Can we teach a robot to recognize and make predictions for activities that it has never seen before? We tackle this problem by learning models for video from text. This paper presents a hierarchical model that generalizes instructional knowledge from large-scale text corpora and transfers the knowledge to video. Given a portion of an instructional video, our model recognizes and predicts coherent and plausible actions multiple steps into the future, all in rich natural language. To demonstrate the capabilities of our model, we introduce the \emph{Tasty Videos Dataset V2}, a collection of 4022 recipes for zero-shot learning, recognition and anticipation. Extensive experiments with various evaluation metrics demonstrate the potential of our method for generalization, given limited video data for training models.
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Speech to text models tend to be trained and evaluated against a single target accent. This is especially true for English for which native speakers from the United States became the main benchmark. In this work, we are going to show how two simple methods: pre-trained embeddings and auxiliary classification losses can improve the performance of ASR systems. We are looking for upgrades as universal as possible and therefore we will explore their impact on several models architectures and several languages.
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With large-scale adaption to biometric based applications, security and privacy of biometrics is utmost important especially when operating in unsupervised online mode. This work proposes a novel approach for generating new artificial fingerprints also called proxy fingerprints that are natural looking, non-invertible, revocable and privacy preserving. These proxy biometrics can be generated from original ones only with the help of a user-specific key. Instead of using the original fingerprint, these proxy templates can be used anywhere with same convenience. The manuscripts walks through an interesting way in which proxy fingerprints of different types can be generated and how they can be combined with use-specific keys to provide revocability and cancelability in case of compromise. Using the proposed approach a proxy dataset is generated from samples belonging to Anguli fingerprint database. Matching experiments were performed on the new set which is 5 times larger than the original, and it was found that their performance is at par with 0 FAR and 0 FRR in the stolen key, safe key scenarios. Other parameters on revocability and diversity are also analyzed for protection performance.
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Deep neural networks (DNN) are prone to miscalibrated predictions, often exhibiting a mismatch between the predicted output and the associated confidence scores. Contemporary model calibration techniques mitigate the problem of overconfident predictions by pushing down the confidence of the winning class while increasing the confidence of the remaining classes across all test samples. However, from a deployment perspective, an ideal model is desired to (i) generate well-calibrated predictions for high-confidence samples with predicted probability say >0.95, and (ii) generate a higher proportion of legitimate high-confidence samples. To this end, we propose a novel regularization technique that can be used with classification losses, leading to state-of-the-art calibrated predictions at test time; From a deployment standpoint in safety-critical applications, only high-confidence samples from a well-calibrated model are of interest, as the remaining samples have to undergo manual inspection. Predictive confidence reduction of these potentially ``high-confidence samples'' is a downside of existing calibration approaches. We mitigate this by proposing a dynamic train-time data pruning strategy that prunes low-confidence samples every few epochs, providing an increase in "confident yet calibrated samples". We demonstrate state-of-the-art calibration performance across image classification benchmarks, reducing training time without much compromise in accuracy. We provide insights into why our dynamic pruning strategy that prunes low-confidence training samples leads to an increase in high-confidence samples at test time.
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With the steady emergence of community question answering (CQA) platforms like Quora, StackExchange, and WikiHow, users now have an unprecedented access to information on various kind of queries and tasks. Moreover, the rapid proliferation and localization of these platforms spanning geographic and linguistic boundaries offer a unique opportunity to study the task requirements and preferences of users in different socio-linguistic groups. In this study, we implement an entity-embedding model trained on a large longitudinal dataset of multi-lingual and task-oriented question-answer pairs to uncover and quantify the (i) prevalence and distribution of various online tasks across linguistic communities, and (ii) emerging and receding trends in task popularity over time in these communities. Our results show that there exists substantial variance in task preference as well as popularity trends across linguistic communities on the platform. Findings from this study will help Q&A platforms better curate and personalize content for non-English users, while also offering valuable insights to businesses looking to target non-English speaking communities online.
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Can we make virtual characters in a scene interact with their surrounding objects through simple instructions? Is it possible to synthesize such motion plausibly with a diverse set of objects and instructions? Inspired by these questions, we present the first framework to synthesize the full-body motion of virtual human characters performing specified actions with 3D objects placed within their reach. Our system takes as input textual instructions specifying the objects and the associated intentions of the virtual characters and outputs diverse sequences of full-body motions. This is in contrast to existing work, where full-body action synthesis methods generally do not consider object interactions, and human-object interaction methods focus mainly on synthesizing hand or finger movements for grasping objects. We accomplish our objective by designing an intent-driven full-body motion generator, which uses a pair of decoupled conditional variational autoencoders (CVAE) to learn the motion of the body parts in an autoregressive manner. We also optimize for the positions of the objects with six degrees of freedom (6DoF) such that they plausibly fit within the hands of the synthesized characters. We compare our proposed method with the existing methods of motion synthesis and establish a new and stronger state-of-the-art for the task of intent-driven motion synthesis. Through a user study, we further show that our synthesized full-body motions appear more realistic to the participants in more than 80% of scenarios compared to the current state-of-the-art methods, and are perceived to be as good as the ground truth on several occasions.
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Concept bottleneck models (CBMs) (Koh et al. 2020) are interpretable neural networks that first predict labels for human-interpretable concepts relevant to the prediction task, and then predict the final label based on the concept label predictions.We extend CBMs to interactive prediction settings where the model can query a human collaborator for the label to some concepts. We develop an interaction policy that, at prediction time, chooses which concepts to request a label for so as to maximally improve the final prediction. We demonstrate thata simple policy combining concept prediction uncertainty and influence of the concept on the final prediction achieves strong performance and outperforms a static approach proposed in Koh et al. (2020) as well as active feature acquisition methods proposed in the literature. We show that the interactiveCBM can achieve accuracy gains of 5-10% with only 5 interactions over competitive baselines on the Caltech-UCSDBirds, CheXpert and OAI datasets.
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Conventional methods for human motion synthesis are either deterministic or struggle with the trade-off between motion diversity and motion quality. In response to these limitations, we introduce MoFusion, i.e., a new denoising-diffusion-based framework for high-quality conditional human motion synthesis that can generate long, temporally plausible, and semantically accurate motions based on a range of conditioning contexts (such as music and text). We also present ways to introduce well-known kinematic losses for motion plausibility within the motion diffusion framework through our scheduled weighting strategy. The learned latent space can be used for several interactive motion editing applications -- like inbetweening, seed conditioning, and text-based editing -- thus, providing crucial abilities for virtual character animation and robotics. Through comprehensive quantitative evaluations and a perceptual user study, we demonstrate the effectiveness of MoFusion compared to the state of the art on established benchmarks in the literature. We urge the reader to watch our supplementary video and visit https://vcai.mpi-inf.mpg.de/projects/MoFusion.
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Many machine learning problems encode their data as a matrix with a possibly very large number of rows and columns. In several applications like neuroscience, image compression or deep reinforcement learning, the principal subspace of such a matrix provides a useful, low-dimensional representation of individual data. Here, we are interested in determining the $d$-dimensional principal subspace of a given matrix from sample entries, i.e. from small random submatrices. Although a number of sample-based methods exist for this problem (e.g. Oja's rule \citep{oja1982simplified}), these assume access to full columns of the matrix or particular matrix structure such as symmetry and cannot be combined as-is with neural networks \citep{baldi1989neural}. In this paper, we derive an algorithm that learns a principal subspace from sample entries, can be applied when the approximate subspace is represented by a neural network, and hence can be scaled to datasets with an effectively infinite number of rows and columns. Our method consists in defining a loss function whose minimizer is the desired principal subspace, and constructing a gradient estimate of this loss whose bias can be controlled. We complement our theoretical analysis with a series of experiments on synthetic matrices, the MNIST dataset \citep{lecun2010mnist} and the reinforcement learning domain PuddleWorld \citep{sutton1995generalization} demonstrating the usefulness of our approach.
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The potential of offline reinforcement learning (RL) is that high-capacity models trained on large, heterogeneous datasets can lead to agents that generalize broadly, analogously to similar advances in vision and NLP. However, recent works argue that offline RL methods encounter unique challenges to scaling up model capacity. Drawing on the learnings from these works, we re-examine previous design choices and find that with appropriate choices: ResNets, cross-entropy based distributional backups, and feature normalization, offline Q-learning algorithms exhibit strong performance that scales with model capacity. Using multi-task Atari as a testbed for scaling and generalization, we train a single policy on 40 games with near-human performance using up-to 80 million parameter networks, finding that model performance scales favorably with capacity. In contrast to prior work, we extrapolate beyond dataset performance even when trained entirely on a large (400M transitions) but highly suboptimal dataset (51% human-level performance). Compared to return-conditioned supervised approaches, offline Q-learning scales similarly with model capacity and has better performance, especially when the dataset is suboptimal. Finally, we show that offline Q-learning with a diverse dataset is sufficient to learn powerful representations that facilitate rapid transfer to novel games and fast online learning on new variations of a training game, improving over existing state-of-the-art representation learning approaches.
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