The discounting mechanism in Reinforcement Learning determines the relative importance of future and present rewards. While exponential discounting is widely used in practice, non-exponential discounting methods that align with human behavior are often desirable for creating human-like agents. However, non-exponential discounting methods cannot be directly applied in modern on-policy actor-critic algorithms. To address this issue, we propose Universal Generalized Advantage Estimation (UGAE), which allows for the computation of GAE advantage values with arbitrary discounting. Additionally, we introduce Beta-weighted discounting, a continuous interpolation between exponential and hyperbolic discounting, to increase flexibility in choosing a discounting method. To showcase the utility of UGAE, we provide an analysis of the properties of various discounting methods. We also show experimentally that agents with non-exponential discounting trained via UGAE outperform variants trained with Monte Carlo advantage estimation. Through analysis of various discounting methods and experiments, we demonstrate the superior performance of UGAE with Beta-weighted discounting over the Monte Carlo baseline on standard RL benchmarks. UGAE is simple and easily integrated into any advantage-based algorithm as a replacement for the standard recursive GAE.
A large body of recent work targets semantically conditioned image generation. Most such methods focus on the narrower task of pose transfer and ignore the more challenging task of subject transfer that consists in not only transferring the pose but also the appearance and background. In this work, we introduce SCAM (Semantic Cross Attention Modulation), a system that encodes rich and diverse information in each semantic region of the image (including foreground and background), thus achieving precise generation with emphasis on fine details. This is enabled by the Semantic Attention Transformer Encoder that extracts multiple latent vectors for each semantic region, and the corresponding generator that exploits these multiple latents by using semantic cross attention modulation. It is trained only using a reconstruction setup, while subject transfer is performed at test time. Our analysis shows that our proposed architecture is successful at encoding the diversity of appearance in each semantic region. Extensive experiments on the iDesigner and CelebAMask-HD datasets show that SCAM outperforms SEAN and SPADE; moreover, it sets the new state of the art on subject transfer.
Simulating trajectories of virtual crowds is a commonly encountered task in Computer Graphics. Several recent works have applied Reinforcement Learning methods to animate virtual agents, however they often make different design choices when it comes to the fundamental simulation setup. Each of these choices comes with a reasonable justification for its use, so it is not obvious what is their real impact, and how they affect the results. In this work, we analyze some of these arbitrary choices in terms of their impact on the learning performance, as well as the quality of the resulting simulation measured in terms of the energy efficiency. We perform a theoretical analysis of the properties of the reward function design, and empirically evaluate the impact of using certain observation and action spaces on a variety of scenarios, with the reward function and energy usage as metrics. We show that directly using the neighboring agents' information as observation generally outperforms the more widely used raycasting. Similarly, using nonholonomic controls with egocentric observations tends to produce more efficient behaviors than holonomic controls with absolute observations. Each of these choices has a significant, and potentially nontrivial impact on the results, and so researchers should be mindful about choosing and reporting them in their work.
Reinforcement Learning is an area of Machine Learning focused on how agents can be trained to make sequential decisions, and achieve a particular goal within an arbitrary environment. While learning, they repeatedly take actions based on their observation of the environment, and receive appropriate rewards which define the objective. This experience is then used to progressively improve the policy controlling the agent's behavior, typically represented by a neural network. This trained module can then be reused for similar problems, which makes this approach promising for the animation of autonomous, yet reactive characters in simulators, video games or virtual reality environments. This paper surveys the modern Deep Reinforcement Learning methods and discusses their possible applications in Character Animation, from skeletal control of a single, physically-based character to navigation controllers for individual agents and virtual crowds. It also describes the practical side of training DRL systems, comparing the different frameworks available to build such agents.
Image style transfer has attracted widespread attention in the past few years. Despite its remarkable results, it requires additional style images available as references, making it less flexible and inconvenient. Using text is the most natural way to describe the style. More importantly, text can describe implicit abstract styles, like styles of specific artists or art movements. In this paper, we propose a text-driven image style transfer (TxST) that leverages advanced image-text encoders to control arbitrary style transfer. We introduce a contrastive training strategy to effectively extract style descriptions from the image-text model (i.e., CLIP), which aligns stylization with the text description. To this end, we also propose a novel and efficient attention module that explores cross-attentions to fuse style and content features. Finally, we achieve an arbitrary artist-aware image style transfer to learn and transfer specific artistic characters such as Picasso, oil painting, or a rough sketch. Extensive experiments demonstrate that our approach outperforms the state-of-the-art methods on both image and textual styles. Moreover, it can mimic the styles of one or many artists to achieve attractive results, thus highlighting a promising direction in image style transfer.
Modern works on style transfer focus on transferring style from a single image. Recently, some approaches study multiple style transfer; these, however, are either too slow or fail to mix multiple styles. We propose ST-VAE, a Variational AutoEncoder for latent space-based style transfer. It performs multiple style transfer by projecting nonlinear styles to a linear latent space, enabling to merge styles via linear interpolation before transferring the new style to the content image. To evaluate ST-VAE, we experiment on COCO for single and multiple style transfer. We also present a case study revealing that ST-VAE outperforms other methods while being faster, flexible, and setting a new path for multiple style transfer.
The objective of this work is person-clustering in videos -- grouping characters according to their identity. Previous methods focus on the narrower task of face-clustering, and for the most part ignore other cues such as the person's voice, their overall appearance (hair, clothes, posture), and the editing structure of the videos. Similarly, most current datasets evaluate only the task of face-clustering, rather than person-clustering. This limits their applicability to downstream applications such as story understanding which require person-level, rather than only face-level, reasoning. In this paper we make contributions to address both these deficiencies: first, we introduce a Multi-Modal High-Precision Clustering algorithm for person-clustering in videos using cues from several modalities (face, body, and voice). Second, we introduce a Video Person-Clustering dataset, for evaluating multi-modal person-clustering. It contains body-tracks for each annotated character, face-tracks when visible, and voice-tracks when speaking, with their associated features. The dataset is by far the largest of its kind, and covers films and TV-shows representing a wide range of demographics. Finally, we show the effectiveness of using multiple modalities for person-clustering, explore the use of this new broad task for story understanding through character co-occurrences, and achieve a new state of the art on all available datasets for face and person-clustering.
Capturing the 'mutual gaze' of people is essential for understanding and interpreting the social interactions between them. To this end, this paper addresses the problem of detecting people Looking At Each Other (LAEO) in video sequences. For this purpose, we propose LAEO-Net++, a new deep CNN for determining LAEO in videos. In contrast to previous works, LAEO-Net++ takes spatio-temporal tracks as input and reasons about the whole track. It consists of three branches, one for each character's tracked head and one for their relative position. Moreover, we introduce two new LAEO datasets: UCO-LAEO and AVA-LAEO. A thorough experimental evaluation demonstrates the ability of LAEO-Net++ to successfully determine if two people are LAEO and the temporal window where it happens. Our model achieves state-of-the-art results on the existing TVHID-LAEO video dataset, significantly outperforming previous approaches. Finally, we apply LAEO-Net++ to a social network, where we automatically infer the social relationship between pairs of people based on the frequency and duration that they LAEO, and show that LAEO can be a useful tool for guided search of human interactions in videos. The code is available at https://github.com/AVAuco/laeonetplus.
Optimising a ranking-based metric, such as Average Precision (AP), is notoriously challenging due to the fact that it is non-differentiable, and hence cannot be optimised directly using gradient-descent methods. To this end, we introduce an objective that optimises instead a smoothed approximation of AP, coined Smooth-AP. Smooth-AP is a plug-and-play objective function that allows for end-to-end training of deep networks with a simple and elegant implementation. We also present an analysis for why directly optimising the ranking based metric of AP offers benefits over other deep metric learning losses. We apply Smooth-AP to standard retrieval benchmarks: Stanford Online products and VehicleID, and also evaluate on larger-scale datasets: INaturalist for fine-grained category retrieval, and VGGFace2 and IJB-C for face retrieval. In all cases, we improve the performance over the state-of-the-art, especially for larger-scale datasets, thus demonstrating the effectiveness and scalability of Smooth-AP to real-world scenarios.
Capturing the `mutual gaze' of people is essential for understanding and interpreting the social interactions between them. To this end, this paper addresses the problem of detecting people Looking At Each Other (LAEO) in video sequences. For this purpose, we propose LAEO-Net, a new deep CNN for determining LAEO in videos. In contrast to previous works, LAEO-Net takes spatio-temporal tracks as input and reasons about the whole track. It consists of three branches, one for each character's tracked head and one for their relative position. Moreover, we introduce two new LAEO datasets: UCO-LAEO and AVA-LAEO. A thorough experimental evaluation demonstrates the ability of LAEONet to successfully determine if two people are LAEO and the temporal window where it happens. Our model achieves state-of-the-art results on the existing TVHID-LAEO video dataset, significantly outperforming previous approaches. Finally, we apply LAEO-Net to social network analysis, where we automatically infer the social relationship between pairs of people based on the frequency and duration that they LAEO.