We propose a method to detect individualized highlights for users on given target videos based on their preferred highlight clips marked on previous videos they have watched. Our method explicitly leverages the contents of both the preferred clips and the target videos using pre-trained features for the objects and the human activities. We design a multi-head attention mechanism to adaptively weigh the preferred clips based on their object- and human-activity-based contents, and fuse them using these weights into a single feature representation for each user. We compute similarities between these per-user feature representations and the per-frame features computed from the desired target videos to estimate the user-specific highlight clips from the target videos. We test our method on a large-scale highlight detection dataset containing the annotated highlights of individual users. Compared to current baselines, we observe an absolute improvement of 2-4% in the mean average precision of the detected highlights. We also perform extensive ablation experiments on the number of preferred highlight clips associated with each user as well as on the object- and human-activity-based feature representations to validate that our method is indeed both content-based and user-specific.
We present a novel approach to improve the performance of deep reinforcement learning (DRL) based outdoor robot navigation systems. Most, existing DRL methods are based on carefully designed dense reward functions that learn the efficient behavior in an environment. We circumvent this issue by working only with sparse rewards (which are easy to design), and propose a novel adaptive Heavy-Tailed Reinforce algorithm for Outdoor Navigation called HTRON. Our main idea is to utilize heavy-tailed policy parametrizations which implicitly induce exploration in sparse reward settings. We evaluate the performance of HTRON against Reinforce, PPO and TRPO algorithms in three different outdoor scenarios: goal-reaching, obstacle avoidance, and uneven terrain navigation. We observe in average an increase of 34.41% in terms of success rate, a 15.15% decrease in the average time steps taken to reach the goal, and a 24.9% decrease in the elevation cost compared to the navigation policies obtained by the other methods. Further, we demonstrate that our algorithm can be transferred directly into a Clearpath Husky robot to perform outdoor terrain navigation in real-world scenarios.
In federated learning (FL), the objective of collaboratively learning a global model through aggregation of model updates across devices tends to oppose the goal of personalization via local information. In this work, we calibrate this tradeoff in a quantitative manner through a multi-criterion optimization-based framework, which we cast as a constrained program: the objective for a device is its local objective, which it seeks to minimize while satisfying nonlinear constraints that quantify the proximity between the local and the global model. By considering the Lagrangian relaxation of this problem, we develop an algorithm that allows each node to minimize its local component of Lagrangian through queries to a first-order gradient oracle. Then, the server executes Lagrange multiplier ascent steps followed by a Lagrange multiplier-weighted averaging step. We call this instantiation of the primal-dual method Federated Learning Beyond Consensus ($\texttt{FedBC}$). Theoretically, we establish that $\texttt{FedBC}$ converges to a first-order stationary point at rates that matches the state of the art, up to an additional error term that depends on the tolerance parameter that arises due to the proximity constraints. Overall, the analysis is a novel characterization of primal-dual methods applied to non-convex saddle point problems with nonlinear constraints. Finally, we demonstrate that $\texttt{FedBC}$ balances the global and local model test accuracy metrics across a suite of datasets (Synthetic, MNIST, CIFAR-10, Shakespeare), achieving competitive performance with the state of the art.
In federated learning (FL), the objective of collaboratively learning a global model through aggregation of model updates across devices tends to oppose the goal of personalization via local information. In this work, we calibrate this tradeoff in a quantitative manner through a multi-criterion optimization-based framework, which we cast as a constrained program: the objective for a device is its local objective, which it seeks to minimize while satisfying nonlinear constraints that quantify the proximity between the local and the global model. By considering the Lagrangian relaxation of this problem, we develop an algorithm that allows each node to minimize its local component of Lagrangian through queries to a first-order gradient oracle. Then, the server executes Lagrange multiplier ascent steps followed by a Lagrange multiplier-weighted averaging step. We call this instantiation of the primal-dual method Federated Learning Beyond Consensus ($\texttt{FedBC}$). Theoretically, we establish that $\texttt{FedBC}$ converges to a first-order stationary point at rates that matches the state of the art, up to an additional error term that depends on the tolerance parameter that arises due to the proximity constraints. Overall, the analysis is a novel characterization of primal-dual methods applied to non-convex saddle point problems with nonlinear constraints. Finally, we demonstrate that $\texttt{FedBC}$ balances the global and local model test accuracy metrics across a suite of datasets (Synthetic, MNIST, CIFAR-10, Shakespeare), achieving competitive performance with the state of the art.
In this paper, we present a novel Heavy-Tailed Stochastic Policy Gradient (HT-PSG) algorithm to deal with the challenges of sparse rewards in continuous control problems. Sparse reward is common in continuous control robotics tasks such as manipulation and navigation, and makes the learning problem hard due to non-trivial estimation of value functions over the state space. This demands either reward shaping or expert demonstrations for the sparse reward environment. However, obtaining high-quality demonstrations is quite expensive and sometimes even impossible. We propose a heavy-tailed policy parametrization along with a modified momentum-based policy gradient tracking scheme (HT-SPG) to induce a stable exploratory behavior to the algorithm. The proposed algorithm does not require access to expert demonstrations. We test the performance of HT-SPG on various benchmark tasks of continuous control with sparse rewards such as 1D Mario, Pathological Mountain Car, Sparse Pendulum in OpenAI Gym, and Sparse MuJoCo environments (Hopper-v2). We show consistent performance improvement across all tasks in terms of high average cumulative reward. HT-SPG also demonstrates improved convergence speed with minimum samples, thereby emphasizing the sample efficiency of our proposed algorithm.
In this work, we propose a novel ${\bf K}$ernelized ${\bf S}$tein Discrepancy-based Posterior Sampling for ${\bf RL}$ algorithm (named $\texttt{KSRL}$) which extends model-based RL based upon posterior sampling (PSRL) in several ways: we (i) relax the need for any smoothness or Gaussian assumptions, allowing for complex mixture models; (ii) ensure it is applicable to large-scale training by incorporating a compression step such that the posterior consists of a \emph{Bayesian coreset} of only statistically significant past state-action pairs; and (iii) develop a novel regret analysis of PSRL based upon integral probability metrics, which, under a smoothness condition on the constructed posterior, can be evaluated in closed form as the kernelized Stein discrepancy (KSD). Consequently, we are able to improve the $\mathcal{O}(H^{3/2}d\sqrt{T})$ {regret} of PSRL to $\mathcal{O}(H^{3/2}\sqrt{T})$, where $d$ is the input dimension, $H$ is the episode length, and $T$ is the total number of episodes experienced, alleviating a linear dependence on $d$ . Moreover, we theoretically establish a trade-off between regret rate with posterior representational complexity via introducing a compression budget parameter $\epsilon$ based on KSD, and establish a lower bound on the required complexity for consistency of the model. Experimentally, we observe that this approach is competitive with several state of the art RL methodologies, with substantive improvements in computation time. Experimentally, we observe that this approach is competitive with several state of the art RL methodologies, and can achieve up-to $50\%$ reduction in wall clock time in some continuous control environments.
We present a novel method, DistillAdapt, for the challenging problem of Source-Free Active Domain Adaptation (SF-ADA). The problem requires adapting a pretrained source domain network to a target domain, within a provided budget for acquiring labels in the target domain, while assuming that the source data is not available for adaptation due to privacy concerns or otherwise. DistillAdapt is one of the first approaches for SF-ADA, and holistically addresses the challenges of SF-ADA via a novel Guided Attention Transfer Network (GATN) and an active learning heuristic, H_AL. The GATN enables selective distillation of features from the pre-trained network to the target network using a small subset of annotated target samples mined by H_AL. H_AL acquires samples at batch-level and balances transfer-ability from the pre-trained network and uncertainty of the target network. DistillAdapt is task-agnostic, and can be applied across visual tasks such as classification, segmentation and detection. Moreover, DistillAdapt can handle shifts in output label space. We conduct experiments and extensive ablation studies across 3 visual tasks, viz. digits classification (MNIST, SVHN), synthetic (GTA5) to real (CityScapes) image segmentation, and document layout detection (PubLayNet to DSSE). We show that our source-free approach, DistillAdapt, results in an improvement of 0.5% - 31.3% (across datasets and tasks) over prior adaptation methods that assume access to large amounts of annotated source data for adaptation.
We propose a mesh-based neural network (MESH2IR) to generate acoustic impulse responses (IRs) for indoor 3D scenes represented using a mesh. The IRs are used to create a high-quality sound experience in interactive applications and audio processing. Our method can handle input triangular meshes with arbitrary topologies (2K - 3M triangles). We present a novel training technique to train MESH2IR using energy decay relief and highlight its benefits. We also show that training MESH2IR on IRs preprocessed using our proposed technique significantly improves the accuracy of IR generation. We reduce the non-linearity in the mesh space by transforming 3D scene meshes to latent space using a graph convolution network. Our MESH2IR is more than 200 times faster than a geometric acoustic algorithm on a CPU and can generate more than 10,000 IRs per second on an NVIDIA GeForce RTX 2080 Ti GPU for a given furnished indoor 3D scene. The acoustic metrics are used to characterize the acoustic environment. We show that the acoustic metrics of the IRs predicted from our MESH2IR match the ground truth with less than 10% error. We also highlight the benefits of MESH2IR on audio and speech processing applications such as speech dereverberation and speech separation. To the best of our knowledge, ours is the first neural-network-based approach to predict IRs from a given 3D scene mesh in real-time.
Deep Reinforcement Learning (DRL) is hugely successful due to the availability of realistic simulated environments. However, performance degradation during simulation to real-world transfer still remains a challenging problem for the policies trained in simulated environments. To close this sim-to-real gap, we present a novel hybrid architecture that utilizes an intermediate output from a fully trained attention DRL policy as a navigation cost map for outdoor navigation. Our attention DRL network incorporates a robot-centric elevation map, IMU data, the robot's pose, previous actions, and goal information as inputs to compute a navigation cost-map that highlights non-traversable regions. We compute least-cost waypoints on the cost map and utilize the Dynamic Window Approach (DWA) with velocity constraints on high cost regions to follow the waypoints in highly uneven outdoor environments. Our formulation generates dynamically feasible velocities along stable, traversable regions to reach the robot's goals. We observe an increase of 5% in terms of success rate, 13.09% of the decrease in average robot vibration, and a 19.33% reduction in average velocity compared to end-to-end DRL method and state-of-the-art methods in complex outdoor environments. We evaluate the benefits of our method using a Clearpath Husky robot in both simulated and real-world uneven environments.