Asia
FRAGE: Frequency-Agnostic Word Representation
Gong, Chengyue, He, Di, Tan, Xu, Qin, Tao, Wang, Liwei, Liu, Tie-Yan
Continuous word representation (aka word embedding) is a basic building block in many neural network-based models used in natural language processing tasks. Although it is widely accepted that words with similar semantics should be close to each other in the embedding space, we find that word embeddings learned in several tasks are biased towards word frequency: the embeddings of high-frequency and low-frequency words lie in different subregions of the embedding space, and the embedding of a rare word and a popular word can be far from each other even if they are semantically similar. This makes learned word embeddings ineffective, especially for rare words, and consequently limits the performance of these neural network models. In order to mitigate the issue, in this paper, we propose a neat, simple yet effective adversarial training method to blur the boundary between the embeddings of high-frequency words and low-frequency words. We conducted comprehensive studies on ten datasets across four natural language processing tasks, including word similarity, language modeling, machine translation and text classification. Results show that we achieve higher performance than the baselines in all tasks.
Adaptive Online Learning in Dynamic Environments
Zhang, Lijun, Lu, Shiyin, Zhou, Zhi-Hua
In this paper, we study online convex optimization in dynamic environments, and aim to bound the dynamic regret with respect to any sequence of comparators. Existing work have shown that online gradient descent enjoys an $O(\sqrt{T}(1+P_T))$ dynamic regret, where $T$ is the number of iterations and $P_T$ is the path-length of the comparator sequence. However, this result is unsatisfactory, as there exists a large gap from the $\Omega(\sqrt{T(1+P_T)})$ lower bound established in our paper. To address this limitation, we develop a novel online method, namely adaptive learning for dynamic environment (Ader), which achieves an optimal $O(\sqrt{T(1+P_T)})$ dynamic regret. The basic idea is to maintain a set of experts, each attaining an optimal dynamic regret for a specific path-length, and combines them with an expert-tracking algorithm. Furthermore, we propose an improved Ader based on the surrogate loss, and in this way the number of gradient evaluations per round is reduced from $O(\log T)$ to $1$. Finally, we extend Ader to the setting that a sequence of dynamical models is available to characterize the comparators.
Global Gated Mixture of Second-order Pooling for Improving Deep Convolutional Neural Networks
Wang, Qilong, Gao, Zilin, Xie, Jiangtao, Zuo, Wangmeng, Li, Peihua
In most of existing deep convolutional neural networks (CNNs) for classification, global average (first-order) pooling (GAP) has become a standard module to summarize activations of the last convolution layer as final representation for prediction. Recent researches show integration of higher-order pooling (HOP) methods clearly improves performance of deep CNNs. However, both GAP and existing HOP methods assume unimodal distributions, which cannot fully capture statistics of convolutional activations, limiting representation ability of deep CNNs, especially for samples with complex contents. To overcome the above limitation, this paper proposes a global Gated Mixture of Second-order Pooling (GM-SOP) method to further improve representation ability of deep CNNs. To this end, we introduce a sparsity-constrained gating mechanism and propose a novel parametric SOP as component of mixture model. Given a bank of SOP candidates, our method can adaptively choose Top-K (K > 1) candidates for each input sample through the sparsity-constrained gating module, and performs weighted sum of outputs of K selected candidates as representation of the sample. The proposed GM-SOP can flexibly accommodate a large number of personalized SOP candidates in an efficient way, leading to richer representations. The deep networks with our GM-SOP can be end-to-end trained, having potential to characterize complex, multi-modal distributions. The proposed method is evaluated on two large scale image benchmarks (i.e., downsampled ImageNet-1K and Places365), and experimental results show our GM-SOP is superior to its counterparts and achieves very competitive performance. The source code will be available at http://www.peihuali.org/GM-SOP.
New Insight into Hybrid Stochastic Gradient Descent: Beyond With-Replacement Sampling and Convexity
Zhou, Pan, Yuan, Xiaotong, Feng, Jiashi
As an incremental-gradient algorithm, the hybrid stochastic gradient descent (HSGD) enjoys merits of both stochastic and full gradient methods for finite-sum minimization problem. However, the existing rate-of-convergence analysis for HSGD is made under with-replacement sampling (WRS) and is restricted to convex problems. It is not clear whether HSGD still carries these advantages under the common practice of without-replacement sampling (WoRS) for non-convex problems. In this paper, we affirmatively answer this open question by showing that under WoRS and for both convex and non-convex problems, it is still possible for HSGD (with constant step-size) to match full gradient descent in rate of convergence, while maintaining comparable sample-size-independent incremental first-order oracle complexity to stochastic gradient descent. For a special class of finite-sum problems with linear prediction models, our convergence results can be further improved in some cases. Extensive numerical results confirm our theoretical affirmation and demonstrate the favorable efficiency of WoRS-based HSGD.
FD-GAN: Pose-guided Feature Distilling GAN for Robust Person Re-identification
Ge, Yixiao, Li, Zhuowan, Zhao, Haiyu, Yin, Guojun, Yi, Shuai, Wang, Xiaogang, Li, hongsheng
Person re-identification (reID) is an important task that requires to retrieve a person's images from an image dataset, given one image of the person of interest. For learning robust person features, the pose variation of person images is one of the key challenges. Existing works targeting the problem either perform human alignment, or learn human-region-based representations. Extra pose information and computational cost is generally required for inference. To solve this issue, a Feature Distilling Generative Adversarial Network (FD-GAN) is proposed for learning identity-related and pose-unrelated representations. It is a novel framework based on a Siamese structure with multiple novel discriminators on human poses and identities. In addition to the discriminators, a novel same-pose loss is also integrated, which requires appearance of a same person's generated images to be similar. After learning pose-unrelated person features with pose guidance, no auxiliary pose information and additional computational cost is required during testing. Our proposed FD-GAN achieves state-of-the-art performance on three person reID datasets, which demonstrates that the effectiveness and robust feature distilling capability of the proposed FD-GAN.
A Game-Theoretic Approach to Recommendation Systems with Strategic Content Providers
Ben-Porat, Omer, Tennenholtz, Moshe
We introduce a game-theoretic approach to the study of recommendation systems with strategic content providers. Such systems should be fair and stable. Showing that traditional approaches fail to satisfy these requirements, we propose the Shapley mediator. We show that the Shapley mediator satisfies the fairness and stability requirements, runs in linear time, and is the only economically efficient mechanism satisfying these properties.
$\ell_1$-regression with Heavy-tailed Distributions
In this paper, we consider the problem of linear regression with heavy-tailed distributions. Different from previous studies that use the squared loss to measure the performance, we choose the absolute loss, which is capable of estimating the conditional median. To address the challenge that both the input and output could be heavy-tailed, we propose a truncated minimization problem, and demonstrate that it enjoys an $O(\sqrt{d/n})$ excess risk, where $d$ is the dimensionality and $n$ is the number of samples. Compared with traditional work on $\ell_1$-regression, the main advantage of our result is that we achieve a high-probability risk bound without exponential moment conditions on the input and output. Furthermore, if the input is bounded, we show that the classical empirical risk minimization is competent for $\ell_1$-regression even when the output is heavy-tailed.
Frequency-Domain Dynamic Pruning for Convolutional Neural Networks
Liu, Zhenhua, Xu, Jizheng, Peng, Xiulian, Xiong, Ruiqin
Deep convolutional neural networks have demonstrated their powerfulness in a variety of applications. However, the storage and computational requirements have largely restricted their further extensions on mobile devices. Recently, pruning of unimportant parameters has been used for both network compression and acceleration. Considering that there are spatial redundancy within most filters in a CNN, we propose a frequency-domain dynamic pruning scheme to exploit the spatial correlations. The frequency-domain coefficients are pruned dynamically in each iteration and different frequency bands are pruned discriminatively, given their different importance on accuracy. Experimental results demonstrate that the proposed scheme can outperform previous spatial-domain counterparts by a large margin. Specifically, it can achieve a compression ratio of 8.4x and a theoretical inference speed-up of 9.2x for ResNet-110, while the accuracy is even better than the reference model on CIFAR-110.
Domain-Invariant Projection Learning for Zero-Shot Recognition
Zhao, An, Ding, Mingyu, Guan, Jiechao, Lu, Zhiwu, Xiang, Tao, Wen, Ji-Rong
Zero-shot learning (ZSL) aims to recognize unseen object classes without any training samples, which can be regarded as a form of transfer learning from seen classes to unseen ones. This is made possible by learning a projection between a feature space and a semantic space (e.g. attribute space). Key to ZSL is thus to learn a projection function that is robust against the often large domain gap between the seen and unseen classes. In this paper, we propose a novel ZSL model termed domain-invariant projection learning (DIPL). Our model has two novel components: (1) A domain-invariant feature self-reconstruction task is introduced to the seen/unseen class data, resulting in a simple linear formulation that casts ZSL into a min-min optimization problem. Solving the problem is non-trivial, and a novel iterative algorithm is formulated as the solver, with rigorous theoretic algorithm analysis provided. (2) To further align the two domains via the learned projection, shared semantic structure among seen and unseen classes is explored via forming superclasses in the semantic space. Extensive experiments show that our model outperforms the state-of-the-art alternatives by significant margins.
A Deep Bayesian Policy Reuse Approach Against Non-Stationary Agents
ZHENG, YAN, Meng, Zhaopeng, Hao, Jianye, Zhang, Zongzhang, Yang, Tianpei, Fan, Changjie
In multiagent domains, coping with non-stationary agents that change behaviors from time to time is a challenging problem, where an agent is usually required to be able to quickly detect the other agent's policy during online interaction, and then adapt its own policy accordingly. This paper studies efficient policy detecting and reusing techniques when playing against non-stationary agents in Markov games. We propose a new deep BPR+ algorithm by extending the recent BPR+ algorithm with a neural network as the value-function approximator. To detect policy accurately, we propose the \textit{rectified belief model} taking advantage of the \textit{opponent model} to infer the other agent's policy from reward signals and its behaviors. Instead of directly storing individual policies as BPR+, we introduce \textit{distilled policy network} that serves as the policy library in BPR+, using policy distillation to achieve efficient online policy learning and reuse. Deep BPR+ inherits all the advantages of BPR+ and empirically shows better performance in terms of detection accuracy, cumulative rewards and speed of convergence compared to existing algorithms in complex Markov games with raw visual inputs.