4,274 research outputs found
Zero-shot Skeleton-based Action Recognition via Mutual Information Estimation and Maximization
Zero-shot skeleton-based action recognition aims to recognize actions of
unseen categories after training on data of seen categories. The key is to
build the connection between visual and semantic space from seen to unseen
classes. Previous studies have primarily focused on encoding sequences into a
singular feature vector, with subsequent mapping the features to an identical
anchor point within the embedded space. Their performance is hindered by 1) the
ignorance of the global visual/semantic distribution alignment, which results
in a limitation to capture the true interdependence between the two spaces. 2)
the negligence of temporal information since the frame-wise features with rich
action clues are directly pooled into a single feature vector. We propose a new
zero-shot skeleton-based action recognition method via mutual information (MI)
estimation and maximization. Specifically, 1) we maximize the MI between visual
and semantic space for distribution alignment; 2) we leverage the temporal
information for estimating the MI by encouraging MI to increase as more frames
are observed. Extensive experiments on three large-scale skeleton action
datasets confirm the effectiveness of our method. Code:
https://github.com/YujieOuO/SMIE.Comment: Accepted by ACM MM 202
A cognitive hierarchy theory of one-shot games: Some preliminary results
Strategic thinking, best-response, and mutual consistency (equilibrium) are three
key modelling principles in noncooperative game theory. This paper relaxes mutual
consistency to predict how players are likely to behave in in one-shot games before they
can learn to equilibrate. We introduce a one-parameter cognitive hierarchy (CH) model
to predict behavior in one-shot games, and initial conditions in repeated games. The CH
approach assumes that players use k steps of reasoning with frequency f (k). Zero-step
players randomize. Players using k (≥ 1) steps best respond given partially rational
expectations about what players doing 0 through k - 1 steps actually choose. A simple
axiom which expresses the intuition that steps of thinking are increasingly constrained by
working memory, implies that f (k) has a Poisson distribution (characterized by a mean
number of thinking steps τ ). The CH model converges to dominance-solvable equilibria
when τ is large, predicts monotonic entry in binary entry games for τ < 1:25, and predicts
effects of group size which are not predicted by Nash equilibrium. Best-fitting values of
τ have an interquartile range of (.98,2.40) and a median of 1.65 across 80 experimental
samples of matrix games, entry games, mixed-equilibrium games, and dominance-solvable
p-beauty contests. The CH model also has economic value because subjects would have
raised their earnings substantially if they had best-responded to model forecasts instead
of making the choices they did
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