Somdeb Majumdar

LG
h-index8
15papers
540citations
Novelty52%
AI Score34

15 Papers

30.5CVApr 4, 2022Code
Joint Hand Motion and Interaction Hotspots Prediction from Egocentric Videos

Shaowei Liu, Subarna Tripathi, Somdeb Majumdar et al. · ibm-research

We propose to forecast future hand-object interactions given an egocentric video. Instead of predicting action labels or pixels, we directly predict the hand motion trajectory and the future contact points on the next active object (i.e., interaction hotspots). This relatively low-dimensional representation provides a concrete description of future interactions. To tackle this task, we first provide an automatic way to collect trajectory and hotspots labels on large-scale data. We then use this data to train an Object-Centric Transformer (OCT) model for prediction. Our model performs hand and object interaction reasoning via the self-attention mechanism in Transformers. OCT also provides a probabilistic framework to sample the future trajectory and hotspots to handle uncertainty in prediction. We perform experiments on the Epic-Kitchens-55, Epic-Kitchens-100, and EGTEA Gaze+ datasets, and show that OCT significantly outperforms state-of-the-art approaches by a large margin. Project page is available at https://stevenlsw.github.io/hoi-forecast .

18.2CVJul 15, 2022Code
Learning Long-Term Spatial-Temporal Graphs for Active Speaker Detection

Kyle Min, Sourya Roy, Subarna Tripathi et al.

Active speaker detection (ASD) in videos with multiple speakers is a challenging task as it requires learning effective audiovisual features and spatial-temporal correlations over long temporal windows. In this paper, we present SPELL, a novel spatial-temporal graph learning framework that can solve complex tasks such as ASD. To this end, each person in a video frame is first encoded in a unique node for that frame. Nodes corresponding to a single person across frames are connected to encode their temporal dynamics. Nodes within a frame are also connected to encode inter-person relationships. Thus, SPELL reduces ASD to a node classification task. Importantly, SPELL is able to reason over long temporal contexts for all nodes without relying on computationally expensive fully connected graph neural networks. Through extensive experiments on the AVA-ActiveSpeaker dataset, we demonstrate that learning graph-based representations can significantly improve the active speaker detection performance owing to its explicit spatial and temporal structure. SPELL outperforms all previous state-of-the-art approaches while requiring significantly lower memory and computational resources. Our code is publicly available at https://github.com/SRA2/SPELL

2.3ARMay 9, 2024Code
FloorSet -- a VLSI Floorplanning Dataset with Design Constraints of Real-World SoCs

Uday Mallappa, Hesham Mostafa, Mikhail Galkin et al.

Floorplanning for systems-on-a-chip (SoCs) and its sub-systems is a crucial and non-trivial step of the physical design flow. It represents a difficult combinatorial optimization problem. A typical large scale SoC with 120 partitions generates a search-space of nearly 10E250. As novel machine learning (ML) approaches emerge to tackle such problems, there is a growing need for a modern benchmark that comprises a large training dataset and performance metrics that better reflect real-world constraints and objectives compared to existing benchmarks. To address this need, we present FloorSet -- two comprehensive datasets of synthetic fixed-outline floorplan layouts that reflect the distribution of real SoCs. Each dataset has 1M training samples and 100 test samples where each sample is a synthetic floor-plan. FloorSet-Prime comprises fully-abutted rectilinear partitions and near-optimal wire-length. A simplified dataset that reflects early design phases, FloorSet-Lite comprises rectangular partitions, with under 5 percent white-space and near-optimal wire-length. Both datasets define hard constraints seen in modern design flows such as shape constraints, edge-affinity, grouping constraints, and pre-placement constraints. FloorSet is intended to spur fundamental research on large-scale constrained optimization problems. Crucially, FloorSet alleviates the core issue of reproducibility in modern ML driven solutions to such problems. FloorSet is available as an open-source repository for the research community.

15.1CVDec 18, 2021Code
Exploiting Long-Term Dependencies for Generating Dynamic Scene Graphs

Shengyu Feng, Subarna Tripathi, Hesham Mostafa et al.

Dynamic scene graph generation from a video is challenging due to the temporal dynamics of the scene and the inherent temporal fluctuations of predictions. We hypothesize that capturing long-term temporal dependencies is the key to effective generation of dynamic scene graphs. We propose to learn the long-term dependencies in a video by capturing the object-level consistency and inter-object relationship dynamics over object-level long-term tracklets using transformers. Experimental results demonstrate that our Dynamic Scene Graph Detection Transformer (DSG-DETR) outperforms state-of-the-art methods by a significant margin on the benchmark dataset Action Genome. Our ablation studies validate the effectiveness of each component of the proposed approach. The source code is available at https://github.com/Shengyu-Feng/DSG-DETR.

4.7CVDec 2, 2021
Learning Spatial-Temporal Graphs for Active Speaker Detection

Sourya Roy, Kyle Min, Subarna Tripathi et al.

We address the problem of active speaker detection through a new framework, called SPELL, that learns long-range multimodal graphs to encode the inter-modal relationship between audio and visual data. We cast active speaker detection as a node classification task that is aware of longer-term dependencies. We first construct a graph from a video so that each node corresponds to one person. Nodes representing the same identity share edges between them within a defined temporal window. Nodes within the same video frame are also connected to encode inter-person interactions. Through extensive experiments on the Ava-ActiveSpeaker dataset, we demonstrate that learning graph-based representation, owing to its explicit spatial and temporal structure, significantly improves the overall performance. SPELL outperforms several relevant baselines and performs at par with state of the art models while requiring an order of magnitude lower computation cost.

6.1AIJun 15, 2021
Minimizing Communication while Maximizing Performance in Multi-Agent Reinforcement Learning

Varun Kumar Vijay, Hassam Sheikh, Somdeb Majumdar et al.

Inter-agent communication can significantly increase performance in multi-agent tasks that require co-ordination to achieve a shared goal. Prior work has shown that it is possible to learn inter-agent communication protocols using multi-agent reinforcement learning and message-passing network architectures. However, these models use an unconstrained broadcast communication model, in which an agent communicates with all other agents at every step, even when the task does not require it. In real-world applications, where communication may be limited by system constraints like bandwidth, power and network capacity, one might need to reduce the number of messages that are sent. In this work, we explore a simple method of minimizing communication while maximizing performance in multi-task learning: simultaneously optimizing a task-specific objective and a communication penalty. We show that the objectives can be optimized using Reinforce and the Gumbel-Softmax reparameterization. We introduce two techniques to stabilize training: 50% training and message forwarding. Training with the communication penalty on only 50% of the episodes prevents our models from turning off their outgoing messages. Second, repeating messages received previously helps models retain information, and further improves performance. With these techniques, we show that we can reduce communication by 75% with no loss of performance.

12.8NEJun 14, 2021
Neuroevolution-Enhanced Multi-Objective Optimization for Mixed-Precision Quantization

Santiago Miret, Vui Seng Chua, Mattias Marder et al.

Mixed-precision quantization is a powerful tool to enable memory and compute savings of neural network workloads by deploying different sets of bit-width precisions on separate compute operations. In this work, we present a flexible and scalable framework for automated mixed-precision quantization that concurrently optimizes task performance, memory compression, and compute savings through multi-objective evolutionary computing. Our framework centers on Neuroevolution-Enhanced Multi-Objective Optimization (NEMO), a novel search method, which combines established search methods with the representational power of neural networks. Within NEMO, the population is divided into structurally distinct sub-populations, or species, which jointly create the Pareto frontier of solutions for the multi-objective problem. At each generation, species perform separate mutation and crossover operations, and are re-sized in proportion to the goodness of their contribution to the Pareto frontier. In our experiments, we define a graph-based representation to describe the underlying workload, enabling us to deploy graph neural networks trained by NEMO via neuroevolution, to find Pareto optimal configurations for MobileNet-V2, ResNet50 and ResNeXt-101-32x8d. Compared to the state-of-the-art, we achieve competitive results on memory compression and superior results for compute compression. Further analysis reveals that the graph representation and the species-based approach employed by NEMO are critical to finding optimal solutions.

5.5LGJun 6, 2021
On Local Aggregation in Heterophilic Graphs

Hesham Mostafa, Marcel Nassar, Somdeb Majumdar

Many recent works have studied the performance of Graph Neural Networks (GNNs) in the context of graph homophily - a label-dependent measure of connectivity. Traditional GNNs generate node embeddings by aggregating information from a node's neighbors in the graph. Recent results in node classification tasks show that this local aggregation approach performs poorly in graphs with low homophily (heterophilic graphs). Several mechanisms have been proposed to improve the accuracy of GNNs on such graphs by increasing the aggregation range of a GNN layer, either through multi-hop aggregation, or through long-range aggregation from distant nodes. In this paper, we show that properly tuned classical GNNs and multi-layer perceptrons match or exceed the accuracy of recent long-range aggregation methods on heterophilic graphs. Thus, our results highlight the need for alternative datasets to benchmark long-range GNN aggregation mechanisms. We also show that homophily is a poor measure of the information in a node's local neighborhood and propose the Neighborhood Information Content(NIC) metric, which is a novel information-theoretic graph metric. We argue that NIC is more relevant for local aggregation methods as used by GNNs. We show that, empirically, it correlates better with GNN accuracy in node classification tasks than homophily.

4.2LGOct 19, 2020Code
Dream and Search to Control: Latent Space Planning for Continuous Control

Anurag Koul, Varun V. Kumar, Alan Fern et al.

Learning and planning with latent space dynamics has been shown to be useful for sample efficiency in model-based reinforcement learning (MBRL) for discrete and continuous control tasks. In particular, recent work, for discrete action spaces, demonstrated the effectiveness of latent-space planning via Monte-Carlo Tree Search (MCTS) for bootstrapping MBRL during learning and at test time. However, the potential gains from latent-space tree search have not yet been demonstrated for environments with continuous action spaces. In this work, we propose and explore an MBRL approach for continuous action spaces based on tree-based planning over learned latent dynamics. We show that it is possible to demonstrate the types of bootstrapping benefits as previously shown for discrete spaces. In particular, the approach achieves improved sample efficiency and performance on a majority of challenging continuous-control benchmarks compared to the state-of-the-art.

5.0LGOct 8, 2020
Learning Intrinsic Symbolic Rewards in Reinforcement Learning

Hassam Sheikh, Shauharda Khadka, Santiago Miret et al.

Learning effective policies for sparse objectives is a key challenge in Deep Reinforcement Learning (RL). A common approach is to design task-related dense rewards to improve task learnability. While such rewards are easily interpreted, they rely on heuristics and domain expertise. Alternate approaches that train neural networks to discover dense surrogate rewards avoid heuristics, but are high-dimensional, black-box solutions offering little interpretability. In this paper, we present a method that discovers dense rewards in the form of low-dimensional symbolic trees - thus making them more tractable for analysis. The trees use simple functional operators to map an agent's observations to a scalar reward, which then supervises the policy gradient learning of a neural network policy. We test our method on continuous action spaces in Mujoco and discrete action spaces in Atari and Pygame environments. We show that the discovered dense rewards are an effective signal for an RL policy to solve the benchmark tasks. Notably, we significantly outperform a widely used, contemporary neural-network based reward-discovery algorithm in all environments considered.

2.3LGOct 6, 2020
Safety Aware Reinforcement Learning (SARL)

Santiago Miret, Somdeb Majumdar, Carroll Wainwright

As reinforcement learning agents become increasingly integrated into complex, real-world environments, designing for safety becomes a critical consideration. We specifically focus on researching scenarios where agents can cause undesired side effects while executing a policy on a primary task. Since one can define multiple tasks for a given environment dynamics, there are two important challenges. First, we need to abstract the concept of safety that applies broadly to that environment independent of the specific task being executed. Second, we need a mechanism for the abstracted notion of safety to modulate the actions of agents executing different policies to minimize their side-effects. In this work, we propose Safety Aware Reinforcement Learning (SARL) - a framework where a virtual safe agent modulates the actions of a main reward-based agent to minimize side effects. The safe agent learns a task-independent notion of safety for a given environment. The main agent is then trained with a regularization loss given by the distance between the native action probabilities of the two agents. Since the safe agent effectively abstracts a task-independent notion of safety via its action probabilities, it can be ported to modulate multiple policies solving different tasks within the given environment without further training. We contrast this with solutions that rely on task-specific regularization metrics and test our framework on the SafeLife Suite, based on Conway's Game of Life, comprising a number of complex tasks in dynamic environments. We show that our solution is able to match the performance of solutions that rely on task-specific side-effect penalties on both the primary and safety objectives while additionally providing the benefit of generalizability and portability.

6.5LGJul 14, 2020
Optimizing Memory Placement using Evolutionary Graph Reinforcement Learning

Shauharda Khadka, Estelle Aflalo, Mattias Marder et al.

For deep neural network accelerators, memory movement is both energetically expensive and can bound computation. Therefore, optimal mapping of tensors to memory hierarchies is critical to performance. The growing complexity of neural networks calls for automated memory mapping instead of manual heuristic approaches; yet the search space of neural network computational graphs have previously been prohibitively large. We introduce Evolutionary Graph Reinforcement Learning (EGRL), a method designed for large search spaces, that combines graph neural networks, reinforcement learning, and evolutionary search. A set of fast, stateless policies guide the evolutionary search to improve its sample-efficiency. We train and validate our approach directly on the Intel NNP-I chip for inference. EGRL outperforms policy-gradient, evolutionary search and dynamic programming baselines on BERT, ResNet-101 and ResNet-50. We additionally achieve 28-78\% speed-up compared to the native NNP-I compiler on all three workloads.

14.8LGJun 18, 2019
Evolutionary Reinforcement Learning for Sample-Efficient Multiagent Coordination

Shauharda Khadka, Somdeb Majumdar, Santiago Miret et al.

Many cooperative multiagent reinforcement learning environments provide agents with a sparse team-based reward, as well as a dense agent-specific reward that incentivizes learning basic skills. Training policies solely on the team-based reward is often difficult due to its sparsity. Furthermore, relying solely on the agent-specific reward is sub-optimal because it usually does not capture the team coordination objective. A common approach is to use reward shaping to construct a proxy reward by combining the individual rewards. However, this requires manual tuning for each environment. We introduce Multiagent Evolutionary Reinforcement Learning (MERL), a split-level training platform that handles the two objectives separately through two optimization processes. An evolutionary algorithm maximizes the sparse team-based objective through neuroevolution on a population of teams. Concurrently, a gradient-based optimizer trains policies to only maximize the dense agent-specific rewards. The gradient-based policies are periodically added to the evolutionary population as a way of information transfer between the two optimization processes. This enables the evolutionary algorithm to use skills learned via the agent-specific rewards toward optimizing the global objective. Results demonstrate that MERL significantly outperforms state-of-the-art methods, such as MADDPG, on a number of difficult coordination benchmarks.

21.0LGMay 2, 2019Code
Collaborative Evolutionary Reinforcement Learning

Shauharda Khadka, Somdeb Majumdar, Tarek Nassar et al.

Deep reinforcement learning algorithms have been successfully applied to a range of challenging control tasks. However, these methods typically struggle with achieving effective exploration and are extremely sensitive to the choice of hyperparameters. One reason is that most approaches use a noisy version of their operating policy to explore - thereby limiting the range of exploration. In this paper, we introduce Collaborative Evolutionary Reinforcement Learning (CERL), a scalable framework that comprises a portfolio of policies that simultaneously explore and exploit diverse regions of the solution space. A collection of learners - typically proven algorithms like TD3 - optimize over varying time-horizons leading to this diverse portfolio. All learners contribute to and use a shared replay buffer to achieve greater sample efficiency. Computational resources are dynamically distributed to favor the best learners as a form of online algorithm selection. Neuroevolution binds this entire process to generate a single emergent learner that exceeds the capabilities of any individual learner. Experiments in a range of continuous control benchmarks demonstrate that the emergent learner significantly outperforms its composite learners while remaining overall more sample-efficient - notably solving the Mujoco Humanoid benchmark where all of its composite learners (TD3) fail entirely in isolation.

9.5LGFeb 7, 2019Code
Artificial Intelligence for Prosthetics - challenge solutions

Łukasz Kidziński, Carmichael Ong, Sharada Prasanna Mohanty et al.

In the NeurIPS 2018 Artificial Intelligence for Prosthetics challenge, participants were tasked with building a controller for a musculoskeletal model with a goal of matching a given time-varying velocity vector. Top participants were invited to describe their algorithms. In this work, we describe the challenge and present thirteen solutions that used deep reinforcement learning approaches. Many solutions use similar relaxations and heuristics, such as reward shaping, frame skipping, discretization of the action space, symmetry, and policy blending. However, each team implemented different modifications of the known algorithms by, for example, dividing the task into subtasks, learning low-level control, or by incorporating expert knowledge and using imitation learning.