Recently, template-based trackers have become the leading tracking algorithms with promising performance in terms of efficiency and accuracy. However, the correlation operation between query feature and the given template only exploits accurate target localization, leading to state estimation error especially when the target suffers from severe deformable variations. To address this issue, segmentation-based trackers have been proposed that employ per-pixel matching to improve the tracking performance of deformable objects effectively. However, most of existing trackers only refer to the target features in the initial frame, thereby lacking the discriminative capacity to handle challenging factors, e.g., similar distractors, background clutter, appearance change, etc. To this end, we propose a dynamic compact memory embedding to enhance the discrimination of the segmentation-based deformable visual tracking method. Specifically, we initialize a memory embedding with the target features in the first frame. During the tracking process, the current target features that have high correlation with existing memory are updated to the memory embedding online. To further improve the segmentation accuracy for deformable objects, we employ a point-to-global matching strategy to measure the correlation between the pixel-wise query features and the whole template, so as to capture more detailed deformation information. Extensive evaluations on six challenging tracking benchmarks including VOT2016, VOT2018, VOT2019, GOT-10K, TrackingNet, and LaSOT demonstrate the superiority of our method over recent remarkable trackers. Besides, our method outperforms the excellent segmentation-based trackers, i.e., D3S and SiamMask on DAVIS2017 benchmark.
Multi-agent formation as well as obstacle avoidance is one of the most actively studied topics in the field of multi-agent systems. Although some classic controllers like model predictive control (MPC) and fuzzy control achieve a certain measure of success, most of them require precise global information which is not accessible in harsh environments. On the other hand, some reinforcement learning (RL) based approaches adopt the leader-follower structure to organize different agents' behaviors, which sacrifices the collaboration between agents thus suffering from bottlenecks in maneuverability and robustness. In this paper, we propose a distributed formation and obstacle avoidance method based on multi-agent reinforcement learning (MARL). Agents in our system only utilize local and relative information to make decisions and control themselves distributively. Agent in the multi-agent system will reorganize themselves into a new topology quickly in case that any of them is disconnected. Our method achieves better performance regarding formation error, formation convergence rate and on-par success rate of obstacle avoidance compared with baselines (both classic control methods and another RL-based method). The feasibility of our method is verified by both simulation and hardware implementation with Ackermann-steering vehicles.
Spinal degeneration plagues many elders, office workers, and even the younger generations. Effective pharmic or surgical interventions can help relieve degenerative spine conditions. However, the traditional diagnosis procedure is often too laborious. Clinical experts need to detect discs and vertebrae from spinal magnetic resonance imaging (MRI) or computed tomography (CT) images as a preliminary step to perform pathological diagnosis or preoperative evaluation. Machine learning systems have been developed to aid this procedure generally following a two-stage methodology: first perform anatomical localization, then pathological classification. Towards more efficient and accurate diagnosis, we propose a one-stage detection framework termed SpineOne to simultaneously localize and classify degenerative discs and vertebrae from MRI slices. SpineOne is built upon the following three key techniques: 1) a new design of the keypoint heatmap to facilitate simultaneous keypoint localization and classification; 2) the use of attention modules to better differentiate the representations between discs and vertebrae; and 3) a novel gradient-guided objective association mechanism to associate multiple learning objectives at the later training stage. Empirical results on the Spinal Disease Intelligent Diagnosis Tianchi Competition (SDID-TC) dataset of 550 exams demonstrate that our approach surpasses existing methods by a large margin.
We introduce a curriculum learning algorithm, Variational Automatic Curriculum Learning (VACL), for solving challenging goal-conditioned cooperative multi-agent reinforcement learning problems. We motivate our paradigm through a variational perspective, where the learning objective can be decomposed into two terms: task learning on the current task distribution, and curriculum update to a new task distribution. Local optimization over the second term suggests that the curriculum should gradually expand the training tasks from easy to hard. Our VACL algorithm implements this variational paradigm with two practical components, task expansion and entity progression, which produces training curricula over both the task configurations as well as the number of entities in the task. Experiment results show that VACL solves a collection of sparse-reward problems with a large number of agents. Particularly, using a single desktop machine, VACL achieves 98% coverage rate with 100 agents in the simple-spread benchmark and reproduces the ramp-use behavior originally shown in OpenAI's hide-and-seek project. Our project website is at https://sites.google.com/view/vacl-neurips-2021.
To benefit the learning of a new task, meta-learning has been proposed to transfer a well-generalized meta-model learned from various meta-training tasks. Existing meta-learning algorithms randomly sample meta-training tasks with a uniform probability, under the assumption that tasks are of equal importance. However, it is likely that tasks are detrimental with noise or imbalanced given a limited number of meta-training tasks. To prevent the meta-model from being corrupted by such detrimental tasks or dominated by tasks in the majority, in this paper, we propose an adaptive task scheduler (ATS) for the meta-training process. In ATS, for the first time, we design a neural scheduler to decide which meta-training tasks to use next by predicting the probability being sampled for each candidate task, and train the scheduler to optimize the generalization capacity of the meta-model to unseen tasks. We identify two meta-model-related factors as the input of the neural scheduler, which characterize the difficulty of a candidate task to the meta-model. Theoretically, we show that a scheduler taking the two factors into account improves the meta-training loss and also the optimization landscape. Under the setting of meta-learning with noise and limited budgets, ATS improves the performance on both miniImageNet and a real-world drug discovery benchmark by up to 13% and 18%, respectively, compared to state-of-the-art task schedulers.
Recent years have witnessed the significant success of applying graph neural networks (GNNs) in learning effective node representations for classification. However, current GNNs are mostly built under the balanced data-splitting, which is inconsistent with many real-world networks where the number of training nodes can be extremely imbalanced among the classes. Thus, directly utilizing current GNNs on imbalanced data would generate coarse representations of nodes in minority classes and ultimately compromise the classification performance. This therefore portends the importance of developing effective GNNs for handling imbalanced graph data. In this work, we propose a novel Distance-wise Prototypical Graph Neural Network (DPGNN), which proposes a class prototype-driven training to balance the training loss between majority and minority classes and then leverages distance metric learning to differentiate the contributions of different dimensions of representations and fully encode the relative position of each node to each class prototype. Moreover, we design a new imbalanced label propagation mechanism to derive extra supervision from unlabeled nodes and employ self-supervised learning to smooth representations of adjacent nodes while separating inter-class prototypes. Comprehensive node classification experiments and parameter analysis on multiple networks are conducted and the proposed DPGNN almost always significantly outperforms all other baselines, which demonstrates its effectiveness in imbalanced node classification. The implementation of DPGNN is available at \url{https://github.com/YuWVandy/DPGNN}.
Few-shot learning aims to train models that can recognize novel classes given just a handful of labeled examples, known as the support set. While the field has seen notable advances in recent years, they have often focused on multi-class image classification. Audio, in contrast, is often multi-label due to overlapping sounds, resulting in unique properties such as polyphony and signal-to-noise ratios (SNR). This leads to unanswered questions concerning the impact such audio properties may have on few-shot learning system design, performance, and human-computer interaction, as it is typically up to the user to collect and provide inference-time support set examples. We address these questions through a series of experiments designed to elucidate the answers to these questions. We introduce two novel datasets, FSD-MIX-CLIPS and FSD-MIX-SED, whose programmatic generation allows us to explore these questions systematically. Our experiments lead to audio-specific insights on few-shot learning, some of which are at odds with recent findings in the image domain: there is no best one-size-fits-all model, method, and support set selection criterion. Rather, it depends on the expected application scenario. Our code and data are available at https://github.com/wangyu/rethink-audio-fsl.
Graph Neural Networks (GNNs) have been widely used in various domains, and GNNs with sophisticated computational graph lead to higher latency and larger memory consumption. Optimizing the GNN computational graph suffers from: (1) Redundant neural operator computation. The same data are propagated through the graph structure to perform the same neural operation multiple times in GNNs, leading to redundant computation which accounts for 92.4% of total operators. (2) Inconsistent thread mapping. Efficient thread mapping schemes for vertex-centric and edge-centric operators are different. This inconsistency prohibits operator fusion to reduce memory IO. (3) Excessive intermediate data. For GNN training which is usually performed concurrently with inference, intermediate data must be stored for the backward pass, consuming 91.9% of the total memory requirement. To tackle these challenges, we propose following designs to optimize the GNN computational graph from a novel coordinated computation, IO, and memory perspective: (1) Propagation-postponed operator reorganization. We reorganize operators to perform neural operations before the propagation, thus the redundant computation is eliminated. (2) Unified thread mapping for fusion. We propose a unified thread mapping scheme for both vertex- and edge-centric operators to enable fusion and reduce IO. (3) Intermediate data recomputation. Intermediate data are recomputed during the backward pass to reduce the total memory consumption. Extensive experimental results on three typical GNN models show that, we achieve up to 2.75x end-to-end speedup, 6.89x less memory IO, and 7.73x less memory consumption over state-of-the-art frameworks.
We consider the task of visual indoor exploration with multiple agents, where the agents need to cooperatively explore the entire indoor region using as few steps as possible. Classical planning-based methods often suffer from particularly expensive computation at each inference step and a limited expressiveness of cooperation strategy. By contrast, reinforcement learning (RL) has become a trending paradigm for tackling this challenge due to its modeling capability of arbitrarily complex strategies and minimal inference overhead. We extend the state-of-the-art single-agent RL solution, Active Neural SLAM (ANS), to the multi-agent setting by introducing a novel RL-based global-goal planner, Spatial Coordination Planner (SCP), which leverages spatial information from each individual agent in an end-to-end manner and effectively guides the agents to navigate towards different spatial goals with high exploration efficiency. SCP consists of a transformer-based relation encoder to capture intra-agent interactions and a spatial action decoder to produce accurate goals. In addition, we also implement a few multi-agent enhancements to process local information from each agent for an aligned spatial representation and more precise planning. Our final solution, Multi-Agent Active Neural SLAM (MAANS), combines all these techniques and substantially outperforms 4 different planning-based methods and various RL baselines in the photo-realistic physical testbed, Habitat.