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With increasing interest in procedural content generation by academia and game developers alike, it is vital that different approaches can be compared fairly. However, evaluating procedurally generated video game levels is often difficult, due to the lack of standardised, game-independent metrics. In this paper, we introduce two simulation-based evaluation metrics that involve analysing the behaviour of an A* agent to measure the diversity and difficulty of generated levels in a general, game-independent manner. Diversity is calculated by comparing action trajectories from different levels using the edit distance, and difficulty is measured as how much exploration and expansion of the A* search tree is necessary before the agent can solve the level. We demonstrate that our diversity metric is more robust to changes in level size and representation than current methods and additionally measures factors that directly affect playability, instead of focusing on visual information. The difficulty metric shows promise, as it correlates with existing estimates of difficulty in one of the tested domains, but it does face some challenges in the other domain. Finally, to promote reproducibility, we publicly release our evaluation framework.

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Although Reinforcement Learning (RL) is effective for sequential decision-making problems under uncertainty, it still fails to thrive in real-world systems where risk or safety is a binding constraint. In this paper, we formulate the RL problem with safety constraints as a non-zero-sum game. While deployed with maximum entropy RL, this formulation leads to a safe adversarially guided soft actor-critic framework, called SAAC. In SAAC, the adversary aims to break the safety constraint while the RL agent aims to maximize the constrained value function given the adversary's policy. The safety constraint on the agent's value function manifests only as a repulsion term between the agent's and the adversary's policies. Unlike previous approaches, SAAC can address different safety criteria such as safe exploration, mean-variance risk sensitivity, and CVaR-like coherent risk sensitivity. We illustrate the design of the adversary for these constraints. Then, in each of these variations, we show the agent differentiates itself from the adversary's unsafe actions in addition to learning to solve the task. Finally, for challenging continuous control tasks, we demonstrate that SAAC achieves faster convergence, better efficiency, and fewer failures to satisfy the safety constraints than risk-averse distributional RL and risk-neutral soft actor-critic algorithms.

Model-based reinforcement learning (RL) algorithms designed for handling complex visual observations typically learn some sort of latent state representation, either explicitly or implicitly. Standard methods of this sort do not distinguish between functionally relevant aspects of the state and irrelevant distractors, instead aiming to represent all available information equally. We propose a modified objective for model-based RL that, in combination with mutual information maximization, allows us to learn representations and dynamics for visual model-based RL without reconstruction in a way that explicitly prioritizes functionally relevant factors. The key principle behind our design is to integrate a term inspired by variational empowerment into a state-space model based on mutual information. This term prioritizes information that is correlated with action, thus ensuring that functionally relevant factors are captured first. Furthermore, the same empowerment term also promotes faster exploration during the RL process, especially for sparse-reward tasks where the reward signal is insufficient to drive exploration in the early stages of learning. We evaluate the approach on a suite of vision-based robot control tasks with natural video backgrounds, and show that the proposed prioritized information objective outperforms state-of-the-art model based RL approaches with higher sample efficiency and episodic returns. //sites.google.com/view/information-empowerment

With the rapid development of multimedia technology, Augmented Reality (AR) has become a promising next-generation mobile platform. The primary theory underlying AR is human visual confusion, which allows users to perceive the real-world scenes and augmented contents (virtual-world scenes) simultaneously by superimposing them together. To achieve good Quality of Experience (QoE), it is important to understand the interaction between two scenarios, and harmoniously display AR contents. However, studies on how this superimposition will influence the human visual attention are lacking. Therefore, in this paper, we mainly analyze the interaction effect between background (BG) scenes and AR contents, and study the saliency prediction problem in AR. Specifically, we first construct a Saliency in AR Dataset (SARD), which contains 450 BG images, 450 AR images, as well as 1350 superimposed images generated by superimposing BG and AR images in pair with three mixing levels. A large-scale eye-tracking experiment among 60 subjects is conducted to collect eye movement data. To better predict the saliency in AR, we propose a vector quantized saliency prediction method and generalize it for AR saliency prediction. For comparison, three benchmark methods are proposed and evaluated together with our proposed method on our SARD. Experimental results demonstrate the superiority of our proposed method on both of the common saliency prediction problem and the AR saliency prediction problem over benchmark methods. Our data collection methodology, dataset, benchmark methods, and proposed saliency models will be publicly available to facilitate future research.

Dense video captioning aims to identify the events of interest in an input video, and generate descriptive captions for each event. Previous approaches usually follow a two-stage generative process, which first proposes a segment for each event, then renders a caption for each identified segment. Recent advances in large-scale sequence generation pretraining have seen great success in unifying task formulation for a great variety of tasks, but so far, more complex tasks such as dense video captioning are not able to fully utilize this powerful paradigm. In this work, we show how to model the two subtasks of dense video captioning jointly as one sequence generation task, and simultaneously predict the events and the corresponding descriptions. Experiments on YouCook2 and ViTT show encouraging results and indicate the feasibility of training complex tasks such as end-to-end dense video captioning integrated into large-scale pre-trained models.

In this paper, we propose a novel sequence verification task that aims to distinguish positive video pairs performing the same action sequence from negative ones with step-level transformations but still conducting the same task. Such a challenging task resides in an open-set setting without prior action detection or segmentation that requires event-level or even frame-level annotations. To that end, we carefully reorganize two publicly available action-related datasets with step-procedure-task structure. To fully investigate the effectiveness of any method, we collect a scripted video dataset enumerating all kinds of step-level transformations in chemical experiments. Besides, a novel evaluation metric Weighted Distance Ratio is introduced to ensure equivalence for different step-level transformations during evaluation. In the end, a simple but effective baseline based on the transformer encoder with a novel sequence alignment loss is introduced to better characterize long-term dependency between steps, which outperforms other action recognition methods. Codes and data will be released.

As a crucial component in task-oriented dialog systems, the Natural Language Generation (NLG) module converts a dialog act represented in a semantic form into a response in natural language. The success of traditional template-based or statistical models typically relies on heavily annotated data, which is infeasible for new domains. Therefore, it is pivotal for an NLG system to generalize well with limited labelled data in real applications. To this end, we present FewShotWoz, the first NLG benchmark to simulate the few-shot learning setting in task-oriented dialog systems. Further, we develop the SC-GPT model. It is pre-trained on a large set of annotated NLG corpus to acquire the controllable generation ability, and fine-tuned with only a few domain-specific labels to adapt to new domains. Experiments on FewShotWoz and the large Multi-Domain-WOZ datasets show that the proposed SC-GPT significantly outperforms existing methods, measured by various automatic metrics and human evaluations.

User engagement is a critical metric for evaluating the quality of open-domain dialogue systems. Prior work has focused on conversation-level engagement by using heuristically constructed features such as the number of turns and the total time of the conversation. In this paper, we investigate the possibility and efficacy of estimating utterance-level engagement and define a novel metric, {\em predictive engagement}, for automatic evaluation of open-domain dialogue systems. Our experiments demonstrate that (1) human annotators have high agreement on assessing utterance-level engagement scores; (2) conversation-level engagement scores can be predicted from properly aggregated utterance-level engagement scores. Furthermore, we show that the utterance-level engagement scores can be learned from data. These scores can improve automatic evaluation metrics for open-domain dialogue systems, as shown by correlation with human judgements. This suggests that predictive engagement can be used as a real-time feedback for training better dialogue models.

Generating texts which express complex ideas spanning multiple sentences requires a structured representation of their content (document plan), but these representations are prohibitively expensive to manually produce. In this work, we address the problem of generating coherent multi-sentence texts from the output of an information extraction system, and in particular a knowledge graph. Graphical knowledge representations are ubiquitous in computing, but pose a significant challenge for text generation techniques due to their non-hierarchical nature, collapsing of long-distance dependencies, and structural variety. We introduce a novel graph transforming encoder which can leverage the relational structure of such knowledge graphs without imposing linearization or hierarchical constraints. Incorporated into an encoder-decoder setup, we provide an end-to-end trainable system for graph-to-text generation that we apply to the domain of scientific text. Automatic and human evaluations show that our technique produces more informative texts which exhibit better document structure than competitive encoder-decoder methods.

Dense video captioning aims to generate text descriptions for all events in an untrimmed video. This involves both detecting and describing events. Therefore, all previous methods on dense video captioning tackle this problem by building two models, i.e. an event proposal and a captioning model, for these two sub-problems. The models are either trained separately or in alternation. This prevents direct influence of the language description to the event proposal, which is important for generating accurate descriptions. To address this problem, we propose an end-to-end transformer model for dense video captioning. The encoder encodes the video into appropriate representations. The proposal decoder decodes from the encoding with different anchors to form video event proposals. The captioning decoder employs a masking network to restrict its attention to the proposal event over the encoding feature. This masking network converts the event proposal to a differentiable mask, which ensures the consistency between the proposal and captioning during training. In addition, our model employs a self-attention mechanism, which enables the use of efficient non-recurrent structure during encoding and leads to performance improvements. We demonstrate the effectiveness of this end-to-end model on ActivityNet Captions and YouCookII datasets, where we achieved 10.12 and 6.58 METEOR score, respectively.

Training a deep architecture using a ranking loss has become standard for the person re-identification task. Increasingly, these deep architectures include additional components that leverage part detections, attribute predictions, pose estimators and other auxiliary information, in order to more effectively localize and align discriminative image regions. In this paper we adopt a different approach and carefully design each component of a simple deep architecture and, critically, the strategy for training it effectively for person re-identification. We extensively evaluate each design choice, leading to a list of good practices for person re-identification. By following these practices, our approach outperforms the state of the art, including more complex methods with auxiliary components, by large margins on four benchmark datasets. We also provide a qualitative analysis of our trained representation which indicates that, while compact, it is able to capture information from localized and discriminative regions, in a manner akin to an implicit attention mechanism.

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