12,788 research outputs found

    Action Recognition from Single Timestamp Supervision in Untrimmed Videos

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    Recognising actions in videos relies on labelled supervision during training, typically the start and end times of each action instance. This supervision is not only subjective, but also expensive to acquire. Weak video-level supervision has been successfully exploited for recognition in untrimmed videos, however it is challenged when the number of different actions in training videos increases. We propose a method that is supervised by single timestamps located around each action instance, in untrimmed videos. We replace expensive action bounds with sampling distributions initialised from these timestamps. We then use the classifier's response to iteratively update the sampling distributions. We demonstrate that these distributions converge to the location and extent of discriminative action segments. We evaluate our method on three datasets for fine-grained recognition, with increasing number of different actions per video, and show that single timestamps offer a reasonable compromise between recognition performance and labelling effort, performing comparably to full temporal supervision. Our update method improves top-1 test accuracy by up to 5.4%. across the evaluated datasets.Comment: CVPR 201

    ViZDoom Competitions: Playing Doom from Pixels

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    This paper presents the first two editions of Visual Doom AI Competition, held in 2016 and 2017. The challenge was to create bots that compete in a multi-player deathmatch in a first-person shooter (FPS) game, Doom. The bots had to make their decisions based solely on visual information, i.e., a raw screen buffer. To play well, the bots needed to understand their surroundings, navigate, explore, and handle the opponents at the same time. These aspects, together with the competitive multi-agent aspect of the game, make the competition a unique platform for evaluating the state of the art reinforcement learning algorithms. The paper discusses the rules, solutions, results, and statistics that give insight into the agents' behaviors. Best-performing agents are described in more detail. The results of the competition lead to the conclusion that, although reinforcement learning can produce capable Doom bots, they still are not yet able to successfully compete against humans in this game. The paper also revisits the ViZDoom environment, which is a flexible, easy to use, and efficient 3D platform for research for vision-based reinforcement learning, based on a well-recognized first-person perspective game Doom
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