9,386 research outputs found

    Grounding semantics in robots for Visual Question Answering

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    In this thesis I describe an operational implementation of an object detection and description system that incorporates in an end-to-end Visual Question Answering system and evaluated it on two visual question answering datasets for compositional language and elementary visual reasoning

    Finding groups in data: Cluster analysis with ants

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    Wepresent in this paper a modification of Lumer and Faieta’s algorithm for data clustering. This approach mimics the clustering behavior observed in real ant colonies. This algorithm discovers automatically clusters in numerical data without prior knowledge of possible number of clusters. In this paper we focus on ant-based clustering algorithms, a particular kind of a swarm intelligent system, and on the effects on the final clustering by using during the classification differentmetrics of dissimilarity: Euclidean, Cosine, and Gower measures. Clustering with swarm-based algorithms is emerging as an alternative to more conventional clustering methods, such as e.g. k-means, etc. Among the many bio-inspired techniques, ant clustering algorithms have received special attention, especially because they still require much investigation to improve performance, stability and other key features that would make such algorithms mature tools for data mining. As a case study, this paper focus on the behavior of clustering procedures in those new approaches. The proposed algorithm and its modifications are evaluated in a number of well-known benchmark datasets. Empirical results clearly show that ant-based clustering algorithms performs well when compared to another techniques

    Image inpainting based on self-organizing maps by using multi-agent implementation

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    AbstractThe image inpainting is a well-known task of visual editing. However, the efficiency strongly depends on sizes and textural neighborhood of “missing” area. Various methods of image inpainting exist, among which the Kohonen Self-Organizing Map (SOM) network as a mean of unsupervised learning is widely used. The weaknesses of the Kohonen SOM network such as the necessity for tuning of algorithm parameters and the low computational speed caused the application of multi- agent system with a multi-mapping possibility and a parallel processing by the identical agents. During experiments, it was shown that the preliminary image segmentation and the creation of the SOMs for each type of homogeneous textures provide better results in comparison with the classical SOM application. Also the optimal number of inpainting agents was determined. The quality of inpainting was estimated by several metrics, and good results were obtained in complex images

    On Similarities between Inference in Game Theory and Machine Learning

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    In this paper, we elucidate the equivalence between inference in game theory and machine learning. Our aim in so doing is to establish an equivalent vocabulary between the two domains so as to facilitate developments at the intersection of both fields, and as proof of the usefulness of this approach, we use recent developments in each field to make useful improvements to the other. More specifically, we consider the analogies between smooth best responses in fictitious play and Bayesian inference methods. Initially, we use these insights to develop and demonstrate an improved algorithm for learning in games based on probabilistic moderation. That is, by integrating over the distribution of opponent strategies (a Bayesian approach within machine learning) rather than taking a simple empirical average (the approach used in standard fictitious play) we derive a novel moderated fictitious play algorithm and show that it is more likely than standard fictitious play to converge to a payoff-dominant but risk-dominated Nash equilibrium in a simple coordination game. Furthermore we consider the converse case, and show how insights from game theory can be used to derive two improved mean field variational learning algorithms. We first show that the standard update rule of mean field variational learning is analogous to a Cournot adjustment within game theory. By analogy with fictitious play, we then suggest an improved update rule, and show that this results in fictitious variational play, an improved mean field variational learning algorithm that exhibits better convergence in highly or strongly connected graphical models. Second, we use a recent advance in fictitious play, namely dynamic fictitious play, to derive a derivative action variational learning algorithm, that exhibits superior convergence properties on a canonical machine learning problem (clustering a mixture distribution)

    Data-Driven Shape Analysis and Processing

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    Data-driven methods play an increasingly important role in discovering geometric, structural, and semantic relationships between 3D shapes in collections, and applying this analysis to support intelligent modeling, editing, and visualization of geometric data. In contrast to traditional approaches, a key feature of data-driven approaches is that they aggregate information from a collection of shapes to improve the analysis and processing of individual shapes. In addition, they are able to learn models that reason about properties and relationships of shapes without relying on hard-coded rules or explicitly programmed instructions. We provide an overview of the main concepts and components of these techniques, and discuss their application to shape classification, segmentation, matching, reconstruction, modeling and exploration, as well as scene analysis and synthesis, through reviewing the literature and relating the existing works with both qualitative and numerical comparisons. We conclude our report with ideas that can inspire future research in data-driven shape analysis and processing.Comment: 10 pages, 19 figure
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