视频中的战斗检测是当今监视系统和流媒体的流行率的新兴深度学习应用程序。以前的工作主要依靠行动识别技术来解决这个问题。在本文中,我们提出了一种简单但有效的方法,该方法从新的角度解决了任务:我们将战斗检测模型设计为动作感知功能提取器和异常得分生成器的组成。另外,考虑到视频收集帧级标签太费力了,我们设计了一个弱监督的两阶段训练计划,在此我们使用在视频级别标签上计算出的多个实体学习损失来培训得分生成器,并采用自我训练的技术以进一步提高其性能。在公开可用的大规模数据集(UBI-Fights)上进行了广泛的实验,证明了我们方法的有效性,并且数据集的性能超过了几种先前的最先进的方法。此外,我们收集了一个新的数据集VFD-2000,该数据集专门研究视频战斗检测,比现有数据集更大,场景更大。我们的方法的实现和拟议的数据集将在https://github.com/hepta-col/videofightdetection上公开获得。
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教科书问题应答(TQA)是一个复杂的多模式任务,可在给定大的上下文描述和丰富的图表。与视觉问题应答(VQA)相比,TQA包含大量罕见的术语和各种图表输入。它为域特定跨度语言模型的表示能力带来了新的挑战。它还将多模式融合推动到更复杂的水平。为了解决上述问题,我们提出了一个名为MOCA的小说模型,该模型包括用于TQA任务的多阶段域预制和多模式跨传。首先,我们介绍了一个多级域预押模块,以便与跨度掩模战略和监督芬特先前的预先预测的预测性预先预测。特别是对于预先预测后,我们提出了一种启发式生成算法来使用术语语料库。其次,要充分考虑上下文和图表的丰富输入,我们提出了交叉引导的多模式注意,根据渐进策略更新文本,问题图和教学图的特征。此外,采用双门控机构来改进模型集合。实验结果表明了我们的模型的优势,其优于最先进的方法,分别优于最先进的方法和2.43%的验证和测试分裂。
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Existing 3D-aware image synthesis approaches mainly focus on generating a single canonical object and show limited capacity in composing a complex scene containing a variety of objects. This work presents DisCoScene: a 3Daware generative model for high-quality and controllable scene synthesis. The key ingredient of our method is a very abstract object-level representation (i.e., 3D bounding boxes without semantic annotation) as the scene layout prior, which is simple to obtain, general to describe various scene contents, and yet informative to disentangle objects and background. Moreover, it serves as an intuitive user control for scene editing. Based on such a prior, the proposed model spatially disentangles the whole scene into object-centric generative radiance fields by learning on only 2D images with the global-local discrimination. Our model obtains the generation fidelity and editing flexibility of individual objects while being able to efficiently compose objects and the background into a complete scene. We demonstrate state-of-the-art performance on many scene datasets, including the challenging Waymo outdoor dataset. Project page: https://snap-research.github.io/discoscene/
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Modern autonomous driving system is characterized as modular tasks in sequential order, i.e., perception, prediction and planning. As sensors and hardware get improved, there is trending popularity to devise a system that can perform a wide diversity of tasks to fulfill higher-level intelligence. Contemporary approaches resort to either deploying standalone models for individual tasks, or designing a multi-task paradigm with separate heads. These might suffer from accumulative error or negative transfer effect. Instead, we argue that a favorable algorithm framework should be devised and optimized in pursuit of the ultimate goal, i.e. planning of the self-driving-car. Oriented at this goal, we revisit the key components within perception and prediction. We analyze each module and prioritize the tasks hierarchically, such that all these tasks contribute to planning (the goal). To this end, we introduce Unified Autonomous Driving (UniAD), the first comprehensive framework up-to-date that incorporates full-stack driving tasks in one network. It is exquisitely devised to leverage advantages of each module, and provide complementary feature abstractions for agent interaction from a global perspective. Tasks are communicated with unified query design to facilitate each other toward planning. We instantiate UniAD on the challenging nuScenes benchmark. With extensive ablations, the effectiveness of using such a philosophy is proven to surpass previous state-of-the-arts by a large margin in all aspects. The full suite of codebase and models would be available to facilitate future research in the community.
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As a powerful representation of 3D scenes, the neural radiance field (NeRF) enables high-quality novel view synthesis from multi-view images. Stylizing NeRF, however, remains challenging, especially on simulating a text-guided style with both the appearance and the geometry altered simultaneously. In this paper, we present NeRF-Art, a text-guided NeRF stylization approach that manipulates the style of a pre-trained NeRF model with a simple text prompt. Unlike previous approaches that either lack sufficient geometry deformations and texture details or require meshes to guide the stylization, our method can shift a 3D scene to the target style characterized by desired geometry and appearance variations without any mesh guidance. This is achieved by introducing a novel global-local contrastive learning strategy, combined with the directional constraint to simultaneously control both the trajectory and the strength of the target style. Moreover, we adopt a weight regularization method to effectively suppress cloudy artifacts and geometry noises which arise easily when the density field is transformed during geometry stylization. Through extensive experiments on various styles, we demonstrate that our method is effective and robust regarding both single-view stylization quality and cross-view consistency. The code and more results can be found in our project page: https://cassiepython.github.io/nerfart/.
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Software engineers working with the same programming language (PL) may speak different natural languages (NLs) and vice versa, erecting huge barriers to communication and working efficiency. Recent studies have demonstrated the effectiveness of generative pre-training in computer programs, yet they are always English-centric. In this work, we step towards bridging the gap between multilingual NLs and multilingual PLs for large language models (LLMs). We release ERNIE-Code, a unified pre-trained language model for 116 NLs and 6 PLs. We employ two methods for universal cross-lingual pre-training: span-corruption language modeling that learns patterns from monolingual NL or PL; and pivot-based translation language modeling that relies on parallel data of many NLs and PLs. Extensive results show that ERNIE-Code outperforms previous multilingual LLMs for PL or NL across a wide range of end tasks of code intelligence, including multilingual code-to-text, text-to-code, code-to-code, and text-to-text generation. We further show its advantage of zero-shot prompting on multilingual code summarization and text-to-text translation. We will make our code and pre-trained models publicly available.
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Unmanned combat air vehicle (UCAV) combat is a challenging scenario with continuous action space. In this paper, we propose a general hierarchical framework to resolve the within-vision-range (WVR) air-to-air combat problem under 6 dimensions of degree (6-DOF) dynamics. The core idea is to divide the whole decision process into two loops and use reinforcement learning (RL) to solve them separately. The outer loop takes into account the current combat situation and decides the expected macro behavior of the aircraft according to a combat strategy. Then the inner loop tracks the macro behavior with a flight controller by calculating the actual input signals for the aircraft. We design the Markov decision process for both the outer loop strategy and inner loop controller, and train them by proximal policy optimization (PPO) algorithm. For the inner loop controller, we design an effective reward function to accurately track various macro behavior. For the outer loop strategy, we further adopt a fictitious self-play mechanism to improve the combat performance by constantly combating against the historical strategies. Experiment results show that the inner loop controller can achieve better tracking performance than fine-tuned PID controller, and the outer loop strategy can perform complex maneuvers to get higher and higher winning rate, with the generation evolves.
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The real-world data tends to be heavily imbalanced and severely skew the data-driven deep neural networks, which makes Long-Tailed Recognition (LTR) a massive challenging task. Existing LTR methods seldom train Vision Transformers (ViTs) with Long-Tailed (LT) data, while the off-the-shelf pretrain weight of ViTs always leads to unfair comparisons. In this paper, we systematically investigate the ViTs' performance in LTR and propose LiVT to train ViTs from scratch only with LT data. With the observation that ViTs suffer more severe LTR problems, we conduct Masked Generative Pretraining (MGP) to learn generalized features. With ample and solid evidence, we show that MGP is more robust than supervised manners. In addition, Binary Cross Entropy (BCE) loss, which shows conspicuous performance with ViTs, encounters predicaments in LTR. We further propose the balanced BCE to ameliorate it with strong theoretical groundings. Specially, we derive the unbiased extension of Sigmoid and compensate extra logit margins to deploy it. Our Bal-BCE contributes to the quick convergence of ViTs in just a few epochs. Extensive experiments demonstrate that with MGP and Bal-BCE, LiVT successfully trains ViTs well without any additional data and outperforms comparable state-of-the-art methods significantly, e.g., our ViT-B achieves 81.0% Top-1 accuracy in iNaturalist 2018 without bells and whistles. Code is available at https://github.com/XuZhengzhuo/LiVT.
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Detecting sarcasm and verbal irony from people's subjective statements is crucial to understanding their intended meanings and real sentiments and positions in social scenarios. This paper describes the X-PuDu system that participated in SemEval-2022 Task 6, iSarcasmEval - Intended Sarcasm Detection in English and Arabic, which aims at detecting intended sarcasm in various settings of natural language understanding. Our solution finetunes pre-trained language models, such as ERNIE-M and DeBERTa, under the multilingual settings to recognize the irony from Arabic and English texts. Our system ranked second out of 43, and ninth out of 32 in Task A: one-sentence detection in English and Arabic; fifth out of 22 in Task B: binary multi-label classification in English; first out of 16, and fifth out of 13 in Task C: sentence-pair detection in English and Arabic.
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This work explores the zero-shot compositional learning ability of large pre-trained vision-language models(VLMs) within the prompt-based learning framework and propose a model (\textit{PromptCompVL}) to solve the compositonal zero-shot learning (CZSL) problem. \textit{PromptCompVL} makes two design choices: first, it uses a soft-prompting instead of hard-prompting to inject learnable parameters to reprogram VLMs for compositional learning. Second, to address the compositional challenge, it uses the soft-embedding layer to learn primitive concepts in different combinations. By combining both soft-embedding and soft-prompting, \textit{PromptCompVL} achieves state-of-the-art performance on the MIT-States dataset. Furthermore, our proposed model achieves consistent improvement compared to other CLIP-based methods which shows the effectiveness of the proposed prompting strategies for CZSL.
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