Unsupervised Graph Domain Adaptation (UGDA) aims to transfer knowledge from a labelled source graph to an unlabelled target graph in order to address the distribution shifts between graph domains. Previous works have primarily focused on aligning data from the source and target graph in the representation space learned by graph neural networks (GNNs). However, the inherent generalization capability of GNNs has been largely overlooked. Motivated by our empirical analysis, we reevaluate the role of GNNs in graph domain adaptation and uncover the pivotal role of the propagation process in GNNs for adapting to different graph domains. We provide a comprehensive theoretical analysis of UGDA and derive a generalization bound for multi-layer GNNs. By formulating GNN Lipschitz for k-layer GNNs, we show that the target risk bound can be tighter by removing propagation layers in source graph and stacking multiple propagation layers in target graph. Based on the empirical and theoretical analysis mentioned above, we propose a simple yet effective approach called A2GNN for graph domain adaptation. Through extensive experiments on real-world datasets, we demonstrate the effectiveness of our proposed A2GNN framework.
Active Multi-Object Tracking (AMOT) is a task where cameras are controlled by a centralized system to adjust their poses automatically and collaboratively so as to maximize the coverage of targets in their shared visual field. In AMOT, each camera only receives partial information from its observation, which may mislead cameras to take locally optimal action. Besides, the global goal, i.e., maximum coverage of objects, is hard to be directly optimized. To address the above issues, we propose a coordinate-aligned multi-camera collaboration system for AMOT. In our approach, we regard each camera as an agent and address AMOT with a multi-agent reinforcement learning solution. To represent the observation of each agent, we first identify the targets in the camera view with an image detector, and then align the coordinates of the targets in 3D environment. We define the reward of each agent based on both global coverage as well as four individual reward terms. The action policy of the agents is derived with a value-based Q-network. To the best of our knowledge, we are the first to study the AMOT task. To train and evaluate the efficacy of our system, we build a virtual yet credible 3D environment, named "Soccer Court", to mimic the real-world AMOT scenario. The experimental results show that our system achieves a coverage of 71.88%, outperforming the baseline method by 8.9%.