No Arabic abstract
Graph matching is an important problem that has received widespread attention, especially in the field of computer vision. Recently, state-of-the-art methods seek to incorporate graph matching with deep learning. However, there is no research to explain what role the graph matching algorithm plays in the model. Therefore, we propose an approach integrating a MILP formulation of the graph matching problem. This formulation is solved to optimal and it provides inherent baseline. Meanwhile, similar approaches are derived by releasing the optimal guarantee of the graph matching solver and by introducing a quality level. This quality level controls the quality of the solutions provided by the graph matching solver. In addition, several relaxations of the graph matching problem are put to the test. Our experimental evaluation gives several theoretical insights and guides the direction of deep graph matching methods.
Can a user create a deep generative model by sketching a single example? Traditionally, creating a GAN model has required the collection of a large-scale dataset of exemplars and specialized knowledge in deep learning. In contrast, sketching is possibly the most universally accessible way to convey a visual concept. In this work, we present a method, GAN Sketching, for rewriting GANs with one or more sketches, to make GANs training easier for novice users. In particular, we change the weights of an original GAN model according to user sketches. We encourage the models output to match the user sketches through a cross-domain adversarial loss. Furthermore, we explore different regularization methods to preserve the original models diversity and image quality. Experiments have shown that our method can mold GANs to match shapes and poses specified by sketches while maintaining realism and diversity. Finally, we demonstrate a few applications of the resulting GAN, including latent space interpolation and image editing.
Graph matching is a challenging problem with very important applications in a wide range of fields, from image and video analysis to biological and biomedical problems. We propose a robust graph matching algorithm inspired in sparsity-related techniques. We cast the problem, resembling group or collaborative sparsity formulations, as a non-smooth convex optimization problem that can be efficiently solved using augmented Lagrangian techniques. The method can deal with weighted or unweighted graphs, as well as multimodal data, where different graphs represent different types of data. The proposed approach is also naturally integrated with collaborative graph inference techniques, solving general network inference problems where the observed variables, possibly coming from different modalities, are not in correspondence. The algorithm is tested and compared with state-of-the-art graph matching techniques in both synthetic and real graphs. We also present results on multimodal graphs and applications to collaborative inference of brain connectivity from alignment-free functional magnetic resonance imaging (fMRI) data. The code is publicly available.
Geometric feature extraction is a crucial component of point cloud registration pipelines. Recent work has demonstrated how supervised learning can be leveraged to learn better and more compact 3D features. However, those approaches reliance on ground-truth annotation limits their scalability. We propose BYOC: a self-supervised approach that learns visual and geometric features from RGB-D video without relying on ground-truth pose or correspondence. Our key observation is that randomly-initialized CNNs readily provide us with good correspondences; allowing us to bootstrap the learning of both visual and geometric features. Our approach combines classic ideas from point cloud registration with more recent representation learning approaches. We evaluate our approach on indoor scene datasets and find that our method outperforms traditional and learned descriptors, while being competitive with current state-of-the-art supervised approaches.
Recent advancements in procedural content generation via machine learning enable the generation of video-game levels that are aesthetically similar to human-authored examples. However, the generated levels are often unplayable without additional editing. We propose a generate-then-repair framework for automatic generation of playable levels adhering to specific styles. The framework constructs levels using a generative adversarial network (GAN) trained with human-authored examples and repairs them using a mixed-integer linear program (MIP) with playability constraints. A key component of the framework is computing minimum cost edits between the GAN generated level and the solution of the MIP solver, which we cast as a minimum cost network flow problem. Results show that the proposed framework generates a diverse range of playable levels, that capture the spatial relationships between objects exhibited in the human-authored levels.
For a graph $G= (V,E)$, a double Roman dominating function (DRDF) is a function $f : V to {0,1,2,3}$ having the property that if $f (v) = 0$, then vertex $v$ must have at least two neighbors assigned $2$ under $f$ or {at least} one neighbor $u$ with $f (u) = 3$, and if $f (v) = 1$, then vertex $v$ must have at least one neighbor $u$ with $f (u) ge 2$. In this paper, we consider the double Roman domination problem, which is an optimization problem of finding the DRDF $f$ such that $sum_{vin V} f (v)$ is minimum. We propose {five integer linear programming (ILP) formulations and one mixed integer linear programming formulation with polynomial number of constraints for this problem. Some additional valid inequalities and bounds are also proposed for some of these formulations.} Further, we prove that {the first four models indeed solve the double Roman domination problem, and the last two models} are equivalent to the others regardless of the variable relaxation or usage of a smaller number of constraints and variables. Additionally, we use one ILP formulation to give an $H(2(Delta+1))$-approximation algorithm. All proposed formulations and approximation algorithm are evaluated on randomly generated graphs to compare the performance.