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.
scite is a Brooklyn-based organization that helps researchers better discover and understand research articles through Smart Citations鈥揷itations that display the context of the citation and describe whether the article provides supporting or contrasting evidence. scite is used by students and researchers from around the world and is funded in part by the National Science Foundation and the National Institute on Drug Abuse of the National Institutes of Health.