157,059 research outputs found

    The Incremental Multiresolution Matrix Factorization Algorithm

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    Multiresolution analysis and matrix factorization are foundational tools in computer vision. In this work, we study the interface between these two distinct topics and obtain techniques to uncover hierarchical block structure in symmetric matrices -- an important aspect in the success of many vision problems. Our new algorithm, the incremental multiresolution matrix factorization, uncovers such structure one feature at a time, and hence scales well to large matrices. We describe how this multiscale analysis goes much farther than what a direct global factorization of the data can identify. We evaluate the efficacy of the resulting factorizations for relative leveraging within regression tasks using medical imaging data. We also use the factorization on representations learned by popular deep networks, providing evidence of their ability to infer semantic relationships even when they are not explicitly trained to do so. We show that this algorithm can be used as an exploratory tool to improve the network architecture, and within numerous other settings in vision.Comment: Computer Vision and Pattern Recognition (CVPR) 2017, 10 page

    Learning to Look Around: Intelligently Exploring Unseen Environments for Unknown Tasks

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    It is common to implicitly assume access to intelligently captured inputs (e.g., photos from a human photographer), yet autonomously capturing good observations is itself a major challenge. We address the problem of learning to look around: if a visual agent has the ability to voluntarily acquire new views to observe its environment, how can it learn efficient exploratory behaviors to acquire informative observations? We propose a reinforcement learning solution, where the agent is rewarded for actions that reduce its uncertainty about the unobserved portions of its environment. Based on this principle, we develop a recurrent neural network-based approach to perform active completion of panoramic natural scenes and 3D object shapes. Crucially, the learned policies are not tied to any recognition task nor to the particular semantic content seen during training. As a result, 1) the learned "look around" behavior is relevant even for new tasks in unseen environments, and 2) training data acquisition involves no manual labeling. Through tests in diverse settings, we demonstrate that our approach learns useful generic policies that transfer to new unseen tasks and environments. Completion episodes are shown at https://goo.gl/BgWX3W

    Dynamic Weights in Multi-Objective Deep Reinforcement Learning

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    Many real-world decision problems are characterized by multiple conflicting objectives which must be balanced based on their relative importance. In the dynamic weights setting the relative importance changes over time and specialized algorithms that deal with such change, such as a tabular Reinforcement Learning (RL) algorithm by Natarajan and Tadepalli (2005), are required. However, this earlier work is not feasible for RL settings that necessitate the use of function approximators. We generalize across weight changes and high-dimensional inputs by proposing a multi-objective Q-network whose outputs are conditioned on the relative importance of objectives and we introduce Diverse Experience Replay (DER) to counter the inherent non-stationarity of the Dynamic Weights setting. We perform an extensive experimental evaluation and compare our methods to adapted algorithms from Deep Multi-Task/Multi-Objective Reinforcement Learning and show that our proposed network in combination with DER dominates these adapted algorithms across weight change scenarios and problem domains

    Competitive function approximation for reinforcement learning

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    The application of reinforcement learning to problems with continuous domains requires representing the value function by means of function approximation. We identify two aspects of reinforcement learning that make the function approximation process hard: non-stationarity of the target function and biased sampling. Non-stationarity is the result of the bootstrapping nature of dynamic programming where the value function is estimated using its current approximation. Biased sampling occurs when some regions of the state space are visited too often, causing a reiterated updating with similar values which fade out the occasional updates of infrequently sampled regions. We propose a competitive approach for function approximation where many different local approximators are available at a given input and the one with expectedly best approximation is selected by means of a relevance function. The local nature of the approximators allows their fast adaptation to non-stationary changes and mitigates the biased sampling problem. The coexistence of multiple approximators updated and tried in parallel permits obtaining a good estimation much faster than would be possible with a single approximator. Experiments in different benchmark problems show that the competitive strategy provides a faster and more stable learning than non-competitive approaches.Preprin

    SOVEREIGN: An Autonomous Neural System for Incrementally Learning Planned Action Sequences to Navigate Towards a Rewarded Goal

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    How do reactive and planned behaviors interact in real time? How are sequences of such behaviors released at appropriate times during autonomous navigation to realize valued goals? Controllers for both animals and mobile robots, or animats, need reactive mechanisms for exploration, and learned plans to reach goal objects once an environment becomes familiar. The SOVEREIGN (Self-Organizing, Vision, Expectation, Recognition, Emotion, Intelligent, Goaloriented Navigation) animat model embodies these capabilities, and is tested in a 3D virtual reality environment. SOVEREIGN includes several interacting subsystems which model complementary properties of cortical What and Where processing streams and which clarify similarities between mechanisms for navigation and arm movement control. As the animat explores an environment, visual inputs are processed by networks that are sensitive to visual form and motion in the What and Where streams, respectively. Position-invariant and sizeinvariant recognition categories are learned by real-time incremental learning in the What stream. Estimates of target position relative to the animat are computed in the Where stream, and can activate approach movements toward the target. Motion cues from animat locomotion can elicit head-orienting movements to bring a new target into view. Approach and orienting movements are alternately performed during animat navigation. Cumulative estimates of each movement are derived from interacting proprioceptive and visual cues. Movement sequences are stored within a motor working memory. Sequences of visual categories are stored in a sensory working memory. These working memories trigger learning of sensory and motor sequence categories, or plans, which together control planned movements. Predictively effective chunk combinations are selectively enhanced via reinforcement learning when the animat is rewarded. Selected planning chunks effect a gradual transition from variable reactive exploratory movements to efficient goal-oriented planned movement sequences. Volitional signals gate interactions between model subsystems and the release of overt behaviors. The model can control different motor sequences under different motivational states and learns more efficient sequences to rewarded goals as exploration proceeds.Riverside Reserach Institute; Defense Advanced Research Projects Agency (N00014-92-J-4015); Air Force Office of Scientific Research (F49620-92-J-0225); National Science Foundation (IRI 90-24877, SBE-0345378); Office of Naval Research (N00014-92-J-1309, N00014-91-J-4100, N00014-01-1-0624, N00014-01-1-0624); Pacific Sierra Research (PSR 91-6075-2
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