In the last decade, motivated by the success of Deep Learning, the scientific community proposed several approaches to make the learning procedure of Neural Networks more effective. When focussing on the way in which the training data are provided to the learning machine, we can distinguish between the classic random selection of stochastic gradient-based optimization and more involved techniques that devise curricula to organize data, and progressively increase the complexity of the training set. In this paper, we propose a novel training procedure named Friendly Training that, differently from the aforementioned approaches, involves altering the training examples in order to help the model to better fulfil its learning criterion. The model is allowed to "simplify" those examples that are too hard to be classified at a certain stage of the training procedure. The data transformation is controlled by a developmental plan that progressively reduces its impact during training, until it completely vanishes. In a sense, this is the opposite of what is commonly done in order to increase robustness against adversarial examples, i.e., Adversarial Training. Experiments on multiple datasets are provided, showing that Friendly Training yields improvements with respect to informed data sub-selection routines and random selection, especially in deep convolutional architectures. Results suggest that adapting the input data is a feasible way to stabilize learning and improve the generalization skills of the network.
Recently, researchers in Machine Learning algorithms, Computer Vision scientists, engineers and others, showed a growing interest in 3D simulators as a mean to artificially create experimental settings that are very close to those in the real world. However, most of the existing platforms to interface algorithms with 3D environments are often designed to setup navigationrelated experiments, to study physical interactions, or to handle ad-hoc cases that are not thought to be customized, sometimes lacking a strong photorealistic appearance and an easy-to-use software interface. In this paper, we present a novel platform, SAILenv, that is specifically designed to be simple and customizable, and that allows researchers to experiment visual recognition in virtual 3D scenes. A few lines of code are needed to interface every algorithm with the virtual world, and non-3D-graphics experts can easily customize the 3D environment itself, exploiting a collection of photorealistic objects. Our framework yields pixellevel semantic and instance labeling, depth, and, to the best of our knowledge, it is the only one that provides motion-related information directly inherited from the 3D engine. The clientserver communication operates at a low level, avoiding the overhead of HTTP-based data exchanges. We perform experiments using a state-of-the-art object detector trained on real-world images, showing that it is able to recognize the photorealistic 3D objects of our environment. The computational burden of the optical flow compares favourably with the estimation performed using modern GPU-based convolutional networks or more classic implementations. We believe that the scientific community will benefit from the easiness and high-quality of our framework to evaluate newly proposed algorithms in their own customized realistic conditions.
The popularity of deep learning techniques renewed the interest in neural architectures able to process complex structures that can be represented using graphs, inspired by Graph Neural Networks (GNNs). We focus our attention on the originally proposed GNN model of Scarselli et al. 2009, which encodes the state of the nodes of the graph by means of an iterative diffusion procedure that, during the learning stage, must be computed at every epoch, until the fixed point of a learnable state transition function is reached, propagating the information among the neighbouring nodes. We propose a novel approach to learning in GNNs, based on constrained optimization in the Lagrangian framework. Learning both the transition function and the node states is the outcome of a joint process, in which the state convergence procedure is implicitly expressed by a constraint satisfaction mechanism, avoiding iterative epoch-wise procedures and the network unfolding. Our computational structure searches for saddle points of the Lagrangian in the adjoint space composed of weights, nodes state variables and Lagrange multipliers. This process is further enhanced by multiple layers of constraints that accelerate the diffusion process. An experimental analysis shows that the proposed approach compares favourably with popular models on several benchmarks.
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