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Shengyu Feng

Publications and source records attributed to Shengyu Feng.

21 records · Page 2Linked to original sources

Exploiting Long-Term Dependencies for Generating Dynamic Scene Graphs

Dynamic scene graph generation from a video is challenging due to the temporal dynamics of the scene and the inherent temporal fluctuations of predictions. We hypothesize that capturing long-term temporal dependencies is the key to effective generation of dynamic scene graphs. We propose to learn the long-term dependencies in a video by capturing the object-level consistency and inter-object relationship dynamics over object-level long-term tracklets using transformers. Experimental results demonstrate that our Dynamic Scene Graph Detection Transformer (DSG-DETR) outperforms state-of-the-art methods by a significant margin on the benchmark dataset Action Genome. Our ablation studies validate the effectiveness of each component of the proposed approach. The source code is available at https://github.com/Shengyu-Feng/DSG-DETR.

cs.CV↗

X-GOAL: Multiplex Heterogeneous Graph Prototypical Contrastive Learning

Graphs are powerful representations for relations among objects, which have attracted plenty of attention. A fundamental challenge for graph learning is how to train an effective Graph Neural Network (GNN) encoder without labels, which are expensive and time consuming to obtain. Contrastive Learning (CL) is one of the most popular paradigms to address this challenge, which trains GNNs by discriminating positive and negative node pairs. Despite the success of recent CL methods, there are still two under-explored problems. First, how to reduce the semantic error introduced by random topology based data augmentations. Traditional CL defines positive and negative node pairs via the node-level topological proximity, which is solely based on the graph topology regardless of the semantic information of node attributes, and thus some semantically similar nodes could be wrongly treated as negative pairs. Second, how to effectively model the multiplexity of the real-world graphs, where nodes are connected by various relations and each relation could form a homogeneous graph layer. To solve these problems, we propose a novel multiplex heterogeneous graph prototypical contrastive leaning (X-GOAL) framework to extract node embeddings. X-GOAL is comprised of two components: the GOAL framework, which learns node embeddings for each homogeneous graph layer, and an alignment regularization, which jointly models different layers by aligning layer-specific node embeddings. Specifically, the GOAL framework captures the node-level information by a succinct graph transformation technique, and captures the cluster-level information by pulling nodes within the same semantic cluster closer in the embedding space. The alignment regularization aligns embeddings across layers at both node and cluster levels. We evaluate X-GOAL on various real-world datasets and downstream tasks to demonstrate its effectiveness.

cs.LG↗

Memory Based Trajectory-conditioned Policies for Learning from Sparse Rewards

Reinforcement learning with sparse rewards is challenging because an agent can rarely obtain non-zero rewards and hence, gradient-based optimization of parameterized policies can be incremental and slow. Recent work demonstrated that using a memory buffer of previous successful trajectories can result in more effective policies. However, existing methods may overly exploit past successful experiences, which can encourage the agent to adopt sub-optimal and myopic behaviors. In this work, instead of focusing on good experiences with limited diversity, we propose to learn a trajectory-conditioned policy to follow and expand diverse past trajectories from a memory buffer. Our method allows the agent to reach diverse regions in the state space and improve upon the past trajectories to reach new states. We empirically show that our approach significantly outperforms count-based exploration methods (parametric approach) and self-imitation learning (parametric approach with non-parametric memory) on various complex tasks with local optima. In particular, without using expert demonstrations or resetting to arbitrary states, we achieve the state-of-the-art scores under five billion number of frames, on challenging Atari games such as Montezuma's Revenge and Pitfall.

cs.LG↗