Predicting future human behavior from an input human video is a useful task for applications such as autonomous driving and robotics. While most previous works predict a single future, multiple futures with different behavior can potentially occur. Moreover, if the predicted future is too short (e.g., less than one second), it may not be fully usable by a human or other systems. In this paper, we propose a novel method for future human pose prediction capable of predicting multiple long-term futures. This makes the predictions more suitable for real applications. Also, from the input video and the predicted human behavior, we generate future videos. First, from an input human video, we generate sequences of future human poses (i.e., the image coordinates of their body-joints) via adversarial learning. Adversarial learning suffers from mode collapse, which makes it difficult to generate a variety of multiple poses. We solve this problem by utilizing two additional inputs to the generator to make the outputs diverse, namely, a latent code (to reflect various behaviors) and an attraction point (to reflect various trajectories). In addition, we generate long-term future human poses using a novel approach based on unidimensional convolutional neural networks. Last, we generate an output video based on the generated poses for visualization. We evaluate the generated future poses and videos using three criteria (i.e., realism, diversity and accuracy), and show that our proposed method outperforms other state-of-the-art works.
Human Action Recognition (HAR) aims to understand human behavior and assign a label to each action. It has a wide range of applications, and therefore has been attracting increasing attention in the field of computer vision. Human actions can be represented using various data modalities, such as RGB, skeleton, depth, infrared, point cloud, event stream, audio, acceleration, radar, and WiFi signal, which encode different sources of useful yet distinct information and have various advantages depending on the application scenarios. Consequently, lots of existing works have attempted to investigate different types of approaches for HAR using various modalities. In this paper, we present a comprehensive survey of recent progress in deep learning methods for HAR based on the type of input data modality. Specifically, we review the current mainstream deep learning methods for single data modalities and multiple data modalities, including the fusion-based and the co-learning-based frameworks. We also present comparative results on several benchmark datasets for HAR, together with insightful observations and inspiring future research directions.
Outlier detection is an important topic in machine learning and has been used in a wide range of applications. In this paper, we approach outlier detection as a binary-classification issue by sampling potential outliers from a uniform reference distribution. However, due to the sparsity of data in high-dimensional space, a limited number of potential outliers may fail to provide sufficient information to assist the classifier in describing a boundary that can separate outliers from normal data effectively. To address this, we propose a novel Single-Objective Generative Adversarial Active Learning (SO-GAAL) method for outlier detection, which can directly generate informative potential outliers based on the mini-max game between a generator and a discriminator. Moreover, to prevent the generator from falling into the mode collapsing problem, the stop node of training should be determined when SO-GAAL is able to provide sufficient information. But without any prior information, it is extremely difficult for SO-GAAL. Therefore, we expand the network structure of SO-GAAL from a single generator to multiple generators with different objectives (MO-GAAL), which can generate a reasonable reference distribution for the whole dataset. We empirically compare the proposed approach with several state-of-the-art outlier detection methods on both synthetic and real-world datasets. The results show that MO-GAAL outperforms its competitors in the majority of cases, especially for datasets with various cluster types or high irrelevant variable ratio.
Although end-to-end (E2E) learning has led to impressive progress on a variety of visual understanding tasks, it is often impeded by hardware constraints (e.g., GPU memory) and is prone to overfitting. When it comes to video captioning, one of the most challenging benchmark tasks in computer vision, those limitations of E2E learning are especially amplified by the fact that both the input videos and output captions are lengthy sequences. Indeed, state-of-the-art methods for video captioning process video frames by convolutional neural networks and generate captions by unrolling recurrent neural networks. If we connect them in an E2E manner, the resulting model is both memory-consuming and data-hungry, making it extremely hard to train. In this paper, we propose a multitask reinforcement learning approach to training an E2E video captioning model. The main idea is to mine and construct as many effective tasks (e.g., attributes, rewards, and the captions) as possible from the human captioned videos such that they can jointly regulate the search space of the E2E neural network, from which an E2E video captioning model can be found and generalized to the testing phase. To the best of our knowledge, this is the first video captioning model that is trained end-to-end from the raw video input to the caption output. Experimental results show that such a model outperforms existing ones to a large margin on two benchmark video captioning datasets.
To solve complex real-world problems with reinforcement learning, we cannot rely on manually specified reward functions. Instead, we can have humans communicate an objective to the agent directly. In this work, we combine two approaches to learning from human feedback: expert demonstrations and trajectory preferences. We train a deep neural network to model the reward function and use its predicted reward to train an DQN-based deep reinforcement learning agent on 9 Atari games. Our approach beats the imitation learning baseline in 7 games and achieves strictly superhuman performance on 2 games without using game rewards. Additionally, we investigate the goodness of fit of the reward model, present some reward hacking problems, and study the effects of noise in the human labels.
This paper studies the problem of domain division problem which aims to segment instances drawn from different probabilistic distributions. Such a problem exists in many previous recognition tasks, such as Open Set Learning (OSL) and Generalized Zero-Shot Learning (G-ZSL), where the testing instances come from either seen or novel/unseen classes of different probabilistic distributions. Previous works focused on either only calibrating the confident prediction of classifiers of seen classes (W-SVM), or taking unseen classes as outliers. In contrast, this paper proposes a probabilistic way of directly estimating and fine-tuning the decision boundary between seen and novel/unseen classes. In particular, we propose a domain division algorithm of learning to split the testing instances into known, unknown and uncertain domains, and then conduct recognize tasks in each domain. Two statistical tools, namely, bootstrapping and Kolmogorov-Smirnov (K-S) Test, for the first time, are introduced to discover and fine-tune the decision boundary of each domain. Critically, the uncertain domain is newly introduced in our framework to adopt those instances whose domain cannot be predicted confidently. Extensive experiments demonstrate that our approach achieved the state-of-the-art performance on OSL and G-ZSL benchmarks.
We study the problem of video-to-video synthesis, whose goal is to learn a mapping function from an input source video (e.g., a sequence of semantic segmentation masks) to an output photorealistic video that precisely depicts the content of the source video. While its image counterpart, the image-to-image synthesis problem, is a popular topic, the video-to-video synthesis problem is less explored in the literature. Without understanding temporal dynamics, directly applying existing image synthesis approaches to an input video often results in temporally incoherent videos of low visual quality. In this paper, we propose a novel video-to-video synthesis approach under the generative adversarial learning framework. Through carefully-designed generator and discriminator architectures, coupled with a spatio-temporal adversarial objective, we achieve high-resolution, photorealistic, temporally coherent video results on a diverse set of input formats including segmentation masks, sketches, and poses. Experiments on multiple benchmarks show the advantage of our method compared to strong baselines. In particular, our model is capable of synthesizing 2K resolution videos of street scenes up to 30 seconds long, which significantly advances the state-of-the-art of video synthesis. Finally, we apply our approach to future video prediction, outperforming several state-of-the-art competing systems.
We present a unified framework tackling two problems: class-specific 3D reconstruction from a single image, and generation of new 3D shape samples. These tasks have received considerable attention recently; however, existing approaches rely on 3D supervision, annotation of 2D images with keypoints or poses, and/or training with multiple views of each object instance. Our framework is very general: it can be trained in similar settings to these existing approaches, while also supporting weaker supervision scenarios. Importantly, it can be trained purely from 2D images, without ground-truth pose annotations, and with a single view per instance. We employ meshes as an output representation, instead of voxels used in most prior work. This allows us to exploit shading information during training, which previous 2D-supervised methods cannot. Thus, our method can learn to generate and reconstruct concave object classes. We evaluate our approach on synthetic data in various settings, showing that (i) it learns to disentangle shape from pose; (ii) using shading in the loss improves performance; (iii) our model is comparable or superior to state-of-the-art voxel-based approaches on quantitative metrics, while producing results that are visually more pleasing; (iv) it still performs well when given supervision weaker than in prior works.
Dense video captioning is a newly emerging task that aims at both localizing and describing all events in a video. We identify and tackle two challenges on this task, namely, (1) how to utilize both past and future contexts for accurate event proposal predictions, and (2) how to construct informative input to the decoder for generating natural event descriptions. First, previous works predominantly generate temporal event proposals in the forward direction, which neglects future video context. We propose a bidirectional proposal method that effectively exploits both past and future contexts to make proposal predictions. Second, different events ending at (nearly) the same time are indistinguishable in the previous works, resulting in the same captions. We solve this problem by representing each event with an attentive fusion of hidden states from the proposal module and video contents (e.g., C3D features). We further propose a novel context gating mechanism to balance the contributions from the current event and its surrounding contexts dynamically. We empirically show that our attentively fused event representation is superior to the proposal hidden states or video contents alone. By coupling proposal and captioning modules into one unified framework, our model outperforms the state-of-the-arts on the ActivityNet Captions dataset with a relative gain of over 100% (Meteor score increases from 4.82 to 9.65).
Video captioning is the task of automatically generating a textual description of the actions in a video. Although previous work (e.g. sequence-to-sequence model) has shown promising results in abstracting a coarse description of a short video, it is still very challenging to caption a video containing multiple fine-grained actions with a detailed description. This paper aims to address the challenge by proposing a novel hierarchical reinforcement learning framework for video captioning, where a high-level Manager module learns to design sub-goals and a low-level Worker module recognizes the primitive actions to fulfill the sub-goal. With this compositional framework to reinforce video captioning at different levels, our approach significantly outperforms all the baseline methods on a newly introduced large-scale dataset for fine-grained video captioning. Furthermore, our non-ensemble model has already achieved the state-of-the-art results on the widely-used MSR-VTT dataset.
In this work, we present a method for tracking and learning the dynamics of all objects in a large scale robot environment. A mobile robot patrols the environment and visits the different locations one by one. Movable objects are discovered by change detection, and tracked throughout the robot deployment. For tracking, we extend the Rao-Blackwellized particle filter of previous work with birth and death processes, enabling the method to handle an arbitrary number of objects. Target births and associations are sampled using Gibbs sampling. The parameters of the system are then learnt using the Expectation Maximization algorithm in an unsupervised fashion. The system therefore enables learning of the dynamics of one particular environment, and of its objects. The algorithm is evaluated on data collected autonomously by a mobile robot in an office environment during a real-world deployment. We show that the algorithm automatically identifies and tracks the moving objects within 3D maps and infers plausible dynamics models, significantly decreasing the modeling bias of our previous work. The proposed method represents an improvement over previous methods for environment dynamics learning as it allows for learning of fine grained processes.