\textit{Differentiable ARchiTecture Search} (DARTS) has recently become the mainstream of neural architecture search (NAS) due to its efficiency and simplicity. With a gradient-based bi-level optimization, DARTS alternately optimizes the inner model weights and the outer architecture parameter in a weight-sharing supernet. A key challenge to the scalability and quality of the learned architectures is the need for differentiating through the inner-loop optimisation. While much has been discussed about several potentially fatal factors in DARTS, the architecture gradient, a.k.a. hypergradient, has received less attention. In this paper, we tackle the hypergradient computation in DARTS based on the implicit function theorem, making it only depends on the obtained solution to the inner-loop optimization and agnostic to the optimization path. To further reduce the computational requirements, we formulate a stochastic hypergradient approximation for differentiable NAS, and theoretically show that the architecture optimization with the proposed method, named iDARTS, is expected to converge to a stationary point. Comprehensive experiments on two NAS benchmark search spaces and the common NAS search space verify the effectiveness of our proposed method. It leads to architectures outperforming, with large margins, those learned by the baseline methods.
Vision-language Navigation (VLN) tasks require an agent to navigate step-by-step while perceiving the visual observations and comprehending a natural language instruction. Large data bias, which is caused by the disparity ratio between the small data scale and large navigation space, makes the VLN task challenging. Previous works have proposed various data augmentation methods to reduce data bias. However, these works do not explicitly reduce the data bias across different house scenes. Therefore, the agent would overfit to the seen scenes and achieve poor navigation performance in the unseen scenes. To tackle this problem, we propose the Random Environmental Mixup (REM) method, which generates cross-connected house scenes as augmented data via mixuping environment. Specifically, we first select key viewpoints according to the room connection graph for each scene. Then, we cross-connect the key views of different scenes to construct augmented scenes. Finally, we generate augmented instruction-path pairs in the cross-connected scenes. The experimental results on benchmark datasets demonstrate that our augmentation data via REM help the agent reduce its performance gap between the seen and unseen environment and improve the overall performance, making our model the best existing approach on the standard VLN benchmark.
Person search has drawn increasing attention due to its real-world applications and research significance. Person search aims to find a probe person in a gallery of scene images with a wide range of applications, such as criminals search, multicamera tracking, missing person search, etc. Early person search works focused on image-based person search, which uses person image as the search query. Text-based person search is another major person search category that uses free-form natural language as the search query. Person search is challenging, and corresponding solutions are diverse and complex. Therefore, systematic surveys on this topic are essential. This paper surveyed the recent works on image-based and text-based person search from the perspective of challenges and solutions. Specifically, we provide a brief analysis of highly influential person search methods considering the three significant challenges: the discriminative person features, the query-person gap, and the detection-identification inconsistency. We summarise and compare evaluation results. Finally, we discuss open issues and some promising future research directions.
The ability to navigate like a human towards a language-guided target from anywhere in a 3D embodied environment is one of the 'holy grail' goals of intelligent robots. Most visual navigation benchmarks, however, focus on navigating toward a target from a fixed starting point, guided by an elaborate set of instructions that depicts step-by-step. This approach deviates from real-world problems in which human-only describes what the object and its surrounding look like and asks the robot to start navigation from anywhere. Accordingly, in this paper, we introduce a Scenario Oriented Object Navigation (SOON) task. In this task, an agent is required to navigate from an arbitrary position in a 3D embodied environment to localize a target following a scene description. To give a promising direction to solve this task, we propose a novel graph-based exploration (GBE) method, which models the navigation state as a graph and introduces a novel graph-based exploration approach to learn knowledge from the graph and stabilize training by learning sub-optimal trajectories. We also propose a new large-scale benchmark named From Anywhere to Object (FAO) dataset. To avoid target ambiguity, the descriptions in FAO provide rich semantic scene information includes: object attribute, object relationship, region description, and nearby region description. Our experiments reveal that the proposed GBE outperforms various state-of-the-arts on both FAO and R2R datasets. And the ablation studies on FAO validates the quality of the dataset.
A myriad of recent breakthroughs in hand-crafted neural architectures for visual recognition have highlighted the urgent need to explore hybrid architectures consisting of diversified building blocks. Meanwhile, neural architecture search methods are surging with an expectation to reduce human efforts. However, whether NAS methods can efficiently and effectively handle diversified search spaces with disparate candidates (e.g. CNNs and transformers) is still an open question. In this work, we present Block-wisely Self-supervised Neural Architecture Search (BossNAS), an unsupervised NAS method that addresses the problem of inaccurate architecture rating caused by large weight-sharing space and biased supervision in previous methods. More specifically, we factorize the search space into blocks and utilize a novel self-supervised training scheme, named ensemble bootstrapping, to train each block separately before searching them as a whole towards the population center. Additionally, we present HyTra search space, a fabric-like hybrid CNN-transformer search space with searchable down-sampling positions. On this challenging search space, our searched model, BossNet-T, achieves up to 82.2% accuracy on ImageNet, surpassing EfficientNet by 2.1% with comparable compute time. Moreover, our method achieves superior architecture rating accuracy with 0.78 and 0.76 Spearman correlation on the canonical MBConv search space with ImageNet and on NATS-Bench size search space with CIFAR-100, respectively, surpassing state-of-the-art NAS methods. Code and pretrained models are available at https://github.com/changlin31/BossNAS .
Current dynamic networks and dynamic pruning methods have shown their promising capability in reducing theoretical computation complexity. However, dynamic sparse patterns on convolutional filters fail to achieve actual acceleration in real-world implementation, due to the extra burden of indexing, weight-copying, or zero-masking. Here, we explore a dynamic network slimming regime, named Dynamic Slimmable Network (DS-Net), which aims to achieve good hardware-efficiency via dynamically adjusting filter numbers of networks at test time with respect to different inputs, while keeping filters stored statically and contiguously in hardware to prevent the extra burden. Our DS-Net is empowered with the ability of dynamic inference by the proposed double-headed dynamic gate that comprises an attention head and a slimming head to predictively adjust network width with negligible extra computation cost. To ensure generality of each candidate architecture and the fairness of gate, we propose a disentangled two-stage training scheme inspired by one-shot NAS. In the first stage, a novel training technique for weight-sharing networks named In-place Ensemble Bootstrapping is proposed to improve the supernet training efficacy. In the second stage, Sandwich Gate Sparsification is proposed to assist the gate training by identifying easy and hard samples in an online way. Extensive experiments demonstrate our DS-Net consistently outperforms its static counterparts as well as state-of-the-art static and dynamic model compression methods by a large margin (up to 5.9%). Typically, DS-Net achieves 2-4x computation reduction and 1.62x real-world acceleration over ResNet-50 and MobileNet with minimal accuracy drops on ImageNet. Code release: https://github.com/changlin31/DS-Net .
Scene graph is a structured representation of a scene that can clearly express the objects, attributes, and relationships between objects in the scene. As computer vision technology continues to develop, people are no longer satisfied with simply detecting and recognizing objects in images; instead, people look forward to a higher level of understanding and reasoning about visual scenes. For example, given an image, we want to not only detect and recognize objects in the image, but also know the relationship between objects (visual relationship detection), and generate a text description (image captioning) based on the image content. Alternatively, we might want the machine to tell us what the little girl in the image is doing (Visual Question Answering (VQA)), or even remove the dog from the image and find similar images (image editing and retrieval), etc. These tasks require a higher level of understanding and reasoning for image vision tasks. The scene graph is just such a powerful tool for scene understanding. Therefore, scene graphs have attracted the attention of a large number of researchers, and related research is often cross-modal, complex, and rapidly developing. However, no relatively systematic survey of scene graphs exists at present. To this end, this survey conducts a comprehensive investigation of the current scene graph research. More specifically, we first summarized the general definition of the scene graph, then conducted a comprehensive and systematic discussion on the generation method of the scene graph (SGG) and the SGG with the aid of prior knowledge. We then investigated the main applications of scene graphs and summarized the most commonly used datasets. Finally, we provide some insights into the future development of scene graphs. We believe this will be a very helpful foundation for future research on scene graphs.
In the field of complex action recognition in videos, the quality of the designed model plays a crucial role in the final performance. However, artificially designed network structures often rely heavily on the researchers' knowledge and experience. Accordingly, because of the automated design of its network structure, Neural architecture search (NAS) has achieved great success in the image processing field and attracted substantial research attention in recent years. Although some NAS methods have reduced the number of GPU search days required to single digits in the image field, directly using 3D convolution to extend NAS to the video field is still likely to produce a surge in computing volume. To address this challenge, we propose a new processing framework called Neural Architecture Search- Temporal Convolutional (NAS-TC). Our proposed framework is divided into two phases. In the first phase, the classical CNN network is used as the backbone network to complete the computationally intensive feature extraction task. In the second stage, a simple stitching search to the cell is used to complete the relatively lightweight long-range temporal-dependent information extraction. This ensures our method will have more reasonable parameter assignments and can handle minute-level videos. Finally, we conduct sufficient experiments on multiple benchmark datasets and obtain competitive recognition accuracy.
Recent advances in multi-agent reinforcement learning have been largely limited in training one model from scratch for every new task. The limitation is due to the restricted model architecture related to fixed input and output dimensions. This hinders the experience accumulation and transfer of the learned agent over tasks with diverse levels of difficulty (e.g. 3 vs 3 or 5 vs 6 multi-agent games). In this paper, we make the first attempt to explore a universal multi-agent reinforcement learning pipeline, designing one single architecture to fit tasks with the requirement of different observation and action configurations. Unlike previous RNN-based models, we utilize a transformer-based model to generate a flexible policy by decoupling the policy distribution from the intertwined input observation with an importance weight measured by the merits of the self-attention mechanism. Compared to a standard transformer block, the proposed model, named as Universal Policy Decoupling Transformer (UPDeT), further relaxes the action restriction and makes the multi-agent task's decision process more explainable. UPDeT is general enough to be plugged into any multi-agent reinforcement learning pipeline and equip them with strong generalization abilities that enables the handling of multiple tasks at a time. Extensive experiments on large-scale SMAC multi-agent competitive games demonstrate that the proposed UPDeT-based multi-agent reinforcement learning achieves significant results relative to state-of-the-art approaches, demonstrating advantageous transfer capability in terms of both performance and training speed (10 times faster).