Few-shot segmentation (FSS) methods perform image segmentation for a particular object class in a target (query) image, using a small set of (support) image-mask pairs. Recent deep neural network based FSS methods leverage high-dimensional feature similarity between the foreground features of the support images and the query image features. In this work, we demonstrate gaps in the utilization of this similarity information in existing methods, and present a framework - SimPropNet, to bridge those gaps. We propose to jointly predict the support and query masks to force the support features to share characteristics with the query features. We also propose to utilize similarities in the background regions of the query and support images using a novel foreground-background attentive fusion mechanism. Our method achieves state-of-the-art results for one-shot and five-shot segmentation on the PASCAL-5i dataset. The paper includes detailed analysis and ablation studies for the proposed improvements and quantitative comparisons with contemporary methods.
Semantic parsing is the task of obtaining machine-interpretable representations from natural language text. We consider one such formal representation - First-Order Logic (FOL) and explore the capability of neural models in parsing English sentences to FOL. We model FOL parsing as a sequence to sequence mapping task where given a natural language sentence, it is encoded into an intermediate representation using an LSTM followed by a decoder which sequentially generates the predicates in the corresponding FOL formula. We improve the standard encoder-decoder model by introducing a variable alignment mechanism that enables it to align variables across predicates in the predicted FOL. We further show the effectiveness of predicting the category of FOL entity - Unary, Binary, Variables and Scoped Entities, at each decoder step as an auxiliary task on improving the consistency of generated FOL. We perform rigorous evaluations and extensive ablations. We also aim to release our code as well as large scale FOL dataset along with models to aid further research in logic-based parsing and inference in NLP.
In social dilemma situations, individual rationality leads to sub-optimal group outcomes. Several human engagements can be modeled as a sequential (multi-step) social dilemmas. However, in contrast to humans, Deep Reinforcement Learning agents trained to optimize individual rewards in sequential social dilemmas converge to selfish, mutually harmful behavior. We introduce a status-quo loss (SQLoss) that encourages an agent to stick to the status quo, rather than repeatedly changing its policy. We show how agents trained with SQLoss evolve cooperative behavior in several social dilemma matrix games. To work with social dilemma games that have visual input, we propose GameDistill. GameDistill uses self-supervision and clustering to automatically extract cooperative and selfish policies from a social dilemma game. We combine GameDistill and SQLoss to show how agents evolve socially desirable cooperative behavior in the Coin Game.
We present ShapeVis, a scalable visualization technique for point cloud data inspired from topological data analysis. Our method captures the underlying geometric and topological structure of the data in a compressed graphical representation. Much success has been reported by the data visualization technique Mapper, that discreetly approximates the Reeb graph of a filter function on the data. However, when using standard dimensionality reduction algorithms as the filter function, Mapper suffers from considerable computational cost. This makes it difficult to scale to high-dimensional data. Our proposed technique relies on finding a subset of points called landmarks along the data manifold to construct a weighted witness-graph over it. This graph captures the structural characteristics of the point cloud, and its weights are determined using a Finite Markov Chain. We further compress this graph by applying induced maps from standard community detection algorithms. Using techniques borrowed from manifold tearing, we prune and reinstate edges in the induced graph based on their modularity to summarize the shape of data. We empirically demonstrate how our technique captures the structural characteristics of real and synthetic data sets. Further, we compare our approach with Mapper using various filter functions like t-SNE, UMAP, LargeVis and show that our algorithm scales to millions of data points while preserving the quality of data visualization.
Image-based virtual try-on for fashion has gained considerable attention recently. The task requires trying on a clothing item on a target model image. An efficient framework for this is composed of two stages: (1) warping (transforming) the try-on cloth to align with the pose and shape of the target model, and (2) a texture transfer module to seamlessly integrate the warped try-on cloth onto the target model image. Existing methods suffer from artifacts and distortions in their try-on output. In this work, we present SieveNet, a framework for robust image-based virtual try-on. Firstly, we introduce a multi-stage coarse-to-fine warping network to better model fine-grained intricacies (while transforming the try-on cloth) and train it with a novel perceptual geometric matching loss. Next, we introduce a try-on cloth conditioned segmentation mask prior to improve the texture transfer network. Finally, we also introduce a dueling triplet loss strategy for training the texture translation network which further improves the quality of the generated try-on results. We present extensive qualitative and quantitative evaluations of each component of the proposed pipeline and show significant performance improvements against the current state-of-the-art method.
Social dilemma situations bring out the conflict between individual and group rationality. When individuals act rationally in such situations, the group suffers sub-optimal outcomes. The Iterative Prisoner's Dilemma (IPD) is a two-player game that offers a theoretical framework to model and study such social situations. In the Prisoner's Dilemma, individualistic behavior leads to mutual defection and sub-optimal outcomes. This result is in contrast to what one observes in human groups, where humans often sacrifice individualistic behavior for the good of the collective. It is interesting to study how and why such cooperative and individually irrational behavior emerges in human groups. To this end, recent work models this problem by treating each player as a Deep Reinforcement Learning (RL) agent and evolves cooperative behavioral policies through internal information or reward sharing mechanisms. We propose an approach to evolve cooperative behavior between RL agents playing the IPD game without sharing rewards, internal details (weights, gradients), or a communication channel. We introduce a Status-Quo loss (SQLoss) that incentivizes cooperative behavior by encouraging policy stationarity. We also describe an approach to transform a two-player game (with visual inputs) into its IPD formulation through self-supervised skill discovery (IPDistill).We show how our approach outperforms existing approaches in the Iterative Prisoner's Dilemma and the two-player Coin game.
As deep reinforcement learning (RL) is applied to more tasks, there is a need to visualize and understand the behavior of learned agents. Saliency maps explain agent behavior by highlighting the features of the input state that are most relevant for the agent in taking an action. Existing perturbation-based approaches to compute saliency often highlight regions of the input that are not relevant to the action taken by the agent. Our approach generates more focused saliency maps by balancing two aspects (specificity and relevance) that capture different desiderata of saliency. The first captures the impact of perturbation on the relative expected reward of the action to be explained. The second downweights irrelevant features that alter the relative expected rewards of actions other than the action to be explained. We compare our approach with existing approaches on agents trained to play board games (Chess and Go) and Atari games (Breakout, Pong and Space Invaders). We show through illustrative examples (Chess, Atari, Go), human studies (Chess), and automated evaluation methods (Chess) that our approach generates saliency maps that are more interpretable for humans than existing approaches.