神经领域对3D视觉任务的成功现在是无可争议的。遵循这种趋势,已经提出了几种旨在进行视觉定位的方法(例如,大满贯)使用神经场估算距离或密度场。但是,很难仅通过基于密度字段的方法(例如神经辐射场(NERF))实现较高的定位性能,因为它们在大多数空区域中不提供密度梯度。另一方面,基于距离场的方法,例如神经隐式表面(NEU)在物体表面形状中具有局限性。本文提出了神经密度距离场(NEDDF),这是一种新颖的3D表示,可相互约束距离和密度场。我们将距离场公式扩展到没有明确边界表面的形状,例如皮毛或烟雾,从而可以从距离场到密度场进行显式转换。通过显式转换实现的一致距离和密度字段使稳健性可以符合初始值和高质量的注册。此外,字段之间的一致性允许从稀疏点云中快速收敛。实验表明,NEDDF可以实现较高的定位性能,同时在新型视图合成中提供可比的结果。该代码可在https://github.com/ueda0319/neddf上找到。
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图像质量评估(IQA)是图像处理任务(例如压缩)的基本指标。使用了全参考iQA,使用了传统的智商,例如PSNR和SSIM。最近,还使用了基于深神经网络(深IQA)的IQA,例如LPIPS和DIST。众所周知,图像缩放在深IQA中是不一致的,因为有些则在预处理中执行下降,而另一些则使用原始图像大小。在本文中,我们表明图像量表是影响深度IQA性能的影响因素。我们在同一五个数据集上全面评估了四个深IQA,实验结果表明,图像量表会显着影响IQA性能。我们发现,最合适的图像量表通常既不是默认尺寸也不是原始大小,并且选择取决于所使用的方法和数据集。我们看到了稳定性,发现PIEAPP是四个深IQA中最稳定的。
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Recently, extensive studies on photonic reinforcement learning to accelerate the process of calculation by exploiting the physical nature of light have been conducted. Previous studies utilized quantum interference of photons to achieve collective decision-making without choice conflicts when solving the competitive multi-armed bandit problem, a fundamental example of reinforcement learning. However, the bandit problem deals with a static environment where the agent's action does not influence the reward probabilities. This study aims to extend the conventional approach to a more general multi-agent reinforcement learning targeting the grid world problem. Unlike the conventional approach, the proposed scheme deals with a dynamic environment where the reward changes because of agents' actions. A successful photonic reinforcement learning scheme requires both a photonic system that contributes to the quality of learning and a suitable algorithm. This study proposes a novel learning algorithm, discontinuous bandit Q-learning, in view of a potential photonic implementation. Here, state-action pairs in the environment are regarded as slot machines in the context of the bandit problem and an updated amount of Q-value is regarded as the reward of the bandit problem. We perform numerical simulations to validate the effectiveness of the bandit algorithm. In addition, we propose a multi-agent architecture in which agents are indirectly connected through quantum interference of light and quantum principles ensure the conflict-free property of state-action pair selections among agents. We demonstrate that multi-agent reinforcement learning can be accelerated owing to conflict avoidance among multiple agents.
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Image captioning models require the high-level generalization ability to describe the contents of various images in words. Most existing approaches treat the image-caption pairs equally in their training without considering the differences in their learning difficulties. Several image captioning approaches introduce curriculum learning methods that present training data with increasing levels of difficulty. However, their difficulty measurements are either based on domain-specific features or prior model training. In this paper, we propose a simple yet efficient difficulty measurement for image captioning using cross-modal similarity calculated by a pretrained vision-language model. Experiments on the COCO and Flickr30k datasets show that our proposed approach achieves superior performance and competitive convergence speed to baselines without requiring heuristics or incurring additional training costs. Moreover, the higher model performance on difficult examples and unseen data also demonstrates the generalization ability.
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In recent years, the performance of novel view synthesis using perspective images has dramatically improved with the advent of neural radiance fields (NeRF). This study proposes two novel techniques that effectively build NeRF for 360{\textdegree} omnidirectional images. Due to the characteristics of a 360{\textdegree} image of ERP format that has spatial distortion in their high latitude regions and a 360{\textdegree} wide viewing angle, NeRF's general ray sampling strategy is ineffective. Hence, the view synthesis accuracy of NeRF is limited and learning is not efficient. We propose two non-uniform ray sampling schemes for NeRF to suit 360{\textdegree} images - distortion-aware ray sampling and content-aware ray sampling. We created an evaluation dataset Synth360 using Replica and SceneCity models of indoor and outdoor scenes, respectively. In experiments, we show that our proposal successfully builds 360{\textdegree} image NeRF in terms of both accuracy and efficiency. The proposal is widely applicable to advanced variants of NeRF. DietNeRF, AugNeRF, and NeRF++ combined with the proposed techniques further improve the performance. Moreover, we show that our proposed method enhances the quality of real-world scenes in 360{\textdegree} images. Synth360: https://drive.google.com/drive/folders/1suL9B7DO2no21ggiIHkH3JF3OecasQLb.
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The long-standing theory that a colour-naming system evolves under the dual pressure of efficient communication and perceptual mechanism is supported by more and more linguistic studies including the analysis of four decades' diachronic data from the Nafaanra language. This inspires us to explore whether artificial intelligence could evolve and discover a similar colour-naming system via optimising the communication efficiency represented by high-level recognition performance. Here, we propose a novel colour quantisation transformer, CQFormer, that quantises colour space while maintaining the accuracy of machine recognition on the quantised images. Given an RGB image, Annotation Branch maps it into an index map before generating the quantised image with a colour palette, meanwhile the Palette Branch utilises a key-point detection way to find proper colours in palette among whole colour space. By interacting with colour annotation, CQFormer is able to balance both the machine vision accuracy and colour perceptual structure such as distinct and stable colour distribution for discovered colour system. Very interestingly, we even observe the consistent evolution pattern between our artificial colour system and basic colour terms across human languages. Besides, our colour quantisation method also offers an efficient quantisation method that effectively compresses the image storage while maintaining a high performance in high-level recognition tasks such as classification and detection. Extensive experiments demonstrate the superior performance of our method with extremely low bit-rate colours. We will release the source code soon.
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Telework "avatar work," in which people with disabilities can engage in physical work such as customer service, is being implemented in society. In order to enable avatar work in a variety of occupations, we propose a mobile sales system using a mobile frozen drink machine and an avatar robot "OriHime", focusing on mobile customer service like peddling. The effect of the peddling by the system on the customers are examined based on the results of video annotation.
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Question answering (QA) models for reading comprehension tend to learn shortcut solutions rather than the solutions intended by QA datasets. QA models that have learned shortcut solutions can achieve human-level performance in shortcut examples where shortcuts are valid, but these same behaviors degrade generalization potential on anti-shortcut examples where shortcuts are invalid. Various methods have been proposed to mitigate this problem, but they do not fully take the characteristics of shortcuts themselves into account. We assume that the learnability of shortcuts, i.e., how easy it is to learn a shortcut, is useful to mitigate the problem. Thus, we first examine the learnability of the representative shortcuts on extractive and multiple-choice QA datasets. Behavioral tests using biased training sets reveal that shortcuts that exploit answer positions and word-label correlations are preferentially learned for extractive and multiple-choice QA, respectively. We find that the more learnable a shortcut is, the flatter and deeper the loss landscape is around the shortcut solution in the parameter space. We also find that the availability of the preferred shortcuts tends to make the task easier to perform from an information-theoretic viewpoint. Lastly, we experimentally show that the learnability of shortcuts can be utilized to construct an effective QA training set; the more learnable a shortcut is, the smaller the proportion of anti-shortcut examples required to achieve comparable performance on shortcut and anti-shortcut examples. We claim that the learnability of shortcuts should be considered when designing mitigation methods.
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Question answering (QA) models are shown to be insensitive to large perturbations to inputs; that is, they make correct and confident predictions even when given largely perturbed inputs from which humans can not correctly derive answers. In addition, QA models fail to generalize to other domains and adversarial test sets, while humans maintain high accuracy. Based on these observations, we assume that QA models do not use intended features necessary for human reading but rely on spurious features, causing the lack of generalization ability. Therefore, we attempt to answer the question: If the overconfident predictions of QA models for various types of perturbations are penalized, will the out-of-distribution (OOD) generalization be improved? To prevent models from making confident predictions on perturbed inputs, we first follow existing studies and maximize the entropy of the output probability for perturbed inputs. However, we find that QA models trained to be sensitive to a certain perturbation type are often insensitive to unseen types of perturbations. Thus, we simultaneously maximize the entropy for the four perturbation types (i.e., word- and sentence-level shuffling and deletion) to further close the gap between models and humans. Contrary to our expectations, although models become sensitive to the four types of perturbations, we find that the OOD generalization is not improved. Moreover, the OOD generalization is sometimes degraded after entropy maximization. Making unconfident predictions on largely perturbed inputs per se may be beneficial to gaining human trust. However, our negative results suggest that researchers should pay attention to the side effect of entropy maximization.
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Measuring the semantic similarity between two sentences is still an important task. The word mover's distance (WMD) computes the similarity via the optimal alignment between the sets of word embeddings. However, WMD does not utilize word order, making it difficult to distinguish sentences with large overlaps of similar words, even if they are semantically very different. Here, we attempt to improve WMD by incorporating the sentence structure represented by BERT's self-attention matrix (SAM). The proposed method is based on the Fused Gromov-Wasserstein distance, which simultaneously considers the similarity of the word embedding and the SAM for calculating the optimal transport between two sentences. Experiments on paraphrase identification and semantic textual similarity show that the proposed method improves WMD and its variants. Our code is available at https://github.com/ymgw55/WSMD.
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