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arXiv:2006.13615

Explainable robotic systems: Understanding goal-driven actions in a reinforcement learning scenario

Robotic systems are more present in our society everyday. In human-robot environments, it is crucial that end-users may correctly understand their robotic team-partners, in order to collaboratively complete a task. To increase action understanding, users demand more explainability about the decisions by the robot in particular situations. Recently, explainable robotic systems have emerged as an alternative focused not only on completing a task satisfactorily, but also on justifying, in a human-like manner, the reasons that lead to making a decision. In reinforcement learning scenarios, a great effort has been focused on providing explanations using data-driven approaches, particularly from the visual input modality in deep learning-based systems. In this work, we focus rather on the decision-making process of reinforcement learning agents performing a task in a robotic scenario. Experimental results are obtained using 3 different set-ups, namely, a deterministic navigation task, a stochastic navigation task, and a continuous visual-based sorting object task. As a way to explain the goal-driven robot's actions, we use the probability of success computed by three different proposed approaches: memory-based, learning-based, and introspection-based. The difference between these approaches is the amount of memory required to compute or estimate the probability of success as well as the kind of reinforcement learning representation where they could be used. In this regard, we use the memory-based approach as a baseline since it is obtained directly from the agent's observations. When comparing the learning-based and the introspection-based approaches to this baseline, both are found to be suitable alternatives to compute the probability of success, obtaining high levels of similarity when compared using both the Pearson's correlation and the mean squared error.

arXiv:2005.10229

Intra- and Inter-Action Understanding via Temporal Action Parsing

Current methods for action recognition primarily rely on deep convolutional networks to derive feature embeddings of visual and motion features. While these methods have demonstrated remarkable performance on standard benchmarks, we are still in need of a better understanding as to how the videos, in particular their internal structures, relate to high-level semantics, which may lead to benefits in multiple aspects, e.g. interpretable predictions and even new methods that can take the recognition performances to a next level. Towards this goal, we construct TAPOS, a new dataset developed on sport videos with manual annotations of sub-actions, and conduct a study on temporal action parsing on top. Our study shows that a sport activity usually consists of multiple sub-actions and that the awareness of such temporal structures is beneficial to action recognition. We also investigate a number of temporal parsing methods, and thereon devise an improved method that is capable of mining sub-actions from training data without knowing the labels of them. On the constructed TAPOS, the proposed method is shown to reveal intra-action information, i.e. how action instances are made of sub-actions, and inter-action information, i.e. one specific sub-action may commonly appear in various actions.

arXiv:2004.08154공식 코드 · Papers with Code

Detailed 2D-3D Joint Representation for Human-Object Interaction

Human-Object Interaction (HOI) detection lies at the core of action understanding. Besides 2D information such as human/object appearance and locations, 3D pose is also usually utilized in HOI learning since its view-independence. However, rough 3D body joints just carry sparse body information and are not sufficient to understand complex interactions. Thus, we need detailed 3D body shape to go further. Meanwhile, the interacted object in 3D is also not fully studied in HOI learning. In light of these, we propose a detailed 2D-3D joint representation learning method. First, we utilize the single-view human body capture method to obtain detailed 3D body, face and hand shapes. Next, we estimate the 3D object location and size with reference to the 2D human-object spatial configuration and object category priors. Finally, a joint learning framework and cross-modal consistency tasks are proposed to learn the joint HOI representation. To better evaluate the 2D ambiguity processing capacity of models, we propose a new benchmark named Ambiguous-HOI consisting of hard ambiguous images. Extensive experiments in large-scale HOI benchmark and Ambiguous-HOI show impressive effectiveness of our method. Code and data are available at https://github.com/DirtyHarryLYL/DJ-RN.

arXiv:2004.06704

FineGym: A Hierarchical Video Dataset for Fine-grained Action Understanding

On public benchmarks, current action recognition techniques have achieved great success. However, when used in real-world applications, e.g. sport analysis, which requires the capability of parsing an activity into phases and differentiating between subtly different actions, their performances remain far from being satisfactory. To take action recognition to a new level, we develop FineGym, a new dataset built on top of gymnastic videos. Compared to existing action recognition datasets, FineGym is distinguished in richness, quality, and diversity. In particular, it provides temporal annotations at both action and sub-action levels with a three-level semantic hierarchy. For example, a "balance beam" event will be annotated as a sequence of elementary sub-actions derived from five sets: "leap-jump-hop", "beam-turns", "flight-salto", "flight-handspring", and "dismount", where the sub-action in each set will be further annotated with finely defined class labels. This new level of granularity presents significant challenges for action recognition, e.g. how to parse the temporal structures from a coherent action, and how to distinguish between subtly different action classes. We systematically investigate representative methods on this dataset and obtain a number of interesting findings. We hope this dataset could advance research towards action understanding.

arXiv:2004.05573공식 코드 · Papers with Code

YouMakeup VQA Challenge: Towards Fine-grained Action Understanding in Domain-Specific Videos

The goal of the YouMakeup VQA Challenge 2020 is to provide a common benchmark for fine-grained action understanding in domain-specific videos e.g. makeup instructional videos. We propose two novel question-answering tasks to evaluate models' fine-grained action understanding abilities. The first task is \textbf{Facial Image Ordering}, which aims to understand visual effects of different actions expressed in natural language to the facial object. The second task is \textbf{Step Ordering}, which aims to measure cross-modal semantic alignments between untrimmed videos and multi-sentence texts. In this paper, we present the challenge guidelines, the dataset used, and performances of baseline models on the two proposed tasks. The baseline codes and models are released at \url{https://github.com/AIM3-RUC/YouMakeup_Baseline}.

arXiv:1903.09761

Scene Understanding for Autonomous Manipulation with Deep Learning

Over the past few years, deep learning techniques have achieved tremendous success in many visual understanding tasks such as object detection, image segmentation, and caption generation. Despite this thriving in computer vision and natural language processing, deep learning has not yet shown significant impact in robotics. Due to the gap between theory and application, there are many challenges when applying the results of deep learning to the real robotic systems. In this study, our long-term goal is to bridge the gap between computer vision and robotics by developing visual methods that can be used in real robots. In particular, this work tackles two fundamental visual problems for autonomous robotic manipulation: affordance detection and fine-grained action understanding. Theoretically, we propose different deep architectures to further improves the state of the art in each problem. Empirically, we show that the outcomes of our proposed methods can be applied in real robots and allow them to perform useful manipulation tasks.

arXiv:1901.07702

Exploring Uncertainty in Conditional Multi-Modal Retrieval Systems

We cast visual retrieval as a regression problem by posing triplet loss as a regression loss. This enables epistemic uncertainty estimation using dropout as a Bayesian approximation framework in retrieval. Accordingly, Monte Carlo (MC) sampling is leveraged to boost retrieval performance. Our approach is evaluated on two applications: person re-identification and autonomous car driving. Comparable state-of-the-art results are achieved on multiple datasets for the former application. We leverage the Honda driving dataset (HDD) for autonomous car driving application. It provides multiple modalities and similarity notions for ego-motion action understanding. Hence, we present a multi-modal conditional retrieval network. It disentangles embeddings into separate representations to encode different similarities. This form of joint learning eliminates the need to train multiple independent networks without any performance degradation. Quantitative evaluation highlights our approach competence, achieving 6% improvement in a highly uncertain environment.

arXiv:1901.06085

Theory of Minds: Understanding Behavior in Groups Through Inverse Planning

Human social behavior is structured by relationships. We form teams, groups, tribes, and alliances at all scales of human life. These structures guide multi-agent cooperation and competition, but when we observe others these underlying relationships are typically unobservable and hence must be inferred. Humans make these inferences intuitively and flexibly, often making rapid generalizations about the latent relationships that underlie behavior from just sparse and noisy observations. Rapid and accurate inferences are important for determining who to cooperate with, who to compete with, and how to cooperate in order to compete. Towards the goal of building machine-learning algorithms with human-like social intelligence, we develop a generative model of multi-agent action understanding based on a novel representation for these latent relationships called Composable Team Hierarchies (CTH). This representation is grounded in the formalism of stochastic games and multi-agent reinforcement learning. We use CTH as a target for Bayesian inference yielding a new algorithm for understanding behavior in groups that can both infer hidden relationships as well as predict future actions for multiple agents interacting together. Our algorithm rapidly recovers an underlying causal model of how agents relate in spatial stochastic games from just a few observations. The patterns of inference made by this algorithm closely correspond with human judgments and the algorithm makes the same rapid generalizations that people do.

arXiv:1410.5861

Compositional Structure Learning for Action Understanding

The focus of the action understanding literature has predominately been classification, how- ever, there are many applications demanding richer action understanding such as mobile robotics and video search, with solutions to classification, localization and detection. In this paper, we propose a compositional model that leverages a new mid-level representation called compositional trajectories and a locally articulated spatiotemporal deformable parts model (LALSDPM) for fully action understanding. Our methods is advantageous in capturing the variable structure of dynamic human activity over a long range. First, the compositional trajectories capture long-ranging, frequently co-occurring groups of trajectories in space time and represent them in discriminative hierarchies, where human motion is largely separated from camera motion; second, LASTDPM learns a structured model with multi-layer deformable parts to capture multiple levels of articulated motion. We implement our methods and demonstrate state of the art performance on all three problems: action detection, localization, and recognition.

arXiv:1502.00501

An Expressive Deep Model for Human Action Parsing from A Single Image

This paper aims at one newly raising task in vision and multimedia research: recognizing human actions from still images. Its main challenges lie in the large variations in human poses and appearances, as well as the lack of temporal motion information. Addressing these problems, we propose to develop an expressive deep model to naturally integrate human layout and surrounding contexts for higher level action understanding from still images. In particular, a Deep Belief Net is trained to fuse information from different noisy sources such as body part detection and object detection. To bridge the semantic gap, we used manually labeled data to greatly improve the effectiveness and efficiency of the pre-training and fine-tuning stages of the DBN training. The resulting framework is shown to be robust to sometimes unreliable inputs (e.g., imprecise detections of human parts and objects), and outperforms the state-of-the-art approaches.

arXiv:1505.04868

Action Recognition with Trajectory-Pooled Deep-Convolutional Descriptors

Visual features are of vital importance for human action understanding in videos. This paper presents a new video representation, called trajectory-pooled deep-convolutional descriptor (TDD), which shares the merits of both hand-crafted features and deep-learned features. Specifically, we utilize deep architectures to learn discriminative convolutional feature maps, and conduct trajectory-constrained pooling to aggregate these convolutional features into effective descriptors. To enhance the robustness of TDDs, we design two normalization methods to transform convolutional feature maps, namely spatiotemporal normalization and channel normalization. The advantages of our features come from (i) TDDs are automatically learned and contain high discriminative capacity compared with those hand-crafted features; (ii) TDDs take account of the intrinsic characteristics of temporal dimension and introduce the strategies of trajectory-constrained sampling and pooling for aggregating deep-learned features. We conduct experiments on two challenging datasets: HMDB51 and UCF101. Experimental results show that TDDs outperform previous hand-crafted features and deep-learned features. Our method also achieves superior performance to the state of the art on these datasets (HMDB51 65.9%, UCF101 91.5%).

arXiv:1602.03346

DAP3D-Net: Where, What and How Actions Occur in Videos?

Action parsing in videos with complex scenes is an interesting but challenging task in computer vision. In this paper, we propose a generic 3D convolutional neural network in a multi-task learning manner for effective Deep Action Parsing (DAP3D-Net) in videos. Particularly, in the training phase, action localization, classification and attributes learning can be jointly optimized on our appearancemotion data via DAP3D-Net. For an upcoming test video, we can describe each individual action in the video simultaneously as: Where the action occurs, What the action is and How the action is performed. To well demonstrate the effectiveness of the proposed DAP3D-Net, we also contribute a new Numerous-category Aligned Synthetic Action dataset, i.e., NASA, which consists of 200; 000 action clips of more than 300 categories and with 33 pre-defined action attributes in two hierarchical levels (i.e., low-level attributes of basic body part movements and high-level attributes related to action motion). We learn DAP3D-Net using the NASA dataset and then evaluate it on our collected Human Action Understanding (HAU) dataset. Experimental results show that our approach can accurately localize, categorize and describe multiple actions in realistic videos.

arXiv:1606.04992

A Hierarchical Pose-Based Approach to Complex Action Understanding Using Dictionaries of Actionlets and Motion Poselets

In this paper, we introduce a new hierarchical model for human action recognition using body joint locations. Our model can categorize complex actions in videos, and perform spatio-temporal annotations of the atomic actions that compose the complex action being performed.That is, for each atomic action, the model generates temporal action annotations by estimating its starting and ending times, as well as, spatial annotations by inferring the human body parts that are involved in executing the action. our model includes three key novel properties: (i) it can be trained with no spatial supervision, as it can automatically discover active body parts from temporal action annotations only; (ii) it jointly learns flexible representations for motion poselets and actionlets that encode the visual variability of body parts and atomic actions; (iii) a mechanism to discard idle or non-informative body parts which increases its robustness to common pose estimation errors. We evaluate the performance of our method using multiple action recognition benchmarks. Our model consistently outperforms baselines and state-of-the-art action recognition methods.

arXiv:1607.06416

Hierarchical Attention Network for Action Recognition in Videos

Understanding human actions in wild videos is an important task with a broad range of applications. In this paper we propose a novel approach named Hierarchical Attention Network (HAN), which enables to incorporate static spatial information, short-term motion information and long-term video temporal structures for complex human action understanding. Compared to recent convolutional neural network based approaches, HAN has following advantages (1) HAN can efficiently capture video temporal structures in a longer range; (2) HAN is able to reveal temporal transitions between frame chunks with different time steps, i.e. it explicitly models the temporal transitions between frames as well as video segments and (3) with a multiple step spatial temporal attention mechanism, HAN automatically learns important regions in video frames and temporal segments in the video. The proposed model is trained and evaluated on the standard video action benchmarks, i.e., UCF-101 and HMDB-51, and it significantly outperforms the state-of-the arts

arXiv:1703.07475

PKU-MMD: A Large Scale Benchmark for Continuous Multi-Modal Human Action Understanding

Despite the fact that many 3D human activity benchmarks being proposed, most existing action datasets focus on the action recognition tasks for the segmented videos. There is a lack of standard large-scale benchmarks, especially for current popular data-hungry deep learning based methods. In this paper, we introduce a new large scale benchmark (PKU-MMD) for continuous multi-modality 3D human action understanding and cover a wide range of complex human activities with well annotated information. PKU-MMD contains 1076 long video sequences in 51 action categories, performed by 66 subjects in three camera views. It contains almost 20,000 action instances and 5.4 million frames in total. Our dataset also provides multi-modality data sources, including RGB, depth, Infrared Radiation and Skeleton. With different modalities, we conduct extensive experiments on our dataset in terms of two scenarios and evaluate different methods by various metrics, including a new proposed evaluation protocol 2D-AP. We believe this large-scale dataset will benefit future researches on action detection for the community.

arXiv:1612.01175

Who is Mistaken?

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.

arXiv:1704.08723

Action Understanding with Multiple Classes of Actors

Despite the rapid progress, existing works on action understanding focus strictly on one type of action agent, which we call actor---a human adult, ignoring the diversity of actions performed by other actors. To overcome this narrow viewpoint, our paper marks the first effort in the computer vision community to jointly consider algorithmic understanding of various types of actors undergoing various actions. To begin with, we collect a large annotated Actor-Action Dataset (A2D) that consists of 3782 short videos and 31 temporally untrimmed long videos. We formulate the general actor-action understanding problem and instantiate it at various granularities: video-level single- and multiple-label actor-action recognition, and pixel-level actor-action segmentation. We propose and examine a comprehensive set of graphical models that consider the various types of interplay among actors and actions. Our findings have led us to conclusive evidence that the joint modeling of actor and action improves performance over modeling each of them independently, and further improvement can be obtained by considering the multi-scale natural in video understanding. Hence, our paper concludes the argument of the value of explicit consideration of various actors in comprehensive action understanding and provides a dataset and a benchmark for later works exploring this new problem.