recurrency
The Role of Recurrency in Image Segmentation for Noisy and Limited Sample Settings
Calhas, David, Marques, João, Oliveira, Arlindo L.
The biological brain has inspired multiple advances in machine learning. However, most state-of-the-art models in computer vision do not operate like the human brain, simply because they are not capable of changing or improving their decisions/outputs based on a deeper analysis. The brain is recurrent, while these models are not. It is therefore relevant to explore what would be the impact of adding recurrent mechanisms to existing state-of-the-art architectures and to answer the question of whether recurrency can improve existing architectures. To this end, we build on a feed-forward segmentation model and explore multiple types of recurrency for image segmentation. We explore self-organizing, relational, and memory retrieval types of recurrency that minimize a specific energy function. In our experiments, we tested these models on artificial and medical imaging data, while analyzing the impact of high levels of noise and few-shot learning settings. Our results do not validate our initial hypothesis that recurrent models should perform better in these settings, suggesting that these recurrent architectures, by themselves, are not sufficient to surpass state-of-the-art feed-forward versions and that additional work needs to be done on the topic.
Hausknecht
Deep Reinforcement Learning has yielded proficient controllers for complex tasks. However, these controllers have limited memory and rely on being able to perceive the complete game screen at each decision point. To address these shortcomings, this article investigates the effects of adding recurrency to a Deep Q-Network (DQN) by replacing the first post-convolutional fully-connected layer with a recurrent LSTM. The resulting Deep Recurrent Q-Network (DRQN), although capable of seeing only a single frame at each timestep, successfully integrates information through time and replicates DQN's performance on standard Atari games and partially observed equivalents featuring flickering game screens. Additionally, when trained with partial observations and evaluated with incrementally more complete observations, DRQN's performance scales as a function of observability. Conversely, when trained with full observations and evaluated with partial observations, DRQN's performance degrades less than DQN's. Thus, given the same length of history, recurrency is a viable alternative to stacking a history of frames in the DQN's input layer and while recurrency confers no systematic advantage when learning to play the game, the recurrent net can better adapt at evaluation time if the quality of observations changes.
Seeing in the dark with recurrent convolutional neural networks
Classical convolutional neural networks (cCNNs) are very good at categorizing objects in images. But, unlike human vision which is relatively robust to noise in images, the performance of cCNNs declines quickly as image quality worsens. Here we propose to use recurrent connections within the convolutional layers to make networks robust against pixel noise such as could arise from imaging at low light levels, and thereby significantly increase their performance when tested with simulated noisy video sequences. We show that cCNNs classify images with high signal to noise ratios (SNRs) well, but are easily outperformed when tested with low SNR images (high noise levels) by convolutional neural networks that have recurrency added to convolutional layers, henceforth referred to as gruCNNs. Addition of Bayes-optimal temporal integration to allow the cCNN to integrate multiple image frames still does not match gruCNN performance. Additionally, we show that at low SNRs, the probabilities predicted by the gruCNN (after calibration) have higher confidence than those predicted by the cCNN. We propose to consider recurrent connections in the early stages of neural networks as a solution to computer vision under imperfect lighting conditions and noisy environments; challenges faced during real-time video streams of autonomous driving at night, during rain or snow, and other non-ideal situations.
Deep Recurrent Q-Learning for Partially Observable MDPs
Hausknecht, Matthew (University of Texas at Austin) | Stone, Peter (University of Texas at Austin)
Deep Reinforcement Learning has yielded proficient controllers for complex tasks. However, these controllers have limited memory and rely on being able to perceive the complete game screen at each decision point. To address these shortcomings, this article investigates the effects of adding recurrency to a Deep Q-Network (DQN) by replacing the first post-convolutional fully-connected layer with a recurrent LSTM. The resulting Deep Recurrent Q-Network (DRQN), although capable of seeing only a single frame at each timestep, successfully integrates information through time and replicates DQN's performance on standard Atari games and partially observed equivalents featuring flickering game screens. Additionally, when trained with partial observations and evaluated with incrementally more complete observations, DRQN's performance scales as a function of observability. Conversely, when trained with full observations and evaluated with partial observations, DRQN's performance degrades less than DQN's. Thus, given the same length of history, recurrency is a viable alternative to stacking a history of frames in the DQN's input layer and while recurrency confers no systematic advantage when learning to play the game, the recurrent net can better adapt at evaluation time if the quality of observations changes.