Visual Question Answering (VQA) has become one of the key benchmarks of visual recognition progress. Multiple VQA extensions have been explored to better simulate real-world settings: different question formulations, changing training and test distributions, conversational consistency in dialogues, and explanation-based answering. In this work, we further expand this space by considering visual questions that include a spatial point of reference. Pointing is a nearly universal gesture among humans, and real-world VQA is likely to involve a gesture towards the target region. Concretely, we (1) introduce and motivate point-input questions as an extension of VQA, (2) define three novel classes of questions within this space, and (3) for each class, introduce both a benchmark dataset and a series of baseline models to handle its unique challenges. There are two key distinctions from prior work. First, we explicitly design the benchmarks to require the point input, i.e., we ensure that the visual question cannot be answered accurately without the spatial reference. Second, we explicitly explore the more realistic point spatial input rather than the standard but unnatural bounding box input. Through our exploration we uncover and address several visual recognition challenges, including the ability to infer human intent, reason both locally and globally about the image, and effectively combine visual, language and spatial inputs. Code is available at: https://github.com/princetonvisualai/pointingqa .
Despite considerable progress, state of the art image captioning models produce generic captions, leaving out important image details. Furthermore, these systems may even misrepresent the image in order to produce a simpler caption consisting of common concepts. In this paper, we first analyze both modern captioning systems and evaluation metrics through empirical experiments to quantify these phenomena. We find that modern captioning systems return higher likelihoods for incorrect distractor sentences compared to ground truth captions, and that evaluation metrics like SPICE can be 'topped' using simple captioning systems relying on object detectors. Inspired by these observations, we design a new metric (SPICE-U) by introducing a notion of uniqueness over the concepts generated in a caption. We show that SPICE-U is better correlated with human judgements compared to SPICE, and effectively captures notions of diversity and descriptiveness. Finally, we also demonstrate a general technique to improve any existing captioning model -- by using mutual information as a re-ranking objective during decoding. Empirically, this results in more unique and informative captions, and improves three different state-of-the-art models on SPICE-U as well as average score over existing metrics.
The ability to perform effective planning is crucial for building an instruction-following agent. When navigating through a new environment, an agent is challenged with (1) connecting the natural language instructions with its progressively growing knowledge of the world; and (2) performing long-range planning and decision making in the form of effective exploration and error correction. Current methods are still limited on both fronts despite extensive efforts. In this paper, we introduce the Evolving Graphical Planner (EGP), a model that performs global planning for navigation based on raw sensory input. The model dynamically constructs a graphical representation, generalizes the action space to allow for more flexible decision making, and performs efficient planning on a proxy graph representation. We evaluate our model on a challenging Vision-and-Language Navigation (VLN) task with photorealistic images and achieve superior performance compared to previous navigation architectures. For instance, we achieve a 53% success rate on the test split of the Room-to-Room navigation task through pure imitation learning, outperforming previous navigation architectures by up to 5%.
Machine learning models are known to perpetuate the biases present in the data, but oftentimes these biases aren't known until after the models are deployed. We present the Visual Bias Extraction (ViBE) Tool that assists in the investigation of a visual dataset, surfacing potential dataset biases along three dimensions: (1) object-based, (2) gender-based, and (3) geography-based. Object-based biases relate to things like size, context, or diversity of object representation in the dataset; gender-based metrics aim to reveal the stereotypical portrayal of people of different genders within the dataset, with future iterations of our tool extending the analysis to additional axes of identity; geography-based analysis considers the representation of different geographic locations. Our tool is designed to shed light on the dataset along these three axes, allowing both dataset creators and users to gain a better understanding of what exactly is portrayed in their dataset. The responsibility then lies with the tool user to determine which of the revealed biases may be problematic, taking into account the cultural and historical context, as this is difficult to determine automatically. Nevertheless, the tool also provides actionable insights that may be helpful for mitigating the revealed concerns. Overall, our work allows for the machine learning bias problem to be addressed early in the pipeline at the dataset stage. ViBE is available at https://github.com/princetonvisualai/vibe-tool.
In the Vision-and-Language Navigation (VLN) task, an agent with egocentric vision navigates to a destination given natural language instructions. The act of manually annotating these instructions is timely and expensive, such that many existing approaches automatically generate additional samples to improve agent performance. However, these approaches still have difficulty generalizing their performance to new environments. In this work, we investigate the popular Room-to-Room (R2R) VLN benchmark and discover that what is important is not only the amount of data you synthesize, but also how you do it. We find that shortest path sampling, which is used by both the R2R benchmark and existing augmentation methods, encode biases in the action space of the agent which we dub as action priors. We then show that these action priors offer one explanation toward the poor generalization of existing works. To mitigate such priors, we propose a path sampling method based on random walks to augment the data. By training with this augmentation strategy, our agent is able to generalize better to unknown environments compared to the baseline, significantly improving model performance in the process.
Computer vision technology is being used by many but remains representative of only a few. People have reported misbehavior of computer vision models, including offensive prediction results and lower performance for underrepresented groups. Current computer vision models are typically developed using datasets consisting of manually annotated images or videos; the data and label distributions in these datasets are critical to the models' behavior. In this paper, we examine ImageNet, a large-scale ontology of images that has spurred the development of many modern computer vision methods. We consider three key factors within the "person" subtree of ImageNet that may lead to problematic behavior in downstream computer vision technology: (1) the stagnant concept vocabulary of WordNet, (2) the attempt at exhaustive illustration of all categories with images, and (3) the inequality of representation in the images within concepts. We seek to illuminate the root causes of these concerns and take the first steps to mitigate them constructively.
Temporal grounding entails establishing a correspondence between natural language event descriptions and their visual depictions. Compositional modeling becomes central: we first ground atomic descriptions "girl eating an apple," "batter hitting the ball" to short video segments, and then establish the temporal relationships between the segments. This compositional structure enables models to recognize a wider variety of events not seen during training through recognizing their atomic sub-events. Explicit temporal modeling accounts for a wide variety of temporal relationships that can be expressed in language: e.g., in the description "girl stands up from the table after eating an apple" the visual ordering of the events is reversed, with first "eating an apple" followed by "standing up from the table." We leverage these observations to develop a unified deep architecture, CTG-Net, to perform temporal grounding of natural language event descriptions to videos. We demonstrate that our system outperforms prior state-of-the-art methods on the DiDeMo, Tempo-TL, and Tempo-HL temporal grounding datasets.
Computer vision models learn to perform a task by capturing relevant statistics from training data. It has been shown that models learn spurious age, gender, and race correlations when trained for seemingly unrelated tasks like activity recognition or image captioning. Various mitigation techniques have been presented to prevent models from utilizing or learning such biases. However, there has been little systematic comparison between these techniques. We design a simple but surprisingly effective visual recognition benchmark for studying bias mitigation. Using this benchmark, we provide a thorough analysis of a wide range of techniques. We highlight the shortcomings of popular adversarial training approaches for bias mitigation, propose a simple but similarly effective alternative to the inference-time Reducing Bias Amplification method of Zhao et al., and design a domain-independent training technique that outperforms all other methods. Finally, we validate our findings on the attribute classification task in the CelebA dataset, where attribute presence is known to be correlated with the gender of people in the image, and demonstrate that the proposed technique is effective at mitigating real-world gender bias.
Understanding the spatial relations between objects in images is a surprisingly challenging task. A chair may be "behind" a person even if it appears to the left of the person in the image (depending on which way the person is facing). Two students that appear close to each other in the image may not in fact be "next to" each other if there is a third student between them. We introduce SpatialSense, a dataset specializing in spatial relation recognition which captures a broad spectrum of such challenges, allowing for proper benchmarking of computer vision techniques. SpatialSense is constructed through adversarial crowdsourcing, in which human annotators are tasked with finding spatial relations that are difficult to predict using simple cues such as 2D spatial configuration or language priors. Adversarial crowdsourcing significantly reduces dataset bias and samples more interesting relations in the long tail compared to existing datasets. On SpatialSense, state-of-the-art recognition models perform comparably to simple baselines, suggesting that they rely on straightforward cues instead of fully reasoning about this complex task. The SpatialSense benchmark provides a path forward to advancing the spatial reasoning capabilities of computer vision systems. The dataset and code are available at https://github.com/princeton-vl/SpatialSense.
The classification performance of deep neural networks has begun to asymptote at near-perfect levels. However, their ability to generalize outside the training set and their robustness to adversarial attacks have not. In this paper, we make progress on this problem by training with full label distributions that reflect human perceptual uncertainty. We first present a new benchmark dataset which we call CIFAR10H, containing a full distribution of human labels for each image of the CIFAR10 test set. We then show that, while contemporary classifiers fail to exhibit human-like uncertainty on their own, explicit training on our dataset closes this gap, supports improved generalization to increasingly out-of-training-distribution test datasets, and confers robustness to adversarial attacks.