With the breakthrough of AlphaGo, deep reinforcement learning becomes a recognized technique for solving sequential decision-making problems. Despite its reputation, data inefficiency caused by its trial and error learning mechanism makes deep reinforcement learning hard to be practical in a wide range of areas. Plenty of methods have been developed for sample efficient deep reinforcement learning, such as environment modeling, experience transfer, and distributed modifications, amongst which, distributed deep reinforcement learning has shown its potential in various applications, such as human-computer gaming, and intelligent transportation. In this paper, we conclude the state of this exciting field, by comparing the classical distributed deep reinforcement learning methods, and studying important components to achieve efficient distributed learning, covering single player single agent distributed deep reinforcement learning to the most complex multiple players multiple agents distributed deep reinforcement learning. Furthermore, we review recently released toolboxes that help to realize distributed deep reinforcement learning without many modifications of their non-distributed versions. By analyzing their strengths and weaknesses, a multi-player multi-agent distributed deep reinforcement learning toolbox is developed and released, which is further validated on Wargame, a complex environment, showing usability of the proposed toolbox for multiple players and multiple agents distributed deep reinforcement learning under complex games. Finally, we try to point out challenges and future trends, hoping this brief review can provide a guide or a spark for researchers who are interested in distributed deep reinforcement learning.
Recent generative models show impressive results in photo-realistic image generation. However, artifacts often inevitably appear in the generated results, leading to downgraded user experience and reduced performance in downstream tasks. This work aims to develop a plugin post-processing module for diverse generative models, which can faithfully restore images from diverse generative artifacts. This is challenging because: (1) Unlike traditional degradation patterns, generative artifacts are non-linear and the transformation function is highly complex. (2) There are no readily available artifact-image pairs. (3) Different from model-specific anti-artifact methods, a model-agnostic framework views the generator as a black-box machine and has no access to the architecture details. In this work, we first design a group of mechanisms to simulate generative artifacts of popular generators (i.e., GANs, autoregressive models, and diffusion models), given real images. Second, we implement the model-agnostic anti-artifact framework as an image-to-image diffusion model, due to its advantage in generation quality and capacity. Finally, we design a conditioning scheme for the diffusion model to enable both blind and non-blind image restoration. A guidance parameter is also introduced to allow for a trade-off between restoration accuracy and image quality. Extensive experiments show that our method significantly outperforms previous approaches on the proposed datasets and real-world artifact images.
Video object detection has been an important yet challenging topic in computer vision. Traditional methods mainly focus on designing the image-level or box-level feature propagation strategies to exploit temporal information. This paper argues that with a more effective and efficient feature propagation framework, video object detectors can gain improvement in terms of both accuracy and speed. For this purpose, this paper studies object-level feature propagation, and proposes an object query propagation (QueryProp) framework for high-performance video object detection. The proposed QueryProp contains two propagation strategies: 1) query propagation is performed from sparse key frames to dense non-key frames to reduce the redundant computation on non-key frames; 2) query propagation is performed from previous key frames to the current key frame to improve feature representation by temporal context modeling. To further facilitate query propagation, an adaptive propagation gate is designed to achieve flexible key frame selection. We conduct extensive experiments on the ImageNet VID dataset. QueryProp achieves comparable accuracy with state-of-the-art methods and strikes a decent accuracy/speed trade-off. Code is available at https://github.com/hf1995/QueryProp.
In recent years, reinforcement learning has faced several challenges in the multi-agent domain, such as the credit assignment issue. Value function factorization emerges as a promising way to handle the credit assignment issue under the centralized training with decentralized execution (CTDE) paradigm. However, existing value function factorization methods cannot deal with ad-hoc cooperation, that is, adapting to new configurations of teammates at test time. Specifically, these methods do not explicitly utilize the relationship between agents and cannot adapt to different sizes of inputs. To address these limitations, we propose a novel method, called Relation-Aware Credit Assignment (RACA), which achieves zero-shot generalization in ad-hoc cooperation scenarios. RACA takes advantage of a graph-based relation encoder to encode the topological structure between agents. Furthermore, RACA utilizes an attention-based observation abstraction mechanism that can generalize to an arbitrary number of teammates with a fixed number of parameters. Experiments demonstrate that our method outperforms baseline methods on the StarCraftII micromanagement benchmark and ad-hoc cooperation scenarios.
This paper presents a unified framework for depth-aware panoptic segmentation (DPS), which aims to reconstruct 3D scene with instance-level semantics from one single image. Prior works address this problem by simply adding a dense depth regression head to panoptic segmentation (PS) networks, resulting in two independent task branches. This neglects the mutually-beneficial relations between these two tasks, thus failing to exploit handy instance-level semantic cues to boost depth accuracy while also producing sub-optimal depth maps. To overcome these limitations, we propose a unified framework for the DPS task by applying a dynamic convolution technique to both the PS and depth prediction tasks. Specifically, instead of predicting depth for all pixels at a time, we generate instance-specific kernels to predict depth and segmentation masks for each instance. Moreover, leveraging the instance-wise depth estimation scheme, we add additional instance-level depth cues to assist with supervising the depth learning via a new depth loss. Extensive experiments on Cityscapes-DPS and SemKITTI-DPS show the effectiveness and promise of our method. We hope our unified solution to DPS can lead a new paradigm in this area. Code is available at https://github.com/NaiyuGao/PanopticDepth.
The well-designed structures in neural networks reflect the prior knowledge incorporated into the models. However, though different models have various priors, we are used to training them with model-agnostic optimizers (e.g., SGD). In this paper, we propose a novel paradigm of incorporating model-specific prior knowledge into optimizers and using them to train generic (simple) models. As an implementation, we propose a novel methodology to add prior knowledge by modifying the gradients according to a set of model-specific hyper-parameters, which is referred to as Gradient Re-parameterization, and the optimizers are named RepOptimizers. For the extreme simplicity of model structure, we focus on a VGG-style plain model and showcase that such a simple model trained with a RepOptimizer, which is referred to as RepOpt-VGG, performs on par with the recent well-designed models. From a practical perspective, RepOpt-VGG is a favorable base model because of its simple structure, high inference speed and training efficiency. Compared to Structural Re-parameterization, which adds priors into models via constructing extra training-time structures, RepOptimizers require no extra forward/backward computations and solve the problem of quantization. The code and models are publicly available at https://github.com/DingXiaoH/RepOptimizers.
Single object tracking (SOT) research falls into a cycle - trackers perform well on most benchmarks but quickly fail in challenging scenarios, causing researchers to doubt the insufficient data content and take more effort constructing larger datasets with more challenging situations. However, isolated experimental environments and limited evaluation methods more seriously hinder the SOT research. The former causes existing datasets can not be exploited comprehensively, while the latter neglects challenging factors in the evaluation process. In this article, we systematize the representative benchmarks and form a single object tracking metaverse (SOTVerse) - a user-defined SOT task space to break through the bottleneck. We first propose a 3E Paradigm to describe tasks by three components (i.e., environment, evaluation, and executor). Then, we summarize task characteristics, clarify the organization standards, and construct SOTVerse with 12.56 million frames. Specifically, SOTVerse automatically labels challenging factors per frame, allowing users to generate user-defined spaces efficiently via construction rules. Besides, SOTVerse provides two mechanisms with new indicators and successfully evaluates trackers under various subtasks. Consequently, SOTVerse firstly provides a strategy to improve resource utilization in the computer vision area, making research more standardized and scientific. The SOTVerse, toolkit, evaluation server, and results are available at http://metaverse.aitestunion.com.
Psychological sandplay, as an important psychological analysis tool, is a visual scene constructed by the tester selecting and placing sand objects (e.g., sand, river, human figures, animals, vegetation, buildings, etc.). As the projection of the tester's inner world, it contains high-level semantic information reflecting the tester's thoughts and feelings. Most of the existing computer vision technologies focus on the objective basic semantics (e.g., object's name, attribute, boundingbox, etc.) in the natural image, while few related works pay attention to the subjective psychological semantics (e.g., emotion, thoughts, feelings, etc.) in the artificial image. We take the latter semantics as the research object, take "split" (a common psychological semantics reflecting the inner integration of testers) as the research goal, and use the method of machine learning to realize the automatic detection of split semantics, so as to explore the application of machine learning in the detection of subjective psychological semantics of sandplay images. To this end, we present a feature dimensionality reduction and extraction algorithm to obtain a one-dimensional vector representing the split feature, and build the split semantic detector based on Multilayer Perceptron network to get the detection results. Experimental results on the real sandplay datasets show the effectiveness of our proposed algorithm.
Target tracking, the essential ability of the human visual system, has been simulated by computer vision tasks. However, existing trackers perform well in austere experimental environments but fail in challenges like occlusion and fast motion. The massive gap indicates that researches only measure tracking performance rather than intelligence. How to scientifically judge the intelligence level of trackers? Distinct from decision-making problems, lacking three requirements (a challenging task, a fair environment, and a scientific evaluation procedure) makes it strenuous to answer the question. In this article, we first propose the global instance tracking (GIT) task, which is supposed to search an arbitrary user-specified instance in a video without any assumptions about camera or motion consistency, to model the human visual tracking ability. Whereafter, we construct a high-quality and large-scale benchmark VideoCube to create a challenging environment. Finally, we design a scientific evaluation procedure using human capabilities as the baseline to judge tracking intelligence. Additionally, we provide an online platform with toolkit and an updated leaderboard. Although the experimental results indicate a definite gap between trackers and humans, we expect to take a step forward to generate authentic human-like trackers. The database, toolkit, evaluation server, and baseline results are available at http://videocube.aitestunion.com.
An imperfect-information game is a type of game with asymmetric information. It is more common in life than perfect-information game. Artificial intelligence (AI) in imperfect-information games, such like poker, has made considerable progress and success in recent years. The great success of superhuman poker AI, such as Libratus and Deepstack, attracts researchers to pay attention to poker research. However, the lack of open-source code limits the development of Texas hold'em AI to some extent. This article introduces DecisionHoldem, a high-level AI for heads-up no-limit Texas hold'em with safe depth-limited subgame solving by considering possible ranges of opponent's private hands to reduce the exploitability of the strategy. Experimental results show that DecisionHoldem defeats the strongest openly available agent in heads-up no-limit Texas hold'em poker, namely Slumbot, and a high-level reproduction of Deepstack, viz, Openstack, by more than 730 mbb/h (one-thousandth big blind per round) and 700 mbb/h. Moreover, we release the source codes and tools of DecisionHoldem to promote AI development in imperfect-information games.