pre-trained visual encoder
Visual Encoders for Data-Efficient Imitation Learning in Modern Video Games
Schäfer, Lukas, Jones, Logan, Kanervisto, Anssi, Cao, Yuhan, Rashid, Tabish, Georgescu, Raluca, Bignell, Dave, Sen, Siddhartha, Gavito, Andrea Treviño, Devlin, Sam
Video games have served as useful benchmarks for the decision making community, but going beyond Atari games towards training agents in modern games has been prohibitively expensive for the vast majority of the research community. Recent progress in the research, development and open release of large vision models has the potential to amortize some of these costs across the community. However, it is currently unclear which of these models have learnt representations that retain information critical for sequential decision making. Towards enabling wider participation in the research of gameplaying agents in modern games, we present a systematic study of imitation learning with publicly available visual encoders compared to the typical, task-specific, end-to-end training approach in Minecraft, Minecraft Dungeons and Counter-Strike: Global Offensive. Figure 1: Representative screenshots of all games studied in this paper. However, video games do not only serve as benchmarks but also represent a vast entertainment industry where AI agents may eventually have applications in games development, including game testing or game design (Jacob et al., 2020; Gillberg et al., 2023). In the past, video game research often necessitated close integration with the games themselves to obtain game-specific information and establish a scalable interface for training agents. Work was conducted during an internship at Microsoft Research. To eliminate integration costs during training, we use behavior cloning to train agents entirely offline, utilising previously collected human gameplay data. Although prior research has explored encoding images into lower-dimensional representations for behavior cloning, these studies primarily targeted robotics applications (Nair et al., 2022), where images often resemble real-world scenes. Inspired by the challenges and potential applications in video games, we investigate the following research question: How can images be encoded for data-efficient imitation learning in modern video games? Towards our guiding research question, we compare both end-to-end trained visual encoders and pre-trained visual encoders in three modern video games: Minecraft, Minecraft Dungeons and Counter-Strike: Global Offensive (CS:GO).
Does CLIP Benefit Visual Question Answering in the Medical Domain as Much as it Does in the General Domain?
Eslami, Sedigheh, de Melo, Gerard, Meinel, Christoph
Contrastive Language--Image Pre-training (CLIP) has shown remarkable success in learning with cross-modal supervision from extensive amounts of image--text pairs collected online. Thus far, the effectiveness of CLIP has been investigated primarily in general-domain multimodal problems. This work evaluates the effectiveness of CLIP for the task of Medical Visual Question Answering (MedVQA). To this end, we present PubMedCLIP, a fine-tuned version of CLIP for the medical domain based on PubMed articles. Our experiments are conducted on two MedVQA benchmark datasets and investigate two MedVQA methods, MEVF (Mixture of Enhanced Visual Features) and QCR (Question answering via Conditional Reasoning). For each of these, we assess the merits of visual representation learning using PubMedCLIP, the original CLIP, and state-of-the-art MAML (Model-Agnostic Meta-Learning) networks pre-trained only on visual data. We open source the code for our MedVQA pipeline and pre-training PubMedCLIP. CLIP and PubMedCLIP achieve improvements in comparison to MAML's visual encoder. PubMedCLIP achieves the best results with gains in the overall accuracy of up to 3%. Individual examples illustrate the strengths of PubMedCLIP in comparison to the previously widely used MAML networks. Visual representation learning with language supervision in PubMedCLIP leads to noticeable improvements for MedVQA. Our experiments reveal distributional differences in the two MedVQA benchmark datasets that have not been imparted in previous work and cause different back-end visual encoders in PubMedCLIP to exhibit different behavior on these datasets. Moreover, we witness fundamental performance differences of VQA in general versus medical domains.