Jigsaw
Jigsaw is a self-supervision approach that relies on jigsaw-like puzzles as the pretext task in order to learn image representations.
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Jigsaw is a self-supervision approach that relies on jigsaw-like puzzles as the pretext task in order to learn image representations.
Prioritized Experience Replay is a type of experience replay in reinforcement learning where we more frequently replay transitions with high expected learning progress, as measured by the magnitude of their temporal-difference (TD) error. This prioritization can lead to a loss of diversity, which is alleviated with stochastic prioritization, and introduce bias, which can be corrected with importance sampling. The stochastic sampling method interpolates between pure greedy prioritization and uniform random sampling. The probability of being sampled is ensured to be monotonic in a transition's priority, while guaranteeing a non-zero probability even for the lowest-priority transition. Concretely, define the probability of sampling transition $i$ as $$P(i) = \frac{p_i^{\alpha}}{\sum_k p_k^{\alpha}}$$ where $p_i > 0$ is the priority of transition $i$. The exponent $\alpha$ determines how much prioritization is used, with $\alpha=0$ corresponding to the uniform case. Prioritized replay introduces bias because it changes this distribution in an uncontrolled fashion, and therefore changes the solution that the estimates will converge to. We can correct this bias by using importance-sampling (IS) weights: $$ w\_{i} = \left(\frac{1}{N}\cdot\frac{1}{P\left(i\right)}\right)^{\beta} $$ that fully compensates for the non-uniform probabilities $P\left(i\right)$ if $\beta = 1$. These weights can be folded into the Q-learning update by using $w\_{i}\delta\_{i}$ instead of $\delta\_{i}$ - weighted IS rather than ordinary IS. For stability reasons, we always normalize weights by $1/\max\_{i}w\_{i}$ so that they only scale the update downwards. The two types of prioritization are proportional based, where $p\_{i} = |\delta\_{i}| + \epsilon$ and rank-based, where $p\_{i} = \frac{1}{\text{rank}\left(i\right)}$, the latter where $\text{rank}\left(i\right)$ is the rank of transition $i$ when the replay memory is sorted according to |$\delta\_{i}$|, For proportional based, hyperparameters used were $\alpha = 0.7$, $\beta\_{0} = 0.5$. For the rank-based variant, hyperparameters used were $\alpha = 0.6$, $\beta\_{0} = 0.4$.
The Self-Attention Generative Adversarial Network, or SAGAN, allows for attention-driven, long-range dependency modeling for image generation tasks. Traditional convolutional GANs generate high-resolution details as a function of only spatially local points in lower-resolution feature maps. In SAGAN, details can be generated using cues from all feature locations. Moreover, the discriminator can check that highly detailed features in distant portions of the image are consistent with each other.
The Truncation Trick is a latent sampling procedure for generative adversarial networks, where we sample $z$ from a truncated normal (where values which fall outside a range are resampled to fall inside that range). The original implementation was in Megapixel Size Image Creation with GAN. In BigGAN, the authors find this provides a boost to the Inception Score and FID.
A Projection Discriminator is a type of discriminator for generative adversarial networks. It is motivated by a probabilistic model in which the distribution of the conditional variable $\textbf{y}$ given $\textbf{x}$ is discrete or uni-modal continuous distributions. If we look at the original solution for the loss function $\mathcal{L}\_{D}$ in the vanilla GANs, we can decompose it into the sum of two log-likelihood ratios: $$ f^{*}\left(\mathbf{x}, \mathbf{y}\right) = \log\frac{q\left(\mathbf{x}\mid{\mathbf{y}}\right)q\left(\mathbf{y}\right)}{p\left(\mathbf{x}\mid{\mathbf{y}}\right)p\left(\mathbf{y}\right)} = \log\frac{q\left(\mathbf{y}\mid{\mathbf{x}}\right)}{p\left(\mathbf{y}\mid{\mathbf{x}}\right)} + \log\frac{q\left(\mathbf{x}\right)}{p\left(\mathbf{x}\right)} = r\left(\mathbf{y\mid{x}}\right) + r\left(\mathbf{x}\right) $$ We can model the log likelihood ratio $r\left(\mathbf{y\mid{x}}\right)$ and $r\left(\mathbf{x}\right)$ by some parametric functions $f\_{1}$ and $f\_{2}$ respectively. If we make a standing assumption that $p\left(y\mid{x}\right)$ and $q\left(y\mid{x}\right)$ are simple distributions like those that are Gaussian or discrete log linear on the feature space, then the parametrization of the following form becomes natural: $$ f\left(\mathbf{x}, \mathbf{y}; \theta\right) = f\_{1}\left(\mathbf{x}, \mathbf{y}; \theta\right) + f\_{2}\left(\mathbf{x}; \theta\right) = \mathbf{y}^{T}V\phi\left(\mathbf{x}; \theta\_{\phi}\right) + \psi\left(\phi(\mathbf{x}; \theta\_{\phi}); \theta\_{\psi}\right) $$ where $V$ is the embedding matrix of $y$, $\phi\left(·, \theta\_{\phi}\right)$ is a vector output function of $x$, and $\psi\left(·, \theta\_{\psi}\right)$ is a scalar function of the same $\phi\left(\mathbf{x}; \theta\_{\phi}\right)$ that appears in $f\_{1}$. The learned parameters $\theta = ${$V, \theta\_{\phi}, \theta\_{\psi}$} are trained to optimize the adversarial loss. This model of the discriminator is the projection.
The Two Time-scale Update Rule (TTUR) is an update rule for generative adversarial networks trained with stochastic gradient descent. TTUR has an individual learning rate for both the discriminator and the generator. The main premise is that the discriminator converges to a local minimum when the generator is fixed. If the generator changes slowly enough, then the discriminator still converges, since the generator perturbations are small. Besides ensuring convergence, the performance may also improve since the discriminator must first learn new patterns before they are transferred to the generator. In contrast, a generator which is overly fast, drives the discriminator steadily into new regions without capturing its gathered information.
CSPDarknet53 is a convolutional neural network and backbone for object detection that uses DarkNet-53. It employs a CSPNet strategy to partition the feature map of the base layer into two parts and then merges them through a cross-stage hierarchy. The use of a split and merge strategy allows for more gradient flow through the network. This CNN is used as the backbone for YOLOv4.
DropBlock is a structured form of dropout directed at regularizing convolutional networks. In DropBlock, units in a contiguous region of a feature map are dropped together. As DropBlock discards features in a correlated area, the networks must look elsewhere for evidence to fit the data.
GraphSAGE is a general inductive framework that leverages node feature information (e.g., text attributes) to efficiently generate node embeddings for previously unseen data. Image from: Inductive Representation Learning on Large Graphs
Off-Diagonal Orthogonal Regularization is a modified form of orthogonal regularization originally used in BigGAN. The original orthogonal regularization is known to be limiting so the authors explore several variants designed to relax the constraint while still imparting the desired smoothness to the models. They opt for a modification where they remove diagonal terms from the regularization, and aim to minimize the pairwise cosine similarity between filters but does not constrain their norm: $$ R\_{\beta}\left(W\right) = \beta|| W^{T}W \odot \left(\mathbf{1}-I\right) ||^{2}\_{F} $$ where $\mathbf{1}$ denotes a matrix with all elements set to 1. The authors sweep $\beta$ values and select $10^{−4}$.
A ResNeXt repeats a building block that aggregates a set of transformations with the same topology. Compared to a ResNet, it exposes a new dimension, cardinality (the size of the set of transformations) $C$, as an essential factor in addition to the dimensions of depth and width. Formally, a set of aggregated transformations can be represented as: $\mathcal{F}(x)=\sum_{i=1}^{C}\mathcal{T}_i(x)$, where $\mathcal{T}_i(x)$ can be an arbitrary function. Analogous to a simple neuron, $\mathcal{T}_i$ should project $x$ into an (optionally low-dimensional) embedding and then transform it.
A ResNeXt Block is a type of residual block used as part of the ResNeXt CNN architecture. It uses a "split-transform-merge" strategy (branched paths within a single module) similar to an Inception module, i.e. it aggregates a set of transformations. Compared to a Residual Block, it exposes a new dimension, cardinality (size of set of transformations) $C$, as an essential factor in addition to depth and width. Formally, a set of aggregated transformations can be represented as: $\mathcal{F}(x)=\sum_{i=1}^{C}\mathcal{T}_i(x)$, where $\mathcal{T}_i(x)$ can be an arbitrary function. Analogous to a simple neuron, $\mathcal{T}_i$ should project $x$ into an (optionally low-dimensional) embedding and then transform it.
Class of methods in Bayesian Statistics where the posterior distribution is approximated over a rejection scheme on simulations because the likelihood function is intractable. Different parameters get sampled and simulated. Then a distance function is calculated to measure the quality of the simulation compared to data from real observations. Only simulations that fall below a certain threshold get accepted. Image source: Kulkarni et al.
PAFPN is a feature pyramid module used in Path Aggregation networks (PANet) that combines FPNs with bottom-up path augmentation, which shortens the information path between lower layers and topmost feature.
Given a pattern $P,$ that is more complicated than the patterns, we fragment $P$ into simpler patterns such that their exact count is known. In the subgraph GNN proposed earlier, look into the subgraph of the host graph. We have seen that this technique is scalable on large graphs. Also, we have seen that subgraph GNN is more expressive and efficient than traditional GNN. So, we tried to explore the expressibility when the pattern is fragmented into smaller subpatterns.
GoogLeNet is a type of convolutional neural network based on the Inception architecture. It utilises Inception modules, which allow the network to choose between multiple convolutional filter sizes in each block. An Inception network stacks these modules on top of each other, with occasional max-pooling layers with stride 2 to halve the resolution of the grid.
Xavier Initialization, or Glorot Initialization, is an initialization scheme for neural networks. Biases are initialized be 0 and the weights $W\_{ij}$ at each layer are initialized as: $$ W\_{ij} \sim U\left[-\frac{\sqrt{6}}{\sqrt{fan_{in} + fan_{out}}}, \frac{\sqrt{6}}{\sqrt{fan_{in} + fan_{out}}}\right] $$ Where $U$ is a uniform distribution and $fan_{in}$ is the size of the previous layer (number of columns in $W$) and $fan_{out}$ is the size of the current layer.
A Parametric Rectified Linear Unit, or PReLU, is an activation function that generalizes the traditional rectified unit with a slope for negative values. Formally: $$f\left(y\_{i}\right) = y\_{i} \text{ if } y\_{i} \ge 0$$ $$f\left(y\_{i}\right) = a\_{i}y\_{i} \text{ if } y\_{i} \leq 0$$ The intuition is that different layers may require different types of nonlinearity. Indeed the authors find in experiments with convolutional neural networks that PReLus for the initial layer have more positive slopes, i.e. closer to linear. Since the filters of the first layers are Gabor-like filters such as edge or texture detectors, this shows a circumstance where positive and negative responses of filters are respected. In contrast the authors find deeper layers have smaller coefficients, suggesting the model becomes more discriminative at later layers (while it wants to retain more information at earlier layers).
TD3 builds on the DDPG algorithm for reinforcement learning, with a couple of modifications aimed at tackling overestimation bias with the value function. In particular, it utilises clipped double Q-learning, delayed update of target and policy networks, and target policy smoothing (which is similar to a SARSA based update; a safer update, as they provide higher value to actions resistant to perturbations).
VOS is a type of video object segmentation model consisting of two network components. The target appearance model consists of a light-weight module, which is learned during the inference stage using fast optimization techniques to predict a coarse but robust target segmentation. The segmentation model is exclusively trained offline, designed to process the coarse scores into high quality segmentation masks.
BLOOM is a decoder-only Transformer language model that was trained on the ROOTS corpus, a dataset comprising hundreds of sources in 46 natural and 13 programming languages (59 in total).
Target Policy Smoothing is a regularization strategy for the value function in reinforcement learning. Deterministic policies can overfit to narrow peaks in the value estimate, making them highly susceptible to functional approximation error, increasing the variance of the target. To reduce this variance, target policy smoothing adds a small amount of random noise to the target policy and averages over mini-batches - approximating a SARSA-like expectation/integral. The modified target update is: $$ y = r + \gamma{Q}\_{\theta'}\left(s', \pi\_{\theta'}\left(s'\right) + \epsilon \right) $$ $$ \epsilon \sim \text{clip}\left(\mathcal{N}\left(0, \sigma\right), -c, c \right) $$ where the added noise is clipped to keep the target close to the original action. The outcome is an algorithm reminiscent of Expected SARSA, where the value estimate is instead learned off-policy and the noise added to the target policy is chosen independently of the exploration policy. The value estimate learned is with respect to a noisy policy defined by the parameter $\sigma$.
An unsupervised approach for identifying Hierarchical Information Threads by analysing the network of related articles in a collection. In particular, HINT leverages article timestamps and the 5W1H questions to identify related articles about an event or discussion. HINT then constructs a network representation of the articles, and identify threads as strongly connected hierarchical network communities.
AlphaZero is a reinforcement learning agent for playing board games such as Go, chess, and shogi.
PnP, or Poll and Pool, is sampling module extension for DETR-type architectures that adaptively allocates its computation spatially to be more efficient. Concretely, the PnP module abstracts the image feature map into fine foreground object feature vectors and a small number of coarse background contextual feature vectors. The transformer models information interaction within the fine-coarse feature space and translates the features into the detection result.
Contrastive Predictive Coding (CPC) learns self-supervised representations by predicting the future in latent space by using powerful autoregressive models. The model uses a probabilistic contrastive loss which induces the latent space to capture information that is maximally useful to predict future samples. First, a non-linear encoder $g\_{enc}$ maps the input sequence of observations $x\_{t}$ to a sequence of latent representations $z\_{t} = g\_{enc}\left(x\_{t}\right)$, potentially with a lower temporal resolution. Next, an autoregressive model $g\_{ar}$ summarizes all $z\leq{t}$ in the latent space and produces a context latent representation $c\_{t} = g\_{ar}\left(z\leq{t}\right)$. A density ratio is modelled which preserves the mutual information between $x\_{t+k}$ and $c\_{t}$ as follows: $$ f\_{k}\left(x\_{t+k}, c\_{t}\right) \propto \frac{p\left(x\_{t+k}|c\_{t}\right)}{p\left(x\_{t+k}\right)} $$ where $\propto$ stands for ’proportional to’ (i.e. up to a multiplicative constant). Note that the density ratio $f$ can be unnormalized (does not have to integrate to 1). The authors use a simple log-bilinear model: $$ f\_{k}\left(x\_{t+k}, c\_{t}\right) = \exp\left(z^{T}\_{t+k}W\_{k}c\_{t}\right) $$ Any type of autoencoder and autoregressive can be used. An example the authors opt for is strided convolutional layers with residual blocks and GRUs. The autoencoder and autoregressive models are trained to minimize an InfoNCE loss (see components).
Double Q-learning is an off-policy reinforcement learning algorithm that utilises double estimation to counteract overestimation problems with traditional Q-learning. The max operator in standard Q-learning and DQN uses the same values both to select and to evaluate an action. This makes it more likely to select overestimated values, resulting in overoptimistic value estimates. To prevent this, we can decouple the selection from the evaluation, which is the idea behind Double Q-learning: $$ Y^{Q}\_{t} = R\_{t+1} + \gamma{Q}\left(S\_{t+1}, \arg\max\_{a}Q\left(S\_{t+1}, a; \mathbb{\theta}\_{t}\right);\mathbb{\theta}\_{t}\right) $$ The Double Q-learning error can then be written as: $$ Y^{DoubleQ}\_{t} = R\_{t+1} + \gamma{Q}\left(S\_{t+1}, \arg\max\_{a}Q\left(S\_{t+1}, a; \mathbb{\theta}\_{t}\right);\mathbb{\theta}^{'}\_{t}\right) $$ Here the selection of the action in the $\arg\max$ is still due to the online weights $\theta\_{t}$. But we use a second set of weights $\mathbb{\theta}^{'}\_{t}$ to fairly evaluate the value of this policy. Source: Deep Reinforcement Learning with Double Q-learning
Exponential Decay is a learning rate schedule where we decay the learning rate with more iterations using an exponential function: $$ \text{lr} = \text{lr}\_{0}\exp\left(-kt\right) $$ Image Credit: Suki Lau
\begin{equation} DiceLoss\left( y, \overline{p} \right) = 1 - \dfrac{\left( 2y\overline{p} + 1 \right)} {\left( y+\overline{p } + 1 \right)} \end{equation}
Flan-T5 is the instruction fine-tuned version of T5 or Text-to-Text Transfer Transformer Language Model.
A Bidirectional GRU, or BiGRU, is a sequence processing model that consists of two GRUs. one taking the input in a forward direction, and the other in a backwards direction. It is a bidirectional recurrent neural network with only the input and forget gates. Image Source: Rana R (2016). Gated Recurrent Unit (GRU) for Emotion Classification from Noisy Speech.
Pointer Networks tackle problems where input and output data are sequential data, but can't be solved by seq2seq type models because discrete categories of output elements depend on the variable input size (and are not decided in advance). A Pointer Network learns the conditional probability of an output sequence with elements that are discrete tokens corresponding to positions in an input sequence. They solve the problem of variable size output dictionaries using additive attention. But instead of using attention to blend hidden units of an encoder to a context vector at each decoder step, Pointer Networks use attention as a pointer to select a member of the input sequence as the output. Pointer-Nets can be used to learn approximate solutions to challenging geometric problems such as finding planar convex hulls, computing Delaunay triangulations, and the planar Travelling Salesman Problem.