Deep Learning
Unsupervised Object Keypoint Learning using Local Spatial Predictability
Gopalakrishnan, Anand, van Steenkiste, Sjoerd, Schmidhuber, Jürgen
Hence, which layer(s) we choose as our feature embedding will have an effect on the outcome of the local spatial prediction problem. While more abstract high-level features are expected to better capture the internal predictive structure of an object, it will be more difficult to attribute the error of the prediction network to the exact image location. On the other hand, while more low-level features can be localized more accurately, they may lack the expressiveness to capture high-level properties of objects. Nonetheless, in practice we find that a spatial feature embedding based on earlier layers of the encoder works well (see also Section 5.3 for an ablation). Local Spatial Prediction Task Using the learned spatial feature embedding we seek out salient regions of the input image that correspond to object parts. Our approach is based on the idea that objects correspond to local regions in feature space that have high internal predictive structure, which allows us to formulate the following local spatial prediction (LSP) task. For each location in the learned spatial feature embedding, we seek to predict the value of the features (across the feature maps) from its neighbouring feature values. When neighbouring areas correspond to the same object-(part), i.e. they regularly appear together, we expect that this prediction problem is easy (green arrow in Figure 3).
Recalibration of Neural Networks for Point Cloud Analysis
Sarasua, Ignacio, Poelsterl, Sebastian, Wachinger, Christian
Spatial and channel re-calibration have become powerful concepts in computer vision. Their ability to capture long-range dependencies is especially useful for those networks that extract local features, such as CNNs. While re-calibration has been widely studied for image analysis, it has not yet been used on shape representations. In this work, we introduce re-calibration modules on deep neural networks for 3D point clouds. We propose a set of re-calibration blocks that extend Squeeze and Excitation blocks and that can be added to any network for 3D point cloud analysis that builds a global descriptor by hierarchically combining features from multiple local neighborhoods. We run two sets of experiments to validate our approach. First, we demonstrate the benefit and versatility of our proposed modules by incorporating them into three state-of-the-art networks for 3D point cloud analysis: PointNet++, DGCNN, and RSCNN. We evaluate each network on two tasks: object classification on ModelNet40, and object part segmentation on ShapeNet. Our results show an improvement of up to 1% in accuracy for ModelNet40 compared to the baseline method. In the second set of experiments, we investigate the benefits of re-calibration blocks on Alzheimer's Disease (AD) diagnosis. Our results demonstrate that our proposed methods yield a 2% increase in accuracy for diagnosing AD and a 2.3% increase in concordance index for predicting AD onset with time-to-event analysis. Concluding, re-calibration improves the accuracy of point cloud architectures, while only minimally increasing the number of parameters.
Sensorimotor representation learning for an "active self" in robots: A model survey
Nguyen, Phuong D. H., Georgie, Yasmin Kim, Kayhan, Ezgi, Eppe, Manfred, Hafner, Verena Vanessa, Wermter, Stefan
For example, sensorimotor birth, infants spend their first months of life undergoing experiences are used to learn a forward model, and a many developmental milestones to incrementally develop forward model can be the basis for learning high-level the representation of their body. This body schema is cognitive conceptual representations. In agreement with related mainly to touch, proprioception, and vision (see Schillaci et al. (2016), we aim to go deeper into the role of Table 1) as these sensory modalities continue to develop multisensory information collected through exploration from the fetal stage (see Hoffmann, 2017; Adolph in the formation of an agent's body and peripersonal and Joh, 2007 for reviews). Later on, the representation space representation, and how these sensorimotor representations of the surrounding space of the body--the PPS--is affect the agent's sense of the active self, aggregated from the proprioceptive and exteroceptive including the sense of agency and the sense of body modalities (see Table 1). In addition, infants develop ownership. Thus, motor explorations will be mentioned the capability to generate motor actions corresponding but not exhaustively discussed in this surveyed work.
SurFree: a fast surrogate-free black-box attack
Maho, Thibault, Furon, Teddy, Merrer, Erwan Le
Machine learning classifiers are critically prone to evasion attacks. Adversarial examples are slightly modified inputs that are then misclassified, while remaining perceptively close to their originals. Last couple of years have witnessed a striking decrease in the amount of queries a black box attack submits to the target classifier, in order to forge adversarials. This particularly concerns the black-box score-based setup, where the attacker has access to top predicted probabilites: the amount of queries went from to millions of to less than a thousand. This paper presents SurFree, a geometrical approach that achieves a similar drastic reduction in the amount of queries in the hardest setup: black box decision-based attacks (only the top-1 label is available). We first highlight that the most recent attacks in that setup, HSJA, QEBA and GeoDA all perform costly gradient surrogate estimations. SurFree proposes to bypass these, by instead focusing on careful trials along diverse directions, guided by precise indications of geometrical properties of the classifier decision boundaries. We motivate this geometric approach before performing a head-to-head comparison with previous attacks with the amount of queries as a first class citizen. We exhibit a faster distortion decay under low query amounts (few hundreds to a thousand), while remaining competitive at higher query budgets.
Deep Learning-based Resource Allocation For Device-to-Device Communication
Lee, Woongsup, Schober, Robert
In this paper, a deep learning (DL) framework for the optimization of the resource allocation in multi-channel cellular systems with device-to-device (D2D) communication is proposed. Thereby, the channel assignment and discrete transmit power levels of the D2D users, which are both integer variables, are optimized to maximize the overall spectral efficiency whilst maintaining the quality-of-service (QoS) of the cellular users. Depending on the availability of channel state information (CSI), two different configurations are considered, namely 1) centralized operation with full CSI and 2) distributed operation with partial CSI, where in the latter case, the CSI is encoded according to the capacity of the feedback channel. Instead of solving the resulting resource allocation problem for each channel realization, a DL framework is proposed, where the optimal resource allocation strategy for arbitrary channel conditions is approximated by deep neural network (DNN) models. Furthermore, we propose a new training strategy that combines supervised and unsupervised learning methods and a local CSI sharing strategy to achieve near-optimal performance while enforcing the QoS constraints of the cellular users and efficiently handling the integer optimization variables based on a few ground-truth labels. Our simulation results confirm that near-optimal performance can be attained with low computation time, which underlines the real-time capability of the proposed scheme. Moreover, our results show that not only the resource allocation strategy but also the CSI encoding strategy can be efficiently determined using a DNN. Furthermore, we show that the proposed DL framework can be easily extended to communications systems with different design objectives.
Towards Playing Full MOBA Games with Deep Reinforcement Learning
Ye, Deheng, Chen, Guibin, Zhang, Wen, Chen, Sheng, Yuan, Bo, Liu, Bo, Chen, Jia, Liu, Zhao, Qiu, Fuhao, Yu, Hongsheng, Yin, Yinyuting, Shi, Bei, Wang, Liang, Shi, Tengfei, Fu, Qiang, Yang, Wei, Huang, Lanxiao, Liu, Wei
MOBA games, e.g., Honor of Kings, League of Legends, and Dota 2, pose grand challenges to AI systems such as multi-agent, enormous state-action space, complex action control, etc. Developing AI for playing MOBA games has raised much attention accordingly. However, existing work falls short in handling the raw game complexity caused by the explosion of agent combinations, i.e., lineups, when expanding the hero pool in case that OpenAI's Dota AI limits the play to a pool of only 17 heroes. As a result, full MOBA games without restrictions are far from being mastered by any existing AI system. In this paper, we propose a MOBA AI learning paradigm that methodologically enables playing full MOBA games with deep reinforcement learning. Specifically, we develop a combination of novel and existing learning techniques, including curriculum self-play learning, policy distillation, off-policy adaption, multi-head value estimation, and Monte-Carlo tree-search, in training and playing a large pool of heroes, meanwhile addressing the scalability issue skillfully. Tested on Honor of Kings, a popular MOBA game, we show how to build superhuman AI agents that can defeat top esports players. The superiority of our AI is demonstrated by the first large-scale performance test of MOBA AI agent in the literature.
RRCN: A Reinforced Random Convolutional Network based Reciprocal Recommendation Approach for Online Dating
Luo, Linhao, Yang, Liqi, Xin, Ju, Fang, Yixiang, Zhang, Xiaofeng, Yang, Xiaofei, Chen, Kai, Zhang, Zhiyuan, Liu, Kai
Recently, the reciprocal recommendation, especially for online dating applications, has attracted more and more research attention. Different from conventional recommendation problems, the reciprocal recommendation aims to simultaneously best match users' mutual preferences. Intuitively, the mutual preferences might be affected by a few key attributes that users like or dislike. Meanwhile, the interactions between users' attributes and their key attributes are also important for key attributes selection. Motivated by these observations, in this paper we propose a novel reinforced random convolutional network (RRCN) approach for the reciprocal recommendation task. In particular, we technically propose a novel random CNN component that can randomly convolute non-adjacent features to capture their interaction information and learn feature embeddings of key attributes to make the final recommendation. Moreover, we design a reinforcement learning based strategy to integrate with the random CNN component to select salient attributes to form the candidate set of key attributes. We evaluate the proposed RRCN against a number of both baselines and the state-of-the-art approaches on two real-world datasets, and the promising results have demonstrated the superiority of RRCN against the compared approaches in terms of a number of evaluation criteria.
Supervised Learning Achieves Human-Level Performance in MOBA Games: A Case Study of Honor of Kings
Ye, Deheng, Chen, Guibin, Zhao, Peilin, Qiu, Fuhao, Yuan, Bo, Zhang, Wen, Chen, Sheng, Sun, Mingfei, Li, Xiaoqian, Li, Siqin, Liang, Jing, Lian, Zhenjie, Shi, Bei, Wang, Liang, Shi, Tengfei, Fu, Qiang, Yang, Wei, Huang, Lanxiao
We present JueWu-SL, the first supervised-learning-based artificial intelligence (AI) program that achieves human-level performance in playing multiplayer online battle arena (MOBA) games. Unlike prior attempts, we integrate the macro-strategy and the micromanagement of MOBA-game-playing into neural networks in a supervised and end-to-end manner. Tested on Honor of Kings, the most popular MOBA at present, our AI performs competitively at the level of High King players in standard 5v5 games.
ColdGAN: Resolving Cold Start User Recommendation by using Generative Adversarial Networks
Lai, Po-Lin, Chen, Chih-Yun, Lo, Liang-Wei, Chen, Chien-Chin
Mitigating the new user cold-start problem has been critical in the recommendation system for online service providers to influence user experience in decision making which can ultimately affect the intention of users to use a particular service. Previous studies leveraged various side information from users and items; however, it may be impractical due to privacy concerns. In this paper, we present ColdGAN, an end-to-end GAN based model with no use of side information to resolve this problem. The main idea of the proposed model is to train a network that learns the rating distributions of experienced users given their cold-start distributions. We further design a time-based function to restore the preferences of users to cold-start states. With extensive experiments on two real-world datasets, the results show that our proposed method achieves significantly improved performance compared with the state-of-the-art recommenders.
Measuring Happiness Around the World Through Artificial Intelligence
Ozakar, Rustem, Gazanfer, Rafet Efe, Hanay, Y. Sinan
In this work, we analyze the happiness levels of countries using an unbiased emotion detector, artificial intelligence (AI). To date, researchers proposed many factors that may affect happiness such as wealth, health and safety. Even though these factors all seem relevant, there is no clear consensus between sociologists on how to interpret these, and the models to estimate the cost of these utilities include some assumptions. Researchers in social sciences have been working on determination of the happiness levels in society and exploration of the factors correlated with it through polls and different statistical methods. In our work, by using artificial intelligence, we introduce a different and relatively unbiased approach to this problem. By using AI, we make no assumption about what makes a person happy, and leave the decision to AI to detect the emotions from the faces of people collected from publicly available street footages. We analyzed the happiness levels in eight different cities around the world through available footage on the Internet and found out that there is no statistically significant difference between countries in terms of happiness.