Abstract:We present a novel method aimed at enhancing the sample efficiency of ensemble Q learning. Our proposed approach integrates multi-head self-attention into the ensembled Q networks while bootstrapping the state-action pairs ingested by the ensemble. This not only results in performance improvements over the original REDQ (Chen et al. 2021) and its variant DroQ (Hi-raoka et al. 2022), thereby enhancing Q predictions, but also effectively reduces both the average normalized bias and standard deviation of normalized bias within Q-function ensembles. Importantly, our method also performs well even in scenarios with a low update-to-data (UTD) ratio. Notably, the implementation of our proposed method is straightforward, requiring minimal modifications to the base model.
Abstract:Due to the rise in video content creation targeted towards children, there is a need for robust content moderation schemes for video hosting platforms. A video that is visually benign may include audio content that is inappropriate for young children while being impossible to detect with a unimodal content moderation system. Popular video hosting platforms for children such as YouTube Kids still publish videos which contain audio content that is not conducive to a child's healthy behavioral and physical development. A robust classification of malicious videos requires audio representations in addition to video features. However, recent content moderation approaches rarely employ multimodal architectures that explicitly consider non-speech audio cues. To address this, we present an efficient adaptation of CLIP (Contrastive Language-Image Pre-training) that can leverage contextual audio cues for enhanced content moderation. We incorporate 1) the audio modality and 2) prompt learning, while keeping the backbone modules of each modality frozen. We conduct our experiments on a multimodal version of the MOB (Malicious or Benign) dataset in supervised and few-shot settings.
Abstract:Natural language supervision has been shown to be effective for zero-shot learning in many computer vision tasks, such as object detection and activity recognition. However, generating informative prompts can be challenging for more subtle tasks, such as video content moderation. This can be difficult, as there are many reasons why a video might be inappropriate, beyond violence and obscenity. For example, scammers may attempt to create junk content that is similar to popular educational videos but with no meaningful information. This paper evaluates the performance of several CLIP variations for content moderation of children's cartoons in both the supervised and zero-shot setting. We show that our proposed model (Vanilla CLIP with Projection Layer) outperforms previous work conducted on the Malicious or Benign (MOB) benchmark for video content moderation. This paper presents an in depth analysis of how context-specific language prompts affect content moderation performance. Our results indicate that it is important to include more context in content moderation prompts, particularly for cartoon videos as they are not well represented in the CLIP training data.
Abstract:Online video platforms receive hundreds of hours of uploads every minute, making manual content moderation impossible. Unfortunately, the most vulnerable consumers of malicious video content are children from ages 1-5 whose attention is easily captured by bursts of color and sound. Scammers attempting to monetize their content may craft malicious children's videos that are superficially similar to educational videos, but include scary and disgusting characters, violent motions, loud music, and disturbing noises. Prominent video hosting platforms like YouTube have taken measures to mitigate malicious content on their platform, but these videos often go undetected by current content moderation tools that are focused on removing pornographic or copyrighted content. This paper introduces our toolkit Malicious or Benign for promoting research on automated content moderation of children's videos. We present 1) a customizable annotation tool for videos, 2) a new dataset with difficult to detect test cases of malicious content and 3) a benchmark suite of state-of-the-art video classification models.
Abstract:The StarCraft II Multi-Agent Challenge (SMAC) was created to be a challenging benchmark problem for cooperative multi-agent reinforcement learning (MARL). SMAC focuses exclusively on the problem of StarCraft micromanagement and assumes that each unit is controlled individually by a learning agent that acts independently and only possesses local information; centralized training is assumed to occur with decentralized execution (CTDE). To perform well in SMAC, MARL algorithms must handle the dual problems of multi-agent credit assignment and joint action evaluation. This paper introduces a new architecture TransMix, a transformer-based joint action-value mixing network which we show to be efficient and scalable as compared to the other state-of-the-art cooperative MARL solutions. TransMix leverages the ability of transformers to learn a richer mixing function for combining the agents' individual value functions. It achieves comparable performance to previous work on easy SMAC scenarios and outperforms other techniques on hard scenarios, as well as scenarios that are corrupted with Gaussian noise to simulate fog of war.