1,497 research outputs found

    Towards Accurate Multi-person Pose Estimation in the Wild

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    We propose a method for multi-person detection and 2-D pose estimation that achieves state-of-art results on the challenging COCO keypoints task. It is a simple, yet powerful, top-down approach consisting of two stages. In the first stage, we predict the location and scale of boxes which are likely to contain people; for this we use the Faster RCNN detector. In the second stage, we estimate the keypoints of the person potentially contained in each proposed bounding box. For each keypoint type we predict dense heatmaps and offsets using a fully convolutional ResNet. To combine these outputs we introduce a novel aggregation procedure to obtain highly localized keypoint predictions. We also use a novel form of keypoint-based Non-Maximum-Suppression (NMS), instead of the cruder box-level NMS, and a novel form of keypoint-based confidence score estimation, instead of box-level scoring. Trained on COCO data alone, our final system achieves average precision of 0.649 on the COCO test-dev set and the 0.643 test-standard sets, outperforming the winner of the 2016 COCO keypoints challenge and other recent state-of-art. Further, by using additional in-house labeled data we obtain an even higher average precision of 0.685 on the test-dev set and 0.673 on the test-standard set, more than 5% absolute improvement compared to the previous best performing method on the same dataset.Comment: Paper describing an improved version of the G-RMI entry to the 2016 COCO keypoints challenge (http://image-net.org/challenges/ilsvrc+coco2016). Camera ready version to appear in the Proceedings of CVPR 201

    Enforcing Full Arc Consistency in Asynchronous Forward Bounding Algorithm

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    The AFB BJ+ DAC* is the latest variant of asynchronous forward bounding algorithms used to solve Distributed Constraint Optimization Problems (DCOPs). It uses Directional Arc Consistency (DAC*) to remove, from domains of a given DCOP, values that do not belong to its optimal solution. However, in some cases, DAC∗ does not remove all suboptimal values, which causes more unnecessary research to reach the optimal solution. In this paper, to clear more and more suboptimal values from a DCOP, we use a higher level of DAC* called Full Directional Arc Consistency (FDAC*). This level is based on reapplying AC* several times, which gives the possibility of making more deletions and thus quickly reaching the optimal solution. Experiments on some benchmarks show that the new algorithm, AFB BJ+ FDAC*, is better in terms of communication load and computation effort

    Diversity-Multiplexing Tradeoff of Asynchronous Cooperative Diversity in Wireless Networks

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    Synchronization of relay nodes is an important and critical issue in exploiting cooperative diversity in wireless networks. In this paper, two asynchronous cooperative diversity schemes are proposed, namely, distributed delay diversity and asynchronous space-time coded cooperative diversity schemes. In terms of the overall diversity-multiplexing (DM) tradeoff function, we show that the proposed independent coding based distributed delay diversity and asynchronous space-time coded cooperative diversity schemes achieve the same performance as the synchronous space-time coded approach which requires an accurate symbol-level timing synchronization to ensure signals arriving at the destination from different relay nodes are perfectly synchronized. This demonstrates diversity order is maintained even at the presence of asynchronism between relay node. Moreover, when all relay nodes succeed in decoding the source information, the asynchronous space-time coded approach is capable of achieving better DM-tradeoff than synchronous schemes and performs equivalently to transmitting information through a parallel fading channel as far as the DM-tradeoff is concerned. Our results suggest the benefits of fully exploiting the space-time degrees of freedom in multiple antenna systems by employing asynchronous space-time codes even in a frequency flat fading channel. In addition, it is shown asynchronous space-time coded systems are able to achieve higher mutual information than synchronous space-time coded systems for any finite signal-to-noise-ratio (SNR) when properly selected baseband waveforms are employed

    Distractor-aware Event-based Tracking

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    Event cameras, or dynamic vision sensors, have recently achieved success from fundamental vision tasks to high-level vision researches. Due to its ability to asynchronously capture light intensity changes, event camera has an inherent advantage to capture moving objects in challenging scenarios including objects under low light, high dynamic range, or fast moving objects. Thus event camera are natural for visual object tracking. However, the current event-based trackers derived from RGB trackers simply modify the input images to event frames and still follow conventional tracking pipeline that mainly focus on object texture for target distinction. As a result, the trackers may not be robust dealing with challenging scenarios such as moving cameras and cluttered foreground. In this paper, we propose a distractor-aware event-based tracker that introduces transformer modules into Siamese network architecture (named DANet). Specifically, our model is mainly composed of a motion-aware network and a target-aware network, which simultaneously exploits both motion cues and object contours from event data, so as to discover motion objects and identify the target object by removing dynamic distractors. Our DANet can be trained in an end-to-end manner without any post-processing and can run at over 80 FPS on a single V100. We conduct comprehensive experiments on two large event tracking datasets to validate the proposed model. We demonstrate that our tracker has superior performance against the state-of-the-art trackers in terms of both accuracy and efficiency

    A Bound-Independent Pruning Technique to Speeding up Tree-Based Complete Search Algorithms for Distributed Constraint Optimization Problems

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    Complete search algorithms are important methods for solving Distributed Constraint Optimization Problems (DCOPs), which generally utilize bounds to prune the search space. However, obtaining high-quality lower bounds is quite expensive since it requires each agent to collect more information aside from its local knowledge, which would cause tremendous traffic overheads. Instead of bothering for bounds, we propose a Bound-Independent Pruning (BIP) technique for existing tree-based complete search algorithms, which can independently reduce the search space only by exploiting local knowledge. Specifically, BIP enables each agent to determine a subspace containing the optimal solution only from its local constraints along with running contexts, which can be further exploited by any search strategies. Furthermore, we present an acceptability testing mechanism to tailor existing tree-based complete search algorithms to search the remaining space returned by BIP when they hold inconsistent contexts. Finally, we prove the correctness of our technique and the experimental results show that BIP can significantly speed up state-of-the-art tree-based complete search algorithms on various standard benchmarks

    Simple and Optimal Randomized Fault-Tolerant Rumor Spreading

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    We revisit the classic problem of spreading a piece of information in a group of nn fully connected processors. By suitably adding a small dose of randomness to the protocol of Gasienic and Pelc (1996), we derive for the first time protocols that (i) use a linear number of messages, (ii) are correct even when an arbitrary number of adversarially chosen processors does not participate in the process, and (iii) with high probability have the asymptotically optimal runtime of O(logn)O(\log n) when at least an arbitrarily small constant fraction of the processors are working. In addition, our protocols do not require that the system is synchronized nor that all processors are simultaneously woken up at time zero, they are fully based on push-operations, and they do not need an a priori estimate on the number of failed nodes. Our protocols thus overcome the typical disadvantages of the two known approaches, algorithms based on random gossip (typically needing a large number of messages due to their unorganized nature) and algorithms based on fair workload splitting (which are either not {time-efficient} or require intricate preprocessing steps plus synchronization).Comment: This is the author-generated version of a paper which is to appear in Distributed Computing, Springer, DOI: 10.1007/s00446-014-0238-z It is available online from http://link.springer.com/article/10.1007/s00446-014-0238-z This version contains some new results (Section 6

    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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