For many applications with limited computation, communication, storage and energy resources, there is an imperative need of computer vision methods that could select an informative subset of the input video for efficient processing at or near real time. In the literature, there are two relevant groups of approaches: generating a trailer for a video or fast-forwarding while watching processing the video. The first group is supported by video summarization techniques, which require processing of the entire video to select an important subset for showing to users. In the second group, current fast-forwarding methods depend on either manual control or automatic adaptation of playback speed, which often do not present an accurate representation and may still require processing of every frame. In this paper, we introduce FastForwardNet (FFNet), a reinforcement learning agent that gets inspiration from video summarization and does fast-forwarding differently. It is an online framework that automatically fast-forwards a video and presents a representative subset of frames to users on the fly. It does not require processing the entire video, but just the portion that is selected by the fast-forward agent, which makes the process very computationally efficient. The online nature of our proposed method also enables the users to begin fast-forwarding at any point of the video. Experiments on two real-world datasets demonstrate that our method can provide better representation of the input video with much less processing requirement.
Apart from the recent success in playing Go games and Atari @cite_16 @cite_18 , deep reinforcement learning(DRL) has also achieved promising performance in several vision tasks, such as object detection @cite_28 , visual tracking @cite_11 , pose estimation @cite_12 and image captioning @cite_45 . @cite_34 employs a computationally intensive reinforcement learning strategy for action detection in short video clips. In contrast to @cite_34 , our framework is an online and causal system that enables users to begin fast-forwarding at any point while watching videos (online) and can work even as summary is being generated (causal). Markov Decision Process (MDP) has been widely used for several vision tasks. For example, in @cite_19 , the authors formulate a policy learning as MDP for activity recognition. Q-learning (a reinforcement learning method) is one way to solve MDP problems @cite_2 . In the proposed FFNet, we use a multi-layer neural network to represent the Q-value function, similar to @cite_24 @cite_37 . We are not aware of any prior work in reinforcement learning that deals with fast-forwarding while summarizing long duration videos.
@cite_18 @cite_37 @cite_28 @cite_34 @cite_24 @cite_19 @cite_45 @cite_2 @cite_16 @cite_12 @cite_11
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Deep Reinforcement Learning methods have achieved state of the art performance in learning control policies for the games in the Atari 2600 domain. One of the important parameters in the Arcade Learning Environment (ALE) is the frame skip rate. It decides the granularity at which agents can control game play. A frame skip value of @math allows the agent to repeat a selected action @math number of times. The current state of the art architectures like Deep Q-Network (DQN) and Dueling Network Architectures (DuDQN) consist of a framework with a static frame skip rate, where the action output from the network is repeated for a fixed number of frames regardless of the current state. In this paper, we propose a new architecture, Dynamic Frame skip Deep Q-Network (DFDQN) which makes the frame skip rate a dynamic learnable parameter. This allows us to choose the number of times an action is to be repeated based on the current state. We show empirically that such a setting improves the performance on relatively harder games like Seaquest. Motivated by vision-based reinforcement learning (RL) problems, in particular Atari games from the recent benchmark Aracade Learning Environment (ALE), we consider spatio-temporal prediction problems where future image-frames depend on control variables or actions as well as previous frames. While not composed of natural scenes, frames in Atari games are high-dimensional in size, can involve tens of objects with one or more objects being controlled by the actions directly and many other objects being influenced indirectly, can involve entry and departure of objects, and can involve deep partial observability. We propose and evaluate two deep neural network architectures that consist of encoding, action-conditional transformation, and decoding layers based on convolutional neural networks and recurrent neural networks. Experimental results show that the proposed architectures are able to generate visually-realistic frames that are also useful for control over approximately 100-step action-conditional futures in some games. To the best of our knowledge, this paper is the first to make and evaluate long-term predictions on high-dimensional video conditioned by control inputs. Motivated by vision-based reinforcement learning (RL) problems, in particular Atari games from the recent benchmark Aracade Learning Environment (ALE), we consider spatio-temporal prediction problems where future (image-)frames are dependent on control variables or actions as well as previous frames. While not composed of natural scenes, frames in Atari games are high-dimensional in size, can involve tens of objects with one or more objects being controlled by the actions directly and many other objects being influenced indirectly, can involve entry and departure of objects, and can involve deep partial observability. We propose and evaluate two deep neural network architectures that consist of encoding, action-conditional transformation, and decoding layers based on convolutional neural networks and recurrent neural networks. Experimental results show that the proposed architectures are able to generate visually-realistic frames that are also useful for control over approximately 100-step action-conditional futures in some games. To the best of our knowledge, this paper is the first to make and evaluate long-term predictions on high-dimensional video conditioned by control inputs. Achieving efficient and scalable exploration in complex domains poses a major challenge in reinforcement learning. While Bayesian and PAC-MDP approaches to the exploration problem offer strong formal guarantees, they are often impractical in higher dimensions due to their reliance on enumerating the state-action space. Hence, exploration in complex domains is often performed with simple epsilon-greedy methods. In this paper, we consider the challenging Atari games domain, which requires processing raw pixel inputs and delayed rewards. We evaluate several more sophisticated exploration strategies, including Thompson sampling and Boltzman exploration, and propose a new exploration method based on assigning exploration bonuses from a concurrently learned model of the system dynamics. By parameterizing our learned model with a neural network, we are able to develop a scalable and efficient approach to exploration bonuses that can be applied to tasks with complex, high-dimensional state spaces. In the Atari domain, our method provides the most consistent improvement across a range of games that pose a major challenge for prior methods. In addition to raw game-scores, we also develop an AUC-100 metric for the Atari Learning domain to evaluate the impact of exploration on this benchmark.