CVDec 18, 2022
Face Generation and Editing with StyleGAN: A SurveyAndrew Melnik, Maksim Miasayedzenkau, Dzianis Makarovets et al.
Our goal with this survey is to provide an overview of the state of the art deep learning methods for face generation and editing using StyleGAN. The survey covers the evolution of StyleGAN, from PGGAN to StyleGAN3, and explores relevant topics such as suitable metrics for training, different latent representations, GAN inversion to latent spaces of StyleGAN, face image editing, cross-domain face stylization, face restoration, and even Deepfake applications. We aim to provide an entry point into the field for readers that have basic knowledge about the field of deep learning and are looking for an accessible introduction and overview.
CVDec 30, 2022
Stroke-based Rendering: From Heuristics to Deep LearningFlorian Nolte, Andrew Melnik, Helge Ritter
In the last few years, artistic image-making with deep learning models has gained a considerable amount of traction. A large number of these models operate directly in the pixel space and generate raster images. This is however not how most humans would produce artworks, for example, by planning a sequence of shapes and strokes to draw. Recent developments in deep learning methods help to bridge the gap between stroke-based paintings and pixel photo generation. With this survey, we aim to provide a structured introduction and understanding of common challenges and approaches in stroke-based rendering algorithms. These algorithms range from simple rule-based heuristics to stroke optimization and deep reinforcement agents, trained to paint images with differentiable vector graphics and neural rendering.
CVApr 5, 2023
Shape complexity estimation using VAEMarkus Rothgaenger, Andrew Melnik, Helge Ritter
In this paper, we compare methods for estimating the complexity of two-dimensional shapes and introduce a method that exploits reconstruction loss of Variational Autoencoders with different sizes of latent vectors. Although complexity of a shape is not a well defined attribute, different aspects of it can be estimated. We demonstrate that our methods captures some aspects of shape complexity. Code and training details will be publicly available.
AIJul 4, 2022
Solving Learn-to-Race Autonomous Racing Challenge by Planning in Latent SpaceShivansh Beohar, Fabian Heinrich, Rahul Kala et al.
Learn-to-Race Autonomous Racing Virtual Challenge hosted on www<dot>aicrowd<dot>com platform consisted of two tracks: Single and Multi Camera. Our UniTeam team was among the final winners in the Single Camera track. The agent is required to pass the previously unknown F1-style track in the minimum time with the least amount of off-road driving violations. In our approach, we used the U-Net architecture for road segmentation, variational autocoder for encoding a road binary mask, and a nearest-neighbor search strategy that selects the best action for a given state. Our agent achieved an average speed of 105 km/h on stage 1 (known track) and 73 km/h on stage 2 (unknown track) without any off-road driving violations. Here we present our solution and results.
RONov 13, 2023
Towards Transferring Tactile-based Continuous Force Control Policies from Simulation to RobotLuca Lach, Robert Haschke, Davide Tateo et al.
The advent of tactile sensors in robotics has sparked many ideas on how robots can leverage direct contact measurements of their environment interactions to improve manipulation tasks. An important line of research in this regard is that of grasp force control, which aims to manipulate objects safely by limiting the amount of force exerted on the object. While prior works have either hand-modeled their force controllers, employed model-based approaches, or have not shown sim-to-real transfer, we propose a model-free deep reinforcement learning approach trained in simulation and then transferred to the robot without further fine-tuning. We therefore present a simulation environment that produces realistic normal forces, which we use to train continuous force control policies. An evaluation in which we compare against a baseline and perform an ablation study shows that our approach outperforms the hand-modeled baseline and that our proposed inductive bias and domain randomization facilitate sim-to-real transfer. Code, models, and supplementary videos are available on https://sites.google.com/view/rl-force-ctrl
CVMay 6, 2024Code
Video Diffusion Models: A SurveyAndrew Melnik, Michal Ljubljanac, Cong Lu et al.
Diffusion generative models have recently become a powerful technique for creating and modifying high-quality, coherent video content. This survey provides a comprehensive overview of the critical components of diffusion models for video generation, including their applications, architectural design, and temporal dynamics modeling. The paper begins by discussing the core principles and mathematical formulations, then explores various architectural choices and methods for maintaining temporal consistency. A taxonomy of applications is presented, categorizing models based on input modalities such as text prompts, images, videos, and audio signals. Advancements in text-to-video generation are discussed to illustrate the state-of-the-art capabilities and limitations of current approaches. Additionally, the survey summarizes recent developments in training and evaluation practices, including the use of diverse video and image datasets and the adoption of various evaluation metrics to assess model performance. The survey concludes with an examination of ongoing challenges, such as generating longer videos and managing computational costs, and offers insights into potential future directions for the field. By consolidating the latest research and developments, this survey aims to serve as a valuable resource for researchers and practitioners working with video diffusion models. Website: https://github.com/ndrwmlnk/Awesome-Video-Diffusion-Models
AIDec 17, 2023
Benchmarks for Physical Reasoning AIAndrew Melnik, Robin Schiewer, Moritz Lange et al.
Physical reasoning is a crucial aspect in the development of general AI systems, given that human learning starts with interacting with the physical world before progressing to more complex concepts. Although researchers have studied and assessed the physical reasoning of AI approaches through various specific benchmarks, there is no comprehensive approach to evaluating and measuring progress. Therefore, we aim to offer an overview of existing benchmarks and their solution approaches and propose a unified perspective for measuring the physical reasoning capacity of AI systems. We select benchmarks that are designed to test algorithmic performance in physical reasoning tasks. While each of the selected benchmarks poses a unique challenge, their ensemble provides a comprehensive proving ground for an AI generalist agent with a measurable skill level for various physical reasoning concepts. This gives an advantage to such an ensemble of benchmarks over other holistic benchmarks that aim to simulate the real world by intertwining its complexity and many concepts. We group the presented set of physical reasoning benchmarks into subcategories so that more narrow generalist AI agents can be tested first on these groups.
CVMay 1, 2024
Lane Graph Extraction from Aerial Imagery via Lane Segmentation Refinement with Diffusion ModelsAntonio Ruiz, Andrew Melnik, Nicolo Savioli et al.
The lane graph is critical for applications such as autonomous driving and lane-level route planning. While previous research has focused on extracting lane-level graphs from aerial imagery using convolutional neural networks (CNNs) followed by post-processing segmentation-to-graph algorithms, these methods often face challenges in producing sharp and complete segmentation masks. Challenges such as occlusions, variations in lighting, and changes in road texture can lead to incomplete and inaccurate lane masks, resulting in poor-quality lane graphs. To address these challenges, we propose a novel approach that refines the lane masks, output by a CNN, using diffusion models. Experimental results on a publicly available dataset demonstrate that our method outperforms existing methods based solely on CNNs or diffusion models, particularly in terms of graph connectivity. Our lane mask refinement approach enhances the quality of the extracted lane graph, yielding gains of approximately 1.5\% in GEO F1 and 3.5\% in TOPO F1 scores over the best-performing CNN-based method, and improvements of 28\% and 34\%, respectively, compared to a prior diffusion-based approach. Both GEO F1 and TOPO F1 scores are critical metrics for evaluating lane graph quality. Additionally, ablation studies are conducted to evaluate the individual components of our approach, providing insights into their respective contributions and effectiveness.
CVNov 18, 2025
GeoSceneGraph: Geometric Scene Graph Diffusion Model for Text-guided 3D Indoor Scene SynthesisAntonio Ruiz, Tao Wu, Andrew Melnik et al.
Methods that synthesize indoor 3D scenes from text prompts have wide-ranging applications in film production, interior design, video games, virtual reality, and synthetic data generation for training embodied agents. Existing approaches typically either train generative models from scratch or leverage vision-language models (VLMs). While VLMs achieve strong performance, particularly for complex or open-ended prompts, smaller task-specific models remain necessary for deployment on resource-constrained devices such as extended reality (XR) glasses or mobile phones. However, many generative approaches that train from scratch overlook the inherent graph structure of indoor scenes, which can limit scene coherence and realism. Conversely, methods that incorporate scene graphs either demand a user-provided semantic graph, which is generally inconvenient and restrictive, or rely on ground-truth relationship annotations, limiting their capacity to capture more varied object interactions. To address these challenges, we introduce GeoSceneGraph, a method that synthesizes 3D scenes from text prompts by leveraging the graph structure and geometric symmetries of 3D scenes, without relying on predefined relationship classes. Despite not using ground-truth relationships, GeoSceneGraph achieves performance comparable to methods that do. Our model is built on equivariant graph neural networks (EGNNs), but existing EGNN approaches are typically limited to low-dimensional conditioning and are not designed to handle complex modalities such as text. We propose a simple and effective strategy for conditioning EGNNs on text features, and we validate our design through ablation studies.
LGJun 7, 2024
Generating Piano Practice Policy with a Gaussian ProcessAlexandra Moringen, Elad Vromen, Helge Ritter et al.
A typical process of learning to play a piece on a piano consists of a progression through a series of practice units that focus on individual dimensions of the skill, the so-called practice modes. Practice modes in learning to play music comprise a particularly large set of possibilities, such as hand coordination, posture, articulation, ability to read a music score, correct timing or pitch, etc. Self-guided practice is known to be suboptimal, and a model that schedules optimal practice to maximize a learner's progress still does not exist. Because we each learn differently and there are many choices for possible piano practice tasks and methods, the set of practice modes should be dynamically adapted to the human learner, a process typically guided by a teacher. However, having a human teacher guide individual practice is not always feasible since it is time-consuming, expensive, and often unavailable. In this work, we present a modeling framework to guide the human learner through the learning process by choosing the practice modes generated by a policy model. To this end, we present a computational architecture building on a Gaussian process that incorporates 1) the learner state, 2) a policy that selects a suitable practice mode, 3) performance evaluation, and 4) expert knowledge. The proposed policy model is trained to approximate the expert-learner interaction during a practice session. In our future work, we will test different Bayesian optimization techniques, e.g., different acquisition functions, and evaluate their effect on the learning progress.
CVJan 16, 2022
YOLO -- You only look 10647 timesChristian Limberg, Andrew Melnik, Augustin Harter et al.
With this work we are explaining the "You Only Look Once" (YOLO) single-stage object detection approach as a parallel classification of 10647 fixed region proposals. We support this view by showing that each of YOLOs output pixel is attentive to a specific sub-region of previous layers, comparable to a local region proposal. This understanding reduces the conceptual gap between YOLO-like single-stage object detection models, RCNN-like two-stage region proposal based models, and ResNet-like image classification models. In addition, we created interactive exploration tools for a better visual understanding of the YOLO information processing streams: https://limchr.github.io/yolo_visualization
CVJul 20, 2021
Critic Guided Segmentation of Rewarding Objects in First-Person ViewsAndrew Melnik, Augustin Harter, Christian Limberg et al.
This work discusses a learning approach to mask rewarding objects in images using sparse reward signals from an imitation learning dataset. For that, we train an Hourglass network using only feedback from a critic model. The Hourglass network learns to produce a mask to decrease the critic's score of a high score image and increase the critic's score of a low score image by swapping the masked areas between these two images. We trained the model on an imitation learning dataset from the NeurIPS 2020 MineRL Competition Track, where our model learned to mask rewarding objects in a complex interactive 3D environment with a sparse reward signal. This approach was part of the 1st place winning solution in this competition. Video demonstration and code: https://rebrand.ly/critic-guided-segmentation
HCJun 21, 2021
Optimizing piano practice with a utility-based scaffoldAlexandra Moringen, Sören Rüttgers, Luisa Zintgraf et al.
A typical part of learning to play the piano is the progression through a series of practice units that focus on individual dimensions of the skill, such as hand coordination, correct posture, or correct timing. Ideally, a focus on a particular practice method should be made in a way to maximize the learner's progress in learning to play the piano. Because we each learn differently, and because there are many choices for possible piano practice tasks and methods, the set of practice tasks should be dynamically adapted to the human learner. However, having a human teacher guide individual practice is not always feasible since it is time consuming, expensive, and not always available. Instead, we suggest to optimize in the space of practice methods, the so-called practice modes. The proposed optimization process takes into account the skills of the individual learner and their history of learning. In this work we present a modeling framework to guide the human learner through the learning process by choosing practice modes that have the highest expected utility (i.e., improvement in piano playing skill). To this end, we propose a human learner utility model based on a Gaussian process, and exemplify the model training and its application for practice scaffolding on an example of simulated human learners.
LGJun 7, 2021
Towards robust and domain agnostic reinforcement learning competitionsWilliam Hebgen Guss, Stephanie Milani, Nicholay Topin et al.
Reinforcement learning competitions have formed the basis for standard research benchmarks, galvanized advances in the state-of-the-art, and shaped the direction of the field. Despite this, a majority of challenges suffer from the same fundamental problems: participant solutions to the posed challenge are usually domain-specific, biased to maximally exploit compute resources, and not guaranteed to be reproducible. In this paper, we present a new framework of competition design that promotes the development of algorithms that overcome these barriers. We propose four central mechanisms for achieving this end: submission retraining, domain randomization, desemantization through domain obfuscation, and the limitation of competition compute and environment-sample budget. To demonstrate the efficacy of this design, we proposed, organized, and ran the MineRL 2020 Competition on Sample-Efficient Reinforcement Learning. In this work, we describe the organizational outcomes of the competition and show that the resulting participant submissions are reproducible, non-specific to the competition environment, and sample/resource efficient, despite the difficult competition task.
AINov 14, 2020
Solving Physics Puzzles by Reasoning about PathsAugustin Harter, Andrew Melnik, Gaurav Kumar et al.
We propose a new deep learning model for goal-driven tasks that require intuitive physical reasoning and intervention in the scene to achieve a desired end goal. Its modular structure is motivated by hypothesizing a sequence of intuitive steps that humans apply when trying to solve such a task. The model first predicts the path the target object would follow without intervention and the path the target object should follow in order to solve the task. Next, it predicts the desired path of the action object and generates the placement of the action object. All components of the model are trained jointly in a supervised way; each component receives its own learning signal but learning signals are also backpropagated through the entire architecture. To evaluate the model we use PHYRE - a benchmark test for goal-driven physical reasoning in 2D mechanics puzzles.
LGAug 13, 2019
From Crystallized Adaptivity to Fluid Adaptivity in Deep Reinforcement Learning -- Insights from Biological Systems on Adaptive FlexibilityMalte Schilling, Helge Ritter, Frank W. Ohl
Recent developments in machine-learning algorithms have led to impressive performance increases in many traditional application scenarios of artificial intelligence research. In the area of deep reinforcement learning, deep learning functional architectures are combined with incremental learning schemes for sequential tasks that include interaction-based, but often delayed feedback. Despite their impressive successes, modern machine-learning approaches, including deep reinforcement learning, still perform weakly when compared to flexibly adaptive biological systems in certain naturally occurring scenarios. Such scenarios include transfers to environments different than the ones in which the training took place or environments that dynamically change, both of which are often mastered by biological systems through a capability that we here term "fluid adaptivity" to contrast it from the much slower adaptivity ("crystallized adaptivity") of the prior learning from which the behavior emerged. In this article, we derive and discuss research strategies, based on analyzes of fluid adaptivity in biological systems and its neuronal modeling, that might aid in equipping future artificially intelligent systems with capabilities of fluid adaptivity more similar to those seen in some biologically intelligent systems. A key component of this research strategy is the dynamization of the problem space itself and the implementation of this dynamization by suitably designed flexibly interacting modules.
ROFeb 20, 2019
Learning efficient haptic shape exploration with a rigid tactile sensor arraySascha Fleer, Alexandra Moringen, Roberta L. Klatzky et al.
Haptic exploration is a key skill for both robots and humans to discriminate and handle unknown objects or to recognize familiar objects. Its active nature is evident in humans who from early on reliably acquire sophisticated sensory-motor capabilities for active exploratory touch and directed manual exploration that associates surfaces and object properties with their spatial locations. This is in stark contrast to robotics. In this field, the relative lack of good real-world interaction models - along with very restricted sensors and a scarcity of suitable training data to leverage machine learning methods - has so far rendered haptic exploration a largely underdeveloped skill. In the present work, we connect recent advances in recurrent models of visual attention with previous insights about the organisation of human haptic search behavior, exploratory procedures and haptic glances for a novel architecture that learns a generative model of haptic exploration in a simulated three-dimensional environment. The proposed algorithm simultaneously optimizes main perception-action loop components: feature extraction, integration of features over time, and the control strategy, while continuously acquiring data online. We perform a multi-module neural network training, including a feature extractor and a recurrent neural network module aiding pose control for storing and combining sequential sensory data. The resulting haptic meta-controller for the rigid $16 \times 16$ tactile sensor array moving in a physics-driven simulation environment, called the Haptic Attention Model, performs a sequence of haptic glances, and outputs corresponding force measurements. The resulting method has been successfully tested with four different objects. It achieved results close to $100 \%$ while performing object contour exploration that has been optimized for its own sensor morphology.
LGJan 27, 2019
Modularization of End-to-End Learning: Case Study in Arcade GamesAndrew Melnik, Sascha Fleer, Malte Schilling et al.
Complex environments and tasks pose a difficult problem for holistic end-to-end learning approaches. Decomposition of an environment into interacting controllable and non-controllable objects allows supervised learning for non-controllable objects and universal value function approximator learning for controllable objects. Such decomposition should lead to a shorter learning time and better generalisation capability. Here, we consider arcade-game environments as sets of interacting objects (controllable, non-controllable) and propose a set of functional modules that are specialized on mastering different types of interactions in a broad range of environments. The modules utilize regression, supervised learning, and reinforcement learning algorithms. Results of this case study in different Atari games suggest that human-level performance can be achieved by a learning agent within a human amount of game experience (10-15 minutes game time) when a proper decomposition of an environment or a task is provided. However, automatization of such decomposition remains a challenging problem. This case study shows how a model of a causal structure underlying an environment or a task can benefit learning time and generalization capability of the agent, and argues in favor of exploiting modular structure in contrast to using pure end-to-end learning approaches.
LGApr 2, 2018
Learning to Run challenge solutions: Adapting reinforcement learning methods for neuromusculoskeletal environmentsŁukasz Kidziński, Sharada Prasanna Mohanty, Carmichael Ong et al.
In the NIPS 2017 Learning to Run challenge, participants were tasked with building a controller for a musculoskeletal model to make it run as fast as possible through an obstacle course. Top participants were invited to describe their algorithms. In this work, we present eight solutions that used deep reinforcement learning approaches, based on algorithms such as Deep Deterministic Policy Gradient, Proximal Policy Optimization, and Trust Region Policy Optimization. Many solutions use similar relaxations and heuristics, such as reward shaping, frame skipping, discretization of the action space, symmetry, and policy blending. However, each of the eight teams implemented different modifications of the known algorithms.