16,340 research outputs found
Learning Robust Object Recognition Using Composed Scenes from Generative Models
Recurrent feedback connections in the mammalian visual system have been
hypothesized to play a role in synthesizing input in the theoretical framework
of analysis by synthesis. The comparison of internally synthesized
representation with that of the input provides a validation mechanism during
perceptual inference and learning. Inspired by these ideas, we proposed that
the synthesis machinery can compose new, unobserved images by imagination to
train the network itself so as to increase the robustness of the system in
novel scenarios. As a proof of concept, we investigated whether images composed
by imagination could help an object recognition system to deal with occlusion,
which is challenging for the current state-of-the-art deep convolutional neural
networks. We fine-tuned a network on images containing objects in various
occlusion scenarios, that are imagined or self-generated through a deep
generator network. Trained on imagined occluded scenarios under the object
persistence constraint, our network discovered more subtle and localized image
features that were neglected by the original network for object classification,
obtaining better separability of different object classes in the feature space.
This leads to significant improvement of object recognition under occlusion for
our network relative to the original network trained only on un-occluded
images. In addition to providing practical benefits in object recognition under
occlusion, this work demonstrates the use of self-generated composition of
visual scenes through the synthesis loop, combined with the object persistence
constraint, can provide opportunities for neural networks to discover new
relevant patterns in the data, and become more flexible in dealing with novel
situations.Comment: Accepted by 14th Conference on Computer and Robot Visio
Look, Listen and Learn
We consider the question: what can be learnt by looking at and listening to a
large number of unlabelled videos? There is a valuable, but so far untapped,
source of information contained in the video itself -- the correspondence
between the visual and the audio streams, and we introduce a novel
"Audio-Visual Correspondence" learning task that makes use of this. Training
visual and audio networks from scratch, without any additional supervision
other than the raw unconstrained videos themselves, is shown to successfully
solve this task, and, more interestingly, result in good visual and audio
representations. These features set the new state-of-the-art on two sound
classification benchmarks, and perform on par with the state-of-the-art
self-supervised approaches on ImageNet classification. We also demonstrate that
the network is able to localize objects in both modalities, as well as perform
fine-grained recognition tasks.Comment: Appears in: IEEE International Conference on Computer Vision (ICCV)
201
Learning Aligned Cross-Modal Representations from Weakly Aligned Data
People can recognize scenes across many different modalities beyond natural
images. In this paper, we investigate how to learn cross-modal scene
representations that transfer across modalities. To study this problem, we
introduce a new cross-modal scene dataset. While convolutional neural networks
can categorize cross-modal scenes well, they also learn an intermediate
representation not aligned across modalities, which is undesirable for
cross-modal transfer applications. We present methods to regularize cross-modal
convolutional neural networks so that they have a shared representation that is
agnostic of the modality. Our experiments suggest that our scene representation
can help transfer representations across modalities for retrieval. Moreover,
our visualizations suggest that units emerge in the shared representation that
tend to activate on consistent concepts independently of the modality.Comment: Conference paper at CVPR 201
Improved Reinforcement Learning with Curriculum
Humans tend to learn complex abstract concepts faster if examples are
presented in a structured manner. For instance, when learning how to play a
board game, usually one of the first concepts learned is how the game ends,
i.e. the actions that lead to a terminal state (win, lose or draw). The
advantage of learning end-games first is that once the actions which lead to a
terminal state are understood, it becomes possible to incrementally learn the
consequences of actions that are further away from a terminal state - we call
this an end-game-first curriculum. Currently the state-of-the-art machine
learning player for general board games, AlphaZero by Google DeepMind, does not
employ a structured training curriculum; instead learning from the entire game
at all times. By employing an end-game-first training curriculum to train an
AlphaZero inspired player, we empirically show that the rate of learning of an
artificial player can be improved during the early stages of training when
compared to a player not using a training curriculum.Comment: Draft prior to submission to IEEE Trans on Games. Changed paper
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