Abstract:Reinforcement learning (RL) for complex tasks remains a challenge, primarily due to the difficulties of engineering scalar reward functions and the inherent inefficiency of training models from scratch. Instead, it would be better to specify complex tasks in terms of elementary subtasks and to reuse subtask solutions whenever possible. In this work, we address continuous space lexicographic multi-objective RL problems, consisting of prioritized subtasks, which are notoriously difficult to solve. We show that these can be scalarized with a subtask transformation and then solved incrementally using value decomposition. Exploiting this insight, we propose prioritized soft Q-decomposition (PSQD), a novel algorithm for learning and adapting subtask solutions under lexicographic priorities in continuous state-action spaces. PSQD offers the ability to reuse previously learned subtask solutions in a zero-shot composition, followed by an adaptation step. Its ability to use retained subtask training data for offline learning eliminates the need for new environment interaction during adaptation. We demonstrate the efficacy of our approach by presenting successful learning, reuse, and adaptation results for both low- and high-dimensional simulated robot control tasks, as well as offline learning results. In contrast to baseline approaches, PSQD does not trade off between conflicting subtasks or priority constraints and satisfies subtask priorities during learning. PSQD provides an intuitive framework for tackling complex RL problems, offering insights into the inner workings of the subtask composition.
Abstract:Furigana are pronunciation notes used in Japanese writing. Being able to detect these can help improve optical character recognition (OCR) performance or make more accurate digital copies of Japanese written media by correctly displaying furigana. This project focuses on detecting furigana in Japanese books and comics. While there has been research into the detection of Japanese text in general, there are currently no proposed methods for detecting furigana. We construct a new dataset containing Japanese written media and annotations of furigana. We propose an evaluation metric for such data which is similar to the evaluation protocols used in object detection except that it allows groups of objects to be labeled by one annotation. We propose a method for detection of furigana that is based on mathematical morphology and connected component analysis. We evaluate the detections of the dataset and compare different methods for text extraction. We also evaluate different types of images such as books and comics individually and discuss the challenges of each type of image. The proposed method reaches an F1-score of 76\% on the dataset. The method performs well on regular books, but less so on comics, and books of irregular format. Finally, we show that the proposed method can improve the performance of OCR by 5\% on the manga109 dataset. Source code is available via \texttt{\url{https://github.com/nikolajkb/FuriganaDetection}}
Abstract:Human infants are able to acquire natural language seemingly easily at an early age. Their language learning seems to occur simultaneously with learning other cognitive functions as well as with playful interactions with the environment and caregivers. From a neuroscientific perspective, natural language is embodied, grounded in most, if not all, sensory and sensorimotor modalities, and acquired by means of crossmodal integration. However, characterising the underlying mechanisms in the brain is difficult and explaining the grounding of language in crossmodal perception and action remains challenging. In this paper, we present a neurocognitive model for language grounding which reflects bio-inspired mechanisms such as an implicit adaptation of timescales as well as end-to-end multimodal abstraction. It addresses developmental robotic interaction and extends its learning capabilities using larger-scale knowledge-based data. In our scenario, we utilise the humanoid robot NICO in obtaining the EMIL data collection, in which the cognitive robot interacts with objects in a children's playground environment while receiving linguistic labels from a caregiver. The model analysis shows that crossmodally integrated representations are sufficient for acquiring language merely from sensory input through interaction with objects in an environment. The representations self-organise hierarchically and embed temporal and spatial information through composition and decomposition. This model can also provide the basis for further crossmodal integration of perceptually grounded cognitive representations.
Abstract:Generative adversarial networks conditioned on simple textual image descriptions are capable of generating realistic-looking images. However, current methods still struggle to generate images based on complex image captions from a heterogeneous domain. Furthermore, quantitatively evaluating these text-to-image synthesis models is still challenging, as most evaluation metrics only judge image quality but not the conformity between the image and its caption. To address the aforementioned challenges we introduce both a new model that explicitly models individual objects within an image and a new evaluation metric called Semantic Object Accuracy (SOA) that specifically evaluates images given an image caption. Our model adds an object pathway to both the generator and the discriminator to explicitly learn features of individual objects. The SOA uses a pre-trained object detector to evaluate if a generated image contains objects that are specifically mentioned in the image caption, e.g. whether an image generated from "a car driving down the street" contains a car. Our evaluation shows that models which explicitly model individual objects outperform models which only model global image characteristics. However, the SOA also shows that despite this increased performance current models still struggle to generate images that contain realistic objects of multiple different domains.
Abstract:Recent improvements to Generative Adversarial Networks (GANs) have made it possible to generate realistic images in high resolution based on natural language descriptions such as image captions. Furthermore, conditional GANs allow us to control the image generation process through labels or even natural language descriptions. However, fine-grained control of the image layout, i.e. where in the image specific objects should be located, is still difficult to achieve. This is especially true for images that should contain multiple distinct objects at different spatial locations. We introduce a new approach which allows us to control the location of arbitrarily many objects within an image by adding an object pathway to both the generator and the discriminator. Our approach does not need a detailed semantic layout but only bounding boxes and the respective labels of the desired objects are needed. The object pathway focuses solely on the individual objects and is iteratively applied at the locations specified by the bounding boxes. The global pathway focuses on the image background and the general image layout. We perform experiments on the Multi-MNIST, CLEVR, and the more complex MS-COCO data set. Our experiments show that through the use of the object pathway we can control object locations within images and can model complex scenes with multiple objects at various locations. We further show that the object pathway focuses on the individual objects and learns features relevant for these, while the global pathway focuses on global image characteristics and the image background.
Abstract:For the complex human brain that enables us to communicate in natural language, we gathered good understandings of principles underlying language acquisition and processing, knowledge about socio-cultural conditions, and insights about activity patterns in the brain. However, we were not yet able to understand the behavioural and mechanistic characteristics for natural language and how mechanisms in the brain allow to acquire and process language. In bridging the insights from behavioural psychology and neuroscience, the goal of this paper is to contribute a computational understanding of appropriate characteristics that favour language acquisition. Accordingly, we provide concepts and refinements in cognitive modelling regarding principles and mechanisms in the brain and propose a neurocognitively plausible model for embodied language acquisition from real world interaction of a humanoid robot with its environment. In particular, the architecture consists of a continuous time recurrent neural network, where parts have different leakage characteristics and thus operate on multiple timescales for every modality and the association of the higher level nodes of all modalities into cell assemblies. The model is capable of learning language production grounded in both, temporal dynamic somatosensation and vision, and features hierarchical concept abstraction, concept decomposition, multi-modal integration, and self-organisation of latent representations.