Automatically generating radiology reports can improve current clinical practice in diagnostic radiology. On one hand, it can relieve radiologists from the heavy burden of report writing; On the other hand, it can remind radiologists of abnormalities and avoid the misdiagnosis and missed diagnosis. Yet, this task remains a challenging job for data-driven neural networks, due to the serious visual and textual data biases. To this end, we propose a Posterior-and-Prior Knowledge Exploring-and-Distilling approach (PPKED) to imitate the working patterns of radiologists, who will first examine the abnormal regions and assign the disease topic tags to the abnormal regions, and then rely on the years of prior medical knowledge and prior working experience accumulations to write reports. Thus, the PPKED includes three modules: Posterior Knowledge Explorer (PoKE), Prior Knowledge Explorer (PrKE) and Multi-domain Knowledge Distiller (MKD). In detail, PoKE explores the posterior knowledge, which provides explicit abnormal visual regions to alleviate visual data bias; PrKE explores the prior knowledge from the prior medical knowledge graph (medical knowledge) and prior radiology reports (working experience) to alleviate textual data bias. The explored knowledge is distilled by the MKD to generate the final reports. Evaluated on MIMIC-CXR and IU-Xray datasets, our method is able to outperform previous state-of-the-art models on these two datasets.
The fish target detection algorithm lacks a good quality data set, and the algorithm achieves real-time detection with lower power consumption on embedded devices, and it is difficult to balance the calculation speed and identification ability. To this end, this paper collected and annotated a data set named "Aquarium Fish" of 84 fishes containing 10042 images, and based on this data set, proposed a multi-scale input fast fish target detection network (BTP-yoloV3) and its optimization method. The experiment uses Depthwise convolution to redesign the backbone of the yoloV4 network, which reduces the amount of calculation by 94.1%, and the test accuracy is 92.34%. Then, the training model is enhanced with MixUp, CutMix, and mosaic to increase the test accuracy by 1.27%; Finally, use the mish, swish, and ELU activation functions to increase the test accuracy by 0.76%. As a result, the accuracy of testing the network with 2000 fish images reached 94.37%, and the computational complexity of the network BFLOPS was only 5.47. Comparing the YoloV3~4, MobileNetV2-yoloV3, and YoloV3-tiny networks of migration learning on this data set. The results show that BTP-Yolov3 has smaller model parameters, faster calculation speed, and lower energy consumption during operation while ensuring the calculation accuracy. It provides a certain reference value for the practical application of neural network.
Registration is a fundamental task in medical robotics and is often a crucial step for many downstream tasks such as motion analysis, intra-operative tracking and image segmentation. Popular registration methods such as ANTs and NiftyReg optimize objective functions for each pair of images from scratch, which are time-consuming for 3D and sequential images with complex deformations. Recently, deep learning-based registration approaches such as VoxelMorph have been emerging and achieve competitive performance. In this work, we construct a test-time training for deep deformable image registration to improve the generalization ability of conventional learning-based registration model. We design multi-scale deep networks to consecutively model the residual deformations, which is effective for high variational deformations. Extensive experiments validate the effectiveness of multi-scale deep registration with test-time training based on Dice coefficient for image segmentation and mean square error (MSE), normalized local cross-correlation (NLCC) for tissue dense tracking tasks. Two videos are in https://www.youtube.com/watch?v=NvLrCaqCiAE and https://www.youtube.com/watch?v=pEA6ZmtTNuQ
Estimating3D hand poses from RGB images is essentialto a wide range of potential applications, but is challengingowing to substantial ambiguity in the inference of depth in-formation from RGB images. State-of-the-art estimators ad-dress this problem by regularizing3D hand pose estimationmodels during training to enforce the consistency betweenthe predicted3D poses and the ground-truth depth maps.However, these estimators rely on both RGB images and thepaired depth maps during training. In this study, we proposea conditional generative adversarial network (GAN) model,called Depth-image Guided GAN (DGGAN), to generate re-alistic depth maps conditioned on the input RGB image, anduse the synthesized depth maps to regularize the3D handpose estimation model, therefore eliminating the need forground-truth depth maps. Experimental results on multiplebenchmark datasets show that the synthesized depth mapsproduced by DGGAN are quite effective in regularizing thepose estimation model, yielding new state-of-the-art resultsin estimation accuracy, notably reducing the mean3D end-point errors (EPE) by4.7%,16.5%, and6.8%on the RHD,STB and MHP datasets, respectively.
To assess the knowledge proficiency of a learner, multiple choice question is an efficient and widespread form in standard tests. However, the composition of the multiple choice question, especially the construction of distractors is quite challenging. The distractors are required to both incorrect and plausible enough to confuse the learners who did not master the knowledge. Currently, the distractors are generated by domain experts which are both expensive and time-consuming. This urges the emergence of automatic distractor generation, which can benefit various standard tests in a wide range of domains. In this paper, we propose a question and answer guided distractor generation (EDGE) framework to automate distractor generation. EDGE consists of three major modules: (1) the Reforming Question Module and the Reforming Passage Module apply gate layers to guarantee the inherent incorrectness of the generated distractors; (2) the Distractor Generator Module applies attention mechanism to control the level of plausibility. Experimental results on a large-scale public dataset demonstrate that our model significantly outperforms existing models and achieves a new state-of-the-art.
Estimating the 3D hand pose from a monocular RGB image is important but challenging. A solution is training on large-scale RGB hand images with accurate 3D hand keypoint annotations. However, it is too expensive in practice. Instead, we have developed a learning-based approach to synthesize realistic, diverse, and 3D pose-preserving hand images under the guidance of 3D pose information. We propose a 3D-aware multi-modal guided hand generative network (MM-Hand), together with a novel geometry-based curriculum learning strategy. Our extensive experimental results demonstrate that the 3D-annotated images generated by MM-Hand qualitatively and quantitatively outperform existing options. Moreover, the augmented data can consistently improve the quantitative performance of the state-of-the-art 3D hand pose estimators on two benchmark datasets. The code will be available at https://github.com/ScottHoang/mm-hand.
We study the problem of balancing effectiveness and efficiency in automated feature selection. After exploring many feature selection methods, we observe a computational dilemma: 1) traditional feature selection is mostly efficient, but difficult to identify the best subset; 2) the emerging reinforced feature selection automatically navigates to the best subset, but is usually inefficient. Can we bridge the gap between effectiveness and efficiency under automation? Motivated by this dilemma, we aim to develop a novel feature space navigation method. In our preliminary work, we leveraged interactive reinforcement learning to accelerate feature selection by external trainer-agent interaction. In this journal version, we propose a novel interactive and closed-loop architecture to simultaneously model interactive reinforcement learning (IRL) and decision tree feedback (DTF). Specifically, IRL is to create an interactive feature selection loop and DTF is to feed structured feature knowledge back to the loop. First, the tree-structured feature hierarchy from decision tree is leveraged to improve state representation. In particular, we represent the selected feature subset as an undirected graph of feature-feature correlations and a directed tree of decision features. We propose a new embedding method capable of empowering graph convolutional network to jointly learn state representation from both the graph and the tree. Second, the tree-structured feature hierarchy is exploited to develop a new reward scheme. In particular, we personalize reward assignment of agents based on decision tree feature importance. In addition, observing agents' actions can be feedback, we devise another reward scheme, to weigh and assign reward based on the feature selected frequency ratio in historical action records. Finally, we present extensive experiments on real-world datasets to show the improved performance.
Feature selection aims to select a subset of features to optimize the performances of downstream predictive tasks. Recently, multi-agent reinforced feature selection (MARFS) has been introduced to automate feature selection, by creating agents for each feature to select or deselect corresponding features. Although MARFS enjoys the automation of the selection process, MARFS suffers from not just the data complexity in terms of contents and dimensionality, but also the exponentially-increasing computational costs with regard to the number of agents. The raised concern leads to a new research question: Can we simplify the selection process of agents under reinforcement learning context so as to improve the efficiency and costs of feature selection? To address the question, we develop a single-agent reinforced feature selection approach integrated with restructured choice strategy. Specifically, the restructured choice strategy includes: 1) we exploit only one single agent to handle the selection task of multiple features, instead of using multiple agents. 2) we develop a scanning method to empower the single agent to make multiple selection/deselection decisions in each round of scanning. 3) we exploit the relevance to predictive labels of features to prioritize the scanning orders of the agent for multiple features. 4) we propose a convolutional auto-encoder algorithm, integrated with the encoded index information of features, to improve state representation. 5) we design a reward scheme that take into account both prediction accuracy and feature redundancy to facilitate the exploration process. Finally, we present extensive experimental results to demonstrate the efficiency and effectiveness of the proposed method.
In this paper, we study the problem of balancing effectiveness and efficiency in automated feature selection. Feature selection is a fundamental intelligence for machine learning and predictive analysis. After exploring many feature selection methods, we observe a computational dilemma: 1) traditional feature selection methods (e.g., mRMR) are mostly efficient, but difficult to identify the best subset; 2) the emerging reinforced feature selection methods automatically navigate feature space to explore the best subset, but are usually inefficient. Are automation and efficiency always apart from each other? Can we bridge the gap between effectiveness and efficiency under automation? Motivated by such a computational dilemma, this study is to develop a novel feature space navigation method. To that end, we propose an Interactive Reinforced Feature Selection (IRFS) framework that guides agents by not just self-exploration experience, but also diverse external skilled trainers to accelerate learning for feature exploration. Specifically, we formulate the feature selection problem into an interactive reinforcement learning framework. In this framework, we first model two trainers skilled at different searching strategies: (1) KBest based trainer; (2) Decision Tree based trainer. We then develop two strategies: (1) to identify assertive and hesitant agents to diversify agent training, and (2) to enable the two trainers to take the teaching role in different stages to fuse the experiences of the trainers and diversify teaching process. Such a hybrid teaching strategy can help agents to learn broader knowledge, and, thereafter, be more effective. Finally, we present extensive experiments on real-world datasets to demonstrate the improved performances of our method: more efficient than existing reinforced selection and more effective than classic selection.