5,418 research outputs found
Describing and Forecasting Video Access Patterns
Computer systems are increasingly driven by workloads that reflect large-scale social behavior, such as rapid changes in the popularity of media items like videos. Capacity planners and system designers must plan for rapid, massive changes in workloads when such social behavior is a factor. In this paper we make two contributions intended to assist in the design and provisioning of such systems.We analyze an extensive dataset consisting of the daily access counts of hundreds of thousands of YouTube videos. In this dataset, we find that there are two types of videos: those that show rapid changes in popularity, and those that are consistently popular over long time periods. We call these two types rarely-accessed and frequently-accessed videos, respectively. We observe that most of the videos in our data set clearly fall in one of these two types. For each type of video we ask two questions: first, are there relatively simple models that can describe its daily access patterns? And second, can we use these simple models to predict the number of accesses that a video will have in the near future, as a tool for capacity planning? To answer these questions we develop two different frameworks for characterization and forecasting of access patterns. We show that for frequently-accessed videos, daily access patterns can be extracted via principal component analysis, and used efficiently for forecasting. For rarely-accessed videos, we demonstrate a clustering method that allows one to classify bursts of popularity and use those classifications for forecasting
Predicting Deeper into the Future of Semantic Segmentation
The ability to predict and therefore to anticipate the future is an important
attribute of intelligence. It is also of utmost importance in real-time
systems, e.g. in robotics or autonomous driving, which depend on visual scene
understanding for decision making. While prediction of the raw RGB pixel values
in future video frames has been studied in previous work, here we introduce the
novel task of predicting semantic segmentations of future frames. Given a
sequence of video frames, our goal is to predict segmentation maps of not yet
observed video frames that lie up to a second or further in the future. We
develop an autoregressive convolutional neural network that learns to
iteratively generate multiple frames. Our results on the Cityscapes dataset
show that directly predicting future segmentations is substantially better than
predicting and then segmenting future RGB frames. Prediction results up to half
a second in the future are visually convincing and are much more accurate than
those of a baseline based on warping semantic segmentations using optical flow.Comment: Accepted to ICCV 2017. Supplementary material available on the
authors' webpage
Domain Randomization and Generative Models for Robotic Grasping
Deep learning-based robotic grasping has made significant progress thanks to
algorithmic improvements and increased data availability. However,
state-of-the-art models are often trained on as few as hundreds or thousands of
unique object instances, and as a result generalization can be a challenge.
In this work, we explore a novel data generation pipeline for training a deep
neural network to perform grasp planning that applies the idea of domain
randomization to object synthesis. We generate millions of unique, unrealistic
procedurally generated objects, and train a deep neural network to perform
grasp planning on these objects.
Since the distribution of successful grasps for a given object can be highly
multimodal, we propose an autoregressive grasp planning model that maps sensor
inputs of a scene to a probability distribution over possible grasps. This
model allows us to sample grasps efficiently at test time (or avoid sampling
entirely).
We evaluate our model architecture and data generation pipeline in simulation
and the real world. We find we can achieve a 90% success rate on previously
unseen realistic objects at test time in simulation despite having only been
trained on random objects. We also demonstrate an 80% success rate on
real-world grasp attempts despite having only been trained on random simulated
objects.Comment: 8 pages, 11 figures. Submitted to 2018 IEEE/RSJ International
Conference on Intelligent Robots and Systems (IROS 2018
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