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Nikolai Yakovenko

dblp:22/2179 · DBLP profile ↗
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4ranked-venue papers
1as first author
0since 2021 · last 2018
—ORCID · none

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

Artificial intelligence and machine learning · 2 · 1 first-authorSecurity and privacy · 1Graphics, computer vision, multimedia, augmented reality and games · 1 · 1 first-authorTheory of computation · 1

Expertise — from the expertise taxonomy: the topics of the expert's papers under the CCF categories. A weight counts papers with recency: 1 for a paper about the topic, 0.3 when the topic is its context, halved every five years.

Artificial intelligence
2 papers
Generative modeling · 28% Reinforcement learning · 21% Deep learning architectures and training · 21%
Computer graphics and multimedia
1 paper
Visual content generation and editing · 100%

Topics — the 6 heaviest of 6, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Machine learning › Generative modeling
generative adversarial network
0.312018
Video-to-Video Synthesis · NeurIPS 2018
Visual content generation and editing
video generation
0.312018
Video-to-Video Synthesis · NeurIPS 2018
Machine learning › Deep learning architectures and training
convolutional neural network
0.212016
Poker-CNN: A Pattern Learning Strategy for Making Draws and Bets in Poker Games Using Convolutional Networks · AAAI 2016
Natural language and speech › Information extraction and text analysis
pattern learning
0.212016
Poker-CNN: A Pattern Learning Strategy for Making Draws and Bets in Poker Games Using Convolutional Networks · AAAI 2016
Machine learning › Reinforcement learning › multi-agent reinforcement learning
self-play
0.212016
Poker-CNN: A Pattern Learning Strategy for Making Draws and Bets in Poker Games Using Convolutional Networks · AAAI 2016
Computer vision › Video understanding and tracking
video prediction
0.112018
Video-to-Video Synthesis · NeurIPS 2018

Methods — techniques the papers use, named apart from their topics

spatio-temporal adversarial objective · 0.7generative adversarial learning · 0.7self-play · 0.2convolutional neural network · 0.2
YearPublicationVenuePosition
2018 Video-to-Video Synthesis
abstract
We study the problem of video-to-video synthesis, whose goal is to learn a mapping function from an input source video (e.g., a sequence of semantic segmentation masks) to an output photorealistic video that precisely depicts the content of the source video. While its image counterpart, the image-to-image translation problem, is a popular topic, the video-to-video synthesis problem is less explored in the literature. Without modeling temporal dynamics, directly applying existing image synthesis approaches to an input video often results in temporally incoherent videos of low visual quality. In this paper, we propose a video-to-video synthesis approach under the generative adversarial learning framework. Through carefully-designed generators and discriminators, coupled with a spatio-temporal adversarial objective, we achieve high-resolution, photorealistic, temporally coherent video results on a diverse set of input formats including segmentation masks, sketches, and poses. Experiments on multiple benchmarks show the advantage of our method compared to strong baselines. In particular, our model is capable of synthesizing 2K resolution videos of street scenes up to 30 seconds long, which significantly advances the state-of-the-art of video synthesis. Finally, we apply our method to future video prediction, outperforming several competing systems. Code, models, and more results are available at our website: https://github.com/NVIDIA/vid2vid. (Please use Adobe Reader to see the embedded videos in the paper.)
Ting-Chun Wang, Ming-Yu Liu 0001, Jun-Yan Zhu, Nikolai Yakovenko, Andrew Tao, Jan Kautz, Bryan Catanzaro
NeurIPS4
2018 Large Scale Language Modeling: Converging on 40GB of Text in Four Hours
abstract
Recent work has shown how to train Convolutional Neural Networks (CNNs) rapidly on large image datasets [1], then transfer the knowledge gained from these models to a variety of tasks [2]. Following [3], in this work, we demonstrate similar scalability and transfer for Recurrent Neural Networks (RNNs) for Natural Language tasks. By utilizing mixed precision arithmetic and a 32k batch size distributed across 128 NVIDIA Tesla V100 GPUs, we are able to train a character-level 4096-dimension multiplicative LSTM (mLSTM) [4] for unsupervised text reconstruction over 3 epochs of the 40 GB Amazon Reviews dataset [5] in four hours. This runtime compares favorably with previous work taking one month to train the same size and configuration for one epoch over the same dataset [3]. Converging large batch RNN models can be challenging. Recent work has suggested scaling the learning rate as a function of batch size, but we find that simply scaling the learning rate as a function of batch size leads either to significantly worse convergence or immediate divergence for this problem. We provide a learning rate schedule that allows our model to converge with a 32k batch size. Since our model converges over the Amazon Reviews dataset in hours, and our compute requirement of 128 Tesla V100 GPUs, while substantial, is commercially available, this work opens up large scale unsupervised NLP training to most commercial applications and deep learning researchers. A model can be trained over most public or private text datasets overnight.
Raul Puri, Robert Kirby 0001, Nikolai Yakovenko, Bryan Catanzaro
SBAC-PAD3
2016 Poker-CNN: A Pattern Learning Strategy for Making Draws and Bets in Poker Games Using Convolutional Networks
abstract
Poker is a family of card games that includes many varia- tions. We hypothesize that most poker games can be solved as a pattern matching problem, and propose creating a strong poker playing system based on a unified poker representa- tion. Our poker player learns through iterative self-play, and improves its understanding of the game by training on the results of its previous actions without sophisticated domain knowledge. We evaluate our system on three poker games: single player video poker, two-player Limit Texas Hold’em, and finally two-player 2-7 triple draw poker. We show that our model can quickly learn patterns in these very different poker games while it improves from zero knowledge to a competi- tive player against human experts. The contributions of this paper include: (1) a novel represen- tation for poker games, extendable to different poker vari- ations, (2) a Convolutional Neural Network (CNN) based learning model that can effectively learn the patterns in three different games, and (3) a self-trained system that signif- icantly beats the heuristic-based program on which it is trained, and our system is competitive against human expert players.
Nikolai Yakovenko, Liangliang Cao, Colin Raffel, James Fan
AAAI1
2006 Generalized Environmental Security from Number Theoretic Assumptions
Tal Malkin, Ryan Moriarty, Nikolai Yakovenko
TCC3