Given a textual description of an image, phrase grounding localizes objects in the image referred by query phrases in the description. State-of-the-art methods address the problem by ranking a set of proposals based on the relevance to each query, which are limited by the performance of independent proposal generation systems and ignore useful cues from context in the description. In this paper, we adopt a spatial regression method to break the performance limit, and introduce reinforcement learning techniques to further leverage semantic context information. We propose a novel Query-guided Regression network with Context policy (QRC Net) which jointly learns a Proposal Generation Network (PGN), a Query-guided Regression Network (QRN) and a Context Policy Network (CPN). Experiments show QRC Net provides a significant improvement in accuracy on two popular datasets: Flickr30K Entities and Referit Game, with 14.25 and 17.14 increase over the state-of-the-arts respectively.
is first introduced to deep neural network in Deep Q-learning (DQN) @cite_8 , which teaches an agent to play ATARI games. Lillicrap @cite_14 modify DQN by introducing deep deterministic policy gradients, which enables reinforcement learning framework to be optimized in continuous space. Recently, Yu @cite_33 adopt a reinforcer to guide speaker-listener network to sample more discriminative expressions in referring tasks. Liang @cite_9 introduce reinforcement learning to traverse a directed semantic action graph to learn visual relationship and attributes of objects in images. Inspired by the successful applications of reinforcement learning, we propose a CPN to assign rewards as policy gradients to leverage context information in training stage.
@cite_9 @cite_14 @cite_33 @cite_8
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A deep learning approach to reinforcement learning led to a general learner able to train on visual input to play a variety of arcade games at the human and superhuman levels. Its creators at the Google DeepMind's team called the approach: Deep Q-Network (DQN). We present an extension of DQN by "soft" and "hard" attention mechanisms. Tests of the proposed Deep Attention Recurrent Q-Network (DARQN) algorithm on multiple Atari 2600 games show level of performance superior to that of DQN. Moreover, built-in attention mechanisms allow a direct online monitoring of the training process by highlighting the regions of the game screen the agent is focusing on when making decisions. This research describes a study into the ability of a state of the art reinforcement learning algorithm to learn to perform multiple tasks. We demonstrate that the limitation of learning to performing two tasks can be mitigated with a competitive training method. We show that this approach results in improved generalization of the system when performing unforeseen tasks. The learning agent assessed is an altered version of the DeepMind deep Q–learner network (DQN), which has been demonstrated to outperform human players for a number of Atari 2600 games. The key findings of this paper is that there were significant degradations in performance when learning more than one game, and how this varies depends on both similarity and the comparative complexity of the two games. 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. To use deep reinforcement learning in the wild, we might hope for an agent that can avoid catastrophic mistakes. Unfortunately, even in simple environments, the popular deep Q-network (DQN) algorithm is doomed by a Sisyphean curse. Owing to the use of function approximation, these agents eventually forget experiences as they become exceedingly unlikely under a new policy. Consequently, for as long as they continue to train, DQNs may periodically relive catastrophic mistakes. Many real-world environments where people might be injured exhibit a special structure. We know a priori that catastrophes are not only bad, but that agents need not ever get near to a catastrophe state. In this paper, we exploit this structure to learn a reward-shaping that accelerates learning and guards oscillating policies against repeated catastrophes. First, we demonstrate unacceptable performance of DQNs on two toy problems. We then introduce intrinsic fear, a new method that mitigates these problems by avoiding dangerous states. Our approach incorporates a second model trained via supervised learning to predict the probability of catastrophe within a short number of steps. This score then acts to penalize the Q-learning objective, shaping the reward function away from catastrophic states.