230 research outputs found

    To Compress or Not to Compress -- Self-Supervised Learning and Information Theory: A Review

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    Deep neural networks have demonstrated remarkable performance in supervised learning tasks but require large amounts of labeled data. Self-supervised learning offers an alternative paradigm, enabling the model to learn from data without explicit labels. Information theory has been instrumental in understanding and optimizing deep neural networks. Specifically, the information bottleneck principle has been applied to optimize the trade-off between compression and relevant information preservation in supervised settings. However, the optimal information objective in self-supervised learning remains unclear. In this paper, we review various approaches to self-supervised learning from an information-theoretic standpoint and present a unified framework that formalizes the \textit{self-supervised information-theoretic learning problem}. We integrate existing research into a coherent framework, examine recent self-supervised methods, and identify research opportunities and challenges. Moreover, we discuss empirical measurement of information-theoretic quantities and their estimators. This paper offers a comprehensive review of the intersection between information theory, self-supervised learning, and deep neural networks

    Tiny Machine Learning Environment: Enabling Intelligence on Constrained Devices

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    Running machine learning algorithms (ML) on constrained devices at the extreme edge of the network is problematic due to the computational overhead of ML algorithms, available resources on the embedded platform, and application budget (i.e., real-time requirements, power constraints, etc.). This required the development of specific solutions and development tools for what is now referred to as TinyML. In this dissertation, we focus on improving the deployment and performance of TinyML applications, taking into consideration the aforementioned challenges, especially memory requirements. This dissertation contributed to the construction of the Edge Learning Machine environment (ELM), a platform-independent open-source framework that provides three main TinyML services, namely shallow ML, self-supervised ML, and binary deep learning on constrained devices. In this context, this work includes the following steps, which are reflected in the thesis structure. First, we present the performance analysis of state-of-the-art shallow ML algorithms including dense neural networks, implemented on mainstream microcontrollers. The comprehensive analysis in terms of algorithms, hardware platforms, datasets, preprocessing techniques, and configurations shows similar performance results compared to a desktop machine and highlights the impact of these factors on overall performance. Second, despite the assumption that TinyML only permits models inference provided by the scarcity of resources, we have gone a step further and enabled self-supervised on-device training on microcontrollers and tiny IoT devices by developing the Autonomous Edge Pipeline (AEP) system. AEP achieves comparable accuracy compared to the typical TinyML paradigm, i.e., models trained on resource-abundant devices and then deployed on microcontrollers. Next, we present the development of a memory allocation strategy for convolutional neural networks (CNNs) layers, that optimizes memory requirements. This approach reduces the memory footprint without affecting accuracy nor latency. Moreover, e-skin systems share the main requirements of the TinyML fields: enabling intelligence with low memory, low power consumption, and low latency. Therefore, we designed an efficient Tiny CNN architecture for e-skin applications. The architecture leverages the memory allocation strategy presented earlier and provides better performance than existing solutions. A major contribution of the thesis is given by CBin-NN, a library of functions for implementing extremely efficient binary neural networks on constrained devices. The library outperforms state of the art NN deployment solutions by drastically reducing memory footprint and inference latency. All the solutions proposed in this thesis have been implemented on representative devices and tested in relevant applications, of which results are reported and discussed. The ELM framework is open source, and this work is clearly becoming a useful, versatile toolkit for the IoT and TinyML research and development community

    Learning with Graphs using Kernels from Propagated Information

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    Traditional machine learning approaches are designed to learn from independent vector-valued data points. The assumption that instances are independent, however, is not always true. On the contrary, there are numerous domains where data points are cross-linked, for example social networks, where persons are linked by friendship relations. These relations among data points make traditional machine learning diffcult and often insuffcient. Furthermore, data points themselves can have complex structure, for example molecules or proteins constructed from various bindings of different atoms. Networked and structured data are naturally represented by graphs, and for learning we aimto exploit their structure to improve upon non-graph-based methods. However, graphs encountered in real-world applications often come with rich additional information. This naturally implies many challenges for representation and learning: node information is likely to be incomplete leading to partially labeled graphs, information can be aggregated from multiple sources and can therefore be uncertain, or additional information on nodes and edges can be derived from complex sensor measurements, thus being naturally continuous. Although learning with graphs is an active research area, learning with structured data, substantially modeling structural similarities of graphs, mostly assumes fully labeled graphs of reasonable sizes with discrete and certain node and edge information, and learning with networked data, naturally dealing with missing information and huge graphs, mostly assumes homophily and forgets about structural similarity. To close these gaps, we present a novel paradigm for learning with graphs, that exploits the intermediate results of iterative information propagation schemes on graphs. Originally developed for within-network relational and semi-supervised learning, these propagation schemes have two desirable properties: they capture structural information and they can naturally adapt to the aforementioned issues of real-world graph data. Additionally, information propagation can be efficiently realized by random walks leading to fast, flexible, and scalable feature and kernel computations. Further, by considering intermediate random walk distributions, we can model structural similarity for learning with structured and networked data. We develop several approaches based on this paradigm. In particular, we introduce propagation kernels for learning on the graph level and coinciding walk kernels and Markov logic sets for learning on the node level. Finally, we present two application domains where kernels from propagated information successfully tackle real-world problems

    Invariant Feature Mappings for Generalizing Affordance Understanding Using Regularized Metric Learning

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    This paper presents an approach for learning invariant features for object affordance understanding. One of the major problems for a robotic agent acquiring a deeper understanding of affordances is finding sensory-grounded semantics. Being able to understand what in the representation of an object makes the object afford an action opens up for more efficient manipulation, interchange of objects that visually might not be similar, transfer learning, and robot to human communication. Our approach uses a metric learning algorithm that learns a feature transform that encourages objects that affords the same action to be close in the feature space. We regularize the learning, such that we penalize irrelevant features, allowing the agent to link what in the sensory input caused the object to afford the action. From this, we show how the agent can abstract the affordance and reason about the similarity between different affordances

    Computational Learning for Hand Pose Estimation

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    Rapid advances in human–computer interaction interfaces have been promising a realistic environment for gaming and entertainment in the last few years. However, the use of traditional input devices such as trackballs, keyboards, or joysticks has been a bottleneck for natural interactions between a human and computer as two points of freedom of these devices cannot suitably emulate the interactions in a three-dimensional space. Consequently, a comprehensive hand tracking technology is expected as a smart and intuitive option to these input tools to enhance virtual and augmented reality experiences. In addition, the recent emergence of low-cost depth sensing cameras has led to their broad use of RGB-D data in computer vision, raising expectations of a full 3D interpretation of hand movements for human–computer interaction interfaces. Although the use of hand gestures or hand postures has become essential for a wide range of applications in computer games and augmented/virtual reality, 3D hand pose estimation is still an open and challenging problem because of the following reasons: (i) the hand pose exists in a high-dimensional space because each finger and the palm is associated with several degrees of freedom, (ii) the fingers exhibit self-similarity and often occlude to each other, (iii) global 3D rotations make pose estimation more difficult, and (iv) hands only exist in few pixels in images and the noise in acquired data coupled with fast finger movement confounds continuous hand tracking. The success of hand tracking would naturally depend on synthesizing our knowledge of the hand (i.e., geometric shape, constraints on pose configurations) and latent features about hand poses from the RGB-D data stream (i.e., region of interest, key feature points like finger tips and joints, and temporal continuity). In this thesis, we propose novel methods to leverage the paradigm of analysis by synthesis and create a prediction model using a population of realistic 3D hand poses. The overall goal of this work is to design a concrete framework so the computers can learn and understand about perceptual attributes of human hands (i.e., self-occlusions or self-similarities of the fingers) and to develop a pragmatic solution to the real-time hand pose estimation problem implementable on a standard computer. This thesis can be broadly divided into four parts: learning hand (i) from recommendiations of similar hand poses, (ii) from low-dimensional visual representations, (iii) by hallucinating geometric representations, and (iv) from a manipulating object. Each research work covers our algorithmic contributions to solve the 3D hand pose estimation problem. Additionally, the research work in the appendix proposes a pragmatic technique for applying our ideas to mobile devices with low computational power. Following a given structure, we first overview the most relevant works on depth sensor-based 3D hand pose estimation in the literature both with and without manipulating an object. Two different approaches prevalent for categorizing hand pose estimation, model-based methods and appearance-based methods, are discussed in detail. In this chapter, we also introduce some works relevant to deep learning and trials to achieve efficient compression of the network structure. Next, we describe a synthetic 3D hand model and its motion constraints for simulating realistic human hand movements. The section for the primary research work starts in the following chapter. We discuss our attempts to produce a better estimation model for 3D hand pose estimation by learning hand articulations from recommendations of similar poses. Specifically, the unknown pose parameters for input depth data are estimated by collaboratively learning the known parameters of all neighborhood poses. Subsequently, we discuss deep-learned, discriminative, and low-dimensional features and a hierarchical solution of the stated problem based on the matrix completion framework. This work is further extended by incorporating a function of geometric properties on the surface of the hand described by heat diffusion, which is robust to capture both the local geometry of the hand and global structural representations. The problem of the hands interactions with a physical object is also considered in the following chapter. The main insight is that the interacting object can be a source of constraint on hand poses. In this view, we employ pose dependency on the shape of the object to learn the discriminative features of the hand–object interaction, rather than losing hand information caused by partial or full object occlusions. Subsequently, we present a compressive learning technique in the appendix. Our approach is flexible, enabling us to add more layers and go deeper in the deep learning architecture while keeping the number of parameters the same. Finally, we conclude this thesis work by summarizing the presented approaches for hand pose estimation and then propose future directions to further achieve performance improvements through (i) realistically rendered synthetic hand images, (ii) incorporating RGB images as an input, (iii) hand perseonalization, (iv) use of unstructured point cloud, and (v) embedding sensing techniques
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