In a social system, the self-interest of agents can be detrimental to the collective good, sometimes leading to social dilemmas. To resolve such a conflict, a central designer may intervene by either redesigning the system or incentivizing the agents to change their behaviors. To be effective, the designer must anticipate how the agents react to the intervention, which is dictated by their often unknown payoff functions. Therefore, learning about the agents is a prerequisite for intervention. In this paper, we provide a unified framework for learning and intervention in games. We cast the equilibria of games as individual layers and integrate them into an end-to-end optimization framework. To enable the backward propagation through the equilibria of games, we propose two approaches, respectively based on explicit and implicit differentiation. Specifically, we cast the equilibria as the solutions to variational inequalities (VIs). The explicit approach unrolls the projection method for solving VIs, while the implicit approach exploits the sensitivity of the solutions to VIs. At the core of both approaches is the differentiation through a projection operator. Moreover, we establish the correctness of both approaches and identify the conditions under which one approach is more desirable than the other. The analytical results are validated using several real-world problems.
We propose a novel Bi-directional Cognitive Knowledge Framework (BCKF) for reading comprehension from the perspective of complementary learning systems theory. It aims to simulate two ways of thinking in the brain to answer questions, including reverse thinking and inertial thinking. To validate the effectiveness of our framework, we design a corresponding Bi-directional Cognitive Thinking Network (BCTN) to encode the passage and generate a question (answer) given an answer (question) and decouple the bi-directional knowledge. The model has the ability to reverse reasoning questions which can assist inertial thinking to generate more accurate answers. Competitive improvement is observed in DuReader dataset, confirming our hypothesis that bi-directional knowledge helps the QA task. The novel framework shows an interesting perspective on machine reading comprehension and cognitive science.
Scene graphs are semantic abstraction of images that encourage visual understanding and reasoning. However, the performance of Scene Graph Generation (SGG) is unsatisfactory when faced with biased data in real-world scenarios. Conventional debiasing research mainly studies from the view of data representation, e.g. balancing data distribution or learning unbiased models and representations, ignoring the mechanism that how humans accomplish this task. Inspired by the role of the prefrontal cortex (PFC) in hierarchical reasoning, we analyze this problem from a novel cognition perspective: learning a hierarchical cognitive structure of the highly-biased relationships and navigating that hierarchy to locate the classes, making the tail classes receive more attention in a coarse-to-fine mode. To this end, we propose a novel Cognition Tree (CogTree) loss for unbiased SGG. We first build a cognitive structure CogTree to organize the relationships based on the prediction of a biased SGG model. The CogTree distinguishes remarkably different relationships at first and then focuses on a small portion of easily confused ones. Then, we propose a hierarchical loss specially for this cognitive structure, which supports coarse-to-fine distinction for the correct relationships while progressively eliminating the interference of irrelevant ones. The loss is model-independent and can be applied to various SGG models without extra supervision. The proposed CogTree loss consistently boosts the performance of several state-of-the-art models on the Visual Genome benchmark.
To conduct a radiomics or deep learning research experiment, the radiologists or physicians need to grasp the needed programming skills, which, however, could be frustrating and costly when they have limited coding experience. In this paper, we present DARWIN, a flexible research platform with a graphical user interface for medical imaging research. Our platform is consists of a radiomics module and a deep learning module. The radiomics module can extract more than 1000 dimension features(first-, second-, and higher-order) and provided many draggable supervised and unsupervised machine learning models. Our deep learning module integrates state of the art architectures of classification, detection, and segmentation tasks. It allows users to manually select hyperparameters, or choose an algorithm to automatically search for the best ones. DARWIN also offers the possibility for users to define a custom pipeline for their experiment. These flexibilities enable radiologists to carry out various experiments easily.
Knowledge-based Visual Question Answering (KVQA) requires external knowledge beyond the visible content to answer questions about an image. This ability is challenging but indispensable to achieve general VQA. One limitation of existing KVQA solutions is that they jointly embed all kinds of information without fine-grained selection, which introduces unexpected noises for reasoning the correct answer. How to capture the question-oriented and information-complementary evidence remains a key challenge to solve the problem. Inspired by the human cognition theory, in this paper, we depict an image by multiple knowledge graphs from the visual, semantic and factual views. Thereinto, the visual graph and semantic graph are regarded as image-conditioned instantiation of the factual graph. On top of these new representations, we re-formulate Knowledge-based Visual Question Answering as a recurrent reasoning process for obtaining complementary evidence from multimodal information. To this end, we decompose the model into a series of memory-based reasoning steps, each performed by a G raph-based R ead, U pdate, and C ontrol ( GRUC ) module that conducts parallel reasoning over both visual and semantic information. By stacking the modules multiple times, our model performs transitive reasoning and obtains question-oriented concept representations under the constrain of different modalities. Finally, we perform graph neural networks to infer the global-optimal answer by jointly considering all the concepts. We achieve a new state-of-the-art performance on three popular benchmark datasets, including FVQA, Visual7W-KB and OK-VQA, and demonstrate the effectiveness and interpretability of our model with extensive experiments.
Visual dialogue is a challenging task that needs to extract implicit information from both visual (image) and textual (dialogue history) contexts. Classical approaches pay more attention to the integration of the current question, vision knowledge and text knowledge, despising the heterogeneous semantic gaps between the cross-modal information. In the meantime, the concatenation operation has become de-facto standard to the cross-modal information fusion, which has a limited ability in information retrieval. In this paper, we propose a novel Knowledge-Bridge Graph Network (KBGN) model by using graph to bridge the cross-modal semantic relations between vision and text knowledge in fine granularity, as well as retrieving required knowledge via an adaptive information selection mode. Moreover, the reasoning clues for visual dialogue can be clearly drawn from intra-modal entities and inter-modal bridges. Experimental results on VisDial v1.0 and VisDial-Q datasets demonstrate that our model outperforms existing models with state-of-the-art results.
Visual Dialogue task requires an agent to be engaged in a conversation with human about an image. The ability of generating detailed and non-repetitive responses is crucial for the agent to achieve human-like conversation. In this paper, we propose a novel generative decoding architecture to generate high-quality responses, which moves away from decoding the whole encoded semantics towards the design that advocates both transparency and flexibility. In this architecture, word generation is decomposed into a series of attention-based information selection steps, performed by the novel recurrent Deliberation, Abandon and Memory (DAM) module. Each DAM module performs an adaptive combination of the response-level semantics captured from the encoder and the word-level semantics specifically selected for generating each word. Therefore, the responses contain more detailed and non-repetitive descriptions while maintaining the semantic accuracy. Furthermore, DAM is flexible to cooperate with existing visual dialogue encoders and adaptive to the encoder structures by constraining the information selection mode in DAM. We apply DAM to three typical encoders and verify the performance on the VisDial v1.0 dataset. Experimental results show that the proposed models achieve new state-of-the-art performance with high-quality responses. The code is available at https://github.com/JXZe/DAM.
Fact-based Visual Question Answering (FVQA) requires external knowledge beyond visible content to answer questions about an image, which is challenging but indispensable to achieve general VQA. One limitation of existing FVQA solutions is that they jointly embed all kinds of information without fine-grained selection, which introduces unexpected noises for reasoning the final answer. How to capture the question-oriented and information-complementary evidence remains a key challenge to solve the problem. In this paper, we depict an image by a multi-modal heterogeneous graph, which contains multiple layers of information corresponding to the visual, semantic and factual features. On top of the multi-layer graph representations, we propose a modality-aware heterogeneous graph convolutional network to capture evidence from different layers that is most relevant to the given question. Specifically, the intra-modal graph convolution selects evidence from each modality and cross-modal graph convolution aggregates relevant information across different modalities. By stacking this process multiple times, our model performs iterative reasoning and predicts the optimal answer by analyzing all question-oriented evidence. We achieve a new state-of-the-art performance on the FVQA task and demonstrate the effectiveness and interpretability of our model with extensive experiments. The code is available at https://github.com/astro-zihao/mucko.
Different from Visual Question Answering task that requires to answer only one question about an image, Visual Dialogue involves multiple questions which cover a broad range of visual content that could be related to any objects, relationships or semantics. The key challenge in Visual Dialogue task is thus to learn a more comprehensive and semantic-rich image representation which may have adaptive attentions on the image for variant questions. In this research, we propose a novel model to depict an image from both visual and semantic perspectives. Specifically, the visual view helps capture the appearance-level information, including objects and their relationships, while the semantic view enables the agent to understand high-level visual semantics from the whole image to the local regions. Futhermore, on top of such multi-view image features, we propose a feature selection framework which is able to adaptively capture question-relevant information hierarchically in fine-grained level. The proposed method achieved state-of-the-art results on benchmark Visual Dialogue datasets. More importantly, we can tell which modality (visual or semantic) has more contribution in answering the current question by visualizing the gate values. It gives us insights in understanding of human cognition in Visual Dialogue.