Jialin Liu

LG
h-index6
4papers
43citations
Novelty50%
AI Score37

4 Papers

6.4LGAug 16, 2024Code
S$^3$Attention: Improving Long Sequence Attention with Smoothed Skeleton Sketching

Xue Wang, Tian Zhou, Jianqing Zhu et al.

Attention based models have achieved many remarkable breakthroughs in numerous applications. However, the quadratic complexity of Attention makes the vanilla Attention based models hard to apply to long sequence tasks. Various improved Attention structures are proposed to reduce the computation cost by inducing low rankness and approximating the whole sequence by sub-sequences. The most challenging part of those approaches is maintaining the proper balance between information preservation and computation reduction: the longer sub-sequences used, the better information is preserved, but at the price of introducing more noise and computational costs. In this paper, we propose a smoothed skeleton sketching based Attention structure, coined S$^3$Attention, which significantly improves upon the previous attempts to negotiate this trade-off. S$^3$Attention has two mechanisms to effectively minimize the impact of noise while keeping the linear complexity to the sequence length: a smoothing block to mix information over long sequences and a matrix sketching method that simultaneously selects columns and rows from the input matrix. We verify the effectiveness of S$^3$Attention both theoretically and empirically. Extensive studies over Long Range Arena (LRA) datasets and six time-series forecasting show that S$^3$Attention significantly outperforms both vanilla Attention and other state-of-the-art variants of Attention structures.

13.6LGOct 29, 2021Code
Hyperparameter Tuning is All You Need for LISTA

Xiaohan Chen, Jialin Liu, Zhangyang Wang et al.

Learned Iterative Shrinkage-Thresholding Algorithm (LISTA) introduces the concept of unrolling an iterative algorithm and training it like a neural network. It has had great success on sparse recovery. In this paper, we show that adding momentum to intermediate variables in the LISTA network achieves a better convergence rate and, in particular, the network with instance-optimal parameters is superlinearly convergent. Moreover, our new theoretical results lead to a practical approach of automatically and adaptively calculating the parameters of a LISTA network layer based on its previous layers. Perhaps most surprisingly, such an adaptive-parameter procedure reduces the training of LISTA to tuning only three hyperparameters from data: a new record set in the context of the recent advances on trimming down LISTA complexity. We call this new ultra-light weight network HyperLISTA. Compared to state-of-the-art LISTA models, HyperLISTA achieves almost the same performance on seen data distributions and performs better when tested on unseen distributions (specifically, those with different sparsity levels and nonzero magnitudes). Code is available: https://github.com/VITA-Group/HyperLISTA.

4.4LGJul 7, 2021Code
Keiki: Towards Realistic Danmaku Generation via Sequential GANs

Ziqi Wang, Jialin Liu, Georgios N. Yannakakis

Search-based procedural content generation methods have recently been introduced for the autonomous creation of bullet hell games. Search-based methods, however, can hardly model patterns of danmakus -- the bullet hell shooting entity -- explicitly and the resulting levels often look non-realistic. In this paper, we present a novel bullet hell game platform named Keiki, which allows the representation of danmakus as a parametric sequence which, in turn, can model the sequential behaviours of danmakus. We employ three types of generative adversarial networks (GANs) and test Keiki across three metrics designed to quantify the quality of the generated danmakus. The time-series GAN and periodic spatial GAN show different yet competitive performance in terms of the evaluation metrics adopted, their deviation from human-designed danmakus, and the diversity of generated danmakus. The preliminary experimental studies presented here showcase that potential of time-series GANs for sequential content generation in games.

1.2CVMay 16, 2020Code
Towards in-store multi-person tracking using head detection and track heatmaps

Aibek Musaev, Jiangping Wang, Liang Zhu et al.

Computer vision algorithms are being implemented across a breadth of industries to enable technological innovations. In this paper, we study the problem of computer vision based customer tracking in retail industry. To this end, we introduce a dataset collected from a camera in an office environment where participants mimic various behaviors of customers in a supermarket. In addition, we describe an illustrative example of the use of this dataset for tracking participants based on a head tracking model in an effort to minimize errors due to occlusion. Furthermore, we propose a model for recognizing customers and staff based on their movement patterns. The model is evaluated using a real-world dataset collected in a supermarket over a 24-hour period that achieves 98% accuracy during training and 93% accuracy during evaluation.