Deep neural networks (DNNs) have recently been achieving state-of-the-art performance on a variety of pattern-recognition tasks, most notably visual classification problems. Given that DNNs are now able to classify objects in images with near-human-level performance, questions naturally arise as to what differences remain between computer and human vision. A recent study revealed that changing an image (e.g. of a lion) in a way imperceptible to humans can cause a DNN to label the image as something else entirely (e.g. mislabeling a lion a library). Here we show a related result: it is easy to produce images that are completely unrecognizable to humans, but that state-of-the-art DNNs believe to be recognizable objects with 99.99% confidence (e.g. labeling with certainty that white noise static is a lion). Specifically, we take convolutional neural networks trained to perform well on either the ImageNet or MNIST datasets and then find images with evolutionary algorithms or gradient ascent that DNNs label with high confidence as belonging to each dataset class. It is possible to produce images totally unrecognizable to human eyes that DNNs believe with near certainty are familiar objects, which we call "fooling images" (more generally, fooling examples). Our results shed light on interesting differences between human vision and current DNNs, and raise questions about the generality of DNN computer vision.
We introduce a novel training principle for probabilistic models that is an alternative to maximum likelihood. The proposed Generative Stochastic Networks (GSN) framework is based on learning the transition operator of a Markov chain whose stationary distribution estimates the data distribution. Because the transition distribution is a conditional distribution generally involving a small move, it has fewer dominant modes, being unimodal in the limit of small moves. Thus, it is easier to learn, more like learning to perform supervised function approximation, with gradients that can be obtained by back-propagation. The theorems provided here generalize recent work on the probabilistic interpretation of denoising auto-encoders and provide an interesting justification for dependency networks and generalized pseudolikelihood (along with defining an appropriate joint distribution and sampling mechanism, even when the conditionals are not consistent). We study how GSNs can be used with missing inputs and can be used to sample subsets of variables given the rest. Successful experiments are conducted, validating these theoretical results, on two image datasets and with a particular architecture that mimics the Deep Boltzmann Machine Gibbs sampler but allows training to proceed with backprop, without the need for layerwise pretraining.
Many deep neural networks trained on natural images exhibit a curious phenomenon in common: on the first layer they learn features similar to Gabor filters and color blobs. Such first-layer features appear not to be specific to a particular dataset or task, but general in that they are applicable to many datasets and tasks. Features must eventually transition from general to specific by the last layer of the network, but this transition has not been studied extensively. In this paper we experimentally quantify the generality versus specificity of neurons in each layer of a deep convolutional neural network and report a few surprising results. Transferability is negatively affected by two distinct issues: (1) the specialization of higher layer neurons to their original task at the expense of performance on the target task, which was expected, and (2) optimization difficulties related to splitting networks between co-adapted neurons, which was not expected. In an example network trained on ImageNet, we demonstrate that either of these two issues may dominate, depending on whether features are transferred from the bottom, middle, or top of the network. We also document that the transferability of features decreases as the distance between the base task and target task increases, but that transferring features even from distant tasks can be better than using random features. A final surprising result is that initializing a network with transferred features from almost any number of layers can produce a boost to generalization that lingers even after fine-tuning to the target dataset.
We introduce a novel training principle for probabilistic models that is an alternative to maximum likelihood. The proposed Generative Stochastic Networks (GSN) framework is based on learning the transition operator of a Markov chain whose stationary distribution estimates the data distribution. The transition distribution of the Markov chain is conditional on the previous state, generally involving a small move, so this conditional distribution has fewer dominant modes, being unimodal in the limit of small moves. Thus, it is easier to learn because it is easier to approximate its partition function, more like learning to perform supervised function approximation, with gradients that can be obtained by backprop. We provide theorems that generalize recent work on the probabilistic interpretation of denoising autoencoders and obtain along the way an interesting justification for dependency networks and generalized pseudolikelihood, along with a definition of an appropriate joint distribution and sampling mechanism even when the conditionals are not consistent. GSNs can be used with missing inputs and can be used to sample subsets of variables given the rest. We validate these theoretical results with experiments on two image datasets using an architecture that mimics the Deep Boltzmann Machine Gibbs sampler but allows training to proceed with simple backprop, without the need for layerwise pretraining.
Interactive evolution has shown the potential to create amazing and complex forms in both 2-D and 3-D settings. However, the algorithm is slow and users quickly become fatigued. We propose that the use of eye tracking for interactive evolution systems will both reduce user fatigue and improve evolutionary success. We describe a systematic method for testing the hypothesis that eye tracking driven interactive evolution will be a more successful and easier-to-use design method than traditional interactive evolution methods driven by mouse clicks. We provide preliminary results that support the possibility of this proposal, and lay out future work to investigate these advantages in extensive clinical trials.
In many situations, Miniature Aerial Vehicles (MAVs) are limited to using only on-board sensors for navigation. This limits the data available to algorithms used for stabilization and localization, and current control methods are often insufficient to allow reliable hovering in place or trajectory following. In this research, we explore using machine learning to predict the drift (flight path errors) of an MAV while executing a desired flight path. This predicted drift will allow the MAV to adjust it's flightpath to maintain a desired course.