Group activities usually involve spatio-temporal dynamics among many interactive individuals, while only a few participants at several key frames essentially define the activity. Therefore, effectively modeling the group-relevant and suppressing the irrelevant actions (and interactions) are vital for group activity recognition. In this paper, we propose a novel method based on deep reinforcement learning to progressively refine the low-level features and high-level relations of group activities. Firstly, we construct a semantic relation graph (SRG) to explicitly model the relations among persons. Then, two agents adopting policy according to two Markov decision processes are applied to progressively refine the SRG. Specifically, one feature-distilling (FD) agent in the discrete action space refines the low-level spatio-temporal features by distilling the most informative frames. Another relation-gating (RG) agent in continuous action space adjusts the high-level semantic graph to pay more attention to group-relevant relations. The SRG, FD agent, and RG agent are optimized alternately to mutually boost the performance of each other. Extensive experiments on two widely used benchmarks demonstrate the effectiveness and superiority of the proposed approach.
. Reinforcement learning (RL) has benefited many fields of computer vision, such as image cropping @cite_16 and visual semantic navigation @cite_25 . Regarding the optimization policy, RL can be categorized into the value-based methods, policy-based methods, and their hybrids. The value-based methods ( , deep Q-learning @cite_26 ) are good at solving the problems in low dimensional discrete action space, but they fail in high dimensional continuous space. Although the policy-based methods ( , policy gradient @cite_7 ) are capable to deal with the problems in continuous space, they suffer from high variance of gradient estimation. The hybrid methods, such as Actor-Critic algorithms @cite_19 , combine their advantages and are capable for both of discrete and continuous action spaces. Moreover, by exploiting asynchronous updating, the Asynchronous Advantage Actor-Critic (A3C) algorithm @cite_22 has largely improved the training efficiency. Therefore, we adopt the A3C algorithm to optimize both of our RG agent in continuous action space and our FD agent in discrete action space.
@cite_26 @cite_22 @cite_7 @cite_19 @cite_16 @cite_25
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Reinforcement Learning algorithms can learn complex behavioral patterns for sequential decision making tasks wherein an agent interacts with an environment and acquires feedback in the form of rewards sampled from it. Traditionally, such algorithms make decisions, i.e., select actions to execute, at every single time step of the agent-environment interactions. In this paper, we propose a novel framework, Fine Grained Action Repetition (FiGAR), which enables the agent to decide the action as well as the time scale of repeating it. FiGAR can be used for improving any Deep Reinforcement Learning algorithm which maintains an explicit policy estimate by enabling temporal abstractions in the action space. We empirically demonstrate the efficacy of our framework by showing performance improvements on top of three policy search algorithms in different domains: Asynchronous Advantage Actor Critic in the Atari 2600 domain, Trust Region Policy Optimization in Mujoco domain and Deep Deterministic Policy Gradients in the TORCS car racing domain. In this paper, we propose to use deep policy networks which are trained with an advantage actor-critic method for statistically optimised dialogue systems. First, we show that, on summary state and action spaces, deep Reinforcement Learning (RL) outperforms Gaussian Processes methods. Summary state and action spaces lead to good performance but require pre-engineering effort, RL knowledge, and domain expertise. In order to remove the need to define such summary spaces, we show that deep RL can also be trained efficiently on the original state and action spaces. Dialogue systems based on partially observable Markov decision processes are known to require many dialogues to train, which makes them unappealing for practical deployment. We show that a deep RL method based on an actor-critic architecture can exploit a small amount of data very efficiently. Indeed, with only a few hundred dialogues collected with a handcrafted policy, the actor-critic deep learner is considerably bootstrapped from a combination of supervised and batch RL. In addition, convergence to an optimal policy is significantly sped up compared to other deep RL methods initialized on the data with batch RL. All experiments are performed on a restaurant domain derived from the Dialogue State Tracking Challenge 2 (DSTC2) dataset. We introduce an approach for deep reinforcement learning (RL) that improves upon the efficiency, generalization capacity, and interpretability of conventional approaches through structured perception and relational reasoning. It uses self-attention to iteratively reason about the relations between entities in a scene and to guide a model-free policy. Our results show that in a novel navigation and planning task called Box-World, our agent finds interpretable solutions that improve upon baselines in terms of sample complexity, ability to generalize to more complex scenes than experienced during training, and overall performance. In the StarCraft II Learning Environment, our agent achieves state-of-the-art performance on six mini-games -- surpassing human grandmaster performance on four. By considering architectural inductive biases, our work opens new directions for overcoming important, but stubborn, challenges in deep RL. Deep reinforcement learning (RL) methods have significant potential for dialogue policy optimisation. However, they suffer from a poor performance in the early stages of learning. This is especially problematic for on-line learning with real users. Two approaches are introduced to tackle this problem. Firstly, to speed up the learning process, two sample-efficient neural networks algorithms: trust region actor-critic with experience replay (TRACER) and episodic natural actor-critic with experience replay (eNACER) are presented. For TRACER, the trust region helps to control the learning step size and avoid catastrophic model changes. For eNACER, the natural gradient identifies the steepest ascent direction in policy space to speed up the convergence. Both models employ off-policy learning with experience replay to improve sample-efficiency. Secondly, to mitigate the cold start issue, a corpus of demonstration data is utilised to pre-train the models prior to on-line reinforcement learning. Combining these two approaches, we demonstrate a practical approach to learn deep RL-based dialogue policies and demonstrate their effectiveness in a task-oriented information seeking domain.