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To help agents reason about scenes in terms of their building blocks, we wish to extract the compositional structure of any given scene (in particular, the configuration and characteristics of objects comprising the scene). This problem is especially difficult when scene structure needs to be inferred while also estimating the agents location/viewpoint, as the two variables jointly give rise to the agents observations. We present an unsupervised variational approach to this problem. Leveraging the shared structure that exists across different scenes, our model learns to infer two sets of latent representations from RGB video input alone: a set of object latents, corresponding to the time-invariant, object-level contents of the scene, as well as a set of frame latents, corresponding to global time-varying elements such as viewpoint. This factorization of latents allows our model, SIMONe, to represent object attributes in an allocentric manner which does not depend on viewpoint. Moreover, it allows us to disentangle object dynamics and summarize their trajectories as time-abstracted, view-invariant, per-object properties. We demonstrate these capabilities, as well as the models performance in terms of view synthesis and instance segmentation, across three procedurally generated video datasets.
We propose NeRF-VAE, a 3D scene generative model that incorporates geometric structure via NeRF and differentiable volume rendering. In contrast to NeRF, our model takes into account shared structure across scenes, and is able to infer the structure of a novel scene -- without the need to re-train -- using amortized inference. NeRF-VAEs explicit 3D rendering process further contrasts previous generative models with convolution-based rendering which lacks geometric structure. Our model is a VAE that learns a distribution over radiance fields by conditioning them on a latent scene representation. We show that, once trained, NeRF-VAE is able to infer and render geometrically-consistent scenes from previously unseen 3D environments using very few input images. We further demonstrate that NeRF-VAE generalizes well to out-of-distribution cameras, while convolutional models do not. Finally, we introduce and study an attention-based conditioning mechanism of NeRF-VAEs decoder, which improves model performance.
In this paper we propose to augment a modern neural-network architecture with an attention model inspired by human perception. Specifically, we adversarially train and analyze a neural model incorporating a human inspired, visual attention component that is guided by a recurrent top-down sequential process. Our experimental evaluation uncovers several notable findings about the robustness and behavior of this new model. First, introducing attention to the model significantly improves adversarial robustness resulting in state-of-the-art ImageNet accuracies under a wide range of random targeted attack strengths. Second, we show that by varying the number of attention steps (glances/fixations) for which the model is unrolled, we are able to make its defense capabilities stronger, even in light of stronger attacks --- resulting in a computational race between the attacker and the defender. Finally, we show that some of the adversarial examples generated by attacking our model are quite different from conventional adversarial examples --- they contain global, salient and spatially coherent structures coming from the target class that would be recognizable even to a human, and work by distracting the attention of the model away from the main object in the original image.
Inspired by recent work in attention models for image captioning and question answering, we present a soft attention model for the reinforcement learning domain. This model uses a soft, top-down attention mechanism to create a bottleneck in the agent , forcing it to focus on task-relevant information by sequentially querying its view of the environment. The output of the attention mechanism allows direct observation of the information used by the agent to select its actions, enabling easier interpretation of this model than of traditional models. We analyze different strategies that the agents learn and show that a handful of strategies arise repeatedly across different games. We also show that the model learns to query separately about space and content (`where vs. `what). We demonstrate that an agent using this mechanism can achieve performance competitive with state-of-the-art models on ATARI tasks while still being interpretable.
Psychlab is a simulated psychology laboratory inside the first-person 3D game world of DeepMind Lab (Beattie et al. 2016). Psychlab enables implementations of classical laboratory psychological experiments so that they work with both human and artifi cial agents. Psychlab has a simple and flexible API that enables users to easily create their own tasks. As examples, we are releasing Psychlab implementations of several classical experimental paradigms including visual search, change detection, random dot motion discrimination, and multiple object tracking. We also contribute a study of the visual psychophysics of a specific state-of-the-art deep reinforcement learning agent: UNREAL (Jaderberg et al. 2016). This study leads to the surprising conclusion that UNREAL learns more quickly about larger target stimuli than it does about smaller stimuli. In turn, this insight motivates a specific improvement in the form of a simple model of foveal vision that turns out to significantly boost UNREALs performance, both on Psychlab tasks, and on standard DeepMind Lab tasks. By open-sourcing Psychlab we hope to facilitate a range of future such studies that simultaneously advance deep reinforcement learning and improve its links with cognitive science.
Aiming to augment generative models with external memory, we interpret the output of a memory module with stochastic addressing as a conditional mixture distribution, where a read operation corresponds to sampling a discrete memory address and retrie ving the corresponding content from memory. This perspective allows us to apply variational inference to memory addressing, which enables effective training of the memory module by using the target information to guide memory lookups. Stochastic addressing is particularly well-suited for generative models as it naturally encourages multimodality which is a prominent aspect of most high-dimensional datasets. Treating the chosen address as a latent variable also allows us to quantify the amount of information gained with a memory lookup and measure the contribution of the memory module to the generative process. To illustrate the advantages of this approach we incorporate it into a variational autoencoder and apply the resulting model to the task of generative few-shot learning. The intuition behind this architecture is that the memory module can pick a relevant template from memory and the continuous part of the model can concentrate on modeling remaining variations. We demonstrate empirically that our model is able to identify and access the relevant memory contents even with hundreds of unseen Omniglot characters in memory
Nearest neighbor (kNN) methods have been gaining popularity in recent years in light of advances in hardware and efficiency of algorithms. There is a plethora of methods to choose from today, each with their own advantages and disadvantages. One requ irement shared between all kNN based methods is the need for a good representation and distance measure between samples. We introduce a new method called differentiable boundary tree which allows for learning deep kNN representations. We build on the recently proposed boundary tree algorithm which allows for efficient nearest neighbor classification, regression and retrieval. By modelling traversals in the tree as stochastic events, we are able to form a differentiable cost function which is associated with the trees predictions. Using a deep neural network to transform the data and back-propagating through the tree allows us to learn good representations for kNN methods. We demonstrate that our method is able to learn suitable representations allowing for very efficient trees with a clearly interpretable structure.
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