This work is to tackle the problem of point cloud semantic segmentation for 3D hybrid scenes under the framework of zero-shot learning. Here by hybrid, we mean the scene consists of both seen-class and unseen-class 3D objects, a more general and realistic setting in application. To our knowledge, this problem has not been explored in the literature. To this end, we propose a network to synthesize point features for various classes of objects by leveraging the semantic features of both seen and unseen object classes, called PFNet. The proposed PFNet employs a GAN architecture to synthesize point features, where the semantic relationship between seen-class and unseen-class features is consolidated by adapting a new semantic regularizer, and the synthesized features are used to train a classifier for predicting the labels of the testing 3D scene points. Besides we also introduce two benchmarks for algorithmic evaluation by re-organizing the public S3DIS and ScanNet datasets under six different data splits. Experimental results on the two benchmarks validate our proposed method, and we hope our introduced two benchmarks and methodology could be of help for more research on this new direction.
Out-of-scope intent detection is of practical importance in task-oriented dialogue systems. Since the distribution of outlier utterances is arbitrary and unknown in the training stage, existing methods commonly rely on strong assumptions on data distribution such as mixture of Gaussians to make inference, resulting in either complex multi-step training procedures or hand-crafted rules such as confidence threshold selection for outlier detection. In this paper, we propose a simple yet effective method to train an out-of-scope intent classifier in a fully end-to-end manner by simulating the test scenario in training, which requires no assumption on data distribution and no additional post-processing or threshold setting. Specifically, we construct a set of pseudo outliers in the training stage, by generating synthetic outliers using inliner features via self-supervision and sampling out-of-scope sentences from easily available open-domain datasets. The pseudo outliers are used to train a discriminative classifier that can be directly applied to and generalize well on the test task. We evaluate our method extensively on four benchmark dialogue datasets and observe significant improvements over state-of-the-art approaches. Our code has been released at https://github.com/liam0949/DCLOOS.
Instance segmentation is of great importance for many biological applications, such as study of neural cell interactions, plant phenotyping, and quantitatively measuring how cells react to drug treatment. In this paper, we propose a novel box-based instance segmentation method. Box-based instance segmentation methods capture objects via bounding boxes and then perform individual segmentation within each bounding box region. However, existing methods can hardly differentiate the target from its neighboring objects within the same bounding box region due to their similar textures and low-contrast boundaries. To deal with this problem, in this paper, we propose an object-guided instance segmentation method. Our method first detects the center points of the objects, from which the bounding box parameters are then predicted. To perform segmentation, an object-guided coarse-to-fine segmentation branch is built along with the detection branch. The segmentation branch reuses the object features as guidance to separate target object from the neighboring ones within the same bounding box region. To further improve the segmentation quality, we design an auxiliary feature refinement module that densely samples and refines point-wise features in the boundary regions. Experimental results on three biological image datasets demonstrate the advantages of our method. The code will be available at https://github.com/yijingru/ObjGuided-Instance-Segmentation.
When solving two-player zero-sum games, multi-agent reinforcement learning (MARL) algorithms often create populations of agents where, at each iteration, a new agent is discovered as the best response to a mixture over the opponent population. Within such a process, the update rules of "who to compete with" (i.e., the opponent mixture) and "how to beat them" (i.e., finding best responses) are underpinned by manually developed game theoretical principles such as fictitious play and Double Oracle. In this paper we introduce a framework, LMAC, based on meta-gradient descent that automates the discovery of the update rule without explicit human design. Specifically, we parameterise the opponent selection module by neural networks and the best-response module by optimisation subroutines, and update their parameters solely via interaction with the game engine, where both players aim to minimise their exploitability. Surprisingly, even without human design, the discovered MARL algorithms achieve competitive or even better performance with the state-of-the-art population-based game solvers (e.g., PSRO) on Games of Skill, differentiable Lotto, non-transitive Mixture Games, Iterated Matching Pennies, and Kuhn Poker. Additionally, we show that LMAC is able to generalise from small games to large games, for example training on Kuhn Poker and outperforming PSRO on Leduc Poker. Our work inspires a promising future direction to discover general MARL algorithms solely from data.
In real-world multiagent systems, agents with different capabilities may join or leave without altering the team's overarching goals. Coordinating teams with such dynamic composition is challenging: the optimal team strategy varies with the composition. We propose COPA, a coach-player framework to tackle this problem. We assume the coach has a global view of the environment and coordinates the players, who only have partial views, by distributing individual strategies. Specifically, we 1) adopt the attention mechanism for both the coach and the players; 2) propose a variational objective to regularize learning; and 3) design an adaptive communication method to let the coach decide when to communicate with the players. We validate our methods on a resource collection task, a rescue game, and the StarCraft micromanagement tasks. We demonstrate zero-shot generalization to new team compositions. Our method achieves comparable or better performance than the setting where all players have a full view of the environment. Moreover, we see that the performance remains high even when the coach communicates as little as 13% of the time using the adaptive communication strategy.
While current autonomous navigation systems allow robots to successfully drive themselves from one point to another in specific environments, they typically require extensive manual parameter re-tuning by human robotics experts in order to function in new environments. Furthermore, even for just one complex environment, a single set of fine-tuned parameters may not work well in different regions of that environment. These problems prohibit reliable mobile robot deployment by non-expert users. As a remedy, we propose Adaptive Planner Parameter Learning (APPL), a machine learning framework that can leverage non-expert human interaction via several modalities -- including teleoperated demonstrations, corrective interventions, and evaluative feedback -- and also unsupervised reinforcement learning to learn a parameter policy that can dynamically adjust the parameters of classical navigation systems in response to changes in the environment. APPL inherits safety and explainability from classical navigation systems while also enjoying the benefits of machine learning, i.e., the ability to adapt and improve from experience. We present a suite of individual APPL methods and also a unifying cycle-of-learning scheme that combines all the proposed methods in a framework that can improve navigation performance through continual, iterative human interaction and simulation training.
Many municipalities and large organizations have fleets of vehicles that need to be coordinated for tasks such as garbage collection or infrastructure inspection. Motivated by this need, this paper focuses on the common subproblem in which a team of vehicles needs to plan coordinated routes to patrol an area over iterations while minimizing temporally and spatially dependent costs. In particular, at a specific location (e.g., a vertex on a graph), we assume the cost grows linearly in expectation with an unknown rate, and the cost is reset to zero whenever any vehicle visits the vertex (representing the robot servicing the vertex). We formulate this problem in graph terminology and call it Team Orienteering Coverage Planning with Uncertain Reward (TOCPUR). We propose to solve TOCPUR by simultaneously estimating the accumulated cost at every vertex on the graph and solving a novel variant of the Team Orienteering Problem (TOP) iteratively, which we call the Team Orienteering Coverage Problem (TOCP). We provide the first mixed integer programming formulation for the TOCP, as a significant adaptation of the original TOP. We introduce a new benchmark consisting of hundreds of randomly generated graphs for comparing different methods. We show the proposed solution outperforms both the exact TOP solution and a greedy algorithm. In addition, we provide a demo of our method on a team of three physical robots in a real-world environment.
Main challenges in long-tailed recognition come from the imbalanced data distribution and sample scarcity in its tail classes. While techniques have been proposed to achieve a more balanced training loss and to improve tail classes data variations with synthesized samples, we resort to leverage readily available unlabeled data to boost recognition accuracy. The idea leads to a new recognition setting, namely semi-supervised long-tailed recognition. We argue this setting better resembles the real-world data collection and annotation process and hence can help close the gap to real-world scenarios. To address the semi-supervised long-tailed recognition problem, we present an alternate sampling framework combining the intuitions from successful methods in these two research areas. The classifier and feature embedding are learned separately and updated iteratively. The class-balanced sampling strategy has been implemented to train the classifier in a way not affected by the pseudo labels' quality on the unlabeled data. A consistency loss has been introduced to limit the impact from unlabeled data while leveraging them to update the feature embedding. We demonstrate significant accuracy improvements over other competitive methods on two datasets.
The problem of long-tailed recognition, where the number of examples per class is highly unbalanced, is considered. It is hypothesized that the well known tendency of standard classifier training to overfit to popular classes can be exploited for effective transfer learning. Rather than eliminating this overfitting, e.g. by adopting popular class-balanced sampling methods, the learning algorithm should instead leverage this overfitting to transfer geometric information from popular to low-shot classes. A new classifier architecture, GistNet, is proposed to support this goal, using constellations of classifier parameters to encode the class geometry. A new learning algorithm is then proposed for GeometrIc Structure Transfer (GIST), with resort to a combination of loss functions that combine class-balanced and random sampling to guarantee that, while overfitting to the popular classes is restricted to geometric parameters, it is leveraged to transfer class geometry from popular to few-shot classes. This enables better generalization for few-shot classes without the need for the manual specification of class weights, or even the explicit grouping of classes into different types. Experiments on two popular long-tailed recognition datasets show that GistNet outperforms existing solutions to this problem.
The problem of long-tailed recognition, where the number of examples per class is highly unbalanced, is considered. While training with class-balanced sampling has been shown effective for this problem, it is known to over-fit to few-shot classes. It is hypothesized that this is due to the repeated sampling of examples and can be addressed by feature space augmentation. A new feature augmentation strategy, EMANATE, based on back-tracking of features across epochs during training, is proposed. It is shown that, unlike class-balanced sampling, this is an adversarial augmentation strategy. A new sampling procedure, Breadcrumb, is then introduced to implement adversarial class-balanced sampling without extra computation. Experiments on three popular long-tailed recognition datasets show that Breadcrumb training produces classifiers that outperform existing solutions to the problem.