Zenilton K. G. Patrocínio

h-index9
2papers
414citations

2 Papers

11.3CVSep 27, 2024Code
A comprehensive review and new taxonomy on superpixel segmentation

I. B. Barcelos, F. de C. Belém, L. de M. João et al.

Superpixel segmentation consists of partitioning images into regions composed of similar and connected pixels. Its methods have been widely used in many computer vision applications since it allows for reducing the workload, removing redundant information, and preserving regions with meaningful features. Due to the rapid progress in this area, the literature fails to catch up on more recent works among the compared ones and to categorize the methods according to all existing strategies. This work fills this gap by presenting a comprehensive review with new taxonomy for superpixel segmentation, in which methods are classified according to their processing steps and processing levels of image features. We revisit the recent and popular literature according to our taxonomy and evaluate 20 strategies based on nine criteria: connectivity, compactness, delineation, control over the number of superpixels, color homogeneity, robustness, running time, stability, and visual quality. Our experiments show the trends of each approach in pixel clustering and discuss individual trade-offs. Finally, we provide a new benchmark for superpixel assessment, available at https://github.com/IMScience-PPGINF-PucMinas/superpixel-benchmark.

1.6LGNov 12, 2021Code
Improving Experience Replay through Modeling of Similar Transitions' Sets

Daniel Eugênio Neves, João Pedro Oliveira Batisteli, Eduardo Felipe Lopes et al.

In this work, we propose and evaluate a new reinforcement learning method, COMPact Experience Replay (COMPER), which uses temporal difference learning with predicted target values based on recurrence over sets of similar transitions, and a new approach for experience replay based on two transitions memories. Our objective is to reduce the required number of experiences to agent training regarding the total accumulated rewarding in the long run. Its relevance to reinforcement learning is related to the small number of observations that it needs to achieve results similar to that obtained by relevant methods in the literature, that generally demand millions of video frames to train an agent on the Atari 2600 games. We report detailed results from five training trials of COMPER for just 100,000 frames and about 25,000 iterations with a small experiences memory on eight challenging games of Arcade Learning Environment (ALE). We also present results for a DQN agent with the same experimental protocol on the same games set as the baseline. To verify the performance of COMPER on approximating a good policy from a smaller number of observations, we also compare its results with that obtained from millions of frames presented on the benchmark of ALE.