Recognizing when people have false beliefs is crucial for understanding their actions. We introduce the novel problem of identifying when people in abstract scenes have incorrect beliefs. We present a dataset of scenes, each visually depicting an 8-frame story in which a character has a mistaken belief. We then create a representation of characters' beliefs for two tasks in human action understanding: predicting who is mistaken, and when they are mistaken. Experiments suggest that our method for identifying mistaken characters performs better on these tasks than simple baselines. Diagnostics on our model suggest it learns important cues for recognizing mistaken beliefs, such as gaze. We believe models of people's beliefs will have many applications in action understanding, robotics, and healthcare.
Common sense is essential for building intelligent machines. While some commonsense knowledge is explicitly stated in human-generated text and can be learnt by mining the web, much of it is unwritten. It is often unnecessary and even unnatural to write about commonsense facts. While unwritten, this commonsense knowledge is not unseen! The visual world around us is full of structure modeled by commonsense knowledge. Can machines learn common sense simply by observing our visual world? Unfortunately, this requires automatic and accurate detection of objects, their attributes, poses, and interactions between objects, which remain challenging problems. Our key insight is that while visual common sense is depicted in visual content, it is the semantic features that are relevant and not low-level pixel information. In other words, photorealism is not necessary to learn common sense. We explore the use of human-generated abstract scenes made from clipart for learning common sense. In particular, we reason about the plausibility of an interaction or relation between a pair of nouns by measuring the similarity of the relation and nouns with other relations and nouns we have seen in abstract scenes. We show that the commonsense knowledge we learn is complementary to what can be learnt from sources of text. We propose NEIL (Never Ending Image Learner), a computer program that runs 24 hours per day and 7 days per week to automatically extract visual knowledge from Internet data. NEIL uses a semi-supervised learning algorithm that jointly discovers common sense relationships (e.g., "Corolla is a kind of looks similar to Car", "Wheel is a part of Car") and labels instances of the given visual categories. It is an attempt to develop the world's largest visual structured knowledge base with minimum human labeling effort. As of 10th October 2013, NEIL has been continuously running for 2.5 months on 200 core cluster (more than 350K CPU hours) and has an ontology of 1152 object categories, 1034 scene categories and 87 attributes. During this period, NEIL has discovered more than 1700 relationships and has labeled more than 400K visual instances. Pedestrians follow different trajectories to avoid obstacles and accommodate fellow pedestrians. Any autonomous vehicle navigating such a scene should be able to foresee the future positions of pedestrians and accordingly adjust its path to avoid collisions. This problem of trajectory prediction can be viewed as a sequence generation task, where we are interested in predicting the future trajectory of people based on their past positions. Following the recent success of Recurrent Neural Network (RNN) models for sequence prediction tasks, we propose an LSTM model which can learn general human movement and predict their future trajectories. This is in contrast to traditional approaches which use hand-crafted functions such as Social forces. We demonstrate the performance of our method on several public datasets. Our model outperforms state-of-the-art methods on some of these datasets. We also analyze the trajectories predicted by our model to demonstrate the motion behaviour learned by our model.  Wooden blocks are a common toy for infants, allowing them to develop motor skills and gain intuition about the physical behavior of the world. In this paper, we explore the ability of deep feed-forward models to learn such intuitive physics. Using a 3D game engine, we create small towers of wooden blocks whose stability is randomized and render them collapsing (or remaining upright). This data allows us to train large convolutional network models which can accurately predict the outcome, as well as estimating the block trajectories. The models are also able to generalize in two important ways: (i) to new physical scenarios, e.g. towers with an additional block and (ii) to images of real wooden blocks, where it obtains a performance comparable to human subjects. We present a novel approach to the causal temporal analysis of event data from video content. Our key observation is that the sequence of visual words produced by a space-time dictionary representation of a video sequence can be interpreted as a multivariate point-process. By using a spectral version of the pairwise test for Granger causality, we can identify patterns of interactions between words and group them into independent causal sets. We demonstrate qualitatively that this produces semantically-meaningful groupings, and we demonstrate quantitatively that these groupings lead to improved performance in retrieving and classifying social games from unstructured videos.  Obtaining common sense knowledge using current information extraction techniques is extremely challenging. In this work, we instead propose to derive simple common sense statements from fully annotated object detection corpora such as the Microsoft Common Objects in Context dataset. We show that many thousands of common sense facts can be extracted from such corpora at high quality. Furthermore, using WordNet and a novel submodular k-coverage formulation, we are able to generalize our initial set of common sense assertions to unseen objects and uncover over 400k potentially useful facts.