We present a novel unsupervised method for face identity learning from video sequences. The method exploits the ResNet deep network for face detection and VGGface fc7 face descriptors together with a smart learning mechanism that exploits the temporal coherence of visual data in video streams. We present a novel feature matching solution based on Reverse Nearest Neighbour and a feature forgetting strategy that supports incremental learning with memory size control, while time progresses. It is shown that the proposed learning procedure is asymptotically stable and can be effectively applied to relevant applications like multiple face tracking.
Inclusion of a memory mechanisms in learning is another key feature of our approach. Works on parameters re-learning on domains that have some temporal coherence, have used reinforcement learning, @cite_6 @cite_1 among the most recent ones. They typically store the past experience in a replay memory with some priority and sample mini-batches for training. This makes it possible to break the temporal correlations by mixing more and less recent experiences. More recently, Neural Turing Machine architectures have been proposed in @cite_7 and @cite_23 that implement an augmented memory to quickly encode and retrieve new information. These architectures have the ability to rapidly bind never-before-seen information after a single presentation via an external memory module. However, in these cases, training data are still provided supervisedly and the methods don't scale with massive video streams.
@cite_23 @cite_1 @cite_7 @cite_6
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We extend the capabilities of neural networks by coupling them to external memory resources, which they can interact with by attentional processes. The combined system is analogous to a Turing Machine or Von Neumann architecture but is differentiable end-to-end, allowing it to be efficiently trained with gradient descent. Preliminary results demonstrate that Neural Turing Machines can infer simple algorithms such as copying, sorting, and associative recall from input and output examples. Experience replay lets online reinforcement learning agents remember and reuse experiences from the past. In prior work, experience transitions were uniformly sampled from a replay memory. However, this approach simply replays transitions at the same frequency that they were originally experienced, regardless of their significance. In this paper we develop a framework for prioritizing experience, so as to replay important transitions more frequently, and therefore learn more efficiently. We use prioritized experience replay in Deep Q-Networks (DQN), a reinforcement learning algorithm that achieved human-level performance across many Atari games. DQN with prioritized experience replay achieves a new state-of-the-art, outperforming DQN with uniform replay on 41 out of 49 games. Despite recent breakthroughs in the applications of deep neural networks, one setting that presents a persistent challenge is that of "one-shot learning." Traditional gradient-based networks require a lot of data to learn, often through extensive iterative training. When new data is encountered, the models must inefficiently relearn their parameters to adequately incorporate the new information without catastrophic interference. Architectures with augmented memory capacities, such as Neural Turing Machines (NTMs), offer the ability to quickly encode and retrieve new information, and hence can potentially obviate the downsides of conventional models. Here, we demonstrate the ability of a memory-augmented neural network to rapidly assimilate new data, and leverage this data to make accurate predictions after only a few samples. We also introduce a new method for accessing an external memory that focuses on memory content, unlike previous methods that additionally use memory location-based focusing mechanisms. We present the first deep learning model to successfully learn control policies directly from high-dimensional sensory input using reinforcement learning. The model is a convolutional neural network, trained with a variant of Q-learning, whose input is raw pixels and whose output is a value function estimating future rewards. We apply our method to seven Atari 2600 games from the Arcade Learning Environment, with no adjustment of the architecture or learning algorithm. We find that it outperforms all previous approaches on six of the games and surpasses a human expert on three of them.