41,321 research outputs found

    Being Negative but Constructively: Lessons Learnt from Creating Better Visual Question Answering Datasets

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    Visual question answering (Visual QA) has attracted a lot of attention lately, seen essentially as a form of (visual) Turing test that artificial intelligence should strive to achieve. In this paper, we study a crucial component of this task: how can we design good datasets for the task? We focus on the design of multiple-choice based datasets where the learner has to select the right answer from a set of candidate ones including the target (\ie the correct one) and the decoys (\ie the incorrect ones). Through careful analysis of the results attained by state-of-the-art learning models and human annotators on existing datasets, we show that the design of the decoy answers has a significant impact on how and what the learning models learn from the datasets. In particular, the resulting learner can ignore the visual information, the question, or both while still doing well on the task. Inspired by this, we propose automatic procedures to remedy such design deficiencies. We apply the procedures to re-construct decoy answers for two popular Visual QA datasets as well as to create a new Visual QA dataset from the Visual Genome project, resulting in the largest dataset for this task. Extensive empirical studies show that the design deficiencies have been alleviated in the remedied datasets and the performance on them is likely a more faithful indicator of the difference among learning models. The datasets are released and publicly available via http://www.teds.usc.edu/website_vqa/.Comment: Accepted for Oral Presentation at NAACL-HLT 201

    Multiple Instance Learning: A Survey of Problem Characteristics and Applications

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    Multiple instance learning (MIL) is a form of weakly supervised learning where training instances are arranged in sets, called bags, and a label is provided for the entire bag. This formulation is gaining interest because it naturally fits various problems and allows to leverage weakly labeled data. Consequently, it has been used in diverse application fields such as computer vision and document classification. However, learning from bags raises important challenges that are unique to MIL. This paper provides a comprehensive survey of the characteristics which define and differentiate the types of MIL problems. Until now, these problem characteristics have not been formally identified and described. As a result, the variations in performance of MIL algorithms from one data set to another are difficult to explain. In this paper, MIL problem characteristics are grouped into four broad categories: the composition of the bags, the types of data distribution, the ambiguity of instance labels, and the task to be performed. Methods specialized to address each category are reviewed. Then, the extent to which these characteristics manifest themselves in key MIL application areas are described. Finally, experiments are conducted to compare the performance of 16 state-of-the-art MIL methods on selected problem characteristics. This paper provides insight on how the problem characteristics affect MIL algorithms, recommendations for future benchmarking and promising avenues for research

    Learning and Acting in Peripersonal Space: Moving, Reaching, and Grasping

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    The young infant explores its body, its sensorimotor system, and the immediately accessible parts of its environment, over the course of a few months creating a model of peripersonal space useful for reaching and grasping objects around it. Drawing on constraints from the empirical literature on infant behavior, we present a preliminary computational model of this learning process, implemented and evaluated on a physical robot. The learning agent explores the relationship between the configuration space of the arm, sensing joint angles through proprioception, and its visual perceptions of the hand and grippers. The resulting knowledge is represented as the peripersonal space (PPS) graph, where nodes represent states of the arm, edges represent safe movements, and paths represent safe trajectories from one pose to another. In our model, the learning process is driven by intrinsic motivation. When repeatedly performing an action, the agent learns the typical result, but also detects unusual outcomes, and is motivated to learn how to make those unusual results reliable. Arm motions typically leave the static background unchanged, but occasionally bump an object, changing its static position. The reach action is learned as a reliable way to bump and move an object in the environment. Similarly, once a reliable reach action is learned, it typically makes a quasi-static change in the environment, moving an object from one static position to another. The unusual outcome is that the object is accidentally grasped (thanks to the innate Palmar reflex), and thereafter moves dynamically with the hand. Learning to make grasps reliable is more complex than for reaches, but we demonstrate significant progress. Our current results are steps toward autonomous sensorimotor learning of motion, reaching, and grasping in peripersonal space, based on unguided exploration and intrinsic motivation.Comment: 35 pages, 13 figure
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