We present ARTrackV2, which integrates two pivotal aspects of tracking: determining where to look (localization) and how to describe (appearance analysis) the target object across video frames. Building on the foundation of its predecessor, ARTrackV2 extends the concept by introducing a unified generative framework to "read out" object's trajectory and "retell" its appearance in an autoregressive manner. This approach fosters a time-continuous methodology that models the joint evolution of motion and visual features, guided by previous estimates. Furthermore, ARTrackV2 stands out for its efficiency and simplicity, obviating the less efficient intra-frame autoregression and hand-tuned parameters for appearance updates. Despite its simplicity, ARTrackV2 achieves state-of-the-art performance on prevailing benchmark datasets while demonstrating remarkable efficiency improvement. In particular, ARTrackV2 achieves AO score of 79.5\% on GOT-10k, and AUC of 86.1\% on TrackingNet while being $3.6 \times$ faster than ARTrack. The code will be released.
In this paper, we study the multi-robot task assignment and path-finding problem (MRTAPF), where a number of agents are required to visit all given goal locations while avoiding collisions with each other. We propose a novel two-layer algorithm SA-reCBS that cascades the simulated annealing algorithm and conflict-based search to solve this problem. Compared to other approaches in the field of MRTAPF, the advantage of SA-reCBS is that without requiring a pre-bundle of goals to groups with the same number of groups as the number of robots, it enables a part of agents needed to visit all goals in collision-free paths. We test the algorithm in various simulation instances and compare it with state-of-the-art algorithms. The result shows that SA-reCBS has a better performance with a higher success rate, less computational time, and better objective values.
We designed and built a game called \textit{Immersive Text Game}, which allows the player to choose a story and a character, and interact with other characters in the story in an immersive manner of dialogues. The game is based on several latest models, including text generation language model, information extraction model, commonsense reasoning model, and psychology evaluation model. In the past, similar text games usually let players choose from limited actions instead of answering on their own, and not every time what characters said are determined by the player. Through the combination of these models and elaborate game mechanics and modes, the player will find some novel experiences as driven through the storyline.
The Optical Character Recognition (OCR) systems have been widely used in various of application scenarios, such as office automation (OA) systems, factory automations, online educations, map productions etc. However, OCR is still a challenging task due to the various of text appearances and the demand of computational efficiency. In this paper, we propose a practical ultra lightweight OCR system, i.e., PP-OCR. The overall model size of the PP-OCR is only 3.5M for recognizing 6622 Chinese characters and 2.8M for recognizing 63 alphanumeric symbols, respectively. We introduce a bag of strategies to either enhance the model ability or reduce the model size. The corresponding ablation experiments with the real data are also provided. Meanwhile, several pre-trained models for the Chinese and English recognition are released, including a text detector (97K images are used), a direction classifier (600K images are used) as well as a text recognizer (17.9M images are used). Besides, the proposed PP-OCR are also verified in several other language recognition tasks, including French, Korean, Japanese and German. All of the above mentioned models are open-sourced and the codes are available in the GitHub repository, i.e., https://github.com/PaddlePaddle/PaddleOCR.
In an era when the performance of a single compute device plateaus, software must be designed to scale on a massively parallel system for better runtime performance. However, the commonly used back-propagation (BP) algorithm imposes a strong sequential dependency in the process of gradient computation. Under model parallelism, BP has a theoretical step complexity of $\Theta (n)$ which hinders its scalability in a parallel computing environment, where $n$ represents the number of compute devices into which a model is partitioned. In this work, we restructure such dependency and reformulate BP into a scan operation which is scaled by our modified version of the Blelloch scan algorithm. Our algorithm is able to achieve a theoretical step complexity of $\Theta (\log n)$. We perform an in-depth performance analysis and identify the challenges of deploying our algorithm in a practical setting, along with a variety of approaches to tackle such challenges. We demonstrate the scalability benefits of our algorithm in the use case of retraining pruned networks.