我们提出了Tile2tile,这是一种基于瓷砖平台游戏级别之间的样式转移方法。我们的方法涉及培训模型,这些模型将基于瓷砖提供的低分辨率草图表示的水平转化为给定游戏的原始瓷砖表示。这使这些模型(我们称为过滤器)可以将级别的草图转换为特定游戏的样式。此外,通过将一个游戏的水平转换为草图形式,然后将结果草图转换为另一个游戏的瓷砖,我们获得了两种游戏之间的样式传输方法。我们使用Markov随机字段和自动编码器来学习游戏过滤器,并将其应用于Super Mario Bros,Kid Icarus,Mega Man和Metroid之间的样式转移。
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我们提出了一种生成可玩游戏的方法,该游戏使用深层生成潜在变量模型将给定的游戏组合在一起。我们将这种方法称为潜在的组合游戏设计 - 潜在,因为我们使用学习的潜在表示来执行混合,因此组合是因为游戏混合是一种组合创造力过程和游戏设计,因为该方法会生成新颖的可玩游戏。我们使用高斯混合物变化自动编码器(GMVAE),该自动编码器使用高斯人的混合物来对VAE潜在空间进行建模。通过监督的培训,每个组件都学会从一个游戏中编码级别,并让我们将新的混合游戏定义为这些学习组件的线性组合。这使生成新游戏混合了输入游戏,并控制混合中每个游戏的相对比例。我们还使用条件VAE进行了先前的工作,以执行混合并与GMVAE进行比较。我们的结果表明,这两种模型均可生成可玩的混合游戏,以所需的比例将输入游戏融合在一起。
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Modern telecom systems are monitored with performance and system logs from multiple application layers and components. Detecting anomalous events from these logs is key to identify security breaches, resource over-utilization, critical/fatal errors, etc. Current supervised log anomaly detection frameworks tend to perform poorly on new types or signatures of anomalies with few or unseen samples in the training data. In this work, we propose a meta-learning-based log anomaly detection framework (LogAnMeta) for detecting anomalies from sequence of log events with few samples. LoganMeta train a hybrid few-shot classifier in an episodic manner. The experimental results demonstrate the efficacy of our proposed method
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Egocentric 3D human pose estimation with a single head-mounted fisheye camera has recently attracted attention due to its numerous applications in virtual and augmented reality. Existing methods still struggle in challenging poses where the human body is highly occluded or is closely interacting with the scene. To address this issue, we propose a scene-aware egocentric pose estimation method that guides the prediction of the egocentric pose with scene constraints. To this end, we propose an egocentric depth estimation network to predict the scene depth map from a wide-view egocentric fisheye camera while mitigating the occlusion of the human body with a depth-inpainting network. Next, we propose a scene-aware pose estimation network that projects the 2D image features and estimated depth map of the scene into a voxel space and regresses the 3D pose with a V2V network. The voxel-based feature representation provides the direct geometric connection between 2D image features and scene geometry, and further facilitates the V2V network to constrain the predicted pose based on the estimated scene geometry. To enable the training of the aforementioned networks, we also generated a synthetic dataset, called EgoGTA, and an in-the-wild dataset based on EgoPW, called EgoPW-Scene. The experimental results of our new evaluation sequences show that the predicted 3D egocentric poses are accurate and physically plausible in terms of human-scene interaction, demonstrating that our method outperforms the state-of-the-art methods both quantitatively and qualitatively.
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The coverage of different stakeholders mentioned in the news articles significantly impacts the slant or polarity detection of the concerned news publishers. For instance, the pro-government media outlets would give more coverage to the government stakeholders to increase their accessibility to the news audiences. In contrast, the anti-government news agencies would focus more on the views of the opponent stakeholders to inform the readers about the shortcomings of government policies. In this paper, we address the problem of stakeholder extraction from news articles and thereby determine the inherent bias present in news reporting. Identifying potential stakeholders in multi-topic news scenarios is challenging because each news topic has different stakeholders. The research presented in this paper utilizes both contextual information and external knowledge to identify the topic-specific stakeholders from news articles. We also apply a sequential incremental clustering algorithm to group the entities with similar stakeholder types. We carried out all our experiments on news articles on four Indian government policies published by numerous national and international news agencies. We also further generalize our system, and the experimental results show that the proposed model can be extended to other news topics.
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$ $With recent advances in CNNs, exceptional improvements have been made in semantic segmentation of high resolution images in terms of accuracy and latency. However, challenges still remain in detecting objects in crowded scenes, large scale variations, partial occlusion, and distortions, while still maintaining mobility and latency. We introduce a fast and efficient convolutional neural network, ASBU-Net, for semantic segmentation of high resolution images that addresses these problems and uses no novelty layers for ease of quantization and embedded hardware support. ASBU-Net is based on a new feature extraction module, atrous space bender layer (ASBL), which is efficient in terms of computation and memory. The ASB layers form a building block that is used to make ASBNet. Since this network does not use any special layers it can be easily implemented, quantized and deployed on FPGAs and other hardware with limited memory. We present experiments on resource and accuracy trade-offs and show strong performance compared to other popular models.
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For best performance, today's semantic segmentation methods use large and carefully labeled datasets, requiring expensive annotation budgets. In this work, we show that coarse annotation is a low-cost but highly effective alternative for training semantic segmentation models. Considering the urban scene segmentation scenario, we leverage cheap coarse annotations for real-world captured data, as well as synthetic data to train our model and show competitive performance compared with finely annotated real-world data. Specifically, we propose a coarse-to-fine self-training framework that generates pseudo labels for unlabeled regions of the coarsely annotated data, using synthetic data to improve predictions around the boundaries between semantic classes, and using cross-domain data augmentation to increase diversity. Our extensive experimental results on Cityscapes and BDD100k datasets demonstrate that our method achieves a significantly better performance vs annotation cost tradeoff, yielding a comparable performance to fully annotated data with only a small fraction of the annotation budget. Also, when used as pretraining, our framework performs better compared to the standard fully supervised setting.
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Can we leverage the audiovisual information already present in video to improve self-supervised representation learning? To answer this question, we study various pretraining architectures and objectives within the masked autoencoding framework, motivated by the success of similar methods in natural language and image understanding. We show that we can achieve significant improvements on audiovisual downstream classification tasks, surpassing the state-of-the-art on VGGSound and AudioSet. Furthermore, we can leverage our audiovisual pretraining scheme for multiple unimodal downstream tasks using a single audiovisual pretrained model. We additionally demonstrate the transferability of our representations, achieving state-of-the-art audiovisual results on Epic Kitchens without pretraining specifically for this dataset.
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In this paper, we propose and showcase, for the first time, monocular multi-view layout estimation for warehouse racks and shelves. Unlike typical layout estimation methods, MVRackLay estimates multi-layered layouts, wherein each layer corresponds to the layout of a shelf within a rack. Given a sequence of images of a warehouse scene, a dual-headed Convolutional-LSTM architecture outputs segmented racks, the front and the top view layout of each shelf within a rack. With minimal effort, such an output is transformed into a 3D rendering of all racks, shelves and objects on the shelves, giving an accurate 3D depiction of the entire warehouse scene in terms of racks, shelves and the number of objects on each shelf. MVRackLay generalizes to a diverse set of warehouse scenes with varying number of objects on each shelf, number of shelves and in the presence of other such racks in the background. Further, MVRackLay shows superior performance vis-a-vis its single view counterpart, RackLay, in layout accuracy, quantized in terms of the mean IoU and mAP metrics. We also showcase a multi-view stitching of the 3D layouts resulting in a representation of the warehouse scene with respect to a global reference frame akin to a rendering of the scene from a SLAM pipeline. To the best of our knowledge, this is the first such work to portray a 3D rendering of a warehouse scene in terms of its semantic components - Racks, Shelves and Objects - all from a single monocular camera.
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The primary obstacle to developing technologies for low-resource languages is the lack of representative, usable data. In this paper, we report the deployment of technology-driven data collection methods for creating a corpus of more than 60,000 translations from Hindi to Gondi, a low-resource vulnerable language spoken by around 2.3 million tribal people in south and central India. During this process, we help expand information access in Gondi across 2 different dimensions (a) The creation of linguistic resources that can be used by the community, such as a dictionary, children's stories, Gondi translations from multiple sources and an Interactive Voice Response (IVR) based mass awareness platform; (b) Enabling its use in the digital domain by developing a Hindi-Gondi machine translation model, which is compressed by nearly 4 times to enable it's edge deployment on low-resource edge devices and in areas of little to no internet connectivity. We also present preliminary evaluations of utilizing the developed machine translation model to provide assistance to volunteers who are involved in collecting more data for the target language. Through these interventions, we not only created a refined and evaluated corpus of 26,240 Hindi-Gondi translations that was used for building the translation model but also engaged nearly 850 community members who can help take Gondi onto the internet.
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