Industry
3D Social Saliency from Head-mounted Cameras
Park, Hyun S., Jain, Eakta, Sheikh, Yaser
A gaze concurrence is a point in 3D where the gaze directions of two or more people intersect. It is a strong indicator of social saliency because the attention of the participating group is focused on that point. In scenes occupied by large groups of people, multiple concurrences may occur and transition over time. In this paper, we present a method to construct a 3D social saliency field and locate multiple gaze concurrences that occur in a social scene from videos taken by head-mounted cameras. We model the gaze as a cone-shaped distribution emanating from the center of the eyes, capturing the variation of eye-in-head motion. We calibrate the parameters of this distribution by exploiting the fixed relationship between the primary gaze ray and the head-mounted camera pose. The resulting gaze model enables us to build a social saliency field in 3D. We estimate the number and 3D locations of the gaze concurrences via provably convergent modeseeking in the social saliency field. Our algorithm is applied to reconstruct multiple gaze concurrences in several real world scenes and evaluated quantitatively against motion-captured ground truth.
Transelliptical Component Analysis
We propose a high dimensional semiparametric scale-invariant principle component analysis, named TCA, by utilize the natural connection between the elliptical distribution family and the principal component analysis. Elliptical distribution family includes many well-known multivariate distributions like multivariate Gaussian, t and logistic and it is extended to the meta-elliptical by Fang et.al (2002) using the copula techniques. In this paper we extend the meta-elliptical distribution family to a even larger family, called transelliptical. We prove that TCA can obtain a near-optimal s log d/n estimation consistency rate in recovering the leading eigenvector of the latent generalized correlation matrix under the transelliptical distribution family, even if the distributions are very heavy-tailed, have infinite second moments, do not have densities and possess arbitrarily continuous marginal distributions. A feature selection result with explicit rate is also provided. TCA is further implemented in both numerical simulations and largescale stock data to illustrate its empirical usefulness. Both theories and experiments confirm that TCA can achieve model flexibility, estimation accuracy and robustness at almost no cost.
Memorability of Image Regions
Khosla, Aditya, Xiao, Jianxiong, Torralba, Antonio, Oliva, Aude
While long term human visual memory can store a remarkable amount of visual information, it tends to degrade over time. Recent works have shown that image memorability is an intrinsic property of an image that can be reliably estimated using state-of-the-art image features and machine learning algorithms. However, the class of features and image information that is forgotten has not been explored yet. In this work, we propose a probabilistic framework that models how and which local regions from an image may be forgotten using a data-driven approach that combines local and global images features. The model automatically discovers memorability maps of individual images without any human annotation. We incorporate multiple image region attributes in our algorithm, leading to improved memorability prediction of images as compared to previous works.
Semiparametric Principal Component Analysis
We propose two new principal component analysis methods in this paper utilizing a semiparametric model. The according methods are named Copula Component Analysis (COCA) and Copula PCA. The semiparametric model assumes that, after unspecified marginally monotone transformations, the distributions are multivariate Gaussian.
Mirror Descent Meets Fixed Share (and feels no regret)
Cesa-bianchi, Nicolรฒ, Gaillard, Pierre, Lugosi, Gabor, Stoltz, Gilles
Mirror descent with an entropic regularizer is known to achieve shifting regret bounds that are logarithmic in the dimension. This is done using either a carefully designed projection or by a weight sharing technique. Via a novel unified analysis, we show that these two approaches deliver essentially equivalent bounds on a notion of regret generalizing shifting, adaptive, discounted, and other related regrets. Our analysis also captures and extends the generalized weight sharing technique of Bousquet and Warmuth, and can be refined in several ways, including improvements for small losses and adaptive tuning of parameters.
Multi-scale Hyper-time Hardware Emulation of Human Motor Nervous System Based on Spiking Neurons using FPGA
Niu, C. M., Nandyala, Sirish, Sohn, Won J., Sanger, Terence
Our central goal is to quantify the long-term progression of pediatric neurological diseases, such as a typical 10-15 years progression of child dystonia. To this purpose, quantitative models are convincing only if they can provide multi-scale details ranging from neuron spikes to limb biomechanics. The models also need to be evaluated in hyper-time, i.e. significantly faster than real-time, for producing useful predictions. We designed a platform with digital VLSI hardware for multi-scale hyper-time emulations of human motor nervous systems. The platform is constructed on a scalable, distributed array of Field Programmable Gate Array (FPGA) devices. All devices operate asynchronously with 1 millisecond time granularity, and the overall system is accelerated to 365x real-time. Each physiological component is implemented using models from well documented studies and can be flexibly modified. Thus the validity of emulation can be easily advised by neurophysiologists and clinicians. For maximizing the speed of emulation, all calculations are implemented in combinational logic instead of clocked iterative circuits. This paper presents the methodology of building FPGA modules in correspondence to components of a monosynaptic spinal loop. Results of emulated activities are shown. The paper also discusses the rationale of approximating neural circuitry by organizing neurons with sparse interconnections. In conclusion, our platform allows introducing various abnormalities into the neural emulation such that the emerging motor symptoms can be analyzed. It compels us to test the origins of childhood motor disorders and predict their long-term progressions.
Perceptron Learning of SAT
Flint, Alex, Blaschko, Matthew
Boolean satisfiability (SAT) as a canonical NP-complete decision problem is one of the most important problems in computer science. In practice, real-world SAT sentences are drawn from a distribution that may result in efficient algorithms for their solution. Such SAT instances are likely to have shared characteristics and substructures. This work approaches the exploration of a family of SAT solvers as a learning problem. In particular, we relate polynomial time solvability of a SAT subset to a notion of margin between sentences mapped by a feature function into a Hilbert space. Provided this mapping is based on polynomial time computable statistics of a sentence, we show that the existance of a margin between these data points implies the existance of a polynomial time solver for that SAT subset based on the Davis-Putnam-Logemann-Loveland algorithm. Furthermore, we show that a simple perceptron-style learning rule will find an optimal SAT solver with a bounded number of training updates. We derive a linear time computable set of features and show analytically that margins exist for important polynomial special cases of SAT. Empirical results show an order of magnitude improvement over a state-of-the-art SAT solver on a hardware verification task.
Efficient Monte Carlo Counterfactual Regret Minimization in Games with Many Player Actions
Burch, Neil, Lanctot, Marc, Szafron, Duane, Gibson, Richard G.
Counterfactual Regret Minimization (CFR) is a popular, iterative algorithm for computing strategies in extensive-form games. The Monte Carlo CFR (MCCFR) variants reduce the per iteration time cost of CFR by traversing a smaller, sampled portion of the tree. The previous most effective instances of MCCFR can still be very slow in games with many player actions since they sample every action for a given player. In this paper, we present a new MCCFR algorithm, Average Strategy Sampling(AS), that samples a subset of the player's actions according to the player's average strategy. Our new algorithm is inspired by a new, tighter bound on the number of iterations required by CFR to converge to a given solution quality. In addition, we prove a similar, tighter bound for AS and other popular MCCFR variants.
On the connections between saliency and tracking
Mahadevan, Vijay, Vasconcelos, Nuno
A model connecting visual tracking and saliency has recently been proposed. This model is based on the saliency hypothesis for tracking which postulates that tracking is achieved by the top-down tuning, based on target features, of discriminant center-surround saliency mechanisms over time. In this work, we identify three main predictions that must hold if the hypothesis were true: 1) tracking reliability should be larger for salient than for non-salient targets, 2) tracking reliability should have a dependence on the defining variables of saliency, namely feature contrast and distractor heterogeneity, and must replicate the dependence of saliency on these variables, and 3) saliency and tracking can be implemented with common low level neural mechanisms. We confirm that the first two predictions hold by reporting results from a set of human behavior studies on the connection between saliency and tracking. We also show that the third prediction holds by constructing a common neurophysiologically plausible architecture that can computationally solve both saliency and tracking. This architecture is fully compliant with the standard physiological models of V1 and MT, and with what is known about attentional control in area LIP, while explaining the results of the human behavior experiments.