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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The game of Go has long been viewed as the most challenging of classic games for artificial intelligence owing to its enormous search space and the difficulty of evaluating board positions and moves. Here we introduce a new approach to computer Go that uses ‘value networks’ to evaluate board positions and ‘policy networks’ to select moves. These deep neural networks are trained by a novel combination of supervised learning from human expert games, and reinforcement learning from games of self-play. Without any lookahead search, the neural networks play Go at the level of stateof-the-art Monte Carlo tree search programs that simulate thousands of random games of self-play. We also introduce a new search algorithm that combines Monte Carlo simulation with value and policy networks. Using this search algorithm, our program AlphaGo achieved a 99.8 winning rate against other Go programs, and defeated the human European Go champion by 5 games to 0. This is the first time that a computer program has defeated a human professional player in the full-sized game of Go, a feat previously thought to be at least a decade away. Buildings account for nearly 40 of the total energy consumption in the United States, about half of which is used by the HVAC (heating, ventilation, and air conditioning) system. Intelligent scheduling of building HVAC systems has the potential to significantly reduce the energy cost. However, the traditional rule-based and model-based strategies are often inefficient in practice, due to the complexity in building thermal dynamics and heterogeneous environment disturbances. In this work, we develop a data-driven approach that leverages the deep reinforcement learning (DRL) technique, to intelligently learn the effective strategy for operating the building HVAC systems. We evaluate the performance of our DRL algorithm through simulations using the widely-adopted EnergyPlus tool. Experiments demonstrate that our DRL-based algorithm is more effective in energy cost reduction compared with the traditional rule-based approach, while maintaining the room temperature within desired range. One of the most widely used strategies for visual object detection is based on exhaustive spatial hypothesis search. While methods like sliding windows have been successful and effective for many years, they are still brute-force, independent of the image content and the visual category being searched. In this paper we present principled sequential models that accumulate evidence collected at a small set of image locations in order to detect visual objects effectively. By formulating sequential search as reinforcement learning of the search policy (including the stopping condition), our fully trainable model can explicitly balance for each class, specifically, the conflicting goals of exploration – sampling more image regions for better accuracy –, and exploitation – stopping the search efficiently when sufficiently confident about the target's location. The methodology is general and applicable to any detector response function. We report encouraging results in the PASCAL VOC 2012 object detection test set showing that the proposed methodology achieves almost two orders of magnitude speed-up over sliding window methods. In this work we introduce a fully end-to-end approach for action detection in videos that learns to directly predict the temporal bounds of actions. Our intuition is that the process of detecting actions is naturally one of observation and refinement: observing moments in video, and refining hypotheses about when an action is occurring. Based on this insight, we formulate our model as a recurrent neural network-based agent that interacts with a video over time. The agent observes video frames and decides both where to look next and when to emit a prediction. Since backpropagation is not adequate in this non-differentiable setting, we use REINFORCE to learn the agent's decision policy. Our model achieves state-of-the-art results on the THUMOS'14 and ActivityNet datasets while observing only a fraction (2 or less) of the video frames. Current approaches for activity recognition often ignore constraints on computational resources: 1) they rely on extensive feature computation to obtain rich descriptors on all frames, and 2) they assume batch-mode access to the entire test video at once. We propose a new active approach to activity recognition that prioritizes "what to compute when" in order to make timely predictions. The main idea is to learn a policy that dynamically schedules the sequence of features to compute on selected frames of a given test video. In contrast to traditional static feature selection, our approach continually re-prioritizes computation based on the accumulated history of observations and accounts for the transience of those observations in ongoing video. We develop variants to handle both the batch and streaming settings. On two challenging datasets, our method provides significantly better accuracy than alternative techniques for a wide range of computational budgets. Image captioning is a challenging problem owing to the complexity in understanding the image content and diverse ways of describing it in natural language. Recent advances in deep neural networks have substantially improved the performance of this task. Most state-of-the-art approaches follow an encoder-decoder framework, which generates captions using a sequential recurrent prediction model. However, in this paper, we introduce a novel decision-making framework for image captioning. We utilize a "policy network" and a "value network" to collaboratively generate captions. The policy network serves as a local guidance by providing the confidence of predicting the next word according to the current state. Additionally, the value network serves as a global and lookahead guidance by evaluating all possible extensions of the current state. In essence, it adjusts the goal of predicting the correct words towards the goal of generating captions similar to the ground truth captions. We train both networks using an actor-critic reinforcement learning model, with a novel reward defined by visual-semantic embedding. Extensive experiments and analyses on the Microsoft COCO dataset show that the proposed framework outperforms state-of-the-art approaches across different evaluation metrics. An artificial agent is developed that learns to play a diverse range of classic Atari 2600 computer games directly from sensory experience, achieving a performance comparable to that of an expert human player; this work paves the way to building general-purpose learning algorithms that bridge the divide between perception and action. State-of-the-art computer vision algorithms often achieve efficiency by making discrete choices about which hypotheses to explore next. This allows allocation of computational resources to promising candidates, however, such decisions are non-differentiable. As a result, these algorithms are hard to train in an end-to-end fashion. In this work we propose to learn an efficient algorithm for the task of 6D object pose estimation. Our system optimizes the parameters of an existing state-of-the art pose estimation system using reinforcement learning, where the pose estimation system now becomes the stochastic policy, parametrized by a CNN. Additionally, we present an efficient training algorithm that dramatically reduces computation time. We show empirically that our learned pose estimation procedure makes better use of limited resources and improves upon the state-of-the-art on a challenging dataset. Our approach enables differentiable end-to-end training of complex algorithmic pipelines and learns to make optimal use of a given computational budget. This paper proposes a novel tracker which is controlled by sequentially pursuing actions learned by deep reinforcement learning. In contrast to the existing trackers using deep networks, the proposed tracker is designed to achieve a light computation as well as satisfactory tracking accuracy in both location and scale. The deep network to control actions is pre-trained using various training sequences and fine-tuned during tracking for online adaptation to target and background changes. The pre-training is done by utilizing deep reinforcement learning as well as supervised learning. The use of reinforcement learning enables even partially labeled data to be successfully utilized for semi-supervised learning. Through evaluation of the OTB dataset, the proposed tracker is validated to achieve a competitive performance that is three times faster than state-of-the-art, deep network&#x2013;based trackers. The fast version of the proposed method, which operates in real-time on GPU, outperforms the state-of-the-art real-time trackers.