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Qiang Fu

Publications and source records attributed to Qiang Fu.

At least 145 records · Page 8Linked to original sources

Multi-Task Deep Residual Echo Suppression with Echo-aware Loss

This paper introduces the NWPU Team's entry to the ICASSP 2022 AEC Challenge. We take a hybrid approach that cascades a linear AEC with a neural post-filter. The former is used to deal with the linear echo components while the latter suppresses the residual non-linear echo components. We use gated convolutional F-T-LSTM neural network (GFTNN) as the backbone and shape the post-filter by a multi-task learning (MTL) framework, where a voice activity detection (VAD) module is adopted as an auxiliary task along with echo suppression, with the aim to avoid over suppression that may cause speech distortion. Moreover, we adopt an echo-aware loss function, where the mean square error (MSE) loss can be optimized particularly for every time-frequency bin (TF-bin) according to the signal-to-echo ratio (SER), leading to further suppression on the echo. Extensive ablation study shows that the time delay estimation (TDE) module in neural post-filter leads to better perceptual quality, and an adaptive filter with better convergence will bring consistent performance gain for the post-filter. Besides, we find that using the linear echo as the input of our neural post-filter is a better choice than using the reference signal directly. In the ICASSP 2022 AEC-Challenge, our approach has ranked the 1st place on word accuracy (WAcc) (0.817) and the 3rd place on both mean opinion score (MOS) (4.502) and the final score (0.864).

cs.SD↗

MineRL Diamond 2021 Competition: Overview, Results, and Lessons Learned

Reinforcement learning competitions advance the field by providing appropriate scope and support to develop solutions toward a specific problem. To promote the development of more broadly applicable methods, organizers need to enforce the use of general techniques, the use of sample-efficient methods, and the reproducibility of the results. While beneficial for the research community, these restrictions come at a cost -- increased difficulty. If the barrier for entry is too high, many potential participants are demoralized. With this in mind, we hosted the third edition of the MineRL ObtainDiamond competition, MineRL Diamond 2021, with a separate track in which we permitted any solution to promote the participation of newcomers. With this track and more extensive tutorials and support, we saw an increased number of submissions. The participants of this easier track were able to obtain a diamond, and the participants of the harder track progressed the generalizable solutions in the same task.

cs.LG↗

ConvMixer: Feature Interactive Convolution with Curriculum Learning for Small Footprint and Noisy Far-field Keyword Spotting

Building efficient architecture in neural speech processing is paramount to success in keyword spotting deployment. However, it is very challenging for lightweight models to achieve noise robustness with concise neural operations. In a real-world application, the user environment is typically noisy and may also contain reverberations. We proposed a novel feature interactive convolutional model with merely 100K parameters to tackle this under the noisy far-field condition. The interactive unit is proposed in place of the attention module that promotes the flow of information with more efficient computations. Moreover, curriculum-based multi-condition training is adopted to attain better noise robustness. Our model achieves 98.2% top-1 accuracy on Google Speech Command V2-12 and is competitive against large transformer models under the designed noise condition.

cs.SD↗

Fast ORB-SLAM without Keypoint Descriptors

Indirect methods for visual SLAM are gaining popularity due to their robustness to environmental variations. ORB-SLAM2 \cite{orbslam2} is a benchmark method in this domain, however, it consumes significant time for computing descriptors that never get reused unless a frame is selected as a keyframe. To overcome these problems, we present FastORB-SLAM which is lightweight and efficient as it tracks keypoints between adjacent frames without computing descriptors. To achieve this, a two-stage coarse-to-fine descriptor independent keypoint matching method is proposed based on sparse optical flow. In the first stage, we predict initial keypoint correspondences via a simple but effective motion model and then robustly establish the correspondences via pyramid-based sparse optical flow tracking. In the second stage, we leverage the constraints of the motion smoothness and epipolar geometry to refine the correspondences. In particular, our method computes descriptors only for keyframes. We test FastORB-SLAM on \textit{TUM} and \textit{ICL-NUIM} RGB-D datasets and compare its accuracy and efficiency to nine existing RGB-D SLAM methods. Qualitative and quantitative results show that our method achieves state-of-the-art accuracy and is about twice as fast as the ORB-SLAM2.

cs.RO↗

Understanding and Improvement of Adversarial Training for Network Embedding from an Optimization Perspective

Network Embedding aims to learn a function mapping the nodes to Euclidean space contribute to multiple learning analysis tasks on networks. However, the noisy information behind the real-world networks and the overfitting problem both negatively impact the quality of embedding vectors. To tackle these problems, researchers utilize Adversarial Training for Network Embedding (AdvTNE) and achieve state-of-the-art performance. Unlike the mainstream methods introducing perturbations on the network structure or the data feature, AdvTNE directly perturbs the model parameters, which provides a new chance to understand the mechanism behind. In this paper, we explain AdvTNE theoretically from an optimization perspective. Considering the Power-law property of networks and the optimization objective, we analyze the reason for its excellent results. According to the above analysis, we propose a new activation to enhance the performance of AdvTNE. We conduct extensive experiments on four real networks to validate the effectiveness of our method in node classification and link prediction. The results demonstrate that our method is superior to the state-of-the-art baseline methods.

cs.LG↗

JueWu-MC: Playing Minecraft with Sample-efficient Hierarchical Reinforcement Learning

Learning rational behaviors in open-world games like Minecraft remains to be challenging for Reinforcement Learning (RL) research due to the compound challenge of partial observability, high-dimensional visual perception and delayed reward. To address this, we propose JueWu-MC, a sample-efficient hierarchical RL approach equipped with representation learning and imitation learning to deal with perception and exploration. Specifically, our approach includes two levels of hierarchy, where the high-level controller learns a policy to control over options and the low-level workers learn to solve each sub-task. To boost the learning of sub-tasks, we propose a combination of techniques including 1) action-aware representation learning which captures underlying relations between action and representation, 2) discriminator-based self-imitation learning for efficient exploration, and 3) ensemble behavior cloning with consistency filtering for policy robustness. Extensive experiments show that JueWu-MC significantly improves sample efficiency and outperforms a set of baselines by a large margin. Notably, we won the championship of the NeurIPS MineRL 2021 research competition and achieved the highest performance score ever.

cs.LG↗

Snapshot HDR Video Construction Using Coded Mask

This paper study the reconstruction of High Dynamic Range (HDR) video from snapshot-coded LDR video. Constructing an HDR video requires restoring the HDR values for each frame and maintaining the consistency between successive frames. HDR image acquisition from single image capture, also known as snapshot HDR imaging, can be achieved in several ways. For example, the reconfigurable snapshot HDR camera is realized by introducing an optical element into the optical stack of the camera; by placing a coded mask at a small standoff distance in front of the sensor. High-quality HDR image can be recovered from the captured coded image using deep learning methods. This study utilizes 3D-CNNs to perform a joint demosaicking, denoising, and HDR video reconstruction from coded LDR video. We enforce more temporally consistent HDR video reconstruction by introducing a temporal loss function that considers the short-term and long-term consistency. The obtained results are promising and could lead to affordable HDR video capture using conventional cameras.

eess.IV↗

Learning Diverse Policies in MOBA Games via Macro-Goals

Recently, many researchers have made successful progress in building the AI systems for MOBA-game-playing with deep reinforcement learning, such as on Dota 2 and Honor of Kings. Even though these AI systems have achieved or even exceeded human-level performance, they still suffer from the lack of policy diversity. In this paper, we propose a novel Macro-Goals Guided framework, called MGG, to learn diverse policies in MOBA games. MGG abstracts strategies as macro-goals from human demonstrations and trains a Meta-Controller to predict these macro-goals. To enhance policy diversity, MGG samples macro-goals from the Meta-Controller prediction and guides the training process towards these goals. Experimental results on the typical MOBA game Honor of Kings demonstrate that MGG can execute diverse policies in different matches and lineups, and also outperform the state-of-the-art methods over 102 heroes.

cs.LG↗

NN3A: Neural Network supported Acoustic Echo Cancellation, Noise Suppression and Automatic Gain Control for Real-Time Communications

Acoustic echo cancellation (AEC), noise suppression (NS) and automatic gain control (AGC) are three often required modules for real-time communications (RTC). This paper proposes a neural network supported algorithm for RTC, namely NN3A, which incorporates an adaptive filter and a multi-task model for residual echo suppression, noise reduction and near-end speech activity detection. The proposed algorithm is shown to outperform both a method using separate models and an end-to-end alternative. It is further shown that there exists a trade-off in the model between residual suppression and near-end speech distortion, which could be balanced by a novel loss weighting function. Several practical aspects of training the joint model are also investigated to push its performance to limit.

cs.SD↗

Controllable Multichannel Speech Dereverberation based on Deep Neural Networks

Neural network based speech dereverberation has achieved promising results in recent studies. Nevertheless, many are focused on recovery of only the direct path sound and early reflections, which could be beneficial to speech perception, are discarded. The performance of a model trained to recover clean speech degrades when evaluated on early reverberation targets, and vice versa. This paper proposes a novel deep neural network based multichannel speech dereverberation algorithm, in which the dereverberation level is controllable. This is realized by adding a simple floating-point number as target controller of the model. Experiments are conducted using spatially distributed microphones, and the efficacy of the proposed algorithm is confirmed in various simulated conditions.

cs.SD↗

Neuron Campaign for Initialization Guided by Information Bottleneck Theory

Initialization plays a critical role in the training of deep neural networks (DNN). Existing initialization strategies mainly focus on stabilizing the training process to mitigate gradient vanish/explosion problems. However, these initialization methods are lacking in consideration about how to enhance generalization ability. The Information Bottleneck (IB) theory is a well-known understanding framework to provide an explanation about the generalization of DNN. Guided by the insights provided by IB theory, we design two criteria for better initializing DNN. And we further design a neuron campaign initialization algorithm to efficiently select a good initialization for a neural network on a given dataset. The experiments on MNIST dataset show that our method can lead to a better generalization performance with faster convergence.

cs.LG↗

Which Heroes to Pick? Learning to Draft in MOBA Games with Neural Networks and Tree Search

Hero drafting is essential in MOBA game playing as it builds the team of each side and directly affects the match outcome. State-of-the-art drafting methods fail to consider: 1) drafting efficiency when the hero pool is expanded; 2) the multi-round nature of a MOBA 5v5 match series, i.e., two teams play best-of-N and the same hero is only allowed to be drafted once throughout the series. In this paper, we formulate the drafting process as a multi-round combinatorial game and propose a novel drafting algorithm based on neural networks and Monte-Carlo tree search, named JueWuDraft. Specifically, we design a long-term value estimation mechanism to handle the best-of-N drafting case. Taking Honor of Kings, one of the most popular MOBA games at present, as a running case, we demonstrate the practicality and effectiveness of JueWuDraft when compared to state-of-the-art drafting methods.

cs.AI↗

A Miniature Biological Eagle-Eye Vision System for Small Target Detection

Small target detection is known to be a challenging problem. Inspired by the structural characteristics and physiological mechanism of eagle-eye, a miniature vision system is designed for small target detection in this paper. First, a hardware platform is established, which consists of a pan-tilt, a short-focus camera and a long-focus camera. Then, based on the visual attention mechanism of eagle-eye, the cameras with different focal lengths are controlled cooperatively to achieve small target detection. Experimental results show that the designed biological eagle-eye vision system can accurately detect small targets, which has a strong adaptive ability.

cs.CV↗

Vision-Based Target Localization for a Flapping-Wing Aerial Vehicle

The flapping-wing aerial vehicle (FWAV) is a new type of flying robot that mimics the flight mode of birds and insects. However, FWAVs have their special characteristics of less load capacity and short endurance time, so that most existing systems of ground target localization are not suitable for them. In this paper, a vision-based target localization algorithm is proposed for FWAVs based on a generic camera model. Since sensors exist measurement error and the camera exists jitter and motion blur during flight, Gaussian noises are introduced in the simulation experiment, and then a first-order low-pass filter is used to stabilize the localization values. Moreover, in order to verify the feasibility and accuracy of the target localization algorithm, we design a set of simulation experiments where various noises are added. From the simulation results, it is found that the target localization algorithm has a good performance.

cs.RO↗

Active-set algorithms based statistical inference for shape-restricted generalized additive Cox regression models

Recently the shape-restricted inference has gained popularity in statistical and econometric literature in order to relax the linear or quadratic covariate effect in regression analyses. The typical shape-restricted covariate effect includes monotonic increasing, decreasing, convexity or concavity. In this paper, we introduce the shape-restricted inference to the celebrated Cox regression model (SR-Cox), in which the covariate response is modeled as shape-restricted additive functions. The SR-Cox regression approximates the shape-restricted functions using a spline basis expansion with data driven choice of knots. The underlying minimization of negative log-likelihood function is formulated as a convex optimization problem, which is solved with an active-set optimization algorithm. The highlight of this algorithm is that it eliminates the superfluous knots automatically. When covariate effects include combinations of convex or concave terms with unknown forms and linear terms, the most interesting finding is that SR-Cox produces accurate linear covariate effect estimates which are comparable to the maximum partial likelihood estimates if indeed the forms are known. We conclude that concave or convex SR-Cox models could significantly improve nonlinear covariate response recovery and model goodness of fit.

stat.ME↗

Boosting Offline Reinforcement Learning with Residual Generative Modeling

Offline reinforcement learning (RL) tries to learn the near-optimal policy with recorded offline experience without online exploration. Current offline RL research includes: 1) generative modeling, i.e., approximating a policy using fixed data; and 2) learning the state-action value function. While most research focuses on the state-action function part through reducing the bootstrapping error in value function approximation induced by the distribution shift of training data, the effects of error propagation in generative modeling have been neglected. In this paper, we analyze the error in generative modeling. We propose AQL (action-conditioned Q-learning), a residual generative model to reduce policy approximation error for offline RL. We show that our method can learn more accurate policy approximations in different benchmark datasets. In addition, we show that the proposed offline RL method can learn more competitive AI agents in complex control tasks under the multiplayer online battle arena (MOBA) game Honor of Kings.

cs.LG↗

Single-crystal hexagonal boron nitride monolayer epitaxially grown on Cu (111) thin film across a wafer

We demonstrate single crystal growth of wafer-scale hexagonal boron nitride (hBN), an insulating atomic thin monolayer, on high-symmetry index surface plane Cu(111). The unidirectional epitaxial growth is guaranteed by large binding energy difference, ~0.23 eV, between A- and B-steps edges on Cu(111) docking with B6N7 clusters, confirmed by density functional theory calculations.

cond-mat.mtrl-sci↗

MapGo: Model-Assisted Policy Optimization for Goal-Oriented Tasks

In Goal-oriented Reinforcement learning, relabeling the raw goals in past experience to provide agents with hindsight ability is a major solution to the reward sparsity problem. In this paper, to enhance the diversity of relabeled goals, we develop FGI (Foresight Goal Inference), a new relabeling strategy that relabels the goals by looking into the future with a learned dynamics model. Besides, to improve sample efficiency, we propose to use the dynamics model to generate simulated trajectories for policy training. By integrating these two improvements, we introduce the MapGo framework (Model-Assisted Policy Optimization for Goal-oriented tasks). In our experiments, we first show the effectiveness of the FGI strategy compared with the hindsight one, and then show that the MapGo framework achieves higher sample efficiency when compared to model-free baselines on a set of complicated tasks.

cs.AI↗