157,059 research outputs found
The Incremental Multiresolution Matrix Factorization Algorithm
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
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
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
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
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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