General function approximation is a powerful tool to handle large state and action spaces in a broad range of reinforcement learning (RL) scenarios. However, theoretical understanding of non-stationary MDPs with general function approximation is still limited. In this paper, we make the first such an attempt. We first propose a new complexity metric called dynamic Bellman Eluder (DBE) dimension for non-stationary MDPs, which subsumes majority of existing tractable RL problems in static MDPs as well as non-stationary MDPs. Based on the proposed complexity metric, we propose a novel confidence-set based model-free algorithm called SW-OPEA, which features a sliding window mechanism and a new confidence set design for non-stationary MDPs. We then establish an upper bound on the dynamic regret for the proposed algorithm, and show that SW-OPEA is provably efficient as long as the variation budget is not significantly large. We further demonstrate via examples of non-stationary linear and tabular MDPs that our algorithm performs better in small variation budget scenario than the existing UCB-type algorithms. To the best of our knowledge, this is the first dynamic regret analysis in non-stationary MDPs with general function approximation.
Image restoration is the task of aiming to obtain a high-quality image from a corrupt input image, such as deblurring and deraining. In image restoration, it is typically necessary to maintain a complex balance between spatial details and contextual information. Although a multi-stage network can optimally balance these competing goals and achieve significant performance, this also increases the system's complexity. In this paper, we propose a mountain-shaped single-stage design base on a simple U-Net architecture, which removes or replaces unnecessary nonlinear activation functions to achieve the above balance with low system complexity. Specifically, we propose a feature fusion middleware (FFM) mechanism as an information exchange component between the encoder-decoder architectural levels. It seamlessly integrates upper-layer information into the adjacent lower layer, sequentially down to the lowest layer. Finally, all information is fused into the original image resolution manipulation level. This preserves spatial details and integrates contextual information, ensuring high-quality image restoration. In addition, we propose a multi-head attention middle block (MHAMB) as a bridge between the encoder and decoder to capture more global information and surpass the limitations of the receptive field of CNNs. Extensive experiments demonstrate that our approach, named as M3SNet, outperforms previous state-of-the-art models while using less than half the computational costs, for several image restoration tasks, such as image deraining and deblurring.
Most of the existing federated multi-armed bandits (FMAB) designs are based on the presumption that clients will implement the specified design to collaborate with the server. In reality, however, it may not be possible to modify the client's existing protocols. To address this challenge, this work focuses on clients who always maximize their individual cumulative rewards, and introduces a novel idea of "reward teaching", where the server guides the clients towards global optimality through implicit local reward adjustments. Under this framework, the server faces two tightly coupled tasks of bandit learning and target teaching, whose combination is non-trivial and challenging. A phased approach, called Teaching-After-Learning (TAL), is first designed to encourage and discourage clients' explorations separately. General performance analyses of TAL are established when the clients' strategies satisfy certain mild requirements. With novel technical approaches developed to analyze the warm-start behaviors of bandit algorithms, particularized guarantees of TAL with clients running UCB or epsilon-greedy strategies are then obtained. These results demonstrate that TAL achieves logarithmic regrets while only incurring logarithmic adjustment costs, which is order-optimal w.r.t. a natural lower bound. As a further extension, the Teaching-While-Learning (TWL) algorithm is developed with the idea of successive arm elimination to break the non-adaptive phase separation in TAL. Rigorous analyses demonstrate that when facing clients with UCB1, TWL outperforms TAL in terms of the dependencies on sub-optimality gaps thanks to its adaptive design. Experimental results demonstrate the effectiveness and generality of the proposed algorithms.
Modern image retrieval methods typically rely on fine-tuning pre-trained encoders to extract image-level descriptors. However, the most widely used models are pre-trained on ImageNet-1K with limited classes. The pre-trained feature representation is therefore not universal enough to generalize well to the diverse open-world classes. In this paper, we first cluster the large-scale LAION400M into one million pseudo classes based on the joint textual and visual features extracted by the CLIP model. Due to the confusion of label granularity, the automatically clustered dataset inevitably contains heavy inter-class conflict. To alleviate such conflict, we randomly select partial inter-class prototypes to construct the margin-based softmax loss. To further enhance the low-dimensional feature representation, we randomly select partial feature dimensions when calculating the similarities between embeddings and class-wise prototypes. The dual random partial selections are with respect to the class dimension and the feature dimension of the prototype matrix, making the classification conflict-robust and the feature embedding compact. Our method significantly outperforms state-of-the-art unsupervised and supervised image retrieval approaches on multiple benchmarks. The code and pre-trained models are released to facilitate future research https://github.com/deepglint/unicom.
Physically-based rendering (PBR) is key for immersive rendering effects used widely in the industry to showcase detailed realistic scenes from computer graphics assets. A well-known caveat is that producing the same is computationally heavy and relies on complex capture devices. Inspired by the success in quality and efficiency of recent volumetric neural rendering, we want to develop a physically-based neural shader to eliminate device dependency and significantly boost performance. However, no existing lighting and material models in the current neural rendering approaches can accurately represent the comprehensive lighting models and BRDFs properties required by the PBR process. Thus, this paper proposes a novel lighting representation that models direct and indirect light locally through a light sampling strategy in a learned light sampling field. We also propose BRDF models to separately represent surface/subsurface scattering details to enable complex objects such as translucent material (i.e., skin, jade). We then implement our proposed representations with an end-to-end physically-based neural face skin shader, which takes a standard face asset (i.e., geometry, albedo map, and normal map) and an HDRI for illumination as inputs and generates a photo-realistic rendering as output. Extensive experiments showcase the quality and efficiency of our PBR face skin shader, indicating the effectiveness of our proposed lighting and material representations.
In reward-free reinforcement learning (RL), an agent explores the environment first without any reward information, in order to achieve certain learning goals afterwards for any given reward. In this paper we focus on reward-free RL under low-rank MDP models, in which both the representation and linear weight vectors are unknown. Although various algorithms have been proposed for reward-free low-rank MDPs, the corresponding sample complexity is still far from being satisfactory. In this work, we first provide the first known sample complexity lower bound that holds for any algorithm under low-rank MDPs. This lower bound implies it is strictly harder to find a near-optimal policy under low-rank MDPs than under linear MDPs. We then propose a novel model-based algorithm, coined RAFFLE, and show it can both find an $\epsilon$-optimal policy and achieve an $\epsilon$-accurate system identification via reward-free exploration, with a sample complexity significantly improving the previous results. Such a sample complexity matches our lower bound in the dependence on $\epsilon$, as well as on $K$ in the large $d$ regime, where $d$ and $K$ respectively denote the representation dimension and action space cardinality. Finally, we provide a planning algorithm (without further interaction with true environment) for RAFFLE to learn a near-accurate representation, which is the first known representation learning guarantee under the same setting.
Recently, many studies incorporate external knowledge into character-level feature based models to improve the performance of Chinese relation extraction. However, these methods tend to ignore the internal information of the Chinese character and cannot filter out the noisy information of external knowledge. To address these issues, we propose a mixture-of-view-experts framework (MoVE) to dynamically learn multi-view features for Chinese relation extraction. With both the internal and external knowledge of Chinese characters, our framework can better capture the semantic information of Chinese characters. To demonstrate the effectiveness of the proposed framework, we conduct extensive experiments on three real-world datasets in distinct domains. Experimental results show consistent and significant superiority and robustness of our proposed framework. Our code and dataset will be released at: https://gitee.com/tmg-nudt/multi-view-of-expert-for-chineserelation-extraction
Vehicle re-identification is a cross-view search task by matching the same target vehicle from different perspectives. It serves an important role in road-vehicle collaboration and intelligent road control. With the large-scale and dynamic road environment, the paradigm of supervised vehicle re-identification shows limited scalability because of the heavy reliance on large-scale annotated datasets. Therefore, the unsupervised vehicle re-identification with stronger cross-scene generalization ability has attracted more attention. Considering that Masked Autoencoder (MAE) has shown excellent performance in self-supervised learning, this work designs a Contour Guided Masked Autoencoder for Unsupervised Vehicle Re-Identification (ConMAE), which is inspired by extracting the informative contour clue to highlight the key regions for cross-view correlation. ConMAE is implemented by preserving the image blocks with contour pixels and randomly masking the blocks with smooth textures. In addition, to improve the quality of pseudo labels of vehicles for unsupervised re-identification, we design a label softening strategy and adaptively update the label with the increase of training steps. We carry out experiments on VeRi-776 and VehicleID datasets, and a significant performance improvement is obtained by the comparison with the state-of-the-art unsupervised vehicle re-identification methods. The code is available on the website of https://github.com/2020132075/ConMAE.
Graph Convolutional Networks (GCNs) have been proved successful in the field of semi-supervised node classification by extracting structural information from graph data. However, the random selection of labeled nodes used by GCNs may lead to unstable generalization performance of GCNs. In this paper, we propose an efficient method for the deterministic selection of labeled nodes: the Determinate Node Selection (DNS) algorithm. The DNS algorithm identifies two categories of representative nodes in the graph: typical nodes and divergent nodes. These labeled nodes are selected by exploring the structure of the graph and determining the ability of the nodes to represent the distribution of data within the graph. The DNS algorithm can be applied quite simply on a wide range of semi-supervised graph neural network models for node classification tasks. Through extensive experimentation, we have demonstrated that the incorporation of the DNS algorithm leads to a remarkable improvement in the average accuracy of the model and a significant decrease in the standard deviation, as compared to the original method.
Social media has become an important data source for event analysis. When collecting this type of data, most contain no useful information to a target event. Thus, it is essential to filter out those noisy data at the earliest opportunity for a human expert to perform further inspection. Most existing solutions for event filtering rely on fully supervised methods for training. However, in many real-world scenarios, having access to large number of labeled samples is not possible. To deal with a few labeled sample training problem for event filtering, we propose a graph-based few-shot learning pipeline. We also release the Brazilian Protest Dataset to test our method. To the best of our knowledge, this dataset is the first of its kind in event filtering that focuses on protests in multi-modal social media data, with most of the text in Portuguese. Our experimental results show that our proposed pipeline has comparable performance with only a few labeled samples (60) compared with a fully labeled dataset (3100). To facilitate the research community, we make our dataset and code available at https://github.com/jdnascim/7Set-AL.