In this paper we present a foundational study on a constrained method that defines learning problems with Neural Networks in the context of the principle of least cognitive action, which very much resembles the principle of least action in mechanics. Starting from a general approach to enforce constraints into the dynamical laws of learning, this work focuses on an alternative way of defining Neural Networks, that is different from the majority of existing approaches. In particular, the structure of the neural architecture is defined by means of a special class of constraints that are extended also to the interaction with data, leading to "architectural" and "input-related" constraints, respectively. The proposed theory is cast into the time domain, in which data are presented to the network in an ordered manner, that makes this study an important step toward alternative ways of processing continuous streams of data with Neural Networks. The connection with the classic Backpropagation-based update rule of the weights of networks is discussed, showing that there are conditions under which our approach degenerates to Backpropagation. Moreover, the theory is experimentally evaluated on a simple problem that allows us to deeply study several aspects of the theory itself and to show the soundness of the model.
Recently, researchers in Machine Learning algorithms, Computer Vision scientists, engineers and others, showed a growing interest in 3D simulators as a mean to artificially create experimental settings that are very close to those in the real world. However, most of the existing platforms to interface algorithms with 3D environments are often designed to setup navigation-related experiments, to study physical interactions, or to handle ad-hoc cases that are not thought to be customized, sometimes lacking a strong photorealistic appearance and an easy-to-use software interface. In this paper, we present a novel platform, SAILenv, that is specifically designed to be simple and customizable, and that allows researchers to experiment visual recognition in virtual 3D scenes. A few lines of code are needed to interface every algorithm with the virtual world, and non-3D-graphics experts can easily customize the 3D environment itself, exploiting a collection of photorealistic objects. Our framework yields pixel-level semantic and instance labeling, depth, and, to the best of our knowledge, it is the only one that provides motion-related information directly inherited from the 3D engine. The client-server communication operates at a low level, avoiding the overhead of HTTP-based data exchanges. We perform experiments using a state-of-the-art object detector trained on real-world images, showing that it is able to recognize the photorealistic 3D objects of our environment. The computational burden of the optical flow compares favourably with the estimation performed using modern GPU-based convolutional networks or more classic implementations. We believe that the scientific community will benefit from the easiness and high-quality of our framework to evaluate newly proposed algorithms in their own customized realistic conditions.
Fast reactions to changes in the surrounding visual environment require efficient attention mechanisms to reallocate computational resources to most relevant locations in the visual field. While current computational models keep improving their predictive ability thanks to the increasing availability of data, they still struggle approximating the effectiveness and efficiency exhibited by foveated animals. In this paper, we present a biologically-plausible computational model of focus of attention that exhibits spatiotemporal locality and that is very well-suited for parallel and distributed implementations. Attention emerges as a wave propagation process originated by visual stimuli corresponding to details and motion information. The resulting field obeys the principle of "inhibition of return" so as not to get stuck in potential holes. An accurate experimentation of the model shows that it achieves top level performance in scanpath prediction tasks. This can easily be understood at the light of a theoretical result that we establish in the paper, where we prove that as the velocity of wave propagation goes to infinity, the proposed model reduces to recently proposed state of the art gravitational models of focus of attention.
Unsupervised learning from continuous visual streams is a challenging problem that cannot be naturally and efficiently managed in the classic batch-mode setting of computation. The information stream must be carefully processed accordingly to an appropriate spatio-temporal distribution of the visual data, while most approaches of learning commonly assume uniform probability density. In this paper we focus on unsupervised learning for transferring visual information in a truly online setting by using a computational model that is inspired to the principle of least action in physics. The maximization of the mutual information is carried out by a temporal process which yields online estimation of the entropy terms. The model, which is based on second-order differential equations, maximizes the information transfer from the input to a discrete space of symbols related to the visual features of the input, whose computation is supported by hidden neurons. In order to better structure the input probability distribution, we use a human-like focus of attention model that, coherently with the information maximization model, is also based on second-order differential equations. We provide experimental results to support the theory by showing that the spatio-temporal filtering induced by the focus of attention allows the system to globally transfer more information from the input stream over the focused areas and, in some contexts, over the whole frames with respect to the unfiltered case that yields uniform probability distributions.
Adversarial attacks on machine learning-based classifiers, along with defense mechanisms, have been widely studied in the context of single-label classification problems. In this paper, we shift the attention to multi-label classification, where the availability of domain knowledge on the relationships among the considered classes may offer a natural way to spot incoherent predictions, i.e., predictions associated to adversarial examples lying outside of the training data distribution. We explore this intuition in a framework in which first-order logic knowledge is converted into constraints and injected into a semi-supervised learning problem. Within this setting, the constrained classifier learns to fulfill the domain knowledge over the marginal distribution, and can naturally reject samples with incoherent predictions. Even though our method does not exploit any knowledge of attacks during training, our experimental analysis surprisingly unveils that domain-knowledge constraints can help detect adversarial examples effectively, especially if such constraints are not known to the attacker. While we also show that an adaptive attack exploiting knowledge of the constraints may still deceive our classifier, it remains an open issue to understand how hard for an attacker would be to infer such constraints in practical cases. For this reason, we believe that our approach may provide a significant step towards designing robust multi-label classifiers.
Neural-symbolic computing has now become the subject of interest of both academic and industry research laboratories. Graph Neural Networks (GNN) have been widely used in relational and symbolic domains, with widespread application of GNNs in combinatorial optimization, constraint satisfaction, relational reasoning and other scientific domains. The need for improved explainability, interpretability and trust of AI systems in general demands principled methodologies, as suggested by neural-symbolic computing. In this paper, we review the state-of-the-art on the use of GNNs as a model of neural-symbolic computing. This includes the application of GNNs in several domains as well as its relationship to current developments in neural-symbolic computing.