International audienceThe PASCAL Visual Object Classes Challenge ran from February to March 2005. The goal of the challenge was to recognize objects from a number of visual object classes in realistic scenes (i.e. not pre-segmented objects). Four object classes were selected: motorbikes, bicycles, cars and people. Twelve teams entered the challenge. In this chapter we provide details of the datasets, algorithms used by the teams, evaluation criteria, and results achieved
The field of meta-learning, or learning-to-learn, has seen a dramatic rise in interest in recent years. Contrary to conventional approaches to AI where tasks are solved from scratch using a fixed learning algorithm, meta-learning aims to improve the learning algorithm itself, given the experience of multiple learning episodes. This paradigm provides an opportunity to tackle many conventional challenges of deep learning, including data and computation bottlenecks, as well as generalization. This survey describes the contemporary meta-learning landscape. We first discuss definitions of meta-learning and position it with respect to related fields, such as transfer learning and hyperparameter optimization. We then propose a new taxonomy that provides a more comprehensive breakdown of the space of meta-learning methods today. We survey promising applications and successes of meta-learning such as few-shot learning and reinforcement learning. Finally, we discuss outstanding challenges and promising areas for future research.
We introduce an exploration bonus for deep reinforcement learning methods that is easy to implement and adds minimal overhead to the computation performed. The bonus is the error of a neural network predicting features of the observations given by a fixed randomly initialized neural network. We also introduce a method to flexibly combine intrinsic and extrinsic rewards. We find that the random network distillation (RND) bonus combined with this increased flexibility enables significant progress on several hard exploration Atari games. In particular we establish state of the art performance on Montezuma's Revenge, a game famously difficult for deep reinforcement learning methods. To the best of our knowledge, this is the first method that achieves better than average human performance on this game without using demonstrations or having access to the underlying state of the game, and occasionally completes the first level.
Effective training of neural networks requires much data. In the low-data regime, parameters are underdetermined, and learnt networks generalise poorly. Data Augmentation alleviates this by using existing data more effectively, but standard data augmentation produces only limited plausible alternative data. Given the potential to generate a much broader set of augmentations, we design and train a generative model to do data augmentation. The model, based on image conditional Generative Adversarial Networks, uses data from a source domain and learns to take a data item and augment it by generating other withinclass data items. As this generative process does not depend on the classes themselves, it can be applied to novel unseen classes. We demonstrate that a Data Augmentation Generative Adversarial Network (DA-GAN) augments classifiers well on Omniglot, EMNIST and VGG-Face.
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Structural brain networks constructed from diffusion MRI (dMRI) and tractography have been demonstrated in healthy volunteers and more recently in various disorders affecting brain connectivity. However, few studies have addressed the reproducibility of the resulting networks. We measured the test-retest properties of such networks by varying several factors affecting network construction using ten healthy volunteers who underwent a dMRI protocol at 1.5 T on two separate occasions.Each T 1 -weighted brain was parcellated into 84 regions-of-interest and network connections were identified using dMRI and two alternative tractography algorithms, two alternative seeding strategies, a white matter waypoint constraint and three alternative network weightings. In each case, four common graphtheoretic measures were obtained. Network properties were assessed both node-wise and per network in terms of the intraclass correlation coefficient (ICC) and by comparing within-and between-subject differences.Our findings suggest that test-retest performance was improved when: 1) seeding from white matter, rather than grey; and 2) using probabilistic tractography with a two-fibre model and sufficient streamlines, rather than deterministic tensor tractography. In terms of network weighting, a measure of streamline density produced better test-retest performance than tract-averaged diffusion anisotropy, although it remains unclear which is a more accurate representation of the underlying connectivity. For the best performing configuration, the global within-subject differences were between 3.2% and 11.9% with ICCs between 0.62 and 0.76. The mean nodal within-subject differences were between 5.2% and 24.2% with mean ICCs between 0.46 and 0.62. For 83.3% (70/84) of nodes, the within-subject differences were smaller than betweensubject differences. Overall, these findings suggest that while current techniques produce networks capable of characterising the genuine between-subject differences in connectivity, future work must be undertaken to improve network reliability.
Inference in Markov DecisionProcesses has recently received interest as a means to infer goals of an observed action, policy recognition, and also as a tool to compute policies. A particularly interesting aspect of the approach is that any existing inference technique in DBNs now becomes available for answering behavioral questions-including those on continuous, factorial, or hierarchical state representations. Here we present an Expectation Maximization algorithm for computing optimal policies. Unlike previous approaches we can show that this actually optimizes the discounted expected future return for arbitrary reward functions and without assuming an ad hoc finite total time. The algorithm is generic in that any inference technique can be utilized in the E-step. We demonstrate this for exact inference on a discrete maze and Gaussian belief state propagation in continuous stochastic optimal control problems.
The field of few-shot learning has recently seen substantial advancements. Most of these advancements came from casting few-shot learning as a meta-learning problem. Model Agnostic Meta Learning or MAML is currently one of the best approaches for few-shot learning via meta-learning. MAML is simple, elegant and very powerful, however, it has a variety of issues, such as being very sensitive to neural network architectures, often leading to instability during training, requiring arduous hyperparameter searches to stabilize training and achieve high generalization and being very computationally expensive at both training and inference times. In this paper, we propose various modifications to MAML that not only stabilize the system, but also substantially improve the generalization performance, convergence speed and computational overhead of MAML, which we call MAML++.
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