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arXiv:2106.10124

Graph Context Encoder: Graph Feature Inpainting for Graph Generation and Self-supervised Pretraining

We propose the Graph Context Encoder (GCE), a simple but efficient approach for graph representation learning based on graph feature masking and reconstruction. GCE models are trained to efficiently reconstruct input graphs similarly to a graph autoencoder where node and edge labels are masked. In particular, our model is also allowed to change graph structures by masking and reconstructing graphs augmented by random pseudo-edges. We show that GCE can be used for novel graph generation, with applications for molecule generation. Used as a pretraining method, we also show that GCE improves baseline performances in supervised classification tasks tested on multiple standard benchmark graph datasets.

arXiv:2106.08543공식 코드 · Papers with Code

Tackling the Challenges in Scene Graph Generation with Local-to-Global Interactions

In this work, we seek new insights into the underlying challenges of the Scene Graph Generation (SGG) task. Quantitative and qualitative analysis of the Visual Genome dataset implies -- 1) Ambiguity: even if inter-object relationship contains the same object (or predicate), they may not be visually or semantically similar, 2) Asymmetry: despite the nature of the relationship that embodied the direction, it was not well addressed in previous studies, and 3) Higher-order contexts: leveraging the identities of certain graph elements can help to generate accurate scene graphs. Motivated by the analysis, we design a novel SGG framework, Local-to-Global Interaction Networks (LOGIN). Locally, interactions extract the essence between three instances of subject, object, and background, while baking direction awareness into the network by explicitly constraining the input order of subject and object. Globally, interactions encode the contexts between every graph component (i.e., nodes and edges). Finally, Attract & Repel loss is utilized to fine-tune the distribution of predicate embeddings. By design, our framework enables predicting the scene graph in a bottom-up manner, leveraging the possible complementariness. To quantify how much LOGIN is aware of relational direction, a new diagnostic task called Bidirectional Relationship Classification (BRC) is also proposed. Experimental results demonstrate that LOGIN can successfully distinguish relational direction than existing methods (in BRC task), while showing state-of-the-art results on the Visual Genome benchmark (in SGG task).

arXiv:2106.06189공식 코드 · Papers with Code

Order Matters: Probabilistic Modeling of Node Sequence for Graph Generation

A graph generative model defines a distribution over graphs. One type of generative model is constructed by autoregressive neural networks, which sequentially add nodes and edges to generate a graph. However, the likelihood of a graph under the autoregressive model is intractable, as there are numerous sequences leading to the given graph; this makes maximum likelihood estimation challenging. Instead, in this work we derive the exact joint probability over the graph and the node ordering of the sequential process. From the joint, we approximately marginalize out the node orderings and compute a lower bound on the log-likelihood using variational inference. We train graph generative models by maximizing this bound, without using the ad-hoc node orderings of previous methods. Our experiments show that the log-likelihood bound is significantly tighter than the bound of previous schemes. Moreover, the models fitted with the proposed algorithm can generate high-quality graphs that match the structures of target graphs not seen during training. We have made our code publicly available at \hyperref[https://github.com/tufts-ml/graph-generation-vi]{https://github.com/tufts-ml/graph-generation-vi}.

arXiv:2106.00967공식 코드 · Papers with Code

Multiresolution Equivariant Graph Variational Autoencoder

In this paper, we propose Multiresolution Equivariant Graph Variational Autoencoders (MGVAE), the first hierarchical generative model to learn and generate graphs in a multiresolution and equivariant manner. At each resolution level, MGVAE employs higher order message passing to encode the graph while learning to partition it into mutually exclusive clusters and coarsening into a lower resolution that eventually creates a hierarchy of latent distributions. MGVAE then constructs a hierarchical generative model to variationally decode into a hierarchy of coarsened graphs. Importantly, our proposed framework is end-to-end permutation equivariant with respect to node ordering. MGVAE achieves competitive results with several generative tasks including general graph generation, molecular generation, unsupervised molecular representation learning to predict molecular properties, link prediction on citation graphs, and graph-based image generation.

arXiv:2105.13994공식 코드 · Papers with Code

Linguistic Structures as Weak Supervision for Visual Scene Graph Generation

Prior work in scene graph generation requires categorical supervision at the level of triplets - subjects and objects, and predicates that relate them, either with or without bounding box information. However, scene graph generation is a holistic task: thus holistic, contextual supervision should intuitively improve performance. In this work, we explore how linguistic structures in captions can benefit scene graph generation. Our method captures the information provided in captions about relations between individual triplets, and context for subjects and objects (e.g. visual properties are mentioned). Captions are a weaker type of supervision than triplets since the alignment between the exhaustive list of human-annotated subjects and objects in triplets, and the nouns in captions, is weak. However, given the large and diverse sources of multimodal data on the web (e.g. blog posts with images and captions), linguistic supervision is more scalable than crowdsourced triplets. We show extensive experimental comparisons against prior methods which leverage instance- and image-level supervision, and ablate our method to show the impact of leveraging phrasal and sequential context, and techniques to improve localization of subjects and objects.

arXiv:2105.09418

iTelos -- Purpose Driven Knowledge Graph Generation

When building a new application we are more and more confronted with the need of reusing and integrating pre-existing knowledge, e.g., ontologies, schemas, data of any kind, from multiple sources. Nevertheless, it is a fact that this prior knowledge is virtually impossible to reuse as-is. This difficulty is the cause of high costs, with the further drawback that the resulting application will again be hardly reusable. It is a negative loop which consistently reinforces itself. iTelos is a general purpose methodology aiming at minimizing as much as possible the effects of this loop. iTelos is based on the intuition that the data level and the schema level of an application should be developed independently, thus allowing for maximum flexibility in the reuse of the prior knowledge, but under the overall guidance of the needs to be satisfied, formalized as competence queries. This intuition is implemented by codifying all the requirements, including those concerning reuse, as part of an a-priori defined purpose, which is then used to drive a middle-out development process where the application schema and data are continuously aligned.

arXiv:2105.07391

Survey of Visual-Semantic Embedding Methods for Zero-Shot Image Retrieval

Visual-semantic embedding is an interesting research topic because it is useful for various tasks, such as visual question answering (VQA), image-text retrieval, image captioning, and scene graph generation. In this paper, we focus on zero-shot image retrieval using sentences as queries and present a survey of the technological trends in this area. First, we provide a comprehensive overview of the history of the technology, starting with a discussion of the early studies of image-to-text matching and how the technology has evolved over time. In addition, a description of the datasets commonly used in experiments and a comparison of the evaluation results of each method are presented. We also introduce the implementation available on github for use in confirming the accuracy of experiments and for further improvement. We hope that this survey paper will encourage researchers to further develop their research on bridging images and languages.

arXiv:2105.02565공식 코드 · Papers with Code

Brain Multigraph Prediction using Topology-Aware Adversarial Graph Neural Network

Brain graphs (i.e, connectomes) constructed from medical scans such as magnetic resonance imaging (MRI) have become increasingly important tools to characterize the abnormal changes in the human brain. Due to the high acquisition cost and processing time of multimodal MRI, existing deep learning frameworks based on Generative Adversarial Network (GAN) focused on predicting the missing multimodal medical images from a few existing modalities. While brain graphs help better understand how a particular disorder can change the connectional facets of the brain, synthesizing a target brain multigraph (i.e, multiple brain graphs) from a single source brain graph is strikingly lacking. Additionally, existing graph generation works mainly learn one model for each target domain which limits their scalability in jointly predicting multiple target domains. Besides, while they consider the global topological scale of a graph (i.e., graph connectivity structure), they overlook the local topology at the node scale (e.g., how central a node is in the graph). To address these limitations, we introduce topology-aware graph GAN architecture (topoGAN), which jointly predicts multiple brain graphs from a single brain graph while preserving the topological structure of each target graph. Its three key innovations are: (i) designing a novel graph adversarial auto-encoder for predicting multiple brain graphs from a single one, (ii) clustering the encoded source graphs in order to handle the mode collapse issue of GAN and proposing a cluster-specific decoder, (iii) introducing a topological loss to force the prediction of topologically sound target brain graphs. The experimental results using five target domains demonstrated the outperformance of our method in brain multigraph prediction from a single graph in comparison with baseline approaches.

arXiv:2105.01280

VersaGNN: a Versatile accelerator for Graph neural networks

\textit{Graph Neural Network} (GNN) is a promising approach for analyzing graph-structured data that tactfully captures their dependency information via node-level message passing. It has achieved state-of-the-art performances in many tasks, such as node classification, graph matching, clustering, and graph generation. As GNNs operate on non-Euclidean data, their irregular data access patterns cause considerable computational costs and overhead on conventional architectures, such as GPU and CPU. Our analysis shows that GNN adopts a hybrid computing model. The \textit{Aggregation} (or \textit{Message Passing}) phase performs vector additions where vectors are fetched with irregular strides. The \textit{Transformation} (or \textit{Node Embedding}) phase can be either dense or sparse-dense matrix multiplication. In this work, We propose \textit{VersaGNN}, an ultra-efficient, systolic-array-based versatile hardware accelerator that unifies dense and sparse matrix multiplication. By applying this single optimized systolic array to both aggregation and transformation phases, we have significantly reduced chip sizes and energy consumption. We then divide the computing engine into blocked systolic arrays to support the \textit{Strassen}'s algorithm for dense matrix multiplication, dramatically scaling down the number of multiplications and enabling high-throughput computation of GNNs. To balance the workload of sparse-dense matrix multiplication, we also introduced a greedy algorithm to combine sparse sub-matrices of compressed format into condensed ones to reduce computational cycles. Compared with current state-of-the-art GNN software frameworks, \textit{VersaGNN} achieves on average 3712$\times$ speedup with 1301.25$\times$ energy reduction on CPU, and 35.4$\times$ speedup with 17.66$\times$ energy reduction on GPU.

arXiv:2105.00997공식 코드 · Papers with Code

Recovering Barabási-Albert Parameters of Graphs through Disentanglement

Classical graph modeling approaches such as Erd\H{o}s R\'{e}nyi (ER) random graphs or Barab\'asi-Albert (BA) graphs, here referred to as stylized models, aim to reproduce properties of real-world graphs in an interpretable way. While useful, graph generation with stylized models requires domain knowledge and iterative trial and error simulation. Previous work by Stoehr et al. (2019) addresses these issues by learning the generation process from graph data, using a disentanglement-focused deep autoencoding framework, more specifically, a $\beta$-Variational Autoencoder ($\beta$-VAE). While they successfully recover the generative parameters of ER graphs through the model's latent variables, their model performs badly on sequentially generated graphs such as BA graphs, due to their oversimplified decoder. We focus on recovering the generative parameters of BA graphs by replacing their $\beta$-VAE decoder with a sequential one. We first learn the generative BA parameters in a supervised fashion using a Graph Neural Network (GNN) and a Random Forest Regressor, by minimizing the squared loss between the true generative parameters and the latent variables. Next, we train a $\beta$-VAE model, combining the GNN encoder from the first stage with an LSTM-based decoder with a customized loss.

arXiv:2104.14207

Segmentation-grounded Scene Graph Generation

Scene graph generation has emerged as an important problem in computer vision. While scene graphs provide a grounded representation of objects, their locations and relations in an image, they do so only at the granularity of proposal bounding boxes. In this work, we propose the first, to our knowledge, framework for pixel-level segmentation-grounded scene graph generation. Our framework is agnostic to the underlying scene graph generation method and address the lack of segmentation annotations in target scene graph datasets (e.g., Visual Genome) through transfer and multi-task learning from, and with, an auxiliary dataset (e.g., MS COCO). Specifically, each target object being detected is endowed with a segmentation mask, which is expressed as a lingual-similarity weighted linear combination over categories that have annotations present in an auxiliary dataset. These inferred masks, along with a novel Gaussian attention mechanism which grounds the relations at a pixel-level within the image, allow for improved relation prediction. The entire framework is end-to-end trainable and is learned in a multi-task manner with both target and auxiliary datasets.

arXiv:2104.09304

A Tunable Model for Graph Generation Using LSTM and Conditional VAE

With the development of graph applications, generative models for graphs have been more crucial. Classically, stochastic models that generate graphs with a pre-defined probability of edges and nodes have been studied. Recently, some models that reproduce the structural features of graphs by learning from actual graph data using machine learning have been studied. However, in these conventional studies based on machine learning, structural features of graphs can be learned from data, but it is not possible to tune features and generate graphs with specific features. In this paper, we propose a generative model that can tune specific features, while learning structural features of a graph from data. With a dataset of graphs with various features generated by a stochastic model, we confirm that our model can generate a graph with specific features.

arXiv:2104.07644공식 코드 · Papers with Code

ExplaGraphs: An Explanation Graph Generation Task for Structured Commonsense Reasoning

Recent commonsense-reasoning tasks are typically discriminative in nature, where a model answers a multiple-choice question for a certain context. Discriminative tasks are limiting because they fail to adequately evaluate the model's ability to reason and explain predictions with underlying commonsense knowledge. They also allow such models to use reasoning shortcuts and not be "right for the right reasons". In this work, we present ExplaGraphs, a new generative and structured commonsense-reasoning task (and an associated dataset) of explanation graph generation for stance prediction. Specifically, given a belief and an argument, a model has to predict if the argument supports or counters the belief and also generate a commonsense-augmented graph that serves as non-trivial, complete, and unambiguous explanation for the predicted stance. We collect explanation graphs through a novel Create-Verify-And-Refine graph collection framework that improves the graph quality (up to 90%) via multiple rounds of verification and refinement. A significant 79% of our graphs contain external commonsense nodes with diverse structures and reasoning depths. Next, we propose a multi-level evaluation framework, consisting of automatic metrics and human evaluation, that check for the structural and semantic correctness of the generated graphs and their degree of match with ground-truth graphs. Finally, we present several structured, commonsense-augmented, and text generation models as strong starting points for this explanation graph generation task, and observe that there is a large gap with human performance, thereby encouraging future work for this new challenging task. ExplaGraphs will be publicly available at https://explagraphs.github.io.

arXiv:2104.00308공식 코드 · Papers with Code

Bipartite Graph Network with Adaptive Message Passing for Unbiased Scene Graph Generation

Scene graph generation is an important visual understanding task with a broad range of vision applications. Despite recent tremendous progress, it remains challenging due to the intrinsic long-tailed class distribution and large intra-class variation. To address these issues, we introduce a novel confidence-aware bipartite graph neural network with adaptive message propagation mechanism for unbiased scene graph generation. In addition, we propose an efficient bi-level data resampling strategy to alleviate the imbalanced data distribution problem in training our graph network. Our approach achieves superior or competitive performance over previous methods on several challenging datasets, including Visual Genome, Open Images V4/V6, demonstrating its effectiveness and generality.

arXiv:2103.16083공식 코드 · Papers with Code

Fully Convolutional Scene Graph Generation

This paper presents a fully convolutional scene graph generation (FCSGG) model that detects objects and relations simultaneously. Most of the scene graph generation frameworks use a pre-trained two-stage object detector, like Faster R-CNN, and build scene graphs using bounding box features. Such pipeline usually has a large number of parameters and low inference speed. Unlike these approaches, FCSGG is a conceptually elegant and efficient bottom-up approach that encodes objects as bounding box center points, and relationships as 2D vector fields which are named as Relation Affinity Fields (RAFs). RAFs encode both semantic and spatial features, and explicitly represent the relationship between a pair of objects by the integral on a sub-region that points from subject to object. FCSGG only utilizes visual features and still generates strong results for scene graph generation. Comprehensive experiments on the Visual Genome dataset demonstrate the efficacy, efficiency, and generalizability of the proposed method. FCSGG achieves highly competitive results on recall and zero-shot recall with significantly reduced inference time.

arXiv:2103.15365공식 코드 · Papers with Code

Visual Distant Supervision for Scene Graph Generation

Scene graph generation aims to identify objects and their relations in images, providing structured image representations that can facilitate numerous applications in computer vision. However, scene graph models usually require supervised learning on large quantities of labeled data with intensive human annotation. In this work, we propose visual distant supervision, a novel paradigm of visual relation learning, which can train scene graph models without any human-labeled data. The intuition is that by aligning commonsense knowledge bases and images, we can automatically create large-scale labeled data to provide distant supervision for visual relation learning. To alleviate the noise in distantly labeled data, we further propose a framework that iteratively estimates the probabilistic relation labels and eliminates the noisy ones. Comprehensive experimental results show that our distantly supervised model outperforms strong weakly supervised and semi-supervised baselines. By further incorporating human-labeled data in a semi-supervised fashion, our model outperforms state-of-the-art fully supervised models by a large margin (e.g., 8.3 micro- and 7.8 macro-recall@50 improvements for predicate classification in Visual Genome evaluation). We make the data and code for this paper publicly available at https://github.com/thunlp/VisualDS.

arXiv:2103.12608공식 코드 · Papers with Code

DIG: A Turnkey Library for Diving into Graph Deep Learning Research

Although there exist several libraries for deep learning on graphs, they are aiming at implementing basic operations for graph deep learning. In the research community, implementing and benchmarking various advanced tasks are still painful and time-consuming with existing libraries. To facilitate graph deep learning research, we introduce DIG: Dive into Graphs, a turnkey library that provides a unified testbed for higher level, research-oriented graph deep learning tasks. Currently, we consider graph generation, self-supervised learning on graphs, explainability of graph neural networks, and deep learning on 3D graphs. For each direction, we provide unified implementations of data interfaces, common algorithms, and evaluation metrics. Altogether, DIG is an extensible, open-source, and turnkey library for researchers to develop new methods and effortlessly compare with common baselines using widely used datasets and evaluation metrics. Source code is available at https://github.com/divelab/DIG.

arXiv:2103.05271공식 코드 · Papers with Code

Probabilistic Modeling of Semantic Ambiguity for Scene Graph Generation

To generate "accurate" scene graphs, almost all existing methods predict pairwise relationships in a deterministic manner. However, we argue that visual relationships are often semantically ambiguous. Specifically, inspired by linguistic knowledge, we classify the ambiguity into three types: Synonymy Ambiguity, Hyponymy Ambiguity, and Multi-view Ambiguity. The ambiguity naturally leads to the issue of \emph{implicit multi-label}, motivating the need for diverse predictions. In this work, we propose a novel plug-and-play Probabilistic Uncertainty Modeling (PUM) module. It models each union region as a Gaussian distribution, whose variance measures the uncertainty of the corresponding visual content. Compared to the conventional deterministic methods, such uncertainty modeling brings stochasticity of feature representation, which naturally enables diverse predictions. As a byproduct, PUM also manages to cover more fine-grained relationships and thus alleviates the issue of bias towards frequent relationships. Extensive experiments on the large-scale Visual Genome benchmark show that combining PUM with newly proposed ResCAGCN can achieve state-of-the-art performances, especially under the mean recall metric. Furthermore, we prove the universal effectiveness of PUM by plugging it into some existing models and provide insightful analysis of its ability to generate diverse yet plausible visual relationships.

arXiv:2103.05558

Exploiting Edge-Oriented Reasoning for 3D Point-based Scene Graph Analysis

Scene understanding is a critical problem in computer vision. In this paper, we propose a 3D point-based scene graph generation ($\mathbf{SGG_{point}}$) framework to effectively bridge perception and reasoning to achieve scene understanding via three sequential stages, namely scene graph construction, reasoning, and inference. Within the reasoning stage, an EDGE-oriented Graph Convolutional Network ($\texttt{EdgeGCN}$) is created to exploit multi-dimensional edge features for explicit relationship modeling, together with the exploration of two associated twinning interaction mechanisms between nodes and edges for the independent evolution of scene graph representations. Overall, our integrated $\mathbf{SGG_{point}}$ framework is established to seek and infer scene structures of interest from both real-world and synthetic 3D point-based scenes. Our experimental results show promising edge-oriented reasoning effects on scene graph generation studies. We also demonstrate our method advantage on several traditional graph representation learning benchmark datasets, including the node-wise classification on citation networks and whole-graph recognition problems for molecular analysis.

arXiv:2103.02221공식 코드 · Papers with Code

Energy-Based Learning for Scene Graph Generation

Traditional scene graph generation methods are trained using cross-entropy losses that treat objects and relationships as independent entities. Such a formulation, however, ignores the structure in the output space, in an inherently structured prediction problem. In this work, we introduce a novel energy-based learning framework for generating scene graphs. The proposed formulation allows for efficiently incorporating the structure of scene graphs in the output space. This additional constraint in the learning framework acts as an inductive bias and allows models to learn efficiently from a small number of labels. We use the proposed energy-based framework to train existing state-of-the-art models and obtain a significant performance improvement, of up to 21% and 27%, on the Visual Genome and GQA benchmark datasets, respectively. Furthermore, we showcase the learning efficiency of the proposed framework by demonstrating superior performance in the zero- and few-shot settings where data is scarce.