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Bo Dai

Publications and source records attributed to Bo Dai.

At least 217 records · Page 12Linked to original sources

On the Global Convergence Rates of Decentralized Softmax Gradient Play in Markov Potential Games

Softmax policy gradient is a popular algorithm for policy optimization in single-agent reinforcement learning, particularly since projection is not needed for each gradient update. However, in multi-agent systems, the lack of central coordination introduces significant additional difficulties in the convergence analysis. Even for a stochastic game with identical interest, there can be multiple Nash Equilibria (NEs), which disables proof techniques that rely on the existence of a unique global optimum. Moreover, the softmax parameterization introduces non-NE policies with zero gradient, making it difficult for gradient-based algorithms in seeking NEs. In this paper, we study the finite time convergence of decentralized softmax gradient play in a special form of game, Markov Potential Games (MPGs), which includes the identical interest game as a special case. We investigate both gradient play and natural gradient play, with and without $\log$-barrier regularization. The established convergence rates for the unregularized cases contain a trajectory-dependent constant that can be arbitrarily large, whereas the $\log$-barrier regularization overcomes this drawback, with the cost of slightly worse dependence on other factors such as the action set size. An empirical study on an identical interest matrix game confirms the theoretical findings.

math.OC↗

Factor Investing with a Deep Multi-Factor Model

Modeling and characterizing multiple factors is perhaps the most important step in achieving excess returns over market benchmarks. Both academia and industry are striving to find new factors that have good explanatory power for future stock returns and good stability of their predictive power. In practice, factor investing is still largely based on linear multi-factor models, although many deep learning methods show promising results compared to traditional methods in stock trend prediction and portfolio risk management. However, the existing non-linear methods have two drawbacks: 1) there is a lack of interpretation of the newly discovered factors, 2) the financial insights behind the mining process are unclear, making practitioners reluctant to apply the existing methods to factor investing. To address these two shortcomings, we develop a novel deep multi-factor model that adopts industry neutralization and market neutralization modules with clear financial insights, which help us easily build a dynamic and multi-relational stock graph in a hierarchical structure to learn the graph representation of stock relationships at different levels, e.g., industry level and universal level. Subsequently, graph attention modules are adopted to estimate a series of deep factors that maximize the cumulative factor returns. And a factor-attention module is developed to approximately compose the estimated deep factors from the input factors, as a way to interpret the deep factors explicitly. Extensive experiments on real-world stock market data demonstrate the effectiveness of our deep multi-factor model in the task of factor investing.

q-fin.CP↗

Temporal and Contextual Transformer for Multi-Camera Editing of TV Shows

The ability to choose an appropriate camera view among multiple cameras plays a vital role in TV shows delivery. But it is hard to figure out the statistical pattern and apply intelligent processing due to the lack of high-quality training data. To solve this issue, we first collect a novel benchmark on this setting with four diverse scenarios including concerts, sports games, gala shows, and contests, where each scenario contains 6 synchronized tracks recorded by different cameras. It contains 88-hour raw videos that contribute to the 14-hour edited videos. Based on this benchmark, we further propose a new approach temporal and contextual transformer that utilizes clues from historical shots and other views to make shot transition decisions and predict which view to be used. Extensive experiments show that our method outperforms existing methods on the proposed multi-camera editing benchmark.

cs.CV↗

Rethinking Trajectory Prediction via "Team Game"

To accurately predict trajectories in multi-agent settings, e.g. team games, it is important to effectively model the interactions among agents. Whereas a number of methods have been developed for this purpose, existing methods implicitly model these interactions as part of the deep net architecture. However, in the real world, interactions often exist at multiple levels, e.g. individuals may form groups, where interactions among groups and those among the individuals in the same group often follow significantly different patterns. In this paper, we present a novel formulation for multi-agent trajectory prediction, which explicitly introduces the concept of interactive group consensus via an interactive hierarchical latent space. This formulation allows group-level and individual-level interactions to be captured jointly, thus substantially improving the capability of modeling complex dynamics. On two multi-agent settings, i.e. team sports and pedestrians, the proposed framework consistently achieves superior performance compared to existing methods.

cs.CV↗

Improving GANs with A Dynamic Discriminator

Discriminator plays a vital role in training generative adversarial networks (GANs) via distinguishing real and synthesized samples. While the real data distribution remains the same, the synthesis distribution keeps varying because of the evolving generator, and thus effects a corresponding change to the bi-classification task for the discriminator. We argue that a discriminator with an on-the-fly adjustment on its capacity can better accommodate such a time-varying task. A comprehensive empirical study confirms that the proposed training strategy, termed as DynamicD, improves the synthesis performance without incurring any additional computation cost or training objectives. Two capacity adjusting schemes are developed for training GANs under different data regimes: i) given a sufficient amount of training data, the discriminator benefits from a progressively increased learning capacity, and ii) when the training data is limited, gradually decreasing the layer width mitigates the over-fitting issue of the discriminator. Experiments on both 2D and 3D-aware image synthesis tasks conducted on a range of datasets substantiate the generalizability of our DynamicD as well as its substantial improvement over the baselines. Furthermore, DynamicD is synergistic to other discriminator-improving approaches (including data augmentation, regularizers, and pre-training), and brings continuous performance gain when combined for learning GANs.

cs.CV↗

Extract Free Dense Labels from CLIP

Contrastive Language-Image Pre-training (CLIP) has made a remarkable breakthrough in open-vocabulary zero-shot image recognition. Many recent studies leverage the pre-trained CLIP models for image-level classification and manipulation. In this paper, we wish examine the intrinsic potential of CLIP for pixel-level dense prediction, specifically in semantic segmentation. To this end, with minimal modification, we show that MaskCLIP yields compelling segmentation results on open concepts across various datasets in the absence of annotations and fine-tuning. By adding pseudo labeling and self-training, MaskCLIP+ surpasses SOTA transductive zero-shot semantic segmentation methods by large margins, e.g., mIoUs of unseen classes on PASCAL VOC/PASCAL Context/COCO Stuff are improved from 35.6/20.7/30.3 to 86.1/66.7/54.7. We also test the robustness of MaskCLIP under input corruption and evaluate its capability in discriminating fine-grained objects and novel concepts. Our finding suggests that MaskCLIP can serve as a new reliable source of supervision for dense prediction tasks to achieve annotation-free segmentation. Source code is available at https://github.com/chongzhou96/MaskCLIP.

cs.CV↗

BRACE: The Breakdancing Competition Dataset for Dance Motion Synthesis

Generative models for audio-conditioned dance motion synthesis map music features to dance movements. Models are trained to associate motion patterns to audio patterns, usually without an explicit knowledge of the human body. This approach relies on a few assumptions: strong music-dance correlation, controlled motion data and relatively simple poses and movements. These characteristics are found in all existing datasets for dance motion synthesis, and indeed recent methods can achieve good results.We introduce a new dataset aiming to challenge these common assumptions, compiling a set of dynamic dance sequences displaying complex human poses. We focus on breakdancing which features acrobatic moves and tangled postures. We source our data from the Red Bull BC One competition videos. Estimating human keypoints from these videos is difficult due to the complexity of the dance, as well as the multiple moving cameras recording setup. We adopt a hybrid labelling pipeline leveraging deep estimation models as well as manual annotations to obtain good quality keypoint sequences at a reduced cost. Our efforts produced the BRACE dataset, which contains over 3 hours and 30 minutes of densely annotated poses. We test state-of-the-art methods on BRACE, showing their limitations when evaluated on complex sequences. Our dataset can readily foster advance in dance motion synthesis. With intricate poses and swift movements, models are forced to go beyond learning a mapping between modalities and reason more effectively about body structure and movements.

cs.CV↗

Transformer with Implicit Edges for Particle-based Physics Simulation

Particle-based systems provide a flexible and unified way to simulate physics systems with complex dynamics. Most existing data-driven simulators for particle-based systems adopt graph neural networks (GNNs) as their network backbones, as particles and their interactions can be naturally represented by graph nodes and graph edges. However, while particle-based systems usually contain hundreds even thousands of particles, the explicit modeling of particle interactions as graph edges inevitably leads to a significant computational overhead, due to the increased number of particle interactions. Consequently, in this paper we propose a novel Transformer-based method, dubbed as Transformer with Implicit Edges (TIE), to capture the rich semantics of particle interactions in an edge-free manner. The core idea of TIE is to decentralize the computation involving pair-wise particle interactions into per-particle updates. This is achieved by adjusting the self-attention module to resemble the update formula of graph edges in GNN. To improve the generalization ability of TIE, we further amend TIE with learnable material-specific abstract particles to disentangle global material-wise semantics from local particle-wise semantics. We evaluate our model on diverse domains of varying complexity and materials. Compared with existing GNN-based methods, without bells and whistles, TIE achieves superior performance and generalization across all these domains. Codes and models are available at https://github.com/ftbabi/TIE_ECCV2022.git.

cs.LG↗

DeciWatch: A Simple Baseline for 10x Efficient 2D and 3D Pose Estimation

This paper proposes a simple baseline framework for video-based 2D/3D human pose estimation that can achieve 10 times efficiency improvement over existing works without any performance degradation, named DeciWatch. Unlike current solutions that estimate each frame in a video, DeciWatch introduces a simple yet effective sample-denoise-recover framework that only watches sparsely sampled frames, taking advantage of the continuity of human motions and the lightweight pose representation. Specifically, DeciWatch uniformly samples less than 10% video frames for detailed estimation, denoises the estimated 2D/3D poses with an efficient Transformer architecture, and then accurately recovers the rest of the frames using another Transformer-based network. Comprehensive experimental results on three video-based human pose estimation and body mesh recovery tasks with four datasets validate the efficiency and effectiveness of DeciWatch. Code is available at https://github.com/cure-lab/DeciWatch.

cs.CV↗

Monocular 3D Object Reconstruction with GAN Inversion

Recovering a textured 3D mesh from a monocular image is highly challenging, particularly for in-the-wild objects that lack 3D ground truths. In this work, we present MeshInversion, a novel framework to improve the reconstruction by exploiting the generative prior of a 3D GAN pre-trained for 3D textured mesh synthesis. Reconstruction is achieved by searching for a latent space in the 3D GAN that best resembles the target mesh in accordance with the single view observation. Since the pre-trained GAN encapsulates rich 3D semantics in terms of mesh geometry and texture, searching within the GAN manifold thus naturally regularizes the realness and fidelity of the reconstruction. Importantly, such regularization is directly applied in the 3D space, providing crucial guidance of mesh parts that are unobserved in the 2D space. Experiments on standard benchmarks show that our framework obtains faithful 3D reconstructions with consistent geometry and texture across both observed and unobserved parts. Moreover, it generalizes well to meshes that are less commonly seen, such as the extended articulation of deformable objects. Code is released at https://github.com/junzhezhang/mesh-inversion

cs.CV↗

SAFER: Data-Efficient and Safe Reinforcement Learning via Skill Acquisition

Methods that extract policy primitives from offline demonstrations using deep generative models have shown promise at accelerating reinforcement learning(RL) for new tasks. Intuitively, these methods should also help to trainsafeRLagents because they enforce useful skills. However, we identify these techniques are not well equipped for safe policy learning because they ignore negative experiences(e.g., unsafe or unsuccessful), focusing only on positive experiences, which harms their ability to generalize to new tasks safely. Rather, we model the latentsafetycontextusing principled contrastive training on an offline dataset of demonstrations from many tasks, including both negative and positive experiences. Using this late variable, our RL framework, SAFEty skill pRiors (SAFER) extracts task-specific safe primitive skills to safely and successfully generalize to new tasks. In the inference stage, policies trained with SAFER learn to compose safe skills into successful policies. We theoretically characterize why SAFER can enforce safe policy learning and demonstrate its effectiveness on several complex safety-critical robotic grasping tasks inspired by the game Operation, in which SAFERoutperforms state-of-the-art primitive learning methods in success and safety.

cs.LG↗

Guided Diffusion Model for Adversarial Purification

With wider application of deep neural networks (DNNs) in various algorithms and frameworks, security threats have become one of the concerns. Adversarial attacks disturb DNN-based image classifiers, in which attackers can intentionally add imperceptible adversarial perturbations on input images to fool the classifiers. In this paper, we propose a novel purification approach, referred to as guided diffusion model for purification (GDMP), to help protect classifiers from adversarial attacks. The core of our approach is to embed purification into the diffusion denoising process of a Denoised Diffusion Probabilistic Model (DDPM), so that its diffusion process could submerge the adversarial perturbations with gradually added Gaussian noises, and both of these noises can be simultaneously removed following a guided denoising process. On our comprehensive experiments across various datasets, the proposed GDMP is shown to reduce the perturbations raised by adversarial attacks to a shallow range, thereby significantly improving the correctness of classification. GDMP improves the robust accuracy by 5%, obtaining 90.1% under PGD attack on the CIFAR10 dataset. Moreover, GDMP achieves 70.94% robustness on the challenging ImageNet dataset.

cs.CV↗

Leveraging Non-uniformity in First-order Non-convex Optimization

Classical global convergence results for first-order methods rely on uniform smoothness and the Łojasiewicz inequality. Motivated by properties of objective functions that arise in machine learning, we propose a non-uniform refinement of these notions, leading to \emph{Non-uniform Smoothness} (NS) and \emph{Non-uniform Łojasiewicz inequality} (NŁ). The new definitions inspire new geometry-aware first-order methods that are able to converge to global optimality faster than the classical $Ω(1/t^2)$ lower bounds. To illustrate the power of these geometry-aware methods and their corresponding non-uniform analysis, we consider two important problems in machine learning: policy gradient optimization in reinforcement learning (PG), and generalized linear model training in supervised learning (GLM). For PG, we find that normalizing the gradient ascent method can accelerate convergence to $O(e^{-t})$ while incurring less overhead than existing algorithms. For GLM, we show that geometry-aware normalized gradient descent can also achieve a linear convergence rate, which significantly improves the best known results. We additionally show that the proposed geometry-aware descent methods escape landscape plateaus faster than standard gradient descent. Experimental results are used to illustrate and complement the theoretical findings.

cs.LG↗

Accelerating Diffusion Models via Early Stop of the Diffusion Process

Denoising Diffusion Probabilistic Models (DDPMs) have achieved impressive performance on various generation tasks. By modeling the reverse process of gradually diffusing the data distribution into a Gaussian distribution, generating a sample in DDPMs can be regarded as iteratively denoising a randomly sampled Gaussian noise. However, in practice DDPMs often need hundreds even thousands of denoising steps to obtain a high-quality sample from the Gaussian noise, leading to extremely low inference efficiency. In this work, we propose a principled acceleration strategy, referred to as Early-Stopped DDPM (ES-DDPM), for DDPMs. The key idea is to stop the diffusion process early where only the few initial diffusing steps are considered and the reverse denoising process starts from a non-Gaussian distribution. By further adopting a powerful pre-trained generative model, such as GAN and VAE, in ES-DDPM, sampling from the target non-Gaussian distribution can be efficiently achieved by diffusing samples obtained from the pre-trained generative model. In this way, the number of required denoising steps is significantly reduced. In the meantime, the sample quality of ES-DDPM also improves substantially, outperforming both the vanilla DDPM and the adopted pre-trained generative model. On extensive experiments across CIFAR-10, CelebA, ImageNet, LSUN-Bedroom and LSUN-Cat, ES-DDPM obtains promising acceleration effect and performance improvement over representative baseline methods. Moreover, ES-DDPM also demonstrates several attractive properties, including being orthogonal to existing acceleration methods, as well as simultaneously enabling both global semantic and local pixel-level control in image generation.

cs.CV↗

Towards Diverse and Natural Scene-aware 3D Human Motion Synthesis

The ability to synthesize long-term human motion sequences in real-world scenes can facilitate numerous applications. Previous approaches for scene-aware motion synthesis are constrained by pre-defined target objects or positions and thus limit the diversity of human-scene interactions for synthesized motions. In this paper, we focus on the problem of synthesizing diverse scene-aware human motions under the guidance of target action sequences. To achieve this, we first decompose the diversity of scene-aware human motions into three aspects, namely interaction diversity (e.g. sitting on different objects with different poses in the given scenes), path diversity (e.g. moving to the target locations following different paths), and the motion diversity (e.g. having various body movements during moving). Based on this factorized scheme, a hierarchical framework is proposed, with each sub-module responsible for modeling one aspect. We assess the effectiveness of our framework on two challenging datasets for scene-aware human motion synthesis. The experiment results show that the proposed framework remarkably outperforms previous methods in terms of diversity and naturalness.

cs.CV↗

Cross-Model Pseudo-Labeling for Semi-Supervised Action Recognition

Semi-supervised action recognition is a challenging but important task due to the high cost of data annotation. A common approach to this problem is to assign unlabeled data with pseudo-labels, which are then used as additional supervision in training. Typically in recent work, the pseudo-labels are obtained by training a model on the labeled data, and then using confident predictions from the model to teach itself. In this work, we propose a more effective pseudo-labeling scheme, called Cross-Model Pseudo-Labeling (CMPL). Concretely, we introduce a lightweight auxiliary network in addition to the primary backbone, and ask them to predict pseudo-labels for each other. We observe that, due to their different structural biases, these two models tend to learn complementary representations from the same video clips. Each model can thus benefit from its counterpart by utilizing cross-model predictions as supervision. Experiments on different data partition protocols demonstrate the significant improvement of our framework over existing alternatives. For example, CMPL achieves $17.6\%$ and $25.1\%$ Top-1 accuracy on Kinetics-400 and UCF-101 using only the RGB modality and $1\%$ labeled data, outperforming our baseline model, FixMatch, by $9.0\%$ and $10.3\%$, respectively.

cs.CV↗

Revisiting Skeleton-based Action Recognition

Human skeleton, as a compact representation of human action, has received increasing attention in recent years. Many skeleton-based action recognition methods adopt graph convolutional networks (GCN) to extract features on top of human skeletons. Despite the positive results shown in previous works, GCN-based methods are subject to limitations in robustness, interoperability, and scalability. In this work, we propose PoseC3D, a new approach to skeleton-based action recognition, which relies on a 3D heatmap stack instead of a graph sequence as the base representation of human skeletons. Compared to GCN-based methods, PoseC3D is more effective in learning spatiotemporal features, more robust against pose estimation noises, and generalizes better in cross-dataset settings. Also, PoseC3D can handle multiple-person scenarios without additional computation cost, and its features can be easily integrated with other modalities at early fusion stages, which provides a great design space to further boost the performance. On four challenging datasets, PoseC3D consistently obtains superior performance, when used alone on skeletons and in combination with the RGB modality.

cs.CV↗

TransEditor: Transformer-Based Dual-Space GAN for Highly Controllable Facial Editing

Recent advances like StyleGAN have promoted the growth of controllable facial editing. To address its core challenge of attribute decoupling in a single latent space, attempts have been made to adopt dual-space GAN for better disentanglement of style and content representations. Nonetheless, these methods are still incompetent to obtain plausible editing results with high controllability, especially for complicated attributes. In this study, we highlight the importance of interaction in a dual-space GAN for more controllable editing. We propose TransEditor, a novel Transformer-based framework to enhance such interaction. Besides, we develop a new dual-space editing and inversion strategy to provide additional editing flexibility. Extensive experiments demonstrate the superiority of the proposed framework in image quality and editing capability, suggesting the effectiveness of TransEditor for highly controllable facial editing.

cs.CV↗