A Reinforcement Learning Model of Selective Visual Attention ACM

Computer Science Readings:
Reinforcement Learning
Presentation by:
Arif OZGELEN
How do we perform visual
search?
Look at usual places the item is likely to be.
If item is small we tend to get closer to the
area that we are searching in order to
heighten our ability to detect.
We look for certain properties of the target
object which makes it distinguishable from
the search space. e.g. color, shape, size, etc…
A Reinforcement Learning
Model of Selective Visual
Attention
ACM 2001
 Silviu Minut, Autonomous Agents Lab,
Department of Computer Science, Michigan
State University.
 Sridhar Mahadevan, Autonomous
Agents Lab, Department of Computer
Science, Michigan State University.
The Problem of Visual Search
Goal:To find small objects in a large
usually cluttered environment.
 e.g. a pen on a desk.
Preferrable to use wide-field of view
images.
Identifying small objects require high
resolution images
Results in very high dimensional input
array.
Nature’s Method:
Foveated Vision - I
Fovea: Anatomically defined as the
central region of the retina with high
density of receptive cells.
 Density of receptive cells decreases
exponentially from the fovea towards
periphery.
Nature’s Method:
Foveated Vision - II
Saccades: To make up for the loss of
information incurred by the decrease in
resolution in the periphery, eyes are reoriented by rapid ballistic motions (up
to 900°/s) called saccades.
Fixations: Periods between saccades
during which the eyes remain relatively
fixed, to process visual information and
to select the next fixation point.
Foveated Vision: Eye Scan
Patterns
Using Foveated Vision
Using foveal image processing reduces
the dimension of the input data but in
turn generates a sequential decision
problem:

Choosing the next fixation point
requires an efficient gaze control
mechanism in order to direct the gaze
to the most salient object.
Gaze Control- Salient Features
In order to solve the problem of gaze control,
next fixation point must be decided based on low
resolution images which don’t appear in fovea.
 Saliency Map Theory (Koch and Ulmann)
Task independent bottom up model for visual
attention.
 Itti and Koch- Based on Saliency Map Theory 3
types of feature maps (color map, edge map,
intensity map) are fused together to form
saliency map.
Low resolution images alone are usually not
sufficient for this decision problem.
Gaze Control- Control
Mechanism Implementation
Implementation of a high level mechanism is
required to control low level reactive attention.
 Tsotsos model – proposes selective tuning
of visual processing via a hierarchical
winner takes all process.
 Information should be integrated from one
fixation to the next for a global
understanding of the scene.
Model: top-down gaze control with bottom-up
reactive saliency map processing based on RL.
Problem Definition and
General Approach - I
Given an object and an environment:
 How to build a vision agent that learns
where the object is likely to be found.
 How to direct its gaze to the object.
Set of Landmarks {L0,L1,..,Ln} representing
regions in the environment. A policy on this
set directs the camera to the most probable
region containing the target object.
Problem Definition and
General Approach – II
The approach does not require high level
feature detectors.
Policy learned through RL is based on actual
images seen by the camera.
Once the direction has been selected the
precise location of the next fixation point is
determined by means of visual saliency.
Camera takes low resolution/wide-field of view
images at discrete time intervals. Using these
low resolution images the system tries to
recognize the target object using a low
resolution template.
Problem Definition and
General Approach – III
Since reasonable detection of a small sized
object is difficult at low resolution, system
tries to get candidate locations for the target
object.
The foveated vision is simuated by zooming in
and grabbing high resolution/ narrow field-ofview images centered at the candidate
locations which are compared with a high
resolution template of the target image.
Target Object and the
Environment
Color template of the target
object (left).
Environment (bottom).
Reinforcement Learning
The agent may or may not know the priori the
transition probabilities and the reward. In this
case dynamic programming techniques could
be used to compute an optimal policy.
Q-Learning
In the visual search problem, the transition
probabilities and the reward are not known to
the agent.
A model free Q-learning algorithm used to find
the optimal policies.
States –
Objects in the Environment
Recorded scan patterns show that
people fixate from object to object
therefore it is natural to define the
states as the objects in the
environment.
Paradox: Objects must be recognized as
worth attending to, before they are
fixated on. However, an object cannot
be recognized prior to the fixation, since
it is perceived at low resolution.
States – Clusters of Images
States are defined as clusters of images
representing the same region.
Each image is represented with color
histograms on a reduced number of bins (48
colors for the lab environment).
Using histogram introduces perceptual aliasing
as two different images have identical
histograms.
To reduce aliasing, histograms are computed
distributedly across quadrants. Expected to
reduce aliasing since natural environments are
sufficiently rich.
Kullback Distance - I
Kullback Distance - II
Actions
Actions are defined as the saccades to
the most salient point.
{A1,..,A8} to represent 8 directions. In
addition A0 represents the most salient
point in the whole image.
Reward
Agent receives positive reward for a
saccade bringing the object in to the
field of view.
Agent receives negative reward if the
object is not in the field of view after a
saccade.
Within Fixation Processing
It is the stage when the eyes fixate on a point
and the agent processes visual information
and decides where the fixate next.
Comprises computation of two components:
 A set of two feature maps implementing low
level visual attention, used to select the
next fixation point.
 A recognizer, used at low resolution for
detection of candidate target objects and at
high resolution for recognition of target.
Histogram Intersection
It is a method used to match two
images, I (search image) and M
(model).
It is difficult to find a threshold between
similar and dissimilar images in this
method unless the model is prespecified.
Histogram Back-projection
Given two images I and M, histogram back
projection locates M in I.
Color histograms hI and hM are computed on
the same number of color bins.
Operation requires one pass through I. For
every pixel (x,y), B(x,y) = R(j) iff I(x,y) falls
in bin j.
Always finds candidates.
Histogram Back-Projection
Example
Symmetry Operator
In order to fixate on objects a
symmetry operator is used since most
man-made objects have vertical,
horizontal or radial symmetry.
It computes an edge map first and then
has each pair pi, pj of an edge pixels
vote for its midpoint by (9).
Symmetry Map
Model Description - I
Each low resolution image is processed by two
main modules
 Top module (RL) learns a set of clusters
consisting of images with similar color
histograms. Clusters represents physical
regions and are used as states in the Qlearning method.
 Second module consists of low-level visual
routines. Its purpose is to compute color
and symmetry maps for saliency and to
recognize the target object at both low and
high resolution.
Model Description - II
Each low resolution image is processed by two
main modules
 Top module (RL) learns a set of clusters
Visual Search Agent Model
Algorithm - Initialization
Algorithm – If object found
Algorithm – If object not found
Results
The agent is trained to learn in which direction
to direct its gaze in order to reach the region
where the target object is most likely to be
found, 400 epochs each.
 Epoch: a sequence of at most 100 fixations.
Every 5th epoch was used for testing where
agent simply executed the learned policy.
Performance metric was number of fixations.
Within a single trial, starting point was the
same in all test epochs.
Experimental Results - I
Experimental Results - II
Experimental Results - III
Sequence of Fixations
Experimental Results - IV
Experimental Results - V
Experimental Results - VI
Conclusion
Developed a model of selective attention for a
visual search task which, is a combination of
visual processing and control for attention.
Control is achieved by means of RL over a low
level, visual mechanism of selecting the next
fixation.
Color and symmetry are used for selection of
next fixation and it is not necessary to
combine them in a unique saliency map.
The information is integrated from saccade to
saccade
Future Work
Goal is to extend this approach to a mobile
robot. Problem becomes more challenging as
the position consequently the appearance of
the object changes according to the robots
position. Single template is not sufficient.
In this paper it is assumed that the
environment is rich in color so that perceptual
aliasing would not be an issue. Extension to a
mobile robot, will inevitably lead to learning in
inherently perceptually aliased environments.