Haonan Yu

LG
h-index15
31papers
2,725citations
Novelty48%
AI Score48

31 Papers

AIFeb 2, 2023Code
Policy Expansion for Bridging Offline-to-Online Reinforcement Learning

Haichao Zhang, We Xu, Haonan Yu

Pre-training with offline data and online fine-tuning using reinforcement learning is a promising strategy for learning control policies by leveraging the best of both worlds in terms of sample efficiency and performance. One natural approach is to initialize the policy for online learning with the one trained offline. In this work, we introduce a policy expansion scheme for this task. After learning the offline policy, we use it as one candidate policy in a policy set. We then expand the policy set with another policy which will be responsible for further learning. The two policies will be composed in an adaptive manner for interacting with the environment. With this approach, the policy previously learned offline is fully retained during online learning, thus mitigating the potential issues such as destroying the useful behaviors of the offline policy in the initial stage of online learning while allowing the offline policy participate in the exploration naturally in an adaptive manner. Moreover, new useful behaviors can potentially be captured by the newly added policy through learning. Experiments are conducted on a number of tasks and the results demonstrate the effectiveness of the proposed approach. Code is available at https://github.com/Haichao-Zhang/PEX

CVJan 20, 2024Code
VONet: Unsupervised Video Object Learning With Parallel U-Net Attention and Object-wise Sequential VAE

Haonan Yu, Wei Xu

Unsupervised video object learning seeks to decompose video scenes into structural object representations without any supervision from depth, optical flow, or segmentation. We present VONet, an innovative approach that is inspired by MONet. While utilizing a U-Net architecture, VONet employs an efficient and effective parallel attention inference process, generating attention masks for all slots simultaneously. Additionally, to enhance the temporal consistency of each mask across consecutive video frames, VONet develops an object-wise sequential VAE framework. The integration of these innovative encoder-side techniques, in conjunction with an expressive transformer-based decoder, establishes VONet as the leading unsupervised method for object learning across five MOVI datasets, encompassing videos of diverse complexities. Code is available at https://github.com/hnyu/vonet.

LGJan 28, 2022Code
Towards Safe Reinforcement Learning with a Safety Editor Policy

Haonan Yu, Wei Xu, Haichao Zhang

We consider the safe reinforcement learning (RL) problem of maximizing utility with extremely low constraint violation rates. Assuming no prior knowledge or pre-training of the environment safety model given a task, an agent has to learn, via exploration, which states and actions are safe. A popular approach in this line of research is to combine a model-free RL algorithm with the Lagrangian method to adjust the weight of the constraint reward relative to the utility reward dynamically. It relies on a single policy to handle the conflict between utility and constraint rewards, which is often challenging. We present SEditor, a two-policy approach that learns a safety editor policy transforming potentially unsafe actions proposed by a utility maximizer policy into safe ones. The safety editor is trained to maximize the constraint reward while minimizing a hinge loss of the utility state-action values before and after an action is edited. SEditor extends existing safety layer designs that assume simplified safety models, to general safe RL scenarios where the safety model can in theory be arbitrarily complex. As a first-order method, it is easy to implement and efficient for both inference and training. On 12 Safety Gym tasks and 2 safe racing tasks, SEditor obtains much a higher overall safety-weighted-utility (SWU) score than the baselines, and demonstrates outstanding utility performance with constraint violation rates as low as once per 2k time steps, even in obstacle-dense environments. On some tasks, this low violation rate is up to 200 times lower than that of an unconstrained RL method with similar utility performance. Code is available at https://github.com/hnyu/seditor.

LGApr 13, 2021Code
TAAC: Temporally Abstract Actor-Critic for Continuous Control

Haonan Yu, Wei Xu, Haichao Zhang

We present temporally abstract actor-critic (TAAC), a simple but effective off-policy RL algorithm that incorporates closed-loop temporal abstraction into the actor-critic framework. TAAC adds a second-stage binary policy to choose between the previous action and a new action output by an actor. Crucially, its "act-or-repeat" decision hinges on the actually sampled action instead of the expected behavior of the actor. This post-acting switching scheme let the overall policy make more informed decisions. TAAC has two important features: a) persistent exploration, and b) a new compare-through Q operator for multi-step TD backup, specially tailored to the action repetition scenario. We demonstrate TAAC's advantages over several strong baselines across 14 continuous control tasks. Our surprising finding reveals that while achieving top performance, TAAC is able to "mine" a significant number of repeated actions with the trained policy even on continuous tasks whose problem structures on the surface seem to repel action repetition. This suggests that aside from encouraging persistent exploration, action repetition can find its place in a good policy behavior. Code is available at https://github.com/hnyu/taac.

29.5CLMar 19
WASD: Locating Critical Neurons as Sufficient Conditions for Explaining and Controlling LLM Behavior

Haonan Yu, Junhao Liu, Zhenyu Yan et al.

Precise behavioral control of large language models (LLMs) is critical for complex applications. However, existing methods often incur high training costs, lack natural language controllability, or compromise semantic coherence. To bridge this gap, we propose WASD (unWeaving Actionable Sufficient Directives), a novel framework that explains model behavior by identifying sufficient neural conditions for token generation. Our method represents candidate conditions as neuron-activation predicates and iteratively searches for a minimal set that guarantees the current output under input perturbations. Experiments on SST-2 and CounterFact with the Gemma-2-2B model demonstrate that our approach produces explanations that are more stable, accurate, and concise than conventional attribution graphs. Moreover, through a case study on controlling cross-lingual output generation, we validated the practical effectiveness of WASD in controlling model behavior.

CLFeb 4
Focus-LIME: Surgical Interpretation of Long-Context Large Language Models via Proxy-Based Neighborhood Selection

Junhao Liu, Haonan Yu, Zhenyu Yan et al.

As Large Language Models (LLMs) scale to handle massive context windows, achieving surgical feature-level interpretation is essential for high-stakes tasks like legal auditing and code debugging. However, existing local model-agnostic explanation methods face a critical dilemma in these scenarios: feature-based methods suffer from attribution dilution due to high feature dimensionality, thus failing to provide faithful explanations. In this paper, we propose Focus-LIME, a coarse-to-fine framework designed to restore the tractability of surgical interpretation. Focus-LIME utilizes a proxy model to curate the perturbation neighborhood, allowing the target model to perform fine-grained attribution exclusively within the optimized context. Empirical evaluations on long-context benchmarks demonstrate that our method makes surgical explanations practicable and provides faithful explanations to users.

ROJan 17, 2025
SLIM: Sim-to-Real Legged Instructive Manipulation via Long-Horizon Visuomotor Learning

Haichao Zhang, Haonan Yu, Le Zhao et al.

We present a low-cost legged mobile manipulation system that solves long-horizon real-world tasks, trained by reinforcement learning purely in simulation. This system is made possible by 1) a hierarchical design of a high-level policy for visual-mobile manipulation following task instructions, and a low-level quadruped locomotion policy, 2) a teacher and student training pipeline for the high level, which trains a teacher to tackle long-horizon tasks using privileged task decomposition and target object information, and further trains a student for visual-mobile manipulation via RL guided by the teacher's behavior, and 3) a suite of techniques for minimizing the sim-to-real gap. In contrast to many previous works that use high-end equipments, our system demonstrates effective performance with more accessible hardware -- specifically, a Unitree Go1 quadruped, a WidowX-250S arm, and a single wrist-mounted RGB camera -- despite the increased challenges of sim-to-real transfer. Trained fully in simulation, a single policy autonomously solves long-horizon tasks involving search, move to, grasp, transport, and drop into, achieving nearly 80% real-world success. This performance is comparable to that of expert human teleoperation on the same tasks while the robot is more efficient, operating at about 1.5x the speed of the teleoperation. Finally, we perform extensive ablations on key techniques for efficient RL training and effective sim-to-real transfer, and demonstrate effective deployment across diverse indoor and outdoor scenes under various lighting conditions.

LGMay 18, 2025
Towards Budget-Friendly Model-Agnostic Explanation Generation for Large Language Models

Junhao Liu, Haonan Yu, Xin Zhang

With Large language models (LLMs) becoming increasingly prevalent in various applications, the need for interpreting their predictions has become a critical challenge. As LLMs vary in architecture and some are closed-sourced, model-agnostic techniques show great promise without requiring access to the model's internal parameters. However, existing model-agnostic techniques need to invoke LLMs many times to gain sufficient samples for generating faithful explanations, which leads to high economic costs. In this paper, we show that it is practical to generate faithful explanations for large-scale LLMs by sampling from some budget-friendly models through a series of empirical studies. Moreover, we show that such proxy explanations also perform well on downstream tasks. Our analysis provides a new paradigm of model-agnostic explanation methods for LLMs, by including information from budget-friendly models.

LGFeb 16, 2025
Accelerating Anchors via Specialization and Feature Transformation

Haonan Yu, Junhao Liu, Xin Zhang

Anchors is a popular local model-agnostic explanation technique whose applicability is limited by its computational inefficiency. To address this limitation, we propose a pre-training-based approach to accelerate Anchors without compromising the explanation quality. Our approach leverages the iterative nature of Anchors' algorithm which gradually refines an explanation until it is precise enough for a given input by providing a general explanation that is obtained through pre-training as Anchors' initial explanation. Specifically, we develop a two-step rule transformation process: the horizontal transformation adapts a pre-trained explanation to the current input by replacing features, and the vertical transformation refines the general explanation until it is precise enough for the input. We evaluate our method across tabular, text, and image datasets, demonstrating that it significantly reduces explanation generation time while maintaining fidelity and interpretability, thereby enabling the practical adoption of Anchors in time-sensitive applications.

LGOct 16, 2024
ConLUX: Concept-Based Local Unified Explanations

Junhao Liu, Haonan Yu, Xin Zhang

With the rapid advancements of various machine learning models, there is a significant demand for model-agnostic explanation techniques, which can explain these models across different architectures. Mainstream model-agnostic explanation techniques generate local explanations based on basic features (e.g., words for text models and (super-)pixels for image models). However, these explanations often do not align with the decision-making processes of the target models and end-users, resulting in explanations that are unfaithful and difficult for users to understand. On the other hand, concept-based techniques provide explanations based on high-level features (e.g., topics for text models and objects for image models), but most are model-specific or require additional pre-defined external concept knowledge. To address this limitation, we propose \toolname, a general framework to provide concept-based local explanations for any machine learning models. Our key insight is that we can automatically extract high-level concepts from large pre-trained models, and uniformly extend existing local model-agnostic techniques to provide unified concept-based explanations. We have instantiated \toolname on four different types of explanation techniques: LIME, Kernel SHAP, Anchor, and LORE, and applied these techniques to text and image models. Our evaluation results demonstrate that 1) compared to the vanilla versions, \toolname offers more faithful explanations and makes them more understandable to users, and 2) by offering multiple forms of explanations, \toolname outperforms state-of-the-art concept-based explanation techniques specifically designed for text and image models, respectively.

LGJan 28, 2022
Do You Need the Entropy Reward (in Practice)?

Haonan Yu, Haichao Zhang, Wei Xu

Maximum entropy (MaxEnt) RL maximizes a combination of the original task reward and an entropy reward. It is believed that the regularization imposed by entropy, on both policy improvement and policy evaluation, together contributes to good exploration, training convergence, and robustness of learned policies. This paper takes a closer look at entropy as an intrinsic reward, by conducting various ablation studies on soft actor-critic (SAC), a popular representative of MaxEnt RL. Our findings reveal that in general, entropy rewards should be applied with caution to policy evaluation. On one hand, the entropy reward, like any other intrinsic reward, could obscure the main task reward if it is not properly managed. We identify some failure cases of the entropy reward especially in episodic Markov decision processes (MDPs), where it could cause the policy to be overly optimistic or pessimistic. On the other hand, our large-scale empirical study shows that using entropy regularization alone in policy improvement, leads to comparable or even better performance and robustness than using it in both policy improvement and policy evaluation. Based on these observations, we recommend either normalizing the entropy reward to a zero mean (SACZero), or simply removing it from policy evaluation (SACLite) for better practical results.

LGJan 24, 2022
Generative Planning for Temporally Coordinated Exploration in Reinforcement Learning

Haichao Zhang, Wei Xu, Haonan Yu

Standard model-free reinforcement learning algorithms optimize a policy that generates the action to be taken in the current time step in order to maximize expected future return. While flexible, it faces difficulties arising from the inefficient exploration due to its single step nature. In this work, we present Generative Planning method (GPM), which can generate actions not only for the current step, but also for a number of future steps (thus termed as generative planning). This brings several benefits to GPM. Firstly, since GPM is trained by maximizing value, the plans generated from it can be regarded as intentional action sequences for reaching high value regions. GPM can therefore leverage its generated multi-step plans for temporally coordinated exploration towards high value regions, which is potentially more effective than a sequence of actions generated by perturbing each action at single step level, whose consistent movement decays exponentially with the number of exploration steps. Secondly, starting from a crude initial plan generator, GPM can refine it to be adaptive to the task, which, in return, benefits future explorations. This is potentially more effective than commonly used action-repeat strategy, which is non-adaptive in its form of plans. Additionally, since the multi-step plan can be interpreted as the intent of the agent from now to a span of time period into the future, it offers a more informative and intuitive signal for interpretation. Experiments are conducted on several benchmark environments and the results demonstrated its effectiveness compared with several baseline methods.

ROMar 7, 2021
MetaView: Few-shot Active Object Recognition

Wei Wei, Haonan Yu, Haichao Zhang et al.

In robot sensing scenarios, instead of passively utilizing human captured views, an agent should be able to actively choose informative viewpoints of a 3D object as discriminative evidence to boost the recognition accuracy. This task is referred to as active object recognition. Recent works on this task rely on a massive amount of training examples to train an optimal view selection policy. But in realistic robot sensing scenarios, the large-scale training data may not exist and whether the intelligent view selection policy can be still learned from few object samples remains unclear. In this paper, we study this new problem which is extremely challenging but very meaningful in robot sensing -- Few-shot Active Object Recognition, i.e., to learn view selection policies from few object samples, which has not been considered and addressed before. We solve the proposed problem by adopting the framework of meta learning and name our method "MetaView". Extensive experiments on both category-level and instance-level classification tasks demonstrate that the proposed method can efficiently resolve issues that are hard for state-of-the-art active object recognition methods to handle, and outperform several baselines by large margins.

LGJan 16, 2021
Hierarchical Reinforcement Learning By Discovering Intrinsic Options

Jesse Zhang, Haonan Yu, Wei Xu

We propose a hierarchical reinforcement learning method, HIDIO, that can learn task-agnostic options in a self-supervised manner while jointly learning to utilize them to solve sparse-reward tasks. Unlike current hierarchical RL approaches that tend to formulate goal-reaching low-level tasks or pre-define ad hoc lower-level policies, HIDIO encourages lower-level option learning that is independent of the task at hand, requiring few assumptions or little knowledge about the task structure. These options are learned through an intrinsic entropy minimization objective conditioned on the option sub-trajectories. The learned options are diverse and task-agnostic. In experiments on sparse-reward robotic manipulation and navigation tasks, HIDIO achieves higher success rates with greater sample efficiency than regular RL baselines and two state-of-the-art hierarchical RL methods.

AIJul 22, 2019
Why Build an Assistant in Minecraft?

Arthur Szlam, Jonathan Gray, Kavya Srinet et al.

In this document we describe a rationale for a research program aimed at building an open "assistant" in the game Minecraft, in order to make progress on the problems of natural language understanding and learning from dialogue.

AIJul 19, 2019
CraftAssist: A Framework for Dialogue-enabled Interactive Agents

Jonathan Gray, Kavya Srinet, Yacine Jernite et al.

This paper describes an implementation of a bot assistant in Minecraft, and the tools and platform allowing players to interact with the bot and to record those interactions. The purpose of building such an assistant is to facilitate the study of agents that can complete tasks specified by dialogue, and eventually, to learn from dialogue interactions.

LGJul 7, 2019
EPNAS: Efficient Progressive Neural Architecture Search

Yanqi Zhou, Peng Wang, Sercan Arik et al.

In this paper, we propose Efficient Progressive Neural Architecture Search (EPNAS), a neural architecture search (NAS) that efficiently handles large search space through a novel progressive search policy with performance prediction based on REINFORCE~\cite{Williams.1992.PG}. EPNAS is designed to search target networks in parallel, which is more scalable on parallel systems such as GPU/TPU clusters. More importantly, EPNAS can be generalized to architecture search with multiple resource constraints, \eg, model size, compute complexity or intensity, which is crucial for deployment in widespread platforms such as mobile and cloud. We compare EPNAS against other state-of-the-art (SoTA) network architectures (\eg, MobileNetV2~\cite{mobilenetv2}) and efficient NAS algorithms (\eg, ENAS~\cite{pham2018efficient}, and PNAS~\cite{Liu2017b}) on image recognition tasks using CIFAR10 and ImageNet. On both datasets, EPNAS is superior \wrt architecture searching speed and recognition accuracy.

MLJun 6, 2019
One ticket to win them all: generalizing lottery ticket initializations across datasets and optimizers

Ari S. Morcos, Haonan Yu, Michela Paganini et al.

The success of lottery ticket initializations (Frankle and Carbin, 2019) suggests that small, sparsified networks can be trained so long as the network is initialized appropriately. Unfortunately, finding these "winning ticket" initializations is computationally expensive. One potential solution is to reuse the same winning tickets across a variety of datasets and optimizers. However, the generality of winning ticket initializations remains unclear. Here, we attempt to answer this question by generating winning tickets for one training configuration (optimizer and dataset) and evaluating their performance on another configuration. Perhaps surprisingly, we found that, within the natural images domain, winning ticket initializations generalized across a variety of datasets, including Fashion MNIST, SVHN, CIFAR-10/100, ImageNet, and Places365, often achieving performance close to that of winning tickets generated on the same dataset. Moreover, winning tickets generated using larger datasets consistently transferred better than those generated using smaller datasets. We also found that winning ticket initializations generalize across optimizers with high performance. These results suggest that winning ticket initializations generated by sufficiently large datasets contain inductive biases generic to neural networks more broadly which improve training across many settings and provide hope for the development of better initialization methods.

MLJun 6, 2019
Playing the lottery with rewards and multiple languages: lottery tickets in RL and NLP

Haonan Yu, Sergey Edunov, Yuandong Tian et al.

The lottery ticket hypothesis proposes that over-parameterization of deep neural networks (DNNs) aids training by increasing the probability of a "lucky" sub-network initialization being present rather than by helping the optimization process (Frankle & Carbin, 2019). Intriguingly, this phenomenon suggests that initialization strategies for DNNs can be improved substantially, but the lottery ticket hypothesis has only previously been tested in the context of supervised learning for natural image tasks. Here, we evaluate whether "winning ticket" initializations exist in two different domains: natural language processing (NLP) and reinforcement learning (RL).For NLP, we examined both recurrent LSTM models and large-scale Transformer models (Vaswani et al., 2017). For RL, we analyzed a number of discrete-action space tasks, including both classic control and pixel control. Consistent with workin supervised image classification, we confirm that winning ticket initializations generally outperform parameter-matched random initializations, even at extreme pruning rates for both NLP and RL. Notably, we are able to find winning ticket initializations for Transformers which enable models one-third the size to achieve nearly equivalent performance. Together, these results suggest that the lottery ticket hypothesis is not restricted to supervised learning of natural images, but rather represents a broader phenomenon in DNNs.

NEJun 12, 2018
Resource-Efficient Neural Architect

Yanqi Zhou, Siavash Ebrahimi, Sercan Ö. Arık et al.

Neural Architecture Search (NAS) is a laborious process. Prior work on automated NAS targets mainly on improving accuracy, but lacks consideration of computational resource use. We propose the Resource-Efficient Neural Architect (RENA), an efficient resource-constrained NAS using reinforcement learning with network embedding. RENA uses a policy network to process the network embeddings to generate new configurations. We demonstrate RENA on image recognition and keyword spotting (KWS) problems. RENA can find novel architectures that achieve high performance even with tight resource constraints. For CIFAR10, it achieves 2.95% test error when compute intensity is greater than 100 FLOPs/byte, and 3.87% test error when model size is less than 3M parameters. For Google Speech Commands Dataset, RENA achieves the state-of-the-art accuracy without resource constraints, and it outperforms the optimized architectures with tight resource constraints.

AIMay 22, 2018
Guided Feature Transformation (GFT): A Neural Language Grounding Module for Embodied Agents

Haonan Yu, Xiaochen Lian, Haichao Zhang et al.

Recently there has been a rising interest in training agents, embodied in virtual environments, to perform language-directed tasks by deep reinforcement learning. In this paper, we propose a simple but effective neural language grounding module for embodied agents that can be trained end to end from scratch taking raw pixels, unstructured linguistic commands, and sparse rewards as the inputs. We model the language grounding process as a language-guided transformation of visual features, where latent sentence embeddings are used as the transformation matrices. In several language-directed navigation tasks that feature challenging partial observability and require simple reasoning, our module significantly outperforms the state of the art. We also release XWorld3D, an easy-to-customize 3D environment that can potentially be modified to evaluate a variety of embodied agents.

CLApr 26, 2018
Interactive Language Acquisition with One-shot Visual Concept Learning through a Conversational Game

Haichao Zhang, Haonan Yu, Wei Xu

Building intelligent agents that can communicate with and learn from humans in natural language is of great value. Supervised language learning is limited by the ability of capturing mainly the statistics of training data, and is hardly adaptive to new scenarios or flexible for acquiring new knowledge without inefficient retraining or catastrophic forgetting. We highlight the perspective that conversational interaction serves as a natural interface both for language learning and for novel knowledge acquisition and propose a joint imitation and reinforcement approach for grounded language learning through an interactive conversational game. The agent trained with this approach is able to actively acquire information by asking questions about novel objects and use the just-learned knowledge in subsequent conversations in a one-shot fashion. Results compared with other methods verified the effectiveness of the proposed approach.

CLJan 31, 2018
Interactive Grounded Language Acquisition and Generalization in a 2D World

Haonan Yu, Haichao Zhang, Wei Xu

We build a virtual agent for learning language in a 2D maze-like world. The agent sees images of the surrounding environment, listens to a virtual teacher, and takes actions to receive rewards. It interactively learns the teacher's language from scratch based on two language use cases: sentence-directed navigation and question answering. It learns simultaneously the visual representations of the world, the language, and the action control. By disentangling language grounding from other computational routines and sharing a concept detection function between language grounding and prediction, the agent reliably interpolates and extrapolates to interpret sentences that contain new word combinations or new words missing from training sentences. The new words are transferred from the answers of language prediction. Such a language ability is trained and evaluated on a population of over 1.6 million distinct sentences consisting of 119 object words, 8 color words, 9 spatial-relation words, and 50 grammatical words. The proposed model significantly outperforms five comparison methods for interpreting zero-shot sentences. In addition, we demonstrate human-interpretable intermediate outputs of the model in the appendix.

CLMay 28, 2017
Listen, Interact and Talk: Learning to Speak via Interaction

Haichao Zhang, Haonan Yu, Wei Xu

One of the long-term goals of artificial intelligence is to build an agent that can communicate intelligently with human in natural language. Most existing work on natural language learning relies heavily on training over a pre-collected dataset with annotated labels, leading to an agent that essentially captures the statistics of the fixed external training data. As the training data is essentially a static snapshot representation of the knowledge from the annotator, the agent trained this way is limited in adaptiveness and generalization of its behavior. Moreover, this is very different from the language learning process of humans, where language is acquired during communication by taking speaking action and learning from the consequences of speaking action in an interactive manner. This paper presents an interactive setting for grounded natural language learning, where an agent learns natural language by interacting with a teacher and learning from feedback, thus learning and improving language skills while taking part in the conversation. To achieve this goal, we propose a model which incorporates both imitation and reinforcement by leveraging jointly sentence and reward feedbacks from the teacher. Experiments are conducted to validate the effectiveness of the proposed approach.

CLMar 28, 2017
A Deep Compositional Framework for Human-like Language Acquisition in Virtual Environment

Haonan Yu, Haichao Zhang, Wei Xu

We tackle a task where an agent learns to navigate in a 2D maze-like environment called XWORLD. In each session, the agent perceives a sequence of raw-pixel frames, a natural language command issued by a teacher, and a set of rewards. The agent learns the teacher's language from scratch in a grounded and compositional manner, such that after training it is able to correctly execute zero-shot commands: 1) the combination of words in the command never appeared before, and/or 2) the command contains new object concepts that are learned from another task but never learned from navigation. Our deep framework for the agent is trained end to end: it learns simultaneously the visual representations of the environment, the syntax and semantics of the language, and the action module that outputs actions. The zero-shot learning capability of our framework results from its compositionality and modularity with parameter tying. We visualize the intermediate outputs of the framework, demonstrating that the agent truly understands how to solve the problem. We believe that our results provide some preliminary insights on how to train an agent with similar abilities in a 3D environment.

CVNov 18, 2015
Collecting and Annotating the Large Continuous Action Dataset

Daniel Paul Barrett, Ran Xu, Haonan Yu et al.

We make available to the community a new dataset to support action-recognition research. This dataset is different from prior datasets in several key ways. It is significantly larger. It contains streaming video with long segments containing multiple action occurrences that often overlap in space and/or time. All actions were filmed in the same collection of backgrounds so that background gives little clue as to action class. We had five humans replicate the annotation of temporal extent of action occurrences labeled with their class and measured a surprisingly low level of intercoder agreement. A baseline experiment shows that recent state-of-the-art methods perform poorly on this dataset. This suggests that this will be a challenging dataset to foster advances in action-recognition research. This manuscript serves to describe the novel content and characteristics of the LCA dataset, present the design decisions made when filming the dataset, and document the novel methods employed to annotate the dataset.

CVOct 26, 2015
Video Paragraph Captioning Using Hierarchical Recurrent Neural Networks

Haonan Yu, Jiang Wang, Zhiheng Huang et al.

We present an approach that exploits hierarchical Recurrent Neural Networks (RNNs) to tackle the video captioning problem, i.e., generating one or multiple sentences to describe a realistic video. Our hierarchical framework contains a sentence generator and a paragraph generator. The sentence generator produces one simple short sentence that describes a specific short video interval. It exploits both temporal- and spatial-attention mechanisms to selectively focus on visual elements during generation. The paragraph generator captures the inter-sentence dependency by taking as input the sentential embedding produced by the sentence generator, combining it with the paragraph history, and outputting the new initial state for the sentence generator. We evaluate our approach on two large-scale benchmark datasets: YouTubeClips and TACoS-MultiLevel. The experiments demonstrate that our approach significantly outperforms the current state-of-the-art methods with BLEU@4 scores 0.499 and 0.305 respectively.

ROAug 25, 2015
Robot Language Learning, Generation, and Comprehension

Daniel Paul Barrett, Scott Alan Bronikowski, Haonan Yu et al.

We present a unified framework which supports grounding natural-language semantics in robotic driving. This framework supports acquisition (learning grounded meanings of nouns and prepositions from human annotation of robotic driving paths), generation (using such acquired meanings to generate sentential description of new robotic driving paths), and comprehension (using such acquired meanings to support automated driving to accomplish navigational goals specified in natural language). We evaluate the performance of these three tasks by having independent human judges rate the semantic fidelity of the sentences associated with paths, achieving overall average correctness of 94.6% and overall average completeness of 85.6%.

CVJun 5, 2015
Sentence Directed Video Object Codetection

Haonan Yu, Jeffrey Mark Siskind

We tackle the problem of video object codetection by leveraging the weak semantic constraint implied by sentences that describe the video content. Unlike most existing work that focuses on codetecting large objects which are usually salient both in size and appearance, we can codetect objects that are small or medium sized. Our method assumes no human pose or depth information such as is required by the most recent state-of-the-art method. We employ weak semantic constraint on the codetection process by pairing the video with sentences. Although the semantic information is usually simple and weak, it can greatly boost the performance of our codetection framework by reducing the search space of the hypothesized object detections. Our experiment demonstrates an average IoU score of 0.423 on a new challenging dataset which contains 15 object classes and 150 videos with 12,509 frames in total, and an average IoU score of 0.373 on a subset of an existing dataset, originally intended for activity recognition, which contains 5 object classes and 75 videos with 8,854 frames in total.

CVNov 14, 2014
A Faster Method for Tracking and Scoring Videos Corresponding to Sentences

Haonan Yu, Daniel P. Barrett, Jeffrey Mark Siskind

Prior work presented the sentence tracker, a method for scoring how well a sentence describes a video clip or alternatively how well a video clip depicts a sentence. We present an improved method for optimizing the same cost function employed by this prior work, reducing the space complexity from exponential in the sentence length to polynomial, as well as producing a qualitatively identical result in time polynomial in the sentence length instead of exponential. Since this new method is plug-compatible with the prior method, it can be used for the same applications: video retrieval with sentential queries, generating sentential descriptions of video clips, and focusing the attention of a tracker with a sentence, while allowing these applications to scale with significantly larger numbers of object detections, word meanings modeled with HMMs with significantly larger numbers of states, and significantly longer sentences, with no appreciable degradation in quality of results.

CVJun 21, 2013
Discriminative Training: Learning to Describe Video with Sentences, from Video Described with Sentences

Haonan Yu, Jeffrey Mark Siskind

We present a method for learning word meanings from complex and realistic video clips by discriminatively training (DT) positive sentential labels against negative ones, and then use the trained word models to generate sentential descriptions for new video. This new work is inspired by recent work which adopts a maximum likelihood (ML) framework to address the same problem using only positive sentential labels. The new method, like the ML-based one, is able to automatically determine which words in the sentence correspond to which concepts in the video (i.e., ground words to meanings) in a weakly supervised fashion. While both DT and ML yield comparable results with sufficient training data, DT outperforms ML significantly with smaller training sets because it can exploit negative training labels to better constrain the learning problem.