yields promising improvements on clean data. We believe that this study will serve as a benchmark for future research in robust video analysis. Source code and models are available at https://github.com/Alvin-Zeng/temporal-robustness-benchmark.

cs.CV

DCIR: Dynamic Consistency Intrinsic Reward for Multi-Agent Reinforcement Learning

Learning optimal behavior policy for each agent in multi-agent systems is an essential yet difficult problem. Despite fruitful progress in multi-agent reinforcement learning, the challenge of addressing the dynamics of whether two agents should exhibit consistent behaviors is still under-explored. In this paper, we propose a new approach that enables agents to learn whether their behaviors should be consistent with that of other agents by utilizing intrinsic rewards to learn the optimal policy for each agent. We begin by defining behavior consistency as the divergence in output actions between two agents when provided with the same observation. Subsequently, we introduce dynamic consistency intrinsic reward (DCIR) to stimulate agents to be aware of others' behaviors and determine whether to be consistent with them. Lastly, we devise a dynamic scale network (DSN) that provides learnable scale factors for the agent at every time step to dynamically ascertain whether to award consistent behavior and the magnitude of rewards. We evaluate DCIR in multiple environments including Multi-agent Particle, Google Research Football and StarCraft II Micromanagement, demonstrating its efficacy.

cs.LG

$A^2$Nav: Action-Aware Zero-Shot Robot Navigation by Exploiting Vision-and-Language Ability of Foundation Models

We study the task of zero-shot vision-and-language navigation (ZS-VLN), a practical yet challenging problem in which an agent learns to navigate following a path described by language instructions without requiring any path-instruction annotation data. Normally, the instructions have complex grammatical structures and often contain various action descriptions (e.g., "proceed beyond", "depart from"). How to correctly understand and execute these action demands is a critical problem, and the absence of annotated data makes it even more challenging. Note that a well-educated human being can easily understand path instructions without the need for any special training. In this paper, we propose an action-aware zero-shot VLN method ($A^2$Nav) by exploiting the vision-and-language ability of foundation models. Specifically, the proposed method consists of an instruction parser and an action-aware navigation policy. The instruction parser utilizes the advanced reasoning ability of large language models (e.g., GPT-3) to decompose complex navigation instructions into a sequence of action-specific object navigation sub-tasks. Each sub-task requires the agent to localize the object and navigate to a specific goal position according to the associated action demand. To accomplish these sub-tasks, an action-aware navigation policy is learned from freely collected action-specific datasets that reveal distinct characteristics of each action demand. We use the learned navigation policy for executing sub-tasks sequentially to follow the navigation instruction. Extensive experiments show $A^2$Nav achieves promising ZS-VLN performance and even surpasses the supervised learning methods on R2R-Habitat and RxR-Habitat datasets.

cs.CV

Weakly-Supervised Multi-Granularity Map Learning for Vision-and-Language Navigation

We address a practical yet challenging problem of training robot agents to navigate in an environment following a path described by some language instructions. The instructions often contain descriptions of objects in the environment. To achieve accurate and efficient navigation, it is critical to build a map that accurately represents both spatial location and the semantic information of the environment objects. However, enabling a robot to build a map that well represents the environment is extremely challenging as the environment often involves diverse objects with various attributes. In this paper, we propose a multi-granularity map, which contains both object fine-grained details (e.g., color, texture) and semantic classes, to represent objects more comprehensively. Moreover, we propose a weakly-supervised auxiliary task, which requires the agent to localize instruction-relevant objects on the map. Through this task, the agent not only learns to localize the instruction-relevant objects for navigation but also is encouraged to learn a better map representation that reveals object information. We then feed the learned map and instruction to a waypoint predictor to determine the next navigation goal. Experimental results show our method outperforms the state-of-the-art by 4.0% and 4.6% w.r.t. success rate both in seen and unseen environments, respectively on VLN-CE dataset. Code is available at https://github.com/PeihaoChen/WS-MGMap.

cs.CV

Graph Convolutional Module for Temporal Action Localization in Videos

Temporal action localization has long been researched in computer vision. Existing state-of-the-art action localization methods divide each video into multiple action units (i.e., proposals in two-stage methods and segments in one-stage methods) and then perform action recognition/regression on each of them individually, without explicitly exploiting their relations during learning. In this paper, we claim that the relations between action units play an important role in action localization, and a more powerful action detector should not only capture the local content of each action unit but also allow a wider field of view on the context related to it. To this end, we propose a general graph convolutional module (GCM) that can be easily plugged into existing action localization methods, including two-stage and one-stage paradigms. To be specific, we first construct a graph, where each action unit is represented as a node and their relations between two action units as an edge. Here, we use two types of relations, one for capturing the temporal connections between different action units, and the other one for characterizing their semantic relationship. Particularly for the temporal connections in two-stage methods, we further explore two different kinds of edges, one connecting the overlapping action units and the other one connecting surrounding but disjointed units. Upon the graph we built, we then apply graph convolutional networks (GCNs) to model the relations among different action units, which is able to learn more informative representations to enhance action localization. Experimental results show that our GCM consistently improves the performance of existing action localization methods, including two-stage methods (e.g., CBR and R-C3D) and one-stage methods (e.g., D-SSAD), verifying the generality and effectiveness of our GCM.

cs.CV

RSPNet: Relative Speed Perception for Unsupervised Video Representation Learning

We study unsupervised video representation learning that seeks to learn both motion and appearance features from unlabeled video only, which can be reused for downstream tasks such as action recognition. This task, however, is extremely challenging due to 1) the highly complex spatial-temporal information in videos; and 2) the lack of labeled data for training. Unlike the representation learning for static images, it is difficult to construct a suitable self-supervised task to well model both motion and appearance features. More recently, several attempts have been made to learn video representation through video playback speed prediction. However, it is non-trivial to obtain precise speed labels for the videos. More critically, the learnt models may tend to focus on motion pattern and thus may not learn appearance features well. In this paper, we observe that the relative playback speed is more consistent with motion pattern, and thus provide more effective and stable supervision for representation learning. Therefore, we propose a new way to perceive the playback speed and exploit the relative speed between two video clips as labels. In this way, we are able to well perceive speed and learn better motion features. Moreover, to ensure the learning of appearance features, we further propose an appearance-focused task, where we enforce the model to perceive the appearance difference between two video clips. We show that optimizing the two tasks jointly consistently improves the performance on two downstream tasks, namely action recognition and video retrieval. Remarkably, for action recognition on UCF101 dataset, we achieve 93.7% accuracy without the use of labeled data for pre-training, which outperforms the ImageNet supervised pre-trained model. Code and pre-trained models can be found at https://github.com/PeihaoChen/RSPNet.

cs.CV

Location-aware Graph Convolutional Networks for Video Question Answering

We addressed the challenging task of video question answering, which requires machines to answer questions about videos in a natural language form. Previous state-of-the-art methods attempt to apply spatio-temporal attention mechanism on video frame features without explicitly modeling the location and relations among object interaction occurred in videos. However, the relations between object interaction and their location information are very critical for both action recognition and question reasoning. In this work, we propose to represent the contents in the video as a location-aware graph by incorporating the location information of an object into the graph construction. Here, each node is associated with an object represented by its appearance and location features. Based on the constructed graph, we propose to use graph convolution to infer both the category and temporal locations of an action. As the graph is built on objects, our method is able to focus on the foreground action contents for better video question answering. Lastly, we leverage an attention mechanism to combine the output of graph convolution and encoded question features for final answer reasoning. Extensive experiments demonstrate the effectiveness of the proposed methods. Specifically, our method significantly outperforms state-of-the-art methods on TGIF-QA, Youtube2Text-QA, and MSVD-QA datasets. Code and pre-trained models are publicly available at: https://github.com/SunDoge/L-GCN

cs.CV

Dense Regression Network for Video Grounding

We address the problem of video grounding from natural language queries. The key challenge in this task is that one training video might only contain a few annotated starting/ending frames that can be used as positive examples for model training. Most conventional approaches directly train a binary classifier using such imbalance data, thus achieving inferior results. The key idea of this paper is to use the distances between the frame within the ground truth and the starting (ending) frame as dense supervisions to improve the video grounding accuracy. Specifically, we design a novel dense regression network (DRN) to regress the distances from each frame to the starting (ending) frame of the video segment described by the query. We also propose a simple but effective IoU regression head module to explicitly consider the localization quality of the grounding results (i.e., the IoU between the predicted location and the ground truth). Experimental results show that our approach significantly outperforms state-of-the-arts on three datasets (i.e., Charades-STA, ActivityNet-Captions, and TACoS).

cs.CV

A Thorough Comparison Study on Adversarial Attacks and Defenses for Common Thorax Disease Classification in Chest X-rays

Recently, deep neural networks (DNNs) have made great progress on automated diagnosis with chest X-rays images. However, DNNs are vulnerable to adversarial examples, which may cause misdiagnoses to patients when applying the DNN based methods in disease detection. Recently, there is few comprehensive studies exploring the influence of attack and defense methods on disease detection, especially for the multi-label classification problem. In this paper, we aim to review various adversarial attack and defense methods on chest X-rays. First, the motivations and the mathematical representations of attack and defense methods are introduced in details. Second, we evaluate the influence of several state-of-the-art attack and defense methods for common thorax disease classification in chest X-rays. We found that the attack and defense methods have poor performance with excessive iterations and large perturbations. To address this, we propose a new defense method that is robust to different degrees of perturbations. This study could provide new insights into methodological development for the community.

eess.IV

Graph Convolutional Networks for Temporal Action Localization

Most state-of-the-art action localization systems process each action proposal individually, without explicitly exploiting their relations during learning. However, the relations between proposals actually play an important role in action localization, since a meaningful action always consists of multiple proposals in a video. In this paper, we propose to exploit the proposal-proposal relations using Graph Convolutional Networks (GCNs). First, we construct an action proposal graph, where each proposal is represented as a node and their relations between two proposals as an edge. Here, we use two types of relations, one for capturing the context information for each proposal and the other one for characterizing the correlations between distinct actions. Then we apply the GCNs over the graph to model the relations among different proposals and learn powerful representations for the action classification and localization. Experimental results show that our approach significantly outperforms the state-of-the-art on THUMOS14 (49.1% versus 42.8%). Moreover, augmentation experiments on ActivityNet also verify the efficacy of modeling action proposal relationships. Codes are available at https://github.com/Alvin-Zeng/PGCN.

cs.CV

Continual Reinforcement Learning with Diversity Exploration and Adversarial Self-Correction

Deep reinforcement learning has made significant progress in the field of continuous control, such as physical control and autonomous driving. However, it is challenging for a reinforcement model to learn a policy for each task sequentially due to catastrophic forgetting. Specifically, the model would forget knowledge it learned in the past when trained on a new task. We consider this challenge from two perspectives: i) acquiring task-specific skills is difficult since task information and rewards are not highly related; ii) learning knowledge from previous experience is difficult in continuous control domains. In this paper, we introduce an end-to-end framework namely Continual Diversity Adversarial Network (CDAN). We first develop an unsupervised diversity exploration method to learn task-specific skills using an unsupervised objective. Then, we propose an adversarial self-correction mechanism to learn knowledge by exploiting past experience. The two learning procedures are presumably reciprocal. To evaluate the proposed method, we propose a new continuous reinforcement learning environment named Continual Ant Maze (CAM) and a new metric termed Normalized Shorten Distance (NSD). The experimental results confirm the effectiveness of diversity exploration and self-correction. It is worthwhile noting that our final result outperforms baseline by 18.35% in terms of NSD, and 0.61 according to the average reward.

cs.LG