Yen-Chen Lin

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19ranked-venue papers
5as first author
7since 2021 · last 2023
—ORCID · conflict

Domains — the database's venue-derived domains; a paper can count in several

Artificial intelligence and machine learning · 12 · 4 first-author · 5 since 2021Systems, architecture and hardware · 6 · 3 first-author · 3 since 2021Graphics, computer vision, multimedia, augmented reality and games · 6 · 1 first-author · 1 since 2021Computer networks · 1Human-computer interaction and ubiquitous computing · 1 · 1 first-authorApplied, interdisciplinary, general and emerging computing · 1
YearPublicationVenuePosition
2023 Reinforcement Learning-Based Grant-Free Mode Selection for O-RAN Systems
abstract
As technology advancements are leading to the creation of 5G and next-generation base stations (BS) that offer improved performance and application integration, current solutions are mostly reliant on established technical standards. By incorporating intelligent wireless resource management technology, the current small cell system can be optimized and its transmission performance enhanced. The implementation of deep reinforcement learning was then added. By using indication reports as the state, the smart agent is able to dynamically select the optimal GF parameters to achieve high-efficiency transmission. In the context of ultra-reliable low latency communication (URLLC) applications, we have utilized 5G ns-3 simulation to simulate an IIoT factory scenario that diverges from traditional uplink methods. By implementing grant-free (GF) techniques, we can reduce delays while maintaining a suitable level of reliability. To dynamically select the most appropriate transmission mode under varying conditions, we have developed reinforcement learning (RL) methods. Our numerical results demonstrate a promising trend in the overall satisfaction rate.
Hao-Wei Hsu, Yen-Chen Lin, Chih-Wei Huang, Phone Lin, Shun-Ren Yang
IWCMC2
2023 Vision Transformer for NeRF-Based View Synthesis from a Single Input Image
abstract
Although neural radiance fields (NeRF) have shown impressive advances in novel view synthesis, most methods require multiple input images of the same scene with accurate camera poses. In this work, we seek to substantially reduce the inputs to a single unposed image. Existing approaches using local image features to reconstruct a 3D object often render blurry predictions at viewpoints distant from the source view. To address this, we propose to leverage both the global and local features to form an expressive 3D representation. The global features are learned from a vision transformer, while the local features are extracted from a 2D convolutional network. To synthesize a novel view, we train a multi-layer perceptron (MLP) network conditioned on the learned 3D representation to perform volume rendering. This novel 3D representation allows the network to reconstruct unseen regions without enforcing constraints like symmetry or canonical coordinate systems. Our method renders novel views from just a single input image, and generalizes across multiple object categories using a single model. Quantitative and qualitative evaluations demonstrate that the proposed method achieves state-of-the-art performance and renders richer details than existing approaches. https://cseweb.ucsd.edu/ %7eviscomp/projects/VisionNeRF/
Kai-En Lin, Yen-Chen Lin, Wei-Sheng Lai, Tsung-Yi Lin, Ravi Ramamoorthi
WACV2
2022 Topological Experience Replay
Zhang-Wei Hong, Tao Chen 0046, Yen-Chen Lin, Joni Pajarinen, Pulkit Agrawal 0001
ICLR3
2022 NeRF-Supervision: Learning Dense Object Descriptors from Neural Radiance Fields
abstract
Thin, reflective objects such as forks and whisks are common in our daily lives, but they are particularly chal-lenging for robot perception because it is hard to reconstruct them using commodity RGB-D cameras or multi-view stereo techniques. While traditional pipelines struggle with objects like these, Neural Radiance Fields (NeRFs) have recently been shown to be remarkably effective for performing view synthesis on objects with thin structures or reflective materials. In this paper we explore the use of NeRF as a new source of supervision for robust robot vision systems. In particular, we demonstrate that a NeRF representation of a scene can be used to train dense object descriptors. We use an optimized NeRF to extract dense correspondences between multiple views of an object, and then use these correspondences as training data for learning a view-invariant representation of the object. NeRF's usage of a density field allows us to reformulate the correspondence problem with a novel distribution-of-depths formulation, as opposed to the conventional approach of using a depth map. Dense correspondence models supervised with our method significantly outperform off-the-shelf learned descriptors by 106% (PCK@3px metric, more than doubling performance) and outperform our baseline supervised with multi-view stereo by 29%. Furthermore, we demonstrate the learned dense descriptors enable robots to perform accurate 6-degree of freedom (6-DoF) pick and place of thin and reflective objects.
Yen-Chen Lin, Peter R. Florence, Jonathan T. Barron, Tsung-Yi Lin, Alberto Rodriguez 0003, Phillip Isola
ICRA1
2022 CLA-NeRF: Category-Level Articulated Neural Radiance Field
abstract
We propose CLA-NeRF - a Category-Level Articulated Neural Radiance Field that can perform view synthesis, part segmentation, and articulated pose estimation. CLA-NeRF is trained at the object category level using no CAD models and no depth, but a set of RGB images with ground truth camera poses and part segments. During inference, it only takes a few RGB views (i.e., few-shot) of an unseen 3D object instance within the known category to infer the object part segmentation and the neural radiance field. Given an articulated pose as input, CLA-NeRF can perform articulation-aware volume rendering to generate the corresponding RGB image at any camera pose. Moreover, the articulated pose of an object can be estimated via inverse rendering. In our experiments, we evaluate the framework across five categories on both synthetic and real-world data. In all cases, our method shows realistic deformation results and accurate articulated pose estimation. We believe that both few-shot articulated object rendering and articulated pose estimation open doors for robots to perceive and interact with unseen articulated objects.
Wei-Cheng Tseng, Hung-Ju Liao, Yen-Chen Lin, Min Sun 0001
ICRA3
2022 Offline Multi-Agent Reinforcement Learning with Knowledge Distillation
abstract
We introduce an offline multi-agent reinforcement learning ( offline MARL) framework that utilizes previously collected data without additional online data collection. Our method reformulates offline MARL as a sequence modeling problem and thus builds on top of the simplicity and scalability of the Transformer architecture. In the fashion of centralized training and decentralized execution, we propose to first train a teacher policy as if the MARL dataset is generated by a single agent. After the teacher policy has identified and recombined the "good" behavior in the dataset, we create separate student policies and distill not only the teacher policy's features but also its structural relations among different agents' features to student policies. Despite its simplicity, the proposed method outperforms state-of-the-art model-free offline MARL baselines while being more robust to demonstration's quality on several environments.
Wei-Cheng Tseng, Tsun-Hsuan Wang, Yen-Chen Lin, Phillip Isola
NeurIPS3
2021 iNeRF: Inverting Neural Radiance Fields for Pose Estimation
abstract
We present iNeRF, a framework that performs mesh-free pose estimation by "inverting" a Neural Radiance Field (NeRF). NeRFs have been shown to be remarkably effective for the task of view synthesis — synthesizing photorealistic novel views of real-world scenes or objects. In this work, we investigate whether we can apply analysis-by-synthesis via NeRF for mesh-free, RGB-only 6DoF pose estimation – given an image, find the translation and rotation of a camera relative to a 3D object or scene. Our method assumes that no object mesh models are available during either training or test time. Starting from an initial pose estimate, we use gradient descent to minimize the residual between pixels rendered from a NeRF and pixels in an observed image. In our experiments, we first study 1) how to sample rays during pose refinement for iNeRF to collect informative gradients and 2) how different batch sizes of rays affect iNeRF on a synthetic dataset. We then show that for complex real-world scenes from the LLFF dataset [21], iNeRF can improve NeRF by estimating the camera poses of novel images and using these images as additional training data for NeRF. Finally, we show iNeRF can perform categorylevel object pose estimation, including object instances not seen during training, with RGB images by inverting a NeRF model inferred from a single view.
Yen-Chen Lin, Peter R. Florence, Jonathan T. Barron, Alberto Rodriguez 0003, Phillip Isola, Tsung-Yi Lin
IROS1
2020 Learning to See before Learning to Act: Visual Pre-training for Manipulation
abstract
Does having visual priors (e.g. the ability to detect objects) facilitate learning to perform vision-based manipulation (e.g. picking up objects)? We study this problem under the framework of transfer learning, where the model is first trained on a passive vision task (i.e., the data distribution does not depend on the agent’s decisions), then adapted to perform an active manipulation task (i.e., the data distribution does depend on the agent’s decisions). We find that pre-training on vision tasks significantly improves generalization and sample efficiency for learning to manipulate objects. However, realizing these gains requires careful selection of which parts of the model to transfer. Our key insight is that outputs of standard vision models highly correlate with affordance maps commonly used in manipulation. Therefore, we explore directly transferring model parameters from vision networks to affordance prediction networks, and show that this can result in successful zero-shot adaptation, where a robot can pick up certain objects with zero robotic experience. With just a small amount of robotic experience, we can further fine-tune the affordance model to achieve better results. With just 10 minutes of suction experience or 1 hour of grasping experience, our method achieves ∼ 80% success rate at picking up novel objects.
Yen-Chen Lin, Andy Zeng 0001, Shuran Song, Phillip Isola, Tsung-Yi Lin
ICRA1
2020 Debiased Contrastive Learning
abstract
A prominent technique for self-supervised representation learning has been to contrast semantically similar and dissimilar pairs of samples. Without access to labels, dissimilar (negative) points are typically taken to be randomly sampled datapoints, implicitly accepting that these points may, in reality, actually have the same label. Perhaps unsurprisingly, we observe that sampling negative examples from truly different labels improves performance, in a synthetic setting where labels are available. Motivated by this observation, we develop a debiased contrastive objective that corrects for the sampling of same-label datapoints, even without knowledge of the true labels. Empirically, the proposed objective consistently outperforms the state-of-the-art for representation learning in vision, language, and reinforcement learning benchmarks. Theoretically, we establish generalization bounds for the downstream classification task.
Ching-Yao Chuang, Joshua Robinson 0001, Yen-Chen Lin, Antonio Torralba 0001, Stefanie Jegelka
NeurIPS3
2019 Connecting the Digital and Physical World: Improving the Robustness of Adversarial Attacks
abstract
While deep learning models have achieved unprecedented success in various domains, there is also a growing concern of adversarial attacks against related applications. Recent results show that by adding a small amount of perturbations to an image (imperceptible to humans), the resulting adversarial examples can force a classifier to make targeted mistakes. So far, most existing works focus on crafting adversarial examples in the digital domain, while limited efforts have been devoted to understanding the physical domain attacks. In this work, we explore the feasibility of generating robust adversarial examples that remain effective in the physical domain. Our core idea is to use an image-to-image translation network to simulate the digital-to-physical transformation process for generating robust adversarial examples. To validate our method, we conduct a large-scale physical-domain experiment, which involves manually taking more than 3000 physical domain photos. The results show that our method outperforms existing ones by a large margin and demonstrates a high level of robustness and transferability.
Steve T. K. Jan, Joseph Messou, Yen-Chen Lin, Jia-Bin Huang 0001, Gang Wang 0011
AAAI3
2019 Omnipush: accurate, diverse, real-world dataset of pushing dynamics with RGB-D video
abstract
Pushing is a fundamental robotic skill. Existing work has shown how to exploit models of pushing to achieve a variety of tasks, including grasping under uncertainty, in-hand manipulation and clearing clutter. Such models, however, are approximate, which limits their applicability.Learning-based methods can reason directly from raw sensory data with accuracy, and have the potential to generalize to a wider diversity of scenarios. However, developing and testing such methods requires rich-enough datasets. In this paper we introduce Omnipush, a dataset with high variety of planar pushing behavior.In particular, we provide 250 pushes for each of 250 objects, all recorded with RGB-D and a high precision tracking system. The objects are constructed so as to systematically explore key factors that affect pushing-the shape of the object and its mass distribution-which have not been broadly explored in previous datasets, and allow to study generalization in model learning.Omnipush includes a benchmark for meta-learning dynamic models, which requires algorithms that make good predictions and estimate their own uncertainty. We also provide an RGB video prediction benchmark and propose other relevant tasks that can be suited with this dataset. Data and code are available at https://web.mit.edu/mcube/omnipush-dataset/.
Maria Bauzá 0001, Ferran Alet, Yen-Chen Lin, Tomás Lozano-Pérez, Leslie Pack Kaelbling, Phillip Isola, Alberto Rodriguez 0003
IROS3
2019 Jointly Learnable Behavior and Trajectory Planning for Self-Driving Vehicles
abstract
The motion planners used in self-driving vehicles need to generate trajectories that are safe, comfortable, and obey the traffic rules. This is usually achieved by two modules: behavior planner, which handles high-level decisions and produces a coarse trajectory, and trajectory planner that generates a smooth, feasible trajectory for the duration of the planning horizon. These planners, however, are typically developed separately, and changes in the behavior planner might affect the trajectory planner in unexpected ways. Furthermore, the final trajectory outputted by the trajectory planner might differ significantly from the one generated by the behavior planner, as they do not share the same objective. In this paper, we propose a jointly learnable behavior and trajectory planner. Unlike most existing learnable motion planners that address either only behavior planning, or use an uninterpretable neural network to represent the entire logic from sensors to driving commands, our approach features an interpretable cost function on top of perception, prediction and vehicle dynamics, and a joint learning algorithm that learns a shared cost function employed by our behavior and trajectory components. Experiments on real-world self-driving data demonstrate that jointly learned planner performs significantly better in terms of both similarity to human driving and other safety metrics, compared to baselines that do not adopt joint behavior and trajectory learning.
Abbas Sadat, Mengye Ren, Andrei Pokrovsky, Yen-Chen Lin, Ersin Yumer, Raquel Urtasun
IROS4
2017 Tell Me Where to Look: Investigating Ways for Assisting Focus in 360° Video
abstract
360° videos give viewers a spherical view and immersive experience of surroundings. However, one challenge of watching 360° videos is continuously focusing and re-focusing intended targets. To address this challenge, we developed two Focus Assistance techniques: Auto Pilot (directly bringing viewers to the target), and Visual Guidance (indicating the direction of the target). We conducted an experiment to measure viewers' video-watching experience and discomfort using these techniques and obtained their qualitative feedback. We showed that: 1) Focus Assistance improved ease of focus. 2) Focus Assistance techniques have specificity to video content. 3) Participants' preference of and experience with Focus Assistance depended not only on individual difference but also on their goal of watching the video. 4) Factors such as view-moving-distance, salience of the intended target and guidance, and language comprehension affected participants' video-watching experience. Based on these findings, we provide design implications for better 360° video focus assistance.
Yen-Chen Lin, Yung-Ju Chang, Hou-Ning Hu, Hsien-Tzu Cheng, Chi-Wen Huang, Min Sun 0001
CHI1
2017 Deep 360 Pilot: Learning a Deep Agent for Piloting through 360° Sports Videos
abstract
Watching a 360° sports video requires a viewer to continuously select a viewing angle, either through a sequence of mouse clicks or head movements. To relieve the viewer from this “360 piloting” task, we propose “deep 360 pilot” - a deep learning-based agent for piloting through 360° sports videos automatically. At each frame, the agent observes a panoramic image and has the knowledge of previously selected viewing angles. The task of the agent is to shift the current viewing angle (i.e. action) to the next preferred one (i.e., goal). We propose to directly learn an online policy of the agent from data. Specifically, we leverage a state-of-the-art object detector to propose a few candidate objects of interest (yellow boxes in Fig. 1). Then, a recurrent neural network is used to select the main object (green dash boxes in Fig. 1). Given the main object and previously selected viewing angles, our method regresses a shift in viewing angle to move to the next one. We use the policy gradient technique to jointly train our pipeline, by minimizing: (1) a regression loss measuring the distance between the selected and ground truth viewing angles, (2) a smoothness loss encouraging smooth transition in viewing angle, and (3) maximizing an expected reward offocusing on a foreground object. To evaluate our method, we built a new 360-Sports video dataset consisting offive sports domains. We trained domain-specific agents and achieved the best performance on viewing angle selection accuracy and users' preference compared to [53] and other baselines.
Hou-Ning Hu, Yen-Chen Lin, Ming-Yu Liu 0001, Hsien-Tzu Cheng, Yung-Ju Chang, Min Sun 0001
CVPR2
2017 Tactics of Adversarial Attack on Deep Reinforcement Learning Agents
abstract
We introduce two tactics, namely the strategically-timed attack and the enchanting attack, to attack reinforcement learning agents trained by deep reinforcement learning algorithms using adversarial examples. In the strategically-timed attack, the adversary aims at minimizing the agent's reward by only attacking the agent at a small subset of time steps in an episode. Limiting the attack activity to this subset helps prevent detection of the attack by the agent. We propose a novel method to determine when an adversarial example should be crafted and applied. In the enchanting attack, the adversary aims at luring the agent to a designated target state. This is achieved by combining a generative model and a planning algorithm: while the generative model predicts the future states, the planning algorithm generates a preferred sequence of actions for luring the agent. A sequence of adversarial examples is then crafted to lure the agent to take the preferred sequence of actions. We apply the proposed tactics to the agents trained by the state-of-the-art deep reinforcement learning algorithm including DQN and A3C. In 5 Atari games, our strategically-timed attack reduces as much reward as the uniform attack (i.e., attacking at every time step) does by attacking the agent 4 times less often. Our enchanting attack lures the agent toward designated target states with a more than 70% success rate. Example videos are available at http://yclin.me/adversarial_attack_RL/.
Yen-Chen Lin, Zhang-Wei Hong, Yuan-Hong Liao, Meng-Li Shih, Ming-Yu Liu 0001, Min Sun 0001
IJCAI1
2017 Semantic Highlight Retrieval and Term Prediction
abstract
Due to the unprecedented growth of unedited videos, finding highlights relevant to a text query in a set of unedited videos has become increasingly important. We refer this task as semantic highlight retrieval and propose a query-dependent video representation for retrieving a variety of highlights. Our method consists of two parts: 1) "viralets", a mid-level representation bridging between semantic [Fig. 1(a)] and visual [Fig. 1(c)] spaces and 2) a novel Semantic-MODulation (SMOD) procedure to make viralets query-dependent (referred to as SMOD viralets). Given SMOD viralets, we train a single highlight ranker to predict the highlightness of clips with respect to a variety of queries (two examples in Fig. 1), whereas existing approaches can be applied only in a few predefined domains. Other than semantic highlight retrieval, viralets can also be used to associate relevant terms to each video. We utilize this property and propose a simple term prediction method based on nearest neighbor search. To conduct experiments, we collect a viral video dataset including users' comments, highlights, and/or original videos. Among a testing database with 1189 clips (13% highlights and 87% non-highlights), our highlight ranker achieves 41.2% recall at top-10 retrieved clips. It is significantly higher than the state-of-the-art domain-specific highlight ranker and its extension. Similarly, our method also outperforms all baseline methods on the publicly available video highlight dataset. Finally, our simple term prediction method utilizing viralets outperforms the state-of-the-art matrix factorization method (adapted from Kalayeh et al.). Viral videos refer to popular online videos. We focus on user-generated viral videos, which typically contain short highlight marked by users.
Min Sun 0001, Kuo-Hao Zeng, Yen-Chen Lin, Ali Farhadi
IEEE Trans. Image Process.3
2016 Semantic highlight retrieval
abstract
Finding highlights relevant to a text query in unedited videos has become increasingly important due to their unprecedented growth. We refer this task as semantic highlight retrieval and propose a query-dependent video representation for retrieving a variety of highlights. Our method consist of two parts: (1) “viralets”, a mid-level representation bridging between visual and semantic spaces; (2) a novel Semantically-Modulation (SM) procedure to make viralets query-dependent (referred to as SM viralets). Given SM viralets, we train a single highlight ranker to predict the highlightness of clips with respect to a variety of queries, whereas existing approaches can be applied only in a few predefined domains. We collect a viral video dataset1including users' comments, highlights, and/or original videos. Among a database with 1189 (13% highlights) clips, our highlight ranker achieves 41.2% recall at top-10 retrieved clips. It is significantly higher than a state-of-the-art domain-specific highlight ranker and its extension. Similarly, our method also outperforms all baseline methods on the video highlight dataset.
Kuo-Hao Zeng, Yen-Chen Lin, Ali Farhadi, Min Sun 0001
ICIP2
2016 Optimizing Cloud-Based Video Crowdsensing
abstract
Wearable and mobile devices are widely used for crowdsensing, as they come with many sensors and are carried everywhere. Among the sensing data, videos annotated with temporal-spatial metadata contain huge amount of information, but consume too much precious storage space. In this paper, we solve the problem of optimizing cloud-based video crowdsensing in three steps. First, we study the optimal transcoding problem on wearable and mobile cameras. We propose an algorithm to optimally select the coding parameters to fit more videos at higher quality on wearable and mobile cameras. Second, we empirically investigate the throughput of different file transfer protocols from wearable and mobile devices to cloud servers. We propose a real-time algorithm to select the best protocol under diverse network conditions, so as to leverage the intermittent WiFi access. Last, we look into the performance of cloud databases for sensor-annotated videos, and implement a practical algorithm to search videos overlapping with a target geographical region. Our measurement study on three popular opensource cloud databases reveals their pros and cons. The three proposed algorithms are evaluated via extensive simulations and experiments. The evaluation results show the practicality and efficiency of our algorithms and system. For example, our proposed transcoding algorithm outperforms existing approaches by 12 dB in video quality, 87% in energy saving, and one-quarter in delivery delay. Another example is, by intelligently choosing a proper cloud database, our system may reduce the insertion time by up to one-third, or the lookup time by up to one-fourth.
Hua-Jun Hong, Ching-Ling Fan, Yen-Chen Lin, Cheng-Hsin Hsu
IEEE Internet Things J.3
2012 Exploring the Effect of "Color Cueing" on Mobile Learning in Physical Environments
Ing-Ling Lin, Yu-Chen Kuo, Yi-Chun Lin, Yen-Chen Lin, Kai-Hsin Chang, Tzu-Chien Liu
ICCE4