Cong Hu

h-index14
2papers
632citations

2 Papers

0.9CVSep 19, 2019
Dual Encoder-Decoder based Generative Adversarial Networks for Disentangled Facial Representation Learning

Cong Hu, Zhen-Hua Feng, Xiao-Jun Wu et al.

To learn disentangled representations of facial images, we present a Dual Encoder-Decoder based Generative Adversarial Network (DED-GAN). In the proposed method, both the generator and discriminator are designed with deep encoder-decoder architectures as their backbones. To be more specific, the encoder-decoder structured generator is used to learn a pose disentangled face representation, and the encoder-decoder structured discriminator is tasked to perform real/fake classification, face reconstruction, determining identity and estimating face pose. We further improve the proposed network architecture by minimising the additional pixel-wise loss defined by the Wasserstein distance at the output of the discriminator so that the adversarial framework can be better trained. Additionally, we consider face pose variation to be continuous, rather than discrete in existing literature, to inject richer pose information into our model. The pose estimation task is formulated as a regression problem, which helps to disentangle identity information from pose variations. The proposed network is evaluated on the tasks of pose-invariant face recognition (PIFR) and face synthesis across poses. An extensive quantitative and qualitative evaluation carried out on several controlled and in-the-wild benchmarking datasets demonstrates the superiority of the proposed DED-GAN method over the state-of-the-art approaches.

1.7AINov 5, 2018
Combining Subgoal Graphs with Reinforcement Learning to Build a Rational Pathfinder

Junjie Zeng, Long Qin, Yue Hu et al.

In this paper, we present a hierarchical path planning framework called SG-RL (subgoal graphs-reinforcement learning), to plan rational paths for agents maneuvering in continuous and uncertain environments. By "rational", we mean (1) efficient path planning to eliminate first-move lags; (2) collision-free and smooth for agents with kinematic constraints satisfied. SG-RL works in a two-level manner. At the first level, SG-RL uses a geometric path-planning method, i.e., Simple Subgoal Graphs (SSG), to efficiently find optimal abstract paths, also called subgoal sequences. At the second level, SG-RL uses an RL method, i.e., Least-Squares Policy Iteration (LSPI), to learn near-optimal motion-planning policies which can generate kinematically feasible and collision-free trajectories between adjacent subgoals. The first advantage of the proposed method is that SSG can solve the limitations of sparse reward and local minima trap for RL agents; thus, LSPI can be used to generate paths in complex environments. The second advantage is that, when the environment changes slightly (i.e., unexpected obstacles appearing), SG-RL does not need to reconstruct subgoal graphs and replan subgoal sequences using SSG, since LSPI can deal with uncertainties by exploiting its generalization ability to handle changes in environments. Simulation experiments in representative scenarios demonstrate that, compared with existing methods, SG-RL can work well on large-scale maps with relatively low action-switching frequencies and shorter path lengths, and SG-RL can deal with small changes in environments. We further demonstrate that the design of reward functions and the types of training environments are important factors for learning feasible policies.