NESep 28, 2021
Faster Improvement Rate Population Based TrainingValentin Dalibard, Max Jaderberg
The successful training of neural networks typically involves careful and time consuming hyperparameter tuning. Population Based Training (PBT) has recently been proposed to automate this process. PBT trains a population of neural networks concurrently, frequently mutating their hyperparameters throughout their training. However, the decision mechanisms of PBT are greedy and favour short-term improvements which can, in some cases, lead to poor long-term performance. This paper presents Faster Improvement Rate PBT (FIRE PBT) which addresses this problem. Our method is guided by an assumption: given two neural networks with similar performance and training with similar hyperparameters, the network showing the faster rate of improvement will lead to a better final performance. Using this, we derive a novel fitness metric and use it to make some of the population members focus on long-term performance. Our experiments show that FIRE PBT is able to outperform PBT on the ImageNet benchmark and match the performance of networks that were trained with a hand-tuned learning rate schedule. We apply FIRE PBT to reinforcement learning tasks and show that it leads to faster learning and higher final performance than both PBT and random hyperparameter search.
LGJul 27, 2021
Open-Ended Learning Leads to Generally Capable AgentsOpen Ended Learning Team, Adam Stooke, Anuj Mahajan et al.
In this work we create agents that can perform well beyond a single, individual task, that exhibit much wider generalisation of behaviour to a massive, rich space of challenges. We define a universe of tasks within an environment domain and demonstrate the ability to train agents that are generally capable across this vast space and beyond. The environment is natively multi-agent, spanning the continuum of competitive, cooperative, and independent games, which are situated within procedurally generated physical 3D worlds. The resulting space is exceptionally diverse in terms of the challenges posed to agents, and as such, even measuring the learning progress of an agent is an open research problem. We propose an iterative notion of improvement between successive generations of agents, rather than seeking to maximise a singular objective, allowing us to quantify progress despite tasks being incomparable in terms of achievable rewards. We show that through constructing an open-ended learning process, which dynamically changes the training task distributions and training objectives such that the agent never stops learning, we achieve consistent learning of new behaviours. The resulting agent is able to score reward in every one of our humanly solvable evaluation levels, with behaviour generalising to many held-out points in the universe of tasks. Examples of this zero-shot generalisation include good performance on Hide and Seek, Capture the Flag, and Tag. Through analysis and hand-authored probe tasks we characterise the behaviour of our agent, and find interesting emergent heuristic behaviours such as trial-and-error experimentation, simple tool use, option switching, and cooperation. Finally, we demonstrate that the general capabilities of this agent could unlock larger scale transfer of behaviour through cheap finetuning.
AIJun 26, 2020
Perception-Prediction-Reaction Agents for Deep Reinforcement LearningAdam Stooke, Valentin Dalibard, Siddhant M. Jayakumar et al.
We introduce a new recurrent agent architecture and associated auxiliary losses which improve reinforcement learning in partially observable tasks requiring long-term memory. We employ a temporal hierarchy, using a slow-ticking recurrent core to allow information to flow more easily over long time spans, and three fast-ticking recurrent cores with connections designed to create an information asymmetry. The \emph{reaction} core incorporates new observations with input from the slow core to produce the agent's policy; the \emph{perception} core accesses only short-term observations and informs the slow core; lastly, the \emph{prediction} core accesses only long-term memory. An auxiliary loss regularizes policies drawn from all three cores against each other, enacting the prior that the policy should be expressible from either recent or long-term memory. We present the resulting \emph{Perception-Prediction-Reaction} (PPR) agent and demonstrate its improved performance over a strong LSTM-agent baseline in DMLab-30, particularly in tasks requiring long-term memory. We further show significant improvements in Capture the Flag, an environment requiring agents to acquire a complicated mixture of skills over long time scales. In a series of ablation experiments, we probe the importance of each component of the PPR agent, establishing that the entire, novel combination is necessary for this intriguing result.
LGApr 20, 2020
Real World Games Look Like Spinning TopsWojciech Marian Czarnecki, Gauthier Gidel, Brendan Tracey et al.
This paper investigates the geometrical properties of real world games (e.g. Tic-Tac-Toe, Go, StarCraft II). We hypothesise that their geometrical structure resemble a spinning top, with the upright axis representing transitive strength, and the radial axis, which corresponds to the number of cycles that exist at a particular transitive strength, representing the non-transitive dimension. We prove the existence of this geometry for a wide class of real world games, exposing their temporal nature. Additionally, we show that this unique structure also has consequences for learning - it clarifies why populations of strategies are necessary for training of agents, and how population size relates to the structure of the game. Finally, we empirically validate these claims by using a selection of nine real world two-player zero-sum symmetric games, showing 1) the spinning top structure is revealed and can be easily re-constructed by using a new method of Nash clustering to measure the interaction between transitive and cyclical strategy behaviour, and 2) the effect that population size has on the convergence in these games.
LGDec 16, 2019
A Deep Neural Network's Loss Surface Contains Every Low-dimensional PatternWojciech Marian Czarnecki, Simon Osindero, Razvan Pascanu et al.
The work "Loss Landscape Sightseeing with Multi-Point Optimization" (Skorokhodov and Burtsev, 2019) demonstrated that one can empirically find arbitrary 2D binary patterns inside loss surfaces of popular neural networks. In this paper we prove that: (i) this is a general property of deep universal approximators; and (ii) this property holds for arbitrary smooth patterns, for other dimensionalities, for every dataset, and any neural network that is sufficiently deep and wide. Our analysis predicts not only the existence of all such low-dimensional patterns, but also two other properties that were observed empirically: (i) that it is easy to find these patterns; and (ii) that they transfer to other data-sets (e.g. a test-set).
LGOct 13, 2019
Stabilizing Transformers for Reinforcement LearningEmilio Parisotto, H. Francis Song, Jack W. Rae et al.
Owing to their ability to both effectively integrate information over long time horizons and scale to massive amounts of data, self-attention architectures have recently shown breakthrough success in natural language processing (NLP), achieving state-of-the-art results in domains such as language modeling and machine translation. Harnessing the transformer's ability to process long time horizons of information could provide a similar performance boost in partially observable reinforcement learning (RL) domains, but the large-scale transformers used in NLP have yet to be successfully applied to the RL setting. In this work we demonstrate that the standard transformer architecture is difficult to optimize, which was previously observed in the supervised learning setting but becomes especially pronounced with RL objectives. We propose architectural modifications that substantially improve the stability and learning speed of the original Transformer and XL variant. The proposed architecture, the Gated Transformer-XL (GTrXL), surpasses LSTMs on challenging memory environments and achieves state-of-the-art results on the multi-task DMLab-30 benchmark suite, exceeding the performance of an external memory architecture. We show that the GTrXL, trained using the same losses, has stability and performance that consistently matches or exceeds a competitive LSTM baseline, including on more reactive tasks where memory is less critical. GTrXL offers an easy-to-train, simple-to-implement but substantially more expressive architectural alternative to the standard multi-layer LSTM ubiquitously used for RL agents in partially observable environments.
LGFeb 6, 2019
Distilling Policy DistillationWojciech Marian Czarnecki, Razvan Pascanu, Simon Osindero et al.
The transfer of knowledge from one policy to another is an important tool in Deep Reinforcement Learning. This process, referred to as distillation, has been used to great success, for example, by enhancing the optimisation of agents, leading to stronger performance faster, on harder domains [26, 32, 5, 8]. Despite the widespread use and conceptual simplicity of distillation, many different formulations are used in practice, and the subtle variations between them can often drastically change the performance and the resulting objective that is being optimised. In this work, we rigorously explore the entire landscape of policy distillation, comparing the motivations and strengths of each variant through theoretical and empirical analysis. Our results point to three distillation techniques, that are preferred depending on specifics of the task. Specifically a newly proposed expected entropy regularised distillation allows for quicker learning in a wide range of situations, while still guaranteeing convergence.
AIFeb 5, 2019
A Generalized Framework for Population Based TrainingAng Li, Aleksandra Spyra, Sagi Perel et al.
Population Based Training (PBT) is a recent approach that jointly optimizes neural network weights and hyperparameters which periodically copies weights of the best performers and mutates hyperparameters during training. Previous PBT implementations have been synchronized glass-box systems. We propose a general, black-box PBT framework that distributes many asynchronous "trials" (a small number of training steps with warm-starting) across a cluster, coordinated by the PBT controller. The black-box design does not make assumptions on model architectures, loss functions or training procedures. Our system supports dynamic hyperparameter schedules to optimize both differentiable and non-differentiable metrics. We apply our system to train a state-of-the-art WaveNet generative model for human voice synthesis. We show that our PBT system achieves better accuracy, less sensitivity and faster convergence compared to existing methods, given the same computational resource.
LGJan 23, 2019
Open-ended Learning in Symmetric Zero-sum GamesDavid Balduzzi, Marta Garnelo, Yoram Bachrach et al.
Zero-sum games such as chess and poker are, abstractly, functions that evaluate pairs of agents, for example labeling them `winner' and `loser'. If the game is approximately transitive, then self-play generates sequences of agents of increasing strength. However, nontransitive games, such as rock-paper-scissors, can exhibit strategic cycles, and there is no longer a clear objective -- we want agents to increase in strength, but against whom is unclear. In this paper, we introduce a geometric framework for formulating agent objectives in zero-sum games, in order to construct adaptive sequences of objectives that yield open-ended learning. The framework allows us to reason about population performance in nontransitive games, and enables the development of a new algorithm (rectified Nash response, PSRO_rN) that uses game-theoretic niching to construct diverse populations of effective agents, producing a stronger set of agents than existing algorithms. We apply PSRO_rN to two highly nontransitive resource allocation games and find that PSRO_rN consistently outperforms the existing alternatives.
LGJul 3, 2018
Human-level performance in first-person multiplayer games with population-based deep reinforcement learningMax Jaderberg, Wojciech M. Czarnecki, Iain Dunning et al.
Recent progress in artificial intelligence through reinforcement learning (RL) has shown great success on increasingly complex single-agent environments and two-player turn-based games. However, the real-world contains multiple agents, each learning and acting independently to cooperate and compete with other agents, and environments reflecting this degree of complexity remain an open challenge. In this work, we demonstrate for the first time that an agent can achieve human-level in a popular 3D multiplayer first-person video game, Quake III Arena Capture the Flag, using only pixels and game points as input. These results were achieved by a novel two-tier optimisation process in which a population of independent RL agents are trained concurrently from thousands of parallel matches with agents playing in teams together and against each other on randomly generated environments. Each agent in the population learns its own internal reward signal to complement the sparse delayed reward from winning, and selects actions using a novel temporally hierarchical representation that enables the agent to reason at multiple timescales. During game-play, these agents display human-like behaviours such as navigating, following, and defending based on a rich learned representation that is shown to encode high-level game knowledge. In an extensive tournament-style evaluation the trained agents exceeded the win-rate of strong human players both as teammates and opponents, and proved far stronger than existing state-of-the-art agents. These results demonstrate a significant jump in the capabilities of artificial agents, bringing us closer to the goal of human-level intelligence.
LGJun 5, 2018
Mix&Match - Agent Curricula for Reinforcement LearningWojciech Marian Czarnecki, Siddhant M. Jayakumar, Max Jaderberg et al.
We introduce Mix&Match (M&M) - a training framework designed to facilitate rapid and effective learning in RL agents, especially those that would be too slow or too challenging to train otherwise. The key innovation is a procedure that allows us to automatically form a curriculum over agents. Through such a curriculum we can progressively train more complex agents by, effectively, bootstrapping from solutions found by simpler agents. In contradistinction to typical curriculum learning approaches, we do not gradually modify the tasks or environments presented, but instead use a process to gradually alter how the policy is represented internally. We show the broad applicability of our method by demonstrating significant performance gains in three different experimental setups: (1) We train an agent able to control more than 700 actions in a challenging 3D first-person task; using our method to progress through an action-space curriculum we achieve both faster training and better final performance than one obtains using traditional methods. (2) We further show that M&M can be used successfully to progress through a curriculum of architectural variants defining an agents internal state. (3) Finally, we illustrate how a variant of our method can be used to improve agent performance in a multitask setting.
LGNov 27, 2017
Population Based Training of Neural NetworksMax Jaderberg, Valentin Dalibard, Simon Osindero et al.
Neural networks dominate the modern machine learning landscape, but their training and success still suffer from sensitivity to empirical choices of hyperparameters such as model architecture, loss function, and optimisation algorithm. In this work we present \emph{Population Based Training (PBT)}, a simple asynchronous optimisation algorithm which effectively utilises a fixed computational budget to jointly optimise a population of models and their hyperparameters to maximise performance. Importantly, PBT discovers a schedule of hyperparameter settings rather than following the generally sub-optimal strategy of trying to find a single fixed set to use for the whole course of training. With just a small modification to a typical distributed hyperparameter training framework, our method allows robust and reliable training of models. We demonstrate the effectiveness of PBT on deep reinforcement learning problems, showing faster wall-clock convergence and higher final performance of agents by optimising over a suite of hyperparameters. In addition, we show the same method can be applied to supervised learning for machine translation, where PBT is used to maximise the BLEU score directly, and also to training of Generative Adversarial Networks to maximise the Inception score of generated images. In all cases PBT results in the automatic discovery of hyperparameter schedules and model selection which results in stable training and better final performance.
CLJun 20, 2017
Grounded Language Learning in a Simulated 3D WorldKarl Moritz Hermann, Felix Hill, Simon Green et al.
We are increasingly surrounded by artificially intelligent technology that takes decisions and executes actions on our behalf. This creates a pressing need for general means to communicate with, instruct and guide artificial agents, with human language the most compelling means for such communication. To achieve this in a scalable fashion, agents must be able to relate language to the world and to actions; that is, their understanding of language must be grounded and embodied. However, learning grounded language is a notoriously challenging problem in artificial intelligence research. Here we present an agent that learns to interpret language in a simulated 3D environment where it is rewarded for the successful execution of written instructions. Trained via a combination of reinforcement and unsupervised learning, and beginning with minimal prior knowledge, the agent learns to relate linguistic symbols to emergent perceptual representations of its physical surroundings and to pertinent sequences of actions. The agent's comprehension of language extends beyond its prior experience, enabling it to apply familiar language to unfamiliar situations and to interpret entirely novel instructions. Moreover, the speed with which this agent learns new words increases as its semantic knowledge grows. This facility for generalising and bootstrapping semantic knowledge indicates the potential of the present approach for reconciling ambiguous natural language with the complexity of the physical world.
AIJun 16, 2017
Value-Decomposition Networks For Cooperative Multi-Agent LearningPeter Sunehag, Guy Lever, Audrunas Gruslys et al.
We study the problem of cooperative multi-agent reinforcement learning with a single joint reward signal. This class of learning problems is difficult because of the often large combined action and observation spaces. In the fully centralized and decentralized approaches, we find the problem of spurious rewards and a phenomenon we call the "lazy agent" problem, which arises due to partial observability. We address these problems by training individual agents with a novel value decomposition network architecture, which learns to decompose the team value function into agent-wise value functions. We perform an experimental evaluation across a range of partially-observable multi-agent domains and show that learning such value-decompositions leads to superior results, in particular when combined with weight sharing, role information and information channels.
LGJun 15, 2017
Sobolev Training for Neural NetworksWojciech Marian Czarnecki, Simon Osindero, Max Jaderberg et al.
At the heart of deep learning we aim to use neural networks as function approximators - training them to produce outputs from inputs in emulation of a ground truth function or data creation process. In many cases we only have access to input-output pairs from the ground truth, however it is becoming more common to have access to derivatives of the target output with respect to the input - for example when the ground truth function is itself a neural network such as in network compression or distillation. Generally these target derivatives are not computed, or are ignored. This paper introduces Sobolev Training for neural networks, which is a method for incorporating these target derivatives in addition the to target values while training. By optimising neural networks to not only approximate the function's outputs but also the function's derivatives we encode additional information about the target function within the parameters of the neural network. Thereby we can improve the quality of our predictors, as well as the data-efficiency and generalization capabilities of our learned function approximation. We provide theoretical justifications for such an approach as well as examples of empirical evidence on three distinct domains: regression on classical optimisation datasets, distilling policies of an agent playing Atari, and on large-scale applications of synthetic gradients. In all three domains the use of Sobolev Training, employing target derivatives in addition to target values, results in models with higher accuracy and stronger generalisation.
AIMar 3, 2017
FeUdal Networks for Hierarchical Reinforcement LearningAlexander Sasha Vezhnevets, Simon Osindero, Tom Schaul et al.
We introduce FeUdal Networks (FuNs): a novel architecture for hierarchical reinforcement learning. Our approach is inspired by the feudal reinforcement learning proposal of Dayan and Hinton, and gains power and efficacy by decoupling end-to-end learning across multiple levels -- allowing it to utilise different resolutions of time. Our framework employs a Manager module and a Worker module. The Manager operates at a lower temporal resolution and sets abstract goals which are conveyed to and enacted by the Worker. The Worker generates primitive actions at every tick of the environment. The decoupled structure of FuN conveys several benefits -- in addition to facilitating very long timescale credit assignment it also encourages the emergence of sub-policies associated with different goals set by the Manager. These properties allow FuN to dramatically outperform a strong baseline agent on tasks that involve long-term credit assignment or memorisation. We demonstrate the performance of our proposed system on a range of tasks from the ATARI suite and also from a 3D DeepMind Lab environment.
LGMar 1, 2017
Understanding Synthetic Gradients and Decoupled Neural InterfacesWojciech Marian Czarnecki, Grzegorz Świrszcz, Max Jaderberg et al.
When training neural networks, the use of Synthetic Gradients (SG) allows layers or modules to be trained without update locking - without waiting for a true error gradient to be backpropagated - resulting in Decoupled Neural Interfaces (DNIs). This unlocked ability of being able to update parts of a neural network asynchronously and with only local information was demonstrated to work empirically in Jaderberg et al (2016). However, there has been very little demonstration of what changes DNIs and SGs impose from a functional, representational, and learning dynamics point of view. In this paper, we study DNIs through the use of synthetic gradients on feed-forward networks to better understand their behaviour and elucidate their effect on optimisation. We show that the incorporation of SGs does not affect the representational strength of the learning system for a neural network, and prove the convergence of the learning system for linear and deep linear models. On practical problems we investigate the mechanism by which synthetic gradient estimators approximate the true loss, and, surprisingly, how that leads to drastically different layer-wise representations. Finally, we also expose the relationship of using synthetic gradients to other error approximation techniques and find a unifying language for discussion and comparison.
LGNov 16, 2016
Reinforcement Learning with Unsupervised Auxiliary TasksMax Jaderberg, Volodymyr Mnih, Wojciech Marian Czarnecki et al.
Deep reinforcement learning agents have achieved state-of-the-art results by directly maximising cumulative reward. However, environments contain a much wider variety of possible training signals. In this paper, we introduce an agent that also maximises many other pseudo-reward functions simultaneously by reinforcement learning. All of these tasks share a common representation that, like unsupervised learning, continues to develop in the absence of extrinsic rewards. We also introduce a novel mechanism for focusing this representation upon extrinsic rewards, so that learning can rapidly adapt to the most relevant aspects of the actual task. Our agent significantly outperforms the previous state-of-the-art on Atari, averaging 880\% expert human performance, and a challenging suite of first-person, three-dimensional \emph{Labyrinth} tasks leading to a mean speedup in learning of 10$\times$ and averaging 87\% expert human performance on Labyrinth.
LGAug 18, 2016
Decoupled Neural Interfaces using Synthetic GradientsMax Jaderberg, Wojciech Marian Czarnecki, Simon Osindero et al.
Training directed neural networks typically requires forward-propagating data through a computation graph, followed by backpropagating error signal, to produce weight updates. All layers, or more generally, modules, of the network are therefore locked, in the sense that they must wait for the remainder of the network to execute forwards and propagate error backwards before they can be updated. In this work we break this constraint by decoupling modules by introducing a model of the future computation of the network graph. These models predict what the result of the modelled subgraph will produce using only local information. In particular we focus on modelling error gradients: by using the modelled synthetic gradient in place of true backpropagated error gradients we decouple subgraphs, and can update them independently and asynchronously i.e. we realise decoupled neural interfaces. We show results for feed-forward models, where every layer is trained asynchronously, recurrent neural networks (RNNs) where predicting one's future gradient extends the time over which the RNN can effectively model, and also a hierarchical RNN system with ticking at different timescales. Finally, we demonstrate that in addition to predicting gradients, the same framework can be used to predict inputs, resulting in models which are decoupled in both the forward and backwards pass -- amounting to independent networks which co-learn such that they can be composed into a single functioning corporation.
CVJul 3, 2016
Unsupervised Learning of 3D Structure from ImagesDanilo Jimenez Rezende, S. M. Ali Eslami, Shakir Mohamed et al.
A key goal of computer vision is to recover the underlying 3D structure from 2D observations of the world. In this paper we learn strong deep generative models of 3D structures, and recover these structures from 3D and 2D images via probabilistic inference. We demonstrate high-quality samples and report log-likelihoods on several datasets, including ShapeNet [2], and establish the first benchmarks in the literature. We also show how these models and their inference networks can be trained end-to-end from 2D images. This demonstrates for the first time the feasibility of learning to infer 3D representations of the world in a purely unsupervised manner.
NEJun 8, 2016
Convolution by Evolution: Differentiable Pattern Producing NetworksChrisantha Fernando, Dylan Banarse, Malcolm Reynolds et al.
In this work we introduce a differentiable version of the Compositional Pattern Producing Network, called the DPPN. Unlike a standard CPPN, the topology of a DPPN is evolved but the weights are learned. A Lamarckian algorithm, that combines evolution and learning, produces DPPNs to reconstruct an image. Our main result is that DPPNs can be evolved/trained to compress the weights of a denoising autoencoder from 157684 to roughly 200 parameters, while achieving a reconstruction accuracy comparable to a fully connected network with more than two orders of magnitude more parameters. The regularization ability of the DPPN allows it to rediscover (approximate) convolutional network architectures embedded within a fully connected architecture. Such convolutional architectures are the current state of the art for many computer vision applications, so it is satisfying that DPPNs are capable of discovering this structure rather than having to build it in by design. DPPNs exhibit better generalization when tested on the Omniglot dataset after being trained on MNIST, than directly encoded fully connected autoencoders. DPPNs are therefore a new framework for integrating learning and evolution.
CVJun 5, 2015
Spatial Transformer NetworksMax Jaderberg, Karen Simonyan, Andrew Zisserman et al.
Convolutional Neural Networks define an exceptionally powerful class of models, but are still limited by the lack of ability to be spatially invariant to the input data in a computationally and parameter efficient manner. In this work we introduce a new learnable module, the Spatial Transformer, which explicitly allows the spatial manipulation of data within the network. This differentiable module can be inserted into existing convolutional architectures, giving neural networks the ability to actively spatially transform feature maps, conditional on the feature map itself, without any extra training supervision or modification to the optimisation process. We show that the use of spatial transformers results in models which learn invariance to translation, scale, rotation and more generic warping, resulting in state-of-the-art performance on several benchmarks, and for a number of classes of transformations.
CVDec 18, 2014
Deep Structured Output Learning for Unconstrained Text RecognitionMax Jaderberg, Karen Simonyan, Andrea Vedaldi et al.
We develop a representation suitable for the unconstrained recognition of words in natural images: the general case of no fixed lexicon and unknown length. To this end we propose a convolutional neural network (CNN) based architecture which incorporates a Conditional Random Field (CRF) graphical model, taking the whole word image as a single input. The unaries of the CRF are provided by a CNN that predicts characters at each position of the output, while higher order terms are provided by another CNN that detects the presence of N-grams. We show that this entire model (CRF, character predictor, N-gram predictor) can be jointly optimised by back-propagating the structured output loss, essentially requiring the system to perform multi-task learning, and training uses purely synthetically generated data. The resulting model is a more accurate system on standard real-world text recognition benchmarks than character prediction alone, setting a benchmark for systems that have not been trained on a particular lexicon. In addition, our model achieves state-of-the-art accuracy in lexicon-constrained scenarios, without being specifically modelled for constrained recognition. To test the generalisation of our model, we also perform experiments with random alpha-numeric strings to evaluate the method when no visual language model is applicable.
CVDec 4, 2014
Reading Text in the Wild with Convolutional Neural NetworksMax Jaderberg, Karen Simonyan, Andrea Vedaldi et al.
In this work we present an end-to-end system for text spotting -- localising and recognising text in natural scene images -- and text based image retrieval. This system is based on a region proposal mechanism for detection and deep convolutional neural networks for recognition. Our pipeline uses a novel combination of complementary proposal generation techniques to ensure high recall, and a fast subsequent filtering stage for improving precision. For the recognition and ranking of proposals, we train very large convolutional neural networks to perform word recognition on the whole proposal region at the same time, departing from the character classifier based systems of the past. These networks are trained solely on data produced by a synthetic text generation engine, requiring no human labelled data. Analysing the stages of our pipeline, we show state-of-the-art performance throughout. We perform rigorous experiments across a number of standard end-to-end text spotting benchmarks and text-based image retrieval datasets, showing a large improvement over all previous methods. Finally, we demonstrate a real-world application of our text spotting system to allow thousands of hours of news footage to be instantly searchable via a text query.
CVJun 9, 2014
Synthetic Data and Artificial Neural Networks for Natural Scene Text RecognitionMax Jaderberg, Karen Simonyan, Andrea Vedaldi et al.
In this work we present a framework for the recognition of natural scene text. Our framework does not require any human-labelled data, and performs word recognition on the whole image holistically, departing from the character based recognition systems of the past. The deep neural network models at the centre of this framework are trained solely on data produced by a synthetic text generation engine -- synthetic data that is highly realistic and sufficient to replace real data, giving us infinite amounts of training data. This excess of data exposes new possibilities for word recognition models, and here we consider three models, each one "reading" words in a different way: via 90k-way dictionary encoding, character sequence encoding, and bag-of-N-grams encoding. In the scenarios of language based and completely unconstrained text recognition we greatly improve upon state-of-the-art performance on standard datasets, using our fast, simple machinery and requiring zero data-acquisition costs.
CVMay 15, 2014
Speeding up Convolutional Neural Networks with Low Rank ExpansionsMax Jaderberg, Andrea Vedaldi, Andrew Zisserman
The focus of this paper is speeding up the evaluation of convolutional neural networks. While delivering impressive results across a range of computer vision and machine learning tasks, these networks are computationally demanding, limiting their deployability. Convolutional layers generally consume the bulk of the processing time, and so in this work we present two simple schemes for drastically speeding up these layers. This is achieved by exploiting cross-channel or filter redundancy to construct a low rank basis of filters that are rank-1 in the spatial domain. Our methods are architecture agnostic, and can be easily applied to existing CPU and GPU convolutional frameworks for tuneable speedup performance. We demonstrate this with a real world network designed for scene text character recognition, showing a possible 2.5x speedup with no loss in accuracy, and 4.5x speedup with less than 1% drop in accuracy, still achieving state-of-the-art on standard benchmarks.