Machine learning is experiencing an explosion of software and hardware solutions, and needs industry-standard performance benchmarks to drive design and enable competitive evaluation. However, machine learning training presents a number of unique challenges to benchmarking that do not exist in other domains: (1) some optimizations that improve training throughput actually increase time to solution, (2) training is stochastic and time to solution has high variance, and (3) the software and hardware systems are so diverse that they cannot be fairly benchmarked with the same binary, code, or even hyperparameters. We present MLPerf, a machine learning benchmark that overcomes these challenges. We quantitatively evaluate the efficacy of MLPerf in driving community progress on performance and scalability across two rounds of results from multiple vendors.
Scene graphs have become an important form of structured knowledge for tasks such as for image generation, visual relation detection, visual question answering, and image retrieval. While visualizing and interpreting word embeddings is well understood, scene graph embeddings have not been fully explored. In this work, we train scene graph embeddings in a layout generation task with different forms of supervision, specifically introducing triplet super-vision and data augmentation. We see a significant performance increase in both metrics that measure the goodness of layout prediction, mean intersection-over-union (mIoU)(52.3% vs. 49.2%) and relation score (61.7% vs. 54.1%),after the addition of triplet supervision and data augmentation. To understand how these different methods affect the scene graph representation, we apply several new visualization and evaluation methods to explore the evolution of the scene graph embedding. We find that triplet supervision significantly improves the embedding separability, which is highly correlated with the performance of the layout prediction model.
Communication is a key bottleneck in distributed training. Recently, an \emph{error-compensated} compression technology was particularly designed for the \emph{centralized} learning and receives huge successes, by showing significant advantages over state-of-the-art compression based methods in saving the communication cost. Since the \emph{decentralized} training has been witnessed to be superior to the traditional \emph{centralized} training in the communication restricted scenario, therefore a natural question to ask is "how to apply the error-compensated technology to the decentralized learning to further reduce the communication cost." However, a trivial extension of compression based centralized training algorithms does not exist for the decentralized scenario. key difference between centralized and decentralized training makes this extension extremely non-trivial. In this paper, we propose an elegant algorithmic design to employ error-compensated stochastic gradient descent for the decentralized scenario, named $\texttt{DeepSqueeze}$. Both the theoretical analysis and the empirical study are provided to show the proposed $\texttt{DeepSqueeze}$ algorithm outperforms the existing compression based decentralized learning algorithms. To the best of our knowledge, this is the first time to apply the error-compensated compression to the decentralized learning.
Communication is a key bottleneck in distributed training. Recently, an \emph{error-compensated} compression technology was particularly designed for the \emph{centralized} learning and receives huge successes, by showing significant advantages over state-of-the-art compression based methods in saving the communication cost. Since the \emph{decentralized} training has been witnessed to be superior to the traditional \emph{centralized} training in the communication restricted scenario, therefore a natural question to ask is "how to apply the error-compensated technology to the decentralized learning to further reduce the communication cost." However, a trivial extension of compression based centralized training algorithms does not exist for the decentralized scenario. key difference between centralized and decentralized training makes this extension extremely non-trivial. In this paper, we propose an elegant algorithmic design to employ error-compensated stochastic gradient descent for the decentralized scenario, named $\texttt{DeepSqueeze}$. Both the theoretical analysis and the empirical study are provided to show the proposed $\texttt{DeepSqueeze}$ algorithm outperforms the existing compression based decentralized learning algorithms. To the best of our knowledge, this is the first time to apply the error-compensated compression to the decentralized learning.
To solve tasks in new environments involving objects unseen during training, agents must reason over prior information about those objects and their relations. We introduce the Prior Knowledge Graph network, an architecture for combining prior information, structured as a knowledge graph, with a symbolic parsing of the visual scene, and demonstrate that this approach is able to apply learned relations to novel objects whereas the baseline algorithms fail. Ablation experiments show that the agents ground the knowledge graph relations to semantically-relevant behaviors. In both a Sokoban game and the more complex Pacman environment, our network is also more sample efficient than the baselines, reaching the same performance in 5-10x fewer episodes. Once the agents are trained with our approach, we can manipulate agent behavior by modifying the knowledge graph in semantically meaningful ways. These results suggest that our network provides a framework for agents to reason over structured knowledge graphs while still leveraging gradient based learning approaches.
Monitoring the population and movements of endangered species is an important task to wildlife conversation. Traditional tagging methods do not scale to large populations, while applying computer vision methods to camera sensor data requires re-identification (re-ID) algorithms to obtain accurate counts and moving trajectory of wildlife. However, existing re-ID methods are largely targeted at persons and cars, which have limited pose variations and constrained capture environments. This paper tries to fill the gap by introducing a novel large-scale dataset, the Amur Tiger Re-identification in the Wild (ATRW) dataset. ATRW contains over 8,000 video clips from 92 Amur tigers, with bounding box, pose keypoint, and tiger identity annotations. In contrast to typical re-ID datasets, the tigers are captured in a diverse set of unconstrained poses and lighting conditions. We demonstrate with a set of baseline algorithms that ATRW is a challenging dataset for re-ID. Lastly, we propose a novel method for tiger re-identification, which introduces precise pose parts modeling in deep neural networks to handle large pose variation of tigers, and reaches notable performance improvement over existing re-ID methods. The dataset will be public available at https://cvwc2019.github.io/ .
A standard approach in large scale machine learning is distributed stochastic gradient training, which requires the computation of aggregated stochastic gradients over multiple nodes on a network. Communication is a major bottleneck in such applications, and in recent years, compressed stochastic gradient methods such as QSGD (quantized SGD) and sparse SGD have been proposed to reduce communication. It was also shown that error compensation can be combined with compression to achieve better convergence in a scheme that each node compresses its local stochastic gradient and broadcast the result to all other nodes over the network in a single pass. However, such a single pass broadcast approach is not realistic in many practical implementations. For example, under the popular parameter server model for distributed learning, the worker nodes need to send the compressed local gradients to the parameter server, which performs the aggregation. The parameter server has to compress the aggregated stochastic gradient again before sending it back to the worker nodes. In this work, we provide a detailed analysis on this two-pass communication model and its asynchronous parallel variant, with error-compensated compression both on the worker nodes and on the parameter server. We show that the error-compensated stochastic gradient algorithm admits three very nice properties: 1) it is compatible with an \emph{arbitrary} compression technique; 2) it admits an improved convergence rate than the non error-compensated stochastic gradient methods such as QSGD and sparse SGD; 3) it admits linear speedup with respect to the number of workers. The empirical study is also conducted to validate our theoretical results.
Structured representations such as scene graphs serve as an efficient and compact representation that can be used for downstream rendering or retrieval tasks. However, existing efforts to generate realistic images from scene graphs perform poorly on scene composition for cluttered or complex scenes. We propose two contributions to improve the scene composition. First, we enhance the scene graph representation with heuristic-based relations, which add minimal storage overhead. Second, we use extreme points representation to supervise the learning of the scene composition network. These methods achieve significantly higher performance over existing work (69.0% vs 51.2% in relation score metric). We additionally demonstrate how scene graphs can be used to retrieve pose-constrained image patches that are semantically similar to the source query. Improving structured scene graph representations for rendering or retrieval is an important step towards realistic image generation.
Detection and segmentation of objects in overheard imagery is a challenging task. The variable density, random orientation, small size, and instance-to-instance heterogeneity of objects in overhead imagery calls for approaches distinct from existing models designed for natural scene datasets. Though new overhead imagery datasets are being developed, they almost universally comprise a single view taken from directly overhead ("at nadir"), failing to address one critical variable: look angle. By contrast, views vary in real-world overhead imagery, particularly in dynamic scenarios such as natural disasters where first looks are often over 40 degrees off-nadir. This represents an important challenge to computer vision methods, as changing view angle adds distortions, alters resolution, and changes lighting. At present, the impact of these perturbations for algorithmic detection and segmentation of objects is untested. To address this problem, we introduce the SpaceNet Multi-View Overhead Imagery (MVOI) Dataset, an extension of the SpaceNet open source remote sensing dataset. MVOI comprises 27 unique looks from a broad range of viewing angles (-32 to 54 degrees). Each of these images cover the same geography and are annotated with 126,747 building footprint labels, enabling direct assessment of the impact of viewpoint perturbation on model performance. We benchmark multiple leading segmentation and object detection models on: (1) building detection, (2) generalization to unseen viewing angles and resolutions, and (3) sensitivity of building footprint extraction to changes in resolution. We find that segmentation and object detection models struggle to identify buildings in off-nadir imagery and generalize poorly to unseen views, presenting an important benchmark to explore the broadly relevant challenge of detecting small, heterogeneous target objects in visually dynamic contexts.
Generating realistic images from scene graphs asks neural networks to be able to reason about object relationships and compositionality. As a relatively new task, how to properly ensure the generated images comply with scene graphs or how to measure task performance remains an open question. In this paper, we propose to harness scene graph context to improve image generation from scene graphs. We introduce a scene graph context network that pools features generated by a graph convolutional neural network that are then provided to both the image generation network and the adversarial loss. With the context network, our model is trained to not only generate realistic looking images, but also to better preserve non-spatial object relationships. We also define two novel evaluation metrics, the relation score and the mean opinion relation score, for this task that directly evaluate scene graph compliance. We use both quantitative and qualitative studies to demonstrate that our pro-posed model outperforms the state-of-the-art on this challenging task.