3D reconstruction of depth and motion from monocular video in dynamic environments is a highly ill-posed problem due to scale ambiguities when projecting to the 2D image domain. In this work, we investigate the performance of the current State-of-the-Art (SotA) deep multi-view systems in such environments. We find that current supervised methods work surprisingly well despite not modelling individual object motions, but make systematic errors due to a lack of dense ground truth data. To detect such errors during usage, we extend the cost volume based Deep Video to Depth (DeepV2D) framework \cite{teed2018deepv2d} with a learned uncertainty. Our Deep Video to certain Depth (DeepV2cD) model allows i) to perform en par or better with current SotA and ii) achieve a better uncertainty measure than the naive Shannon entropy. Our experiments show that a simple filter strategy based on the uncertainty can significantly reduce systematic errors. This results in cleaner reconstructions both on static and dynamic parts of the scene.
Deep neural networks are highly susceptible to learning biases in visual data. While various methods have been proposed to mitigate such bias, the majority require explicit knowledge of the biases present in the training data in order to mitigate. We argue the relevance of exploring methods which are completely ignorant of the presence of any bias, but are capable of identifying and mitigating them. Furthermore, we propose using Bayesian neural networks with an epistemic uncertainty-weighted loss function to dynamically identify potential bias in individual training samples and to weight them during training. We find a positive correlation between samples subject to bias and higher epistemic uncertainties. Finally, we show the method has potential to mitigate visual bias on a bias benchmark dataset and on a real-world face detection problem, and we consider the merits and weaknesses of our approach.
We present PHORHUM, a novel, end-to-end trainable, deep neural network methodology for photorealistic 3D human reconstruction given just a monocular RGB image. Our pixel-aligned method estimates detailed 3D geometry and, for the first time, the unshaded surface color together with the scene illumination. Observing that 3D supervision alone is not sufficient for high fidelity color reconstruction, we introduce patch-based rendering losses that enable reliable color reconstruction on visible parts of the human, and detailed and plausible color estimation for the non-visible parts. Moreover, our method specifically addresses methodological and practical limitations of prior work in terms of representing geometry, albedo, and illumination effects, in an end-to-end model where factors can be effectively disentangled. In extensive experiments, we demonstrate the versatility and robustness of our approach. Our state-of-the-art results validate the method qualitatively and for different metrics, for both geometric and color reconstruction.
Epistemic uncertainty is the part of out-of-sample prediction error due to the lack of knowledge of the learner. Whereas previous work was focusing on model variance, we propose a principled approach for directly estimating epistemic uncertainty by learning to predict generalization error and subtracting an estimate of aleatoric uncertainty, i.e., intrinsic unpredictability. This estimator of epistemic uncertainty includes the effect of model bias (or misspecification) and is useful in interactive learning environments arising in active learning or reinforcement learning. In addition to discussing these properties of Direct Epistemic Uncertainty Prediction (DEUP), we illustrate its advantage against existing methods for uncertainty estimation on downstream tasks including sequential model optimization and reinforcement learning. We also evaluate the quality of uncertainty estimates from DEUP for probabilistic classification of images and for estimating uncertainty about synergistic drug combinations.
In this paper, we propose M$^2$BEV, a unified framework that jointly performs 3D object detection and map segmentation in the Birds Eye View~(BEV) space with multi-camera image inputs. Unlike the majority of previous works which separately process detection and segmentation, M$^2$BEV infers both tasks with a unified model and improves efficiency. M$^2$BEV efficiently transforms multi-view 2D image features into the 3D BEV feature in ego-car coordinates. Such BEV representation is important as it enables different tasks to share a single encoder. Our framework further contains four important designs that benefit both accuracy and efficiency: (1) An efficient BEV encoder design that reduces the spatial dimension of a voxel feature map. (2) A dynamic box assignment strategy that uses learning-to-match to assign ground-truth 3D boxes with anchors. (3) A BEV centerness re-weighting that reinforces with larger weights for more distant predictions, and (4) Large-scale 2D detection pre-training and auxiliary supervision. We show that these designs significantly benefit the ill-posed camera-based 3D perception tasks where depth information is missing. M$^2$BEV is memory efficient, allowing significantly higher resolution images as input, with faster inference speed. Experiments on nuScenes show that M$^2$BEV achieves state-of-the-art results in both 3D object detection and BEV segmentation, with the best single model achieving 42.5 mAP and 57.0 mIoU in these two tasks, respectively.
A rising number of botnet families have been successfully detected using deep learning architectures. While the variety of attacks increases, these architectures should become more robust against attacks. They have been proven to be very sensitive to small but well constructed perturbations in the input. Botnet detection requires extremely low false-positive rates (FPR), which are not commonly attainable in contemporary deep learning. Attackers try to increase the FPRs by making poisoned samples. The majority of recent research has focused on the use of model loss functions to build adversarial examples and robust models. In this paper, two LSTM-based classification algorithms for botnet classification with an accuracy higher than 98\% are presented. Then, the adversarial attack is proposed, which reduces the accuracy to about30\%. Then, by examining the methods for computing the uncertainty, the defense method is proposed to increase the accuracy to about 70\%. By using the deep ensemble and stochastic weight averaging quantification methods it has been investigated the uncertainty of the accuracy in the proposed methods.
In typical multi-talker speech recognition systems, a neural network-based acoustic model predicts senone state posteriors for each speaker. These are later used by a single-talker decoder which is applied on each speaker-specific output stream separately. In this work, we argue that such a scheme is sub-optimal and propose a principled solution that decodes all speakers jointly. We modify the acoustic model to predict joint state posteriors for all speakers, enabling the network to express uncertainty about the attribution of parts of the speech signal to the speakers. We employ a joint decoder that can make use of this uncertainty together with higher-level language information. For this, we revisit decoding algorithms used in factorial generative models in early multi-talker speech recognition systems. In contrast with these early works, we replace the GMM acoustic model with DNN, which provides greater modeling power and simplifies part of the inference. We demonstrate the advantage of joint decoding in proof of concept experiments on a mixed-TIDIGITS dataset.
In this paper, we present a novel sensitivity-based filter pruning algorithm (SbF-Pruner) to learn the importance scores of filters of each layer end-to-end. Our method learns the scores from the filter weights, enabling it to account for the correlations between the filters of each layer. Moreover, by training the pruning scores of all layers simultaneously our method can account for layer interdependencies, which is essential to find a performant sparse sub-network. Our proposed method can train and generate a pruned network from scratch in a straightforward, one-stage training process without requiring a pretrained network. Ultimately, we do not need layer-specific hyperparameters and pre-defined layer budgets, since SbF-Pruner can implicitly determine the appropriate number of channels in each layer. Our experimental results on different network architectures suggest that SbF-Pruner outperforms advanced pruning methods. Notably, on CIFAR-10, without requiring a pretrained baseline network, we obtain 1.02% and 1.19% accuracy gain on ResNet56 and ResNet110, compared to the baseline reported for state-of-the-art pruning algorithms. This is while SbF-Pruner reduces parameter-count by 52.3% (for ResNet56) and 54% (for ResNet101), which is better than the state-of-the-art pruning algorithms with a high margin of 9.5% and 6.6%.
Reinforcement learning (RL) has shown great success in solving many challenging tasks via use of deep neural networks. Although using deep learning for RL brings immense representational power, it also causes a well-known sample-inefficiency problem. This means that the algorithms are data-hungry and require millions of training samples to converge to an adequate policy. One way to combat this issue is to use action advising in a teacher-student framework, where a knowledgeable teacher provides action advice to help the student. This work considers how to better leverage uncertainties about when a student should ask for advice and if the student can model the teacher to ask for less advice. The student could decide to ask for advice when it is uncertain or when both it and its model of the teacher are uncertain. In addition to this investigation, this paper introduces a new method to compute uncertainty for a deep RL agent using a secondary neural network. Our empirical results show that using dual uncertainties to drive advice collection and reuse may improve learning performance across several Atari games.
Sparse decision tree optimization has been one of the most fundamental problems in AI since its inception and is a challenge at the core of interpretable machine learning. Sparse decision tree optimization is computationally hard, and despite steady effort since the 1960's, breakthroughs have only been made on the problem within the past few years, primarily on the problem of finding optimal sparse decision trees. However, current state-of-the-art algorithms often require impractical amounts of computation time and memory to find optimal or near-optimal trees for some real-world datasets, particularly those having several continuous-valued features. Given that the search spaces of these decision tree optimization problems are massive, can we practically hope to find a sparse decision tree that competes in accuracy with a black box machine learning model? We address this problem via smart guessing strategies that can be applied to any optimal branch-and-bound-based decision tree algorithm. We show that by using these guesses, we can reduce the run time by multiple orders of magnitude, while providing bounds on how far the resulting trees can deviate from the black box's accuracy and expressive power. Our approach enables guesses about how to bin continuous features, the size of the tree, and lower bounds on the error for the optimal decision tree. Our experiments show that in many cases we can rapidly construct sparse decision trees that match the accuracy of black box models. To summarize: when you are having trouble optimizing, just guess.
We present a monocular Simultaneous Localization and Mapping (SLAM) using high level object and plane landmarks, in addition to points. The resulting map is denser, more compact and meaningful compared to point only SLAM. We first propose a high order graphical model to jointly infer the 3D object and layout planes from single image considering occlusions and semantic constraints. The extracted cuboid object and layout planes are further optimized in a unified SLAM framework. Objects and planes can provide more semantic constraints such as Manhattan and object supporting relationships compared to points. Experiments on various public and collected datasets including ICL NUIM and TUM mono show that our algorithm can improve camera localization accuracy compared to state-of-the-art SLAM and also generate dense maps in many structured environments.