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Stefano Melacci

Publications and source records attributed to Stefano Melacci.

At least 37 records · Page 2Linked to original sources

Learning to Identify Drilling Defects in Turbine Blades with Single Stage Detectors

Nondestructive testing (NDT) is widely applied to defect identification of turbine components during manufacturing and operation. Operational efficiency is key for gas turbine OEM (Original Equipment Manufacturers). Automating the inspection process as much as possible, while minimizing the uncertainties involved, is thus crucial. We propose a model based on RetinaNet to identify drilling defects in X-ray images of turbine blades. The application is challenging due to the large image resolutions in which defects are very small and hardly captured by the commonly used anchor sizes, and also due to the small size of the available dataset. As a matter of fact, all these issues are pretty common in the application of Deep Learning-based object detection models to industrial defect data. We overcome such issues using open source models, splitting the input images into tiles and scaling them up, applying heavy data augmentation, and optimizing the anchor size and aspect ratios with a differential evolution solver. We validate the model with $3$-fold cross-validation, showing a very high accuracy in identifying images with defects. We also define a set of best practices which can help other practitioners overcome similar challenges.

cs.CV↗

Deep Learning to See: Towards New Foundations of Computer Vision

The remarkable progress in computer vision over the last few years is, by and large, attributed to deep learning, fueled by the availability of huge sets of labeled data, and paired with the explosive growth of the GPU paradigm. While subscribing to this view, this book criticizes the supposed scientific progress in the field and proposes the investigation of vision within the framework of information-based laws of nature. Specifically, the present work poses fundamental questions about vision that remain far from understood, leading the reader on a journey populated by novel challenges resonating with the foundations of machine learning. The central thesis is that for a deeper understanding of visual computational processes, it is necessary to look beyond the applications of general purpose machine learning algorithms and focus instead on appropriate learning theories that take into account the spatiotemporal nature of the visual signal.

cs.CV↗

Stochastic Coherence Over Attention Trajectory For Continuous Learning In Video Streams

Devising intelligent agents able to live in an environment and learn by observing the surroundings is a longstanding goal of Artificial Intelligence. From a bare Machine Learning perspective, challenges arise when the agent is prevented from leveraging large fully-annotated dataset, but rather the interactions with supervisory signals are sparsely distributed over space and time. This paper proposes a novel neural-network-based approach to progressively and autonomously develop pixel-wise representations in a video stream. The proposed method is based on a human-like attention mechanism that allows the agent to learn by observing what is moving in the attended locations. Spatio-temporal stochastic coherence along the attention trajectory, paired with a contrastive term, leads to an unsupervised learning criterion that naturally copes with the considered setting. Differently from most existing works, the learned representations are used in open-set class-incremental classification of each frame pixel, relying on few supervisions. Our experiments leverage 3D virtual environments and they show that the proposed agents can learn to distinguish objects just by observing the video stream. Inheriting features from state-of-the art models is not as powerful as one might expect.

cs.CV↗

Entropy-based Logic Explanations of Neural Networks

Explainable artificial intelligence has rapidly emerged since lawmakers have started requiring interpretable models for safety-critical domains. Concept-based neural networks have arisen as explainable-by-design methods as they leverage human-understandable symbols (i.e. concepts) to predict class memberships. However, most of these approaches focus on the identification of the most relevant concepts but do not provide concise, formal explanations of how such concepts are leveraged by the classifier to make predictions. In this paper, we propose a novel end-to-end differentiable approach enabling the extraction of logic explanations from neural networks using the formalism of First-Order Logic. The method relies on an entropy-based criterion which automatically identifies the most relevant concepts. We consider four different case studies to demonstrate that: (i) this entropy-based criterion enables the distillation of concise logic explanations in safety-critical domains from clinical data to computer vision; (ii) the proposed approach outperforms state-of-the-art white-box models in terms of classification accuracy and matches black box performances.

cs.AI↗

Domain Knowledge Alleviates Adversarial Attacks in Multi-Label Classifiers

Adversarial attacks on machine learning-based classifiers, along with defense mechanisms, have been widely studied in the context of single-label classification problems. In this paper, we shift the attention to multi-label classification, where the availability of domain knowledge on the relationships among the considered classes may offer a natural way to spot incoherent predictions, i.e., predictions associated to adversarial examples lying outside of the training data distribution. We explore this intuition in a framework in which first-order logic knowledge is converted into constraints and injected into a semi-supervised learning problem. Within this setting, the constrained classifier learns to fulfill the domain knowledge over the marginal distribution, and can naturally reject samples with incoherent predictions. Even though our method does not exploit any knowledge of attacks during training, our experimental analysis surprisingly unveils that domain-knowledge constraints can help detect adversarial examples effectively, especially if such constraints are not known to the attacker.

cs.LG↗

Being Friends Instead of Adversaries: Deep Networks Learn from Data Simplified by Other Networks

Amongst a variety of approaches aimed at making the learning procedure of neural networks more effective, the scientific community developed strategies to order the examples according to their estimated complexity, to distil knowledge from larger networks, or to exploit the principles behind adversarial machine learning. A different idea has been recently proposed, named Friendly Training, which consists in altering the input data by adding an automatically estimated perturbation, with the goal of facilitating the learning process of a neural classifier. The transformation progressively fades-out as long as training proceeds, until it completely vanishes. In this work we revisit and extend this idea, introducing a radically different and novel approach inspired by the effectiveness of neural generators in the context of Adversarial Machine Learning. We propose an auxiliary multi-layer network that is responsible of altering the input data to make them easier to be handled by the classifier at the current stage of the training procedure. The auxiliary network is trained jointly with the neural classifier, thus intrinsically increasing the 'depth' of the classifier, and it is expected to spot general regularities in the data alteration process. The effect of the auxiliary network is progressively reduced up to the end of training, when it is fully dropped and the classifier is deployed for applications. We refer to this approach as Neural Friendly Training. An extended experimental procedure involving several datasets and different neural architectures shows that Neural Friendly Training overcomes the originally proposed Friendly Training technique, improving the generalization of the classifier, especially in the case of noisy data.

cs.LG↗

Can machines learn to see without visual databases?

This paper sustains the position that the time has come for thinking of learning machines that conquer visual skills in a truly human-like context, where a few human-like object supervisions are given by vocal interactions and pointing aids only. This likely requires new foundations on computational processes of vision with the final purpose of involving machines in tasks of visual description by living in their own visual environment under simple man-machine linguistic interactions. The challenge consists of developing machines that learn to see without needing to handle visual databases. This might open the doors to a truly orthogonal competitive track concerning deep learning technologies for vision which does not rely on the accumulation of huge visual databases.

cs.CV↗

Messing Up 3D Virtual Environments: Transferable Adversarial 3D Objects

In the last few years, the scientific community showed a remarkable and increasing interest towards 3D Virtual Environments, training and testing Machine Learning-based models in realistic virtual worlds. On one hand, these environments could also become a mean to study the weaknesses of Machine Learning algorithms, or to simulate training settings that allow Machine Learning models to gain robustness to 3D adversarial attacks. On the other hand, their growing popularity might also attract those that aim at creating adversarial conditions to invalidate the benchmarking process, especially in the case of public environments that allow the contribution from a large community of people. Most of the existing Adversarial Machine Learning approaches are focused on static images, and little work has been done in studying how to deal with 3D environments and how a 3D object should be altered to fool a classifier that observes it. In this paper, we study how to craft adversarial 3D objects by altering their textures, using a tool chain composed of easily accessible elements. We show that it is possible, and indeed simple, to create adversarial objects using off-the-shelf limited surrogate renderers that can compute gradients with respect to the parameters of the rendering process, and, to a certain extent, to transfer the attacks to more advanced 3D engines. We propose a saliency-based attack that intersects the two classes of renderers in order to focus the alteration to those texture elements that are estimated to be effective in the target engine, evaluating its impact in popular neural classifiers.

cs.CV↗

Evaluating Continual Learning Algorithms by Generating 3D Virtual Environments

Continual learning refers to the ability of humans and animals to incrementally learn over time in a given environment. Trying to simulate this learning process in machines is a challenging task, also due to the inherent difficulty in creating conditions for designing continuously evolving dynamics that are typical of the real-world. Many existing research works usually involve training and testing of virtual agents on datasets of static images or short videos, considering sequences of distinct learning tasks. However, in order to devise continual learning algorithms that operate in more realistic conditions, it is fundamental to gain access to rich, fully customizable and controlled experimental playgrounds. Focussing on the specific case of vision, we thus propose to leverage recent advances in 3D virtual environments in order to approach the automatic generation of potentially life-long dynamic scenes with photo-realistic appearance. Scenes are composed of objects that move along variable routes with different and fully customizable timings, and randomness can also be included in their evolution. A novel element of this paper is that scenes are described in a parametric way, thus allowing the user to fully control the visual complexity of the input stream the agent perceives. These general principles are concretely implemented exploiting a recently published 3D virtual environment. The user can generate scenes without the need of having strong skills in computer graphics, since all the generation facilities are exposed through a simple high-level Python interface. We publicly share the proposed generator.

cs.CV↗

Deep Constraint-based Propagation in Graph Neural Networks

The popularity of deep learning techniques renewed the interest in neural architectures able to process complex structures that can be represented using graphs, inspired by Graph Neural Networks (GNNs). We focus our attention on the originally proposed GNN model of Scarselli et al. 2009, which encodes the state of the nodes of the graph by means of an iterative diffusion procedure that, during the learning stage, must be computed at every epoch, until the fixed point of a learnable state transition function is reached, propagating the information among the neighbouring nodes. We propose a novel approach to learning in GNNs, based on constrained optimization in the Lagrangian framework. Learning both the transition function and the node states is the outcome of a joint process, in which the state convergence procedure is implicitly expressed by a constraint satisfaction mechanism, avoiding iterative epoch-wise procedures and the network unfolding. Our computational structure searches for saddle points of the Lagrangian in the adjoint space composed of weights, nodes state variables and Lagrange multipliers. This process is further enhanced by multiple layers of constraints that accelerate the diffusion process. An experimental analysis shows that the proposed approach compares favourably with popular models on several benchmarks.

cs.LG↗

Logic Explained Networks

The large and still increasing popularity of deep learning clashes with a major limit of neural network architectures, that consists in their lack of capability in providing human-understandable motivations of their decisions. In situations in which the machine is expected to support the decision of human experts, providing a comprehensible explanation is a feature of crucial importance. The language used to communicate the explanations must be formal enough to be implementable in a machine and friendly enough to be understandable by a wide audience. In this paper, we propose a general approach to Explainable Artificial Intelligence in the case of neural architectures, showing how a mindful design of the networks leads to a family of interpretable deep learning models called Logic Explained Networks (LENs). LENs only require their inputs to be human-understandable predicates, and they provide explanations in terms of simple First-Order Logic (FOL) formulas involving such predicates. LENs are general enough to cover a large number of scenarios. Amongst them, we consider the case in which LENs are directly used as special classifiers with the capability of being explainable, or when they act as additional networks with the role of creating the conditions for making a black-box classifier explainable by FOL formulas. Despite supervised learning problems are mostly emphasized, we also show that LENs can learn and provide explanations in unsupervised learning settings. Experimental results on several datasets and tasks show that LENs may yield better classifications than established white-box models, such as decision trees and Bayesian rule lists, while providing more compact and meaningful explanations.

cs.LG↗

Friendly Training: Neural Networks Can Adapt Data To Make Learning Easier

In the last decade, motivated by the success of Deep Learning, the scientific community proposed several approaches to make the learning procedure of Neural Networks more effective. When focussing on the way in which the training data are provided to the learning machine, we can distinguish between the classic random selection of stochastic gradient-based optimization and more involved techniques that devise curricula to organize data, and progressively increase the complexity of the training set. In this paper, we propose a novel training procedure named Friendly Training that, differently from the aforementioned approaches, involves altering the training examples in order to help the model to better fulfil its learning criterion. The model is allowed to simplify those examples that are too hard to be classified at a certain stage of the training procedure. The data transformation is controlled by a developmental plan that progressively reduces its impact during training, until it completely vanishes. In a sense, this is the opposite of what is commonly done in order to increase robustness against adversarial examples, i.e., Adversarial Training. Experiments on multiple datasets are provided, showing that Friendly Training yields improvements with respect to informed data sub-selection routines and random selection, especially in deep convolutional architectures. Results suggest that adapting the input data is a feasible way to stabilize learning and improve the generalization skills of the network.

cs.LG↗

Generate and Revise: Reinforcement Learning in Neural Poetry

Writers, poets, singers usually do not create their compositions in just one breath. Text is revisited, adjusted, modified, rephrased, even multiple times, in order to better convey meanings, emotions and feelings that the author wants to express. Amongst the noble written arts, Poetry is probably the one that needs to be elaborated the most, since the composition has to formally respect predefined meter and rhyming schemes. In this paper, we propose a framework to generate poems that are repeatedly revisited and corrected, as humans do, in order to improve their overall quality. We frame the problem of revising poems in the context of Reinforcement Learning and, in particular, using Proximal Policy Optimization. Our model generates poems from scratch and it learns to progressively adjust the generated text in order to match a target criterion. We evaluate this approach in the case of matching a rhyming scheme, without having any information on which words are responsible of creating rhymes and on how to coherently alter the poem words. The proposed framework is general and, with an appropriate reward shaping, it can be applied to other text generation problems.

cs.CL↗

Gravitational Models Explain Shifts on Human Visual Attention

Visual attention refers to the human brain's ability to select relevant sensory information for preferential processing, improving performance in visual and cognitive tasks. It proceeds in two phases. One in which visual feature maps are acquired and processed in parallel. Another where the information from these maps is merged in order to select a single location to be attended for further and more complex computations and reasoning. Its computational description is challenging, especially if the temporal dynamics of the process are taken into account. Numerous methods to estimate saliency have been proposed in the last three decades. They achieve almost perfect performance in estimating saliency at the pixel level, but the way they generate shifts in visual attention fully depends on winner-take-all (WTA) circuitry. WTA is implemented} by the biological hardware in order to select a location with maximum saliency, towards which to direct overt attention. In this paper we propose a gravitational model (GRAV) to describe the attentional shifts. Every single feature acts as an attractor and {the shifts are the result of the joint effects of the attractors. In the current framework, the assumption of a single, centralized saliency map is no longer necessary, though still plausible. Quantitative results on two large image datasets show that this model predicts shifts more accurately than winner-take-all.

cs.CV↗

Developing Constrained Neural Units Over Time

In this paper we present a foundational study on a constrained method that defines learning problems with Neural Networks in the context of the principle of least cognitive action, which very much resembles the principle of least action in mechanics. Starting from a general approach to enforce constraints into the dynamical laws of learning, this work focuses on an alternative way of defining Neural Networks, that is different from the majority of existing approaches. In particular, the structure of the neural architecture is defined by means of a special class of constraints that are extended also to the interaction with data, leading to "architectural" and "input-related" constraints, respectively. The proposed theory is cast into the time domain, in which data are presented to the network in an ordered manner, that makes this study an important step toward alternative ways of processing continuous streams of data with Neural Networks. The connection with the classic Backpropagation-based update rule of the weights of networks is discussed, showing that there are conditions under which our approach degenerates to Backpropagation. Moreover, the theory is experimentally evaluated on a simple problem that allows us to deeply study several aspects of the theory itself and to show the soundness of the model.

cs.LG↗

SAILenv: Learning in Virtual Visual Environments Made Simple

Recently, researchers in Machine Learning algorithms, Computer Vision scientists, engineers and others, showed a growing interest in 3D simulators as a mean to artificially create experimental settings that are very close to those in the real world. However, most of the existing platforms to interface algorithms with 3D environments are often designed to setup navigation-related experiments, to study physical interactions, or to handle ad-hoc cases that are not thought to be customized, sometimes lacking a strong photorealistic appearance and an easy-to-use software interface. In this paper, we present a novel platform, SAILenv, that is specifically designed to be simple and customizable, and that allows researchers to experiment visual recognition in virtual 3D scenes. A few lines of code are needed to interface every algorithm with the virtual world, and non-3D-graphics experts can easily customize the 3D environment itself, exploiting a collection of photorealistic objects. Our framework yields pixel-level semantic and instance labeling, depth, and, to the best of our knowledge, it is the only one that provides motion-related information directly inherited from the 3D engine. The client-server communication operates at a low level, avoiding the overhead of HTTP-based data exchanges. We perform experiments using a state-of-the-art object detector trained on real-world images, showing that it is able to recognize the photorealistic 3D objects of our environment. The computational burden of the optical flow compares favourably with the estimation performed using modern GPU-based convolutional networks or more classic implementations. We believe that the scientific community will benefit from the easiness and high-quality of our framework to evaluate newly proposed algorithms in their own customized realistic conditions.

cs.CV↗

Wave Propagation of Visual Stimuli in Focus of Attention

Fast reactions to changes in the surrounding visual environment require efficient attention mechanisms to reallocate computational resources to most relevant locations in the visual field. While current computational models keep improving their predictive ability thanks to the increasing availability of data, they still struggle approximating the effectiveness and efficiency exhibited by foveated animals. In this paper, we present a biologically-plausible computational model of focus of attention that exhibits spatiotemporal locality and that is very well-suited for parallel and distributed implementations. Attention emerges as a wave propagation process originated by visual stimuli corresponding to details and motion information. The resulting field obeys the principle of "inhibition of return" so as not to get stuck in potential holes. An accurate experimentation of the model shows that it achieves top level performance in scanpath prediction tasks. This can easily be understood at the light of a theoretical result that we establish in the paper, where we prove that as the velocity of wave propagation goes to infinity, the proposed model reduces to recently proposed state of the art gravitational models of focus of attention.

cs.CV↗

Focus of Attention Improves Information Transfer in Visual Features

Unsupervised learning from continuous visual streams is a challenging problem that cannot be naturally and efficiently managed in the classic batch-mode setting of computation. The information stream must be carefully processed accordingly to an appropriate spatio-temporal distribution of the visual data, while most approaches of learning commonly assume uniform probability density. In this paper we focus on unsupervised learning for transferring visual information in a truly online setting by using a computational model that is inspired to the principle of least action in physics. The maximization of the mutual information is carried out by a temporal process which yields online estimation of the entropy terms. The model, which is based on second-order differential equations, maximizes the information transfer from the input to a discrete space of symbols related to the visual features of the input, whose computation is supported by hidden neurons. In order to better structure the input probability distribution, we use a human-like focus of attention model that, coherently with the information maximization model, is also based on second-order differential equations. We provide experimental results to support the theory by showing that the spatio-temporal filtering induced by the focus of attention allows the system to globally transfer more information from the input stream over the focused areas and, in some contexts, over the whole frames with respect to the unfiltered case that yields uniform probability distributions.

cs.LG↗