PyTorchKR Papers

최신 논문

총 653편
태그·기간 등 상세 필터

카테고리 탐색

로그인 후 이 태그 구독

arXiv:2401.04988

Optimising Graph Representation for Hardware Implementation of Graph Convolutional Networks for Event-based Vision

Event-based vision is an emerging research field involving processing data generated by Dynamic Vision Sensors (neuromorphic cameras). One of the latest proposals in this area are Graph Convolutional Networks (GCNs), which allow to process events in its original sparse form while maintaining high detection and classification performance. In this paper, we present the hardware implementation of a~graph generation process from an event camera data stream, taking into account both the advantages and limitations of FPGAs. We propose various ways to simplify the graph representation and use scaling and quantisation of values. We consider both undirected and directed graphs that enable the use of PointNet convolution. The results obtained show that by appropriately modifying the graph representation, it is possible to create a~hardware module for graph generation. Moreover, the proposed modifications have no significant impact on object detection performance, only 0.08% mAP less for the base model and the N-Caltech data set.Finally, we describe the proposed hardware architecture of the graph generation module.

arXiv:2401.01130

Joint Generative Modeling of Scene Graphs and Images via Diffusion Models

In this paper, we present a novel generative task: joint scene graph - image generation. While previous works have explored image generation conditioned on scene graphs or layouts, our task is distinctive and important as it involves generating scene graphs themselves unconditionally from noise, enabling efficient and interpretable control for image generation. Our task is challenging, requiring the generation of plausible scene graphs with heterogeneous attributes for nodes (objects) and edges (relations among objects), including continuous object bounding boxes and discrete object and relation categories. We introduce a novel diffusion model, DiffuseSG, that jointly models the adjacency matrix along with heterogeneous node and edge attributes. We explore various types of encodings for the categorical data, relaxing it into a continuous space. With a graph transformer being the denoiser, DiffuseSG successively denoises the scene graph representation in a continuous space and discretizes the final representation to generate the clean scene graph. Additionally, we introduce an IoU regularization to enhance the empirical performance. Our model significantly outperforms existing methods in scene graph generation on the Visual Genome and COCO-Stuff datasets, both on standard and newly introduced metrics that better capture the problem complexity. Moreover, we demonstrate the additional benefits of our model in two downstream applications: 1) excelling in a series of scene graph completion tasks, and 2) improving scene graph detection models by using extra training samples generated from DiffuseSG.

arXiv:2312.17425

ALF: Adaptive Label Finetuning for Scene Graph Generation

Scene Graph Generation (SGG) endeavors to predict the relationships between subjects and objects in a given image. Nevertheless, the long-tail distribution of relations often leads to biased prediction on coarse labels, presenting a substantial hurdle in SGG. To address this issue, researchers focus on unbiased SGG and introduce data transfer methods to transfer coarse-grained predicates into fine-grained ones across the entire dataset. However, these methods encounter two primary challenges: 1) They overlook the inherent context constraints imposed by subject-object pairs, leading to erroneous relations transfer. 2) Additional retraining process are required after the data transfer, which incurs substantial computational costs. To overcome these limitations, we introduce the first plug-and-play one-stage data transfer pipeline in SGG, termed Adaptive Label Finetuning (ALF), which eliminates the need for extra retraining sessions and meanwhile significantly enhance models' relation recognition capability across various SGG benchmark approaches. Specifically, ALF consists of two components: Adaptive Label Construction (ALC) and Adaptive Iterative Learning (AIL). By imposing Predicate-Context Constraints within relation space, ALC adaptively re-ranks and selects candidate relations in reference to model's predictive logits utilizing the Restriction-Based Judgment techniques, achieving robust relation transfer. Supervised with labels transferred by ALC, AIL iteratively finetunes the SGG models in an auto-regressive manner, which mitigates the substantial computational costs arising from the retraining process. Extensive experiments demonstrate that ALF achieves a 16% improvement in mR@100 compared to the typical SGG method Motif, with only a 6% increase in calculation costs compared to the state-of-the-art method IETrans.

arXiv:2312.17159공식 코드 · Papers with Code

Replica Tree-based Federated Learning using Limited Data

Learning from limited data has been extensively studied in machine learning, considering that deep neural networks achieve optimal performance when trained using a large amount of samples. Although various strategies have been proposed for centralized training, the topic of federated learning with small datasets remains largely unexplored. Moreover, in realistic scenarios, such as settings where medical institutions are involved, the number of participating clients is also constrained. In this work, we propose a novel federated learning framework, named RepTreeFL. At the core of the solution is the concept of a replica, where we replicate each participating client by copying its model architecture and perturbing its local data distribution. Our approach enables learning from limited data and a small number of clients by aggregating a larger number of models with diverse data distributions. Furthermore, we leverage the hierarchical structure of the client network (both original and virtual), alongside the model diversity across replicas, and introduce a diversity-based tree aggregation, where replicas are combined in a tree-like manner and the aggregation weights are dynamically updated based on the model discrepancy. We evaluated our method on two tasks and two types of data, graph generation and image classification (binary and multi-class), with both homogeneous and heterogeneous model architectures. Experimental results demonstrate the effectiveness and outperformance of RepTreeFL in settings where both data and clients are limited. Our code is available at https://github.com/basiralab/RepTreeFL.

arXiv:2312.17100공식 코드 · Papers with Code

TSPP: A Unified Benchmarking Tool for Time-series Forecasting

While machine learning has witnessed significant advancements, the emphasis has largely been on data acquisition and model creation. However, achieving a comprehensive assessment of machine learning solutions in real-world settings necessitates standardization throughout the entire pipeline. This need is particularly acute in time series forecasting, where diverse settings impede meaningful comparisons between various methods. To bridge this gap, we propose a unified benchmarking framework that exposes the crucial modelling and machine learning decisions involved in developing time series forecasting models. This framework fosters seamless integration of models and datasets, aiding both practitioners and researchers in their development efforts. We benchmark recently proposed models within this framework, demonstrating that carefully implemented deep learning models with minimal effort can rival gradient-boosting decision trees requiring extensive feature engineering and expert knowledge.

arXiv:2312.15658

Swap-based Deep Reinforcement Learning for Facility Location Problems in Networks

Facility location problems on graphs are ubiquitous in real world and hold significant importance, yet their resolution is often impeded by NP-hardness. Recently, machine learning methods have been proposed to tackle such classical problems, but they are limited to the myopic constructive pattern and only consider the problems in Euclidean space. To overcome these limitations, we propose a general swap-based framework that addresses the p-median problem and the facility relocation problem on graphs and a novel reinforcement learning model demonstrating a keen awareness of complex graph structures. Striking a harmonious balance between solution quality and running time, our method surpasses handcrafted heuristics on intricate graph datasets. Additionally, we introduce a graph generation process to simulate real-world urban road networks with demand, facilitating the construction of large datasets for the classic problem. For the initialization of the locations of facilities, we introduce a physics-inspired strategy for the p-median problem, reaching more stable solutions than the random strategy. The proposed pipeline coupling the classic swap-based method with deep reinforcement learning marks a significant step forward in addressing the practical challenges associated with facility location on graphs.

arXiv:2312.11529공식 코드 · Papers with Code

Efficient and Scalable Graph Generation through Iterative Local Expansion

In the realm of generative models for graphs, extensive research has been conducted. However, most existing methods struggle with large graphs due to the complexity of representing the entire joint distribution across all node pairs and capturing both global and local graph structures simultaneously. To overcome these issues, we introduce a method that generates a graph by progressively expanding a single node to a target graph. In each step, nodes and edges are added in a localized manner through denoising diffusion, building first the global structure, and then refining the local details. The local generation avoids modeling the entire joint distribution over all node pairs, achieving substantial computational savings with subquadratic runtime relative to node count while maintaining high expressivity through multiscale generation. Our experiments show that our model achieves state-of-the-art performance on well-established benchmark datasets while successfully scaling to graphs with at least 5000 nodes. Our method is also the first to successfully extrapolate to graphs outside of the training distribution, showcasing a much better generalization capability over existing methods.

arXiv:2312.11713

Indoor and Outdoor 3D Scene Graph Generation via Language-Enabled Spatial Ontologies

This paper proposes an approach to build 3D scene graphs in arbitrary indoor and outdoor environments. Such extension is challenging; the hierarchy of concepts that describe an outdoor environment is more complex than for indoors, and manually defining such hierarchy is time-consuming and does not scale. Furthermore, the lack of training data prevents the straightforward application of learning-based tools used in indoor settings. To address these challenges, we propose two novel extensions. First, we develop methods to build a spatial ontology defining concepts and relations relevant for indoor and outdoor robot operation. In particular, we use a Large Language Model (LLM) to build such an ontology, thus largely reducing the amount of manual effort required. Second, we leverage the spatial ontology for 3D scene graph construction using Logic Tensor Networks (LTN) to add logical rules, or axioms (e.g., "a beach contains sand"), which provide additional supervisory signals at training time thus reducing the need for labelled data, providing better predictions, and even allowing predicting concepts unseen at training time. We test our approach in a variety of datasets, including indoor, rural, and coastal environments, and show that it leads to a significant increase in the quality of the 3D scene graph generation with sparsely annotated data.

arXiv:2312.10375

Collect and Connect Data Leaves to Feature Concepts: Interactive Graph Generation Toward Well-being

Feature concepts and data leaves have been invented using datasets to foster creative thoughts for creating well-being in daily life. The idea, simply put, is to attach selected and collected data leaves that are summaries of event flows to be discovered from corresponding datasets, on the target feature concept representing the well-being aimed. A graph of existing or expected datasets to be attached to a feature concept is generated semi-automatically. Rather than sheer automated generative AI, our work addresses the process of generative artificial and natural intelligence to create the basis for data use and reuse.

arXiv:2312.07740

HAtt-Flow: Hierarchical Attention-Flow Mechanism for Group Activity Scene Graph Generation in Videos

Group Activity Scene Graph (GASG) generation is a challenging task in computer vision, aiming to anticipate and describe relationships between subjects and objects in video sequences. Traditional Video Scene Graph Generation (VidSGG) methods focus on retrospective analysis, limiting their predictive capabilities. To enrich the scene understanding capabilities, we introduced a GASG dataset extending the JRDB dataset with nuanced annotations involving \textit{Appearance, Interaction, Position, Relationship, and Situation} attributes. This work also introduces an innovative approach, \textbf{H}ierarchical \textbf{Att}ention-\textbf{Flow} (HAtt-Flow) Mechanism, rooted in flow network theory to enhance GASG performance. Flow-Attention incorporates flow conservation principles, fostering competition for sources and allocation for sinks, effectively preventing the generation of trivial attention. Our proposed approach offers a unique perspective on attention mechanisms, where conventional "values" and "keys" are transformed into sources and sinks, respectively, creating a novel framework for attention-based models. Through extensive experiments, we demonstrate the effectiveness of our Hatt-Flow model and the superiority of our proposed Flow-Attention mechanism. This work represents a significant advancement in predictive video scene understanding, providing valuable insights and techniques for applications that require real-time relationship prediction in video data.

arXiv:2312.04314공식 코드 · Papers with Code

GPT4SGG: Synthesizing Scene Graphs from Holistic and Region-specific Narratives

Training Scene Graph Generation (SGG) models with natural language captions has become increasingly popular due to the abundant, cost-effective, and open-world generalization supervision signals that natural language offers. However, such unstructured caption data and its processing pose significant challenges in learning accurate and comprehensive scene graphs. The challenges can be summarized as three aspects: 1) traditional scene graph parsers based on linguistic representation often fail to extract meaningful relationship triplets from caption data. 2) grounding unlocalized objects of parsed triplets will meet ambiguity issues in visual-language alignment. 3) caption data typically are sparse and exhibit bias to partial observations of image content. Aiming to address these problems, we propose a divide-and-conquer strategy with a novel framework named \textit{GPT4SGG}, to obtain more accurate and comprehensive scene graph signals. This framework decomposes a complex scene into a bunch of simple regions, resulting in a set of region-specific narratives. With these region-specific narratives (partial observations) and a holistic narrative (global observation) for an image, a large language model (LLM) performs the relationship reasoning to synthesize an accurate and comprehensive scene graph. Experimental results demonstrate \textit{GPT4SGG} significantly improves the performance of SGG models trained on image-caption data, in which the ambiguity issue and long-tail bias have been well-handled with more accurate and comprehensive scene graphs.

arXiv:2312.03050

HIG: Hierarchical Interlacement Graph Approach to Scene Graph Generation in Video Understanding

Visual interactivity understanding within visual scenes presents a significant challenge in computer vision. Existing methods focus on complex interactivities while leveraging a simple relationship model. These methods, however, struggle with a diversity of appearance, situation, position, interaction, and relation in videos. This limitation hinders the ability to fully comprehend the interplay within the complex visual dynamics of subjects. In this paper, we delve into interactivities understanding within visual content by deriving scene graph representations from dense interactivities among humans and objects. To achieve this goal, we first present a new dataset containing Appearance-Situation-Position-Interaction-Relation predicates, named ASPIRe, offering an extensive collection of videos marked by a wide range of interactivities. Then, we propose a new approach named Hierarchical Interlacement Graph (HIG), which leverages a unified layer and graph within a hierarchical structure to provide deep insights into scene changes across five distinct tasks. Our approach demonstrates superior performance to other methods through extensive experiments conducted in various scenarios.

arXiv:2312.02230공식 코드 · Papers with Code

A Simple and Scalable Representation for Graph Generation

Recently, there has been a surge of interest in employing neural networks for graph generation, a fundamental statistical learning problem with critical applications like molecule design and community analysis. However, most approaches encounter significant limitations when generating large-scale graphs. This is due to their requirement to output the full adjacency matrices whose size grows quadratically with the number of nodes. In response to this challenge, we introduce a new, simple, and scalable graph representation named gap encoded edge list (GEEL) that has a small representation size that aligns with the number of edges. In addition, GEEL significantly reduces the vocabulary size by incorporating the gap encoding and bandwidth restriction schemes. GEEL can be autoregressively generated with the incorporation of node positional encoding, and we further extend GEEL to deal with attributed graphs by designing a new grammar. Our findings reveal that the adoption of this compact representation not only enhances scalability but also bolsters performance by simplifying the graph generation process. We conduct a comprehensive evaluation across ten non-attributed and two molecular graph generation tasks, demonstrating the effectiveness of GEEL.

arXiv:2311.16492공식 코드 · Papers with Code

VLPrompt: Vision-Language Prompting for Panoptic Scene Graph Generation

Panoptic Scene Graph Generation (PSG) aims at achieving a comprehensive image understanding by simultaneously segmenting objects and predicting relations among objects. However, the long-tail problem among relations leads to unsatisfactory results in real-world applications. Prior methods predominantly rely on vision information or utilize limited language information, such as object or relation names, thereby overlooking the utility of language information. Leveraging the recent progress in Large Language Models (LLMs), we propose to use language information to assist relation prediction, particularly for rare relations. To this end, we propose the Vision-Language Prompting (VLPrompt) model, which acquires vision information from images and language information from LLMs. Then, through a prompter network based on attention mechanism, it achieves precise relation prediction. Our extensive experiments show that VLPrompt significantly outperforms previous state-of-the-art methods on the PSG dataset, proving the effectiveness of incorporating language information and alleviating the long-tail problem of relations. Code is available at \url{https://github.com/franciszzj/TP-SIS}.

arXiv:2311.17058공식 코드 · Papers with Code

Panoptic Video Scene Graph Generation

Towards building comprehensive real-world visual perception systems, we propose and study a new problem called panoptic scene graph generation (PVSG). PVSG relates to the existing video scene graph generation (VidSGG) problem, which focuses on temporal interactions between humans and objects grounded with bounding boxes in videos. However, the limitation of bounding boxes in detecting non-rigid objects and backgrounds often causes VidSGG to miss key details crucial for comprehensive video understanding. In contrast, PVSG requires nodes in scene graphs to be grounded by more precise, pixel-level segmentation masks, which facilitate holistic scene understanding. To advance research in this new area, we contribute the PVSG dataset, which consists of 400 videos (289 third-person + 111 egocentric videos) with a total of 150K frames labeled with panoptic segmentation masks as well as fine, temporal scene graphs. We also provide a variety of baseline methods and share useful design practices for future work.

arXiv:2311.14740공식 코드 · Papers with Code

AutoKG: Efficient Automated Knowledge Graph Generation for Language Models

Traditional methods of linking large language models (LLMs) to knowledge bases via the semantic similarity search often fall short of capturing complex relational dynamics. To address these limitations, we introduce AutoKG, a lightweight and efficient approach for automated knowledge graph (KG) construction. For a given knowledge base consisting of text blocks, AutoKG first extracts keywords using a LLM and then evaluates the relationship weight between each pair of keywords using graph Laplace learning. We employ a hybrid search scheme combining vector similarity and graph-based associations to enrich LLM responses. Preliminary experiments demonstrate that AutoKG offers a more comprehensive and interconnected knowledge retrieval mechanism compared to the semantic similarity search, thereby enhancing the capabilities of LLMs in generating more insightful and relevant outputs.

arXiv:2311.14077

RetroDiff: Retrosynthesis as Multi-stage Distribution Interpolation

Retrosynthesis poses a fundamental challenge in biopharmaceuticals, aiming to aid chemists in finding appropriate reactant molecules and synthetic pathways given determined product molecules. With the reactant and product represented as 2D graphs, retrosynthesis constitutes a conditional graph-to-graph generative task. Inspired by the recent advancements in discrete diffusion models for graph generation, we introduce Retrosynthesis Diffusion (RetroDiff), a novel diffusion-based method designed to address this problem. However, integrating a diffusion-based graph-to-graph framework while retaining essential chemical reaction template information presents a notable challenge. Our key innovation is to develop a multi-stage diffusion process. In this method, we decompose the retrosynthesis procedure to first sample external groups from the dummy distribution given products and then generate the external bonds to connect the products and generated groups. Interestingly, such a generation process is exactly the reverse of the widely adapted semi-template retrosynthesis procedure, i.e. from reaction center identification to synthon completion, which significantly reduces the error accumulation. Experimental results on the benchmark have demonstrated the superiority of our method over all other semi-template methods.

arXiv:2311.12737

Exploring Graph Classification Techniques Under Low Data Constraints: A Comprehensive Study

This survey paper presents a brief overview of recent research on graph data augmentation and few-shot learning. It covers various techniques for graph data augmentation, including node and edge perturbation, graph coarsening, and graph generation, as well as the latest developments in few-shot learning, such as meta-learning and model-agnostic meta-learning. The paper explores these areas in depth and delves into further sub classifications. Rule based approaches and learning based approaches are surveyed under graph augmentation techniques. Few-Shot Learning on graphs is also studied in terms of metric learning techniques and optimization-based techniques. In all, this paper provides an extensive array of techniques that can be employed in solving graph processing problems faced in low-data scenarios.

arXiv:2311.10988공식 코드 · Papers with Code

Expanding Scene Graph Boundaries: Fully Open-vocabulary Scene Graph Generation via Visual-Concept Alignment and Retention

Scene Graph Generation (SGG) offers a structured representation critical in many computer vision applications. Traditional SGG approaches, however, are limited by a closed-set assumption, restricting their ability to recognize only predefined object and relation categories. To overcome this, we categorize SGG scenarios into four distinct settings based on the node and edge: Closed-set SGG, Open Vocabulary (object) Detection-based SGG (OvD-SGG), Open Vocabulary Relation-based SGG (OvR-SGG), and Open Vocabulary Detection + Relationbased SGG (OvD+R-SGG). While object-centric open vocabulary SGG has been studied recently, the more challenging problem of relation-involved open-vocabulary SGG remains relatively unexplored. To fill this gap, we propose a unified framework named OvSGTR towards fully open vocabulary SGG from a holistic view. The proposed framework is an end-to-end transformer architecture, which learns a visual-concept alignment for both nodes and edges, enabling the model to recognize unseen categories. For the more challenging settings of relation-involved open vocabulary SGG, the proposed approach integrates relation-aware pretraining utilizing image-caption data and retains visual-concept alignment through knowledge distillation. Comprehensive experimental results on the Visual Genome benchmark demonstrate the effectiveness and superiority of the proposed framework. Our code is available at https://github.com/gpt4vision/OvSGTR/.

arXiv:2311.06557

Identification of vortex in unstructured mesh with graph neural networks

Deep learning has been employed to identify flow characteristics from Computational Fluid Dynamics (CFD) databases to assist the researcher to better understand the flow field, to optimize the geometry design and to select the correct CFD configuration for corresponding flow characteristics. Convolutional Neural Network (CNN) is one of the most popular algorithms used to extract and identify flow features. However its use, without any additional flow field interpolation, is limited to the simple domain geometry and regular meshes which limits its application to real industrial cases where complex geometry and irregular meshes are usually used. Aiming at the aforementioned problems, we present a Graph Neural Network (GNN) based model with U-Net architecture to identify the vortex in CFD results on unstructured meshes. The graph generation and graph hierarchy construction using algebraic multigrid method from CFD meshes are introduced. A vortex auto-labeling method is proposed to label vortex regions in 2D CFD meshes. We precise our approach by firstly optimizing the input set on CNNs, then benchmarking current GNN kernels against CNN model and evaluating the performances of GNN kernels in terms of classification accuracy, training efficiency and identified vortex morphology. Finally, we demonstrate the adaptability of our approach to unstructured meshes and generality to unseen cases with different turbulence models at different Reynolds numbers.