Anh Totti Nguyen

dblp:52/5285-2 · also Anh Nguyen 0002 · DBLP profile ↗
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29ranked-venue papers
5as first author
16since 2021 · last 2026
0000-0003-0528-9416ORCID · conflict

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

Artificial intelligence and machine learning · 22 · 3 first-author · 12 since 2021Graphics, computer vision, multimedia, augmented reality and games · 18 · 3 first-author · 10 since 2021Human-computer interaction and ubiquitous computing · 3 · 2 first-author · 1 since 2021Applied, interdisciplinary, general and emerging computing · 1
YearPublicationVenuePosition
2026 Improving Human Verification of LLM Reasoning through Interactive Explanation Interfaces
abstract
The reasoning capabilities of Large Language Models (LLMs) have led to their increasing employment in several critical applications, particularly education, where they support problem-solving, tutoring, and personalized study. While there are a plethora of works showing the effectiveness of LLMs in generating step-by-step solutions through chain-of-thought (CoT) reasoning on reasoning benchmarks, little is understood about whether the generated CoT is helpful for end-users in improving their ability to comprehend mathematical reasoning problems and detect errors/hallucinations in LLM-generated solutions. To address this gap and contribute to understanding how reasoning can improve human-AI interaction, we present three new interactive reasoning interfaces: interactive CoT (iCoT), interactive Program-of-Thought (iPoT), and interactive Graph (iGraph), and a novel framework that generates the LLM’s reasoning from traditional CoT to alternative, interactive formats. Across 125 participants, we found that interactive interfaces significantly improved performance. Specifically, the iGraph interface yielded the highest clarity and error detection rate (\(85.6\%\)), followed by iPoT (\(82.5\%\)), iCoT (\(80.6\%\)), all outperforming standard CoT (\(73.5\%\)). Interactive interfaces also led to faster response times, where participants using iGraph were fastest (57.9 secs), compared to iCoT and iPoT (60 secs), and the standard CoT baseline (64.7 secs). Furthermore, participants preferred the iGraph reasoning interface, citing its superior ability to enable users to follow the LLM’s reasoning process. We discuss the implications of these results and provide recommendations for the future design of reasoning models. The code and interfaces for this project can be found here: https://github.com/Runtaozhou/Interactive-CoT
Runtao Zhou, Giang Nguyen 0004, Nikita Kharya, Anh Totti Nguyen, Chirag Agarwal
IUI4
2026 Understanding Generative AI Capabilities in Everyday Image Editing Tasks
abstract
Generative AI (GenAI) holds significant promise for automating everyday image editing tasks, especially following the recent release of GPT-4o on March 25, 2025. However, what subjects do people most often want edited? What kinds of editing actions do they want to perform (e.g., removing or stylizing the subject)? Do people prefer precise edits with predictable outcomes, or highly creative ones? By understanding the characteristics of real-world requests and the corresponding edits made by freelance photo-editing wizards, can we draw lessons for improving AI-based editors and determine which types of requests can currently be handled successfully by AI editors? In this paper, we present a unique study addressing these questions by analyzing 83k requests with their associated 305k edits from the recent 12 years on the /r/PhotoshopRequest Reddit community. According to human ratings, approximately only 33% of requests can be fulfilled by the best AI editors (including , , ). Interestingly, AI editors perform worse on low-creativity requests that require precise editing than on more open-ended requests. They often struggle to preserve the identity of people and animals, and frequently make non-requested touch-ups. On the other side of the table, VLM judges (e.g., o1) perform differently than human judges and may prefer AI edits over human edits. Code and qualitative examples are available at: https://psrdataset.github.io/.
Brandon Collins, Mohammad Reza Taesiri, Logan Bolton, Viet Dac Lai, Franck Dernoncourt, Trung Bui, Anh Totti Nguyen
WACV7
2025 CT-ScanGaze: A Dataset and Baselines for 3D Volumetric Scanpath Modeling
abstract
Understanding radiologists' eye movement during Computed Tomography (CT) reading is crucial for developing effective interpretable computer-aided diagnosis systems. However, CT research in this area has been limited by the lack of publicly available eye-tracking datasets and the three-dimensional complexity of CT volumes. To address these challenges, we present the first publicly available eye gaze dataset on CT, called CT-ScanGaze. Then, we introduce CT-Searcher, a novel 3D scanpath predictor designed specifically to process CT volumes and generate radiologist-like 3D fixation sequences, overcoming the limitations of current scanpath predictors that only handle 2D inputs. Since deep learning models benefit from a pretraining step, we develop a pipeline that converts existing 2D gaze datasets into 3D gaze data to pretrain CT-Searcher. Through both qualitative and quantitative evaluations on CT-ScanGaze, we demonstrate the effectiveness of our approach and provide a comprehensive assessment framework for 3D scanpath prediction in medical imaging.
Trong-Thang Pham, Akash Awasthi, Saba Khan, Esteban Duran Marti, Tien-Phat Nguyen, Viet-Khoa Vo-Ho, Cuong Tran 0010, Yuki Ikebe, Anh Totti Nguyen, Anh Nguyen 0003, Zhigang Deng 0001, Carol C. Wu, T. Hoang Ngan Le
ICCV11
2025 TAB: Transformer Attention Bottlenecks Enable User Intervention and Debugging in Vision-Language Models
Pooyan Rahmanzadehgervi, Hung Huy Nguyen, Rosanne Liu, Long Mai, Anh Totti Nguyen
ICCV5
2025 B-score: Detecting biases in large language models using response history
abstract
Large language models (LLMs) often exhibit strong biases, e.g, against women or in favor of the number 7. We investigate whether LLMs would be able to output less biased answers when allowed to observe their prior answers to the same question in a multi-turn conversation. To understand which types of questions invite more biased answers, we test LLMs on our proposed set of questions that span 9 topics and belong to three types: (1) Subjective; (2) Random; and (3) Objective. Interestingly, LLMs are able to "de-bias" themselves in a multi-turn conversation in response to questions that seek a Random, unbiased answer. Furthermore, we propose B-score, a novel metric that is effective in detecting biases in Subjective, Random, Easy, and Hard questions. On MMLU, HLE, and CSQA, leveraging B-score substantially improves the verification accuracy of LLM answers (i.e, accepting LLM correct answers and rejecting incorrect ones) compared to using verbalized confidence scores or the frequency of single-turn answers alone. Code and data are available at: b-score.github.io.
An Vo, Mohammad Reza Taesiri, Daeyoung Kim 0001, Anh Totti Nguyen
ICML4
2025 Improving Zero-Shot Object-Level Change Detection by Incorporating Visual Correspondence
abstract
Detecting object-level changes between two images across possibly different views (Fig. 1) is a core task in many applications that involve visual inspection or camera surveillance. Existing change-detection approaches suffer from three major limitations: (1) lack of evaluation on image pairs that contain no changes, leading to unreported false positive rates; (2) lack of correspondences (i.e., localizing the regions before and after a change); and (3) poor zero-shot generalization across different domains. To address these issues, we introduce a novel method that lever-ages change correspondences (a) during training to improve change detection accuracy, and (b) at test time, to minimize false positives. That is, we harness the supervision labels of where an object is added or removed to supervise change detectors, improving their accuracy over previous work [25] by a large margin. Our work is also the first to predict correspondences between pairs of detected changes using estimated homography and the Hungarian algorithm. Our model demonstrates superior performance over existing methods, achieving state-of-the-art results in change detection and change correspondence accuracy across both in-distribution and zero-shot benchmarks.
Hung Huy Nguyen, Pooyan Rahmanzadehgervi, Long Mai, Anh Totti Nguyen
WACV4
2024 Vision Language Models are blind 🕶
Pooyan Rahmanzadehgervi, Logan Bolton, Mohammad Reza Taesiri, Anh Totti Nguyen
ACCV (5)4
2024 GlitchBench: Can Large Multimodal Models Detect Video Game Glitches?
abstract
Large multimodal models (LMMs) have evolved from large language models (LLMs) to integrate multiple input modalities, such as visual inputs. This integration augments the capacity of LLMs for tasks requiring visual comprehen- sion and reasoning. However, the extent and limitations of their enhanced abilities are not fully understood, especially when it comes to real-world tasks. To address this gap, we introduce GlitchBench, a novel benchmark derived from video-game quality assurance tasks, to test and eval- uate the reasoning capabilities of LMMs. Our benchmark is curated from a variety of unusual and glitched scenarios from video games and aims to challenge both the visual and linguistic reasoning powers of LMMs in detecting and inter- preting out-of-the-ordinary events. Our evaluation shows that GlitchBench presents a new, interesting challenge to state-of-the-art LMMs. Code and data are available at: https://glitchbench.github.io/
Mohammad Reza Taesiri, Tianjun Feng, Cor-Paul Bezemer, Anh Totti Nguyen
CVPR4
2024 Fast and Interpretable Face Identification for Out-Of-Distribution Data Using Vision Transformers
abstract
Most face identification approaches employ a Siamese neural network to compare two images at the image embedding level. Yet, this technique can be subject to occlusion (e.g., faces with masks or sunglasses) and out-of-distribution data. DeepFace-EMD [40] reaches state-of-the-art accuracy on out-of-distribution data by first comparing two images at the image level, and then at the patch level. Yet, its later patch-wise re-ranking stage admits a large O(n3log n) time complexity (for n patches in an image) due to the optimal transport optimization.In this paper, we propose a novel, 2-image Vision Transformers (ViTs) that compares two images at the patch level using cross attention. After training on 2M pairs of images on CASIA Webface [58], our model performs at a comparable accuracy as DeepFace-EMD on out-of-distribution data, yet at an inference speed more than twice as fast as DeepFace-EMD [40]. In addition, via a human study, our model shows promising explainability through the visualization of cross-attention. We believe our work can inspire more explorations in using ViTs for face identification.
Cindy X. Le, Yihui He, Anh Totti Nguyen
WACV5
2023 PiC: A Phrase-in-Context Dataset for Phrase Understanding and Semantic Search
abstract
While contextualized word embeddings have been a de-facto standard, learning contextualized phrase embeddings is less explored and being hindered by the lack of a human-annotated benchmark that tests machine understanding of phrase semantics given a context sentence or paragraph (instead of phrases alone).To fill this gap, we propose PiC-a dataset of ∼28K of noun phrases accompanied by their contextual Wikipedia pages and a suite of three tasks for training and evaluating phrase embeddings.Training on PiC improves ranking-models' accuracy and remarkably pushes span-selection (SS) models (i.e., predicting the start and end index of the target phrase) near human-accuracy, which is 95% Exact Match (EM) on semantic search given a query phrase and a passage.Interestingly, we find evidence that such impressive performance is because the SS models learn to better capture the common meaning of a phrase regardless of its actual context.SotA models perform poorly in distinguishing two senses of the same phrase in two contexts (∼60% EM) and in estimating the similarity between two different phrases in the same context (∼70% EM).PR-pass PR-page PSD SQuAD 1.1 HotpotQA All instances 28,147 28,098 4,858 98,169 105,257 Unique queries/questions 27,055 27,016 4,812 97,888 105,249 Unique answers 13,458 13,423 2,314 72,469 57,259
Thang M. Pham, Seunghyun Yoon 0002, Trung Bui, Anh Totti Nguyen
EACL4
2023 ImageNet-Hard: The Hardest Images Remaining from a Study of the Power of Zoom and Spatial Biases in Image Classification
abstract
Image classifiers are information-discarding machines, by design. Yet, how these models discard information remains mysterious. We hypothesize that one way for image classifiers to reach high accuracy is to first zoom to the most discriminative region in the image and then extract features from there to predict image labels, discarding the rest of the image. Studying six popular networks ranging from AlexNet to CLIP, we find that proper framing of the input image can lead to the correct classification of 98.91% of ImageNet images. Furthermore, we uncover positional biases in various datasets, especially a strong center bias in two popular datasets: ImageNet-A and ObjectNet. Finally, leveraging our insights into the potential of zooming, we propose a test-time augmentation (TTA) technique that improves classification accuracy by forcing models to explicitly perform zoom-in operations before making predictions.Our method is more interpretable, accurate, and faster than MEMO, a state-of-the-art (SOTA) TTA method. We introduce ImageNet-Hard, a new benchmark that challenges SOTA classifiers including large vision-language models even when optimal zooming is allowed.
Mohammad Reza Taesiri, Giang Nguyen 0004, Sarra Habchi, Cor-Paul Bezemer, Anh Totti Nguyen
NeurIPS5
2022 gScoreCAM: What Objects Is CLIP Looking At?
Peijie Chen, Saad Biaz, Trung Bui, Anh Totti Nguyen
ACCV (4)5
2022 Inverting Adversarially Robust Networks for Image Synthesis
Renan A. Rojas-Gomez, Raymond A. Yeh, Minh N. Do, Anh Totti Nguyen
ACCV (6)4
2022 DeepFace-EMD: Re-ranking Using Patch-wise Earth Mover's Distance Improves Out-Of-Distribution Face Identification
abstract
Face identification (FI) is ubiquitous and drives many high-stake decisions made by the law enforcement. A common FI approach compares two images by taking the cosine similarity between their image embeddings. Yet, such approach suffers from poor out-of-distribution (OOD) generalization to new types of images (e.g., when a query face is masked, cropped or rotated) not included in the training set or the gallery. Here, we propose a re-ranking approach that compares two faces using the Earth Mover's Distance on the deep, spatial features of image patches. Our extra comparison stage explicitly examines image similarity at a fine-grained level (e.g., eyes to eyes) and is more robust to OOD perturbations and occlusions than traditional FI. Interestingly, without finetuning feature extractors, our method consistently improves the accuracy on all tested OOD queries: masked, cropped, rotated, and adversarial while obtaining similar results on in-distribution images.
Anh Totti Nguyen
CVPR2
2022 Visual correspondence-based explanations improve AI robustness and human-AI team accuracy
abstract
Explaining artificial intelligence (AI) predictions is increasingly important and even imperative in many high-stake applications where humans are the ultimate decision-makers. In this work, we propose two novel architectures of explainable image classifiers that first explain, and then predict (as opposed to post-hoc explanation methods). Our models first rank the training-set images by their distance with the query in an image-level deep feature space. And then, we re-rank the top-50 shortlisted candidates using patch-wise similarity of 5 highest-similarity pairs of patches between the query and every candidate. On ImageNet, our models improve (by 1-4 points) the out-of-distribution accuracy on several datasets including Adversarial Patch and ImageNet-R while performing marginally worse (by 1-2 points) on ImageNet to the baselines (ResNet-50 pre-trained ImageNet). A consistent trend is observed on CUB. Via a large-scale, human study (~60 users per method per dataset) on ImageNet and CUB, we find our proposed correspondence-based explanations led to human-alone image classification accuracy and human-AI team accuracy that are consistently better than those of k-NN. Our correspondence-based explanations help users better correctly reject AI's wrong decisions than all other tested methods.Interestingly, for the first time, we show that it is possible to achieve complementary human-AI team accuracy (i.e. that is higher than either AI-alone or human-alone), in both image classification tasks.
Mohammad Reza Taesiri, Giang Nguyen 0004, Anh Totti Nguyen
NeurIPS3
2021 The effectiveness of feature attribution methods and its correlation with automatic evaluation scores
abstract
Explaining the decisions of an Artificial Intelligence (AI) model is increasingly critical in many real-world, high-stake applications.Hundreds of papers have either proposed new feature attribution methods, discussed or harnessed these tools in their work.However, despite humans being the target end-users, most attribution methods were only evaluated on proxy automatic-evaluation metrics (Zhang et al. 2018; Zhou et al. 2016; Petsiuk et al. 2018). In this paper, we conduct the first user study to measure attribution map effectiveness in assisting humans in ImageNet classification and Stanford Dogs fine-grained classification, and when an image is natural or adversarial (i.e., contains adversarial perturbations). Overall, feature attribution is surprisingly not more effective than showing humans nearest training-set examples. On a harder task of fine-grained dog categorization, presenting attribution maps to humans does not help, but instead hurts the performance of human-AI teams compared to AI alone. Importantly, we found automatic attribution-map evaluation measures to correlate poorly with the actual human-AI team performance. Our findings encourage the community to rigorously test their methods on the downstream human-in-the-loop applications and to rethink the existing evaluation metrics.
Giang Nguyen 0004, Daeyoung Kim 0001, Anh Totti Nguyen
NeurIPS3
2020 Explaining Image Classifiers by Removing Input Features Using Generative Models
Chirag Agarwal, Anh Totti Nguyen
ACCV (6)2
2020 A Cost-Effective Method for Improving and Re-purposing Large, Pre-trained GANs by Fine-Tuning Their Class-Embeddings
Long Mai, Michael A. Alcorn, Anh Totti Nguyen
ACCV (4)4
2020 SAM: The Sensitivity of Attribution Methods to Hyperparameters
abstract
Attribution methods can provide powerful insights into the reasons for a classifier's decision. We argue that a key desideratum of an explanation is its robustness to input hyperparameter changes that are often randomly set or empirically tuned. High sensitivity to arbitrary hyperparameter choices does not only impede reproducibility but also questions the correctness of an explanation and impairs the trust by end-users. In this paper, we provide a thorough empirical study on the sensitivity of existing attribution methods. We found an alarming trend that many methods are highly sensitive to changes in their common hyperparameters e.g. even changing a random seed can yield a different explanation! In contrast, explanations generated for robust classifiers that are trained to be invariant to pixel-wise perturbations are surprisingly more robust. Interestingly, such sensitivity is not reflected in the average explanation correctness scores over the entire dataset as commonly reported in the literature.
Naman Bansal, Chirag Agarwal, Anh Totti Nguyen
CVPR3
2020 The Surprising Creativity of Digital Evolution: A Collection of Anecdotes from the Evolutionary Computation and Artificial Life Research Communities
abstract
Evolution provides a creative fount of complex and subtle adaptations that often surprise the scientists who discover them. However, the creativity of evolution is not limited to the natural world: Artificial organisms evolving in computational environments have also elicited surprise and wonder from the researchers studying them. The process of evolution is an algorithmic process that transcends the substrate in which it occurs. Indeed, many researchers in the field of digital evolution can provide examples of how their evolving algorithms and organisms have creatively subverted their expectations or intentions, exposed unrecognized bugs in their code, produced unexpectedly adaptations, or engaged in behaviors and outcomes, uncannily convergent with ones found in nature. Such stories routinely reveal surprise and creativity by evolution in these digital worlds, but they rarely fit into the standard scientific narrative. Instead they are often treated as mere obstacles to be overcome, rather than results that warrant study in their own right. Bugs are fixed, experiments are refocused, and one-off surprises are collapsed into a single data point. The stories themselves are traded among researchers through oral tradition, but that mode of information transmission is inefficient and prone to error and outright loss. Moreover, the fact that these stories tend to be shared only among practitioners means that many natural scientists do not realize how interesting and lifelike digital organisms are and how natural their evolution can be. To our knowledge, no collection of such anecdotes has been published before. This article is the crowd-sourced product of researchers in the fields of artificial life and evolutionary computation who have provided first-hand accounts of such cases. It thus serves as a written, fact-checked collection of scientifically important and even entertaining stories. In doing so we also present here substantial evidence that the existence and importance of evolutionary surprises extends beyond the natural world, and may indeed be a universal property of all complex evolving systems.
Joel Lehman, Jeff Clune, Dusan Misevic, Christoph Adami, Lee Altenberg, Julie Beaulieu, Peter J. Bentley, Samuel Bernard, Guillaume Beslon, David M. Bryson, Nicholas Cheney, Patryk Chrabaszcz, Antoine Cully, Stéphane Doncieux, Fred C. Dyer, Kai Olav Ellefsen, Robert Feldt, Stephan Fischer 0002, Stephanie Forrest, Antoine Frénoy, Christian Gagné 0001, Leni K. Le Goff, Laura M. Grabowski, Babak Hodjat, Frank Hutter, Laurent Keller, Carole Knibbe, Peter Krcah, Richard E. Lenski, Hod Lipson, Robert MacCurdy, Carlos Maestre, Risto Miikkulainen, Sara Mitri, David E. Moriarty, Jean-Baptiste Mouret, Anh Totti Nguyen, Charles Ofria, Marc Parizeau, David P. Parsons, Robert T. Pennock, William F. Punch, Thomas S. Ray, Marc Schoenauer, Eric Schulte, Karl Sims, Kenneth O. Stanley, François Taddei, Danesh Tarapore, Simon Thibault, Richard A. Watson, Westley Weimer, Jason Yosinski
Artif. Life37
2019 Selectivity metrics provide misleading estimates of the selectivity of single units in neural networks
Ella Gale, Ryan Blything, Nicholas Martin, Jeffrey S. Bowers, Anh Totti Nguyen
CogSci5
2019 Strike (With) a Pose: Neural Networks Are Easily Fooled by Strange Poses of Familiar Objects
abstract
Despite excellent performance on stationary test sets, deep neural networks (DNNs) can fail to generalize to out-of-distribution (OoD) inputs, including natural, non-adversarial ones, which are common in real-world settings. In this paper, we present a framework for discovering DNN failures that harnesses 3D renderers and 3D models. That is, we estimate the parameters of a 3D renderer that cause a target DNN to misbehave in response to the rendered image. Using our framework and a self-assembled dataset of 3D objects, we investigate the vulnerability of DNNs to OoD poses of well-known objects in ImageNet. For objects that are readily recognized by DNNs in their canonical poses, DNNs incorrectly classify 97% of their pose space. In addition, DNNs are highly sensitive to slight pose perturbations. Importantly, adversarial poses transfer across models and datasets. We find that 99.9% and 99.4% of the poses misclassified by Inception-v3 also transfer to the AlexNet and ResNet-50 image classifiers trained on the same ImageNet dataset, respectively, and 75.5% transfer to the YOLOv3 object detector trained on MS COCO.
Michael A. Alcorn, Zhitao Gong, Chengfei Wang, Long Mai, Wei-Shinn Ku, Anh Totti Nguyen
CVPR7
2019 Improving Robustness to Adversarial Examples by Encouraging Discriminative Features
abstract
Deep neural networks (DNNs) have achieved state-of-the-art results in various pattern recognition tasks. However, they perform poorly on out-of-distribution adversarial examples i.e. inputs that are specifically crafted by an adversary to cause DNNs to misbehave, questioning the security and reliability of applications. In this paper, we hypothesize inter-class and intra-class feature variances to be one of the reasons behind the existence of adversarial examples. Additionally, learning low intra-class and high inter-class feature variance help classifiers learn decision boundaries that are more compact and leave less inter-class low-probability "pockets" in the feature space, i.e. less room for adversarial perturbations. We achieve this by imposing a center loss [1] in addition to the regular softmax cross-entropy loss while training a DNN classifier. Intuitively, the center loss encourages DNNs to simultaneously learn a center for the deep features of each class, and minimize the distances between the intra-class deep features and their corresponding class centers. Our results on state-of-the-art architectures tested on MNIST, CIFAR-10, and CIFAR-100 datasets confirm our hypothesis and highlight the importance of discriminative features in the existence of adversarial examples.
Chirag Agarwal, Anh Totti Nguyen, Dan Schonfeld
ICIP2
2018 A Fuzzy Model of Diagnosis and Treatment by Acupuncture Based on Pulse Symbols by Triple Cun - Guan - Chi of Traditional Oriental Medicine
abstract
We propose a fuzzy model of reasoning for a pulses Based Disease Symptoms Diagnosis and Treatment by Acupuncture based on experience of the famous Vietnamese acupunturist Nguyen Tai Thu. Symptoms are represented as pulse symbols and disease symptoms which are regarded as fuzzy sets. The value of a membership degree in the fuzzy set of a pulse symptom or a disease symptom is given in [0, 1]. Diagnostic and acupuncture treatment process is based on pulse symbols by triple Cun-Quan-Chi of traditional Oriental medicine. Based on pulse symbols, the diagnostic and treatment process provides the physician with disease symptoms and acupuncture treatment formula with some types absolutely confirmation, almost confirmation, possible confirmation and not confirmation. An example of pulse diagnosis by Left hand in Cun 1st position and acuouncture treatment is given.
Nguyen Hoang Phuong, Anh Totti Nguyen, Truong Thi Hong Thuy
FUZZ-IEEE2
2017 Plug & Play Generative Networks: Conditional Iterative Generation of Images in Latent Space
abstract
Generating high-resolution, photo-realistic images has been a long-standing goal in machine learning. Recently, Nguyen et al. [37] showed one interesting way to synthesize novel images by performing gradient ascent in the latent space of a generator network to maximize the activations of one or multiple neurons in a separate classifier network. In this paper we extend this method by introducing an additional prior on the latent code, improving both sample quality and sample diversity, leading to a state-of-the-art generative model that produces high quality images at higher resolutions (227 × 227) than previous generative models, and does so for all 1000 ImageNet categories. In addition, we provide a unified probabilistic interpretation of related activation maximization methods and call the general class of models Plug and Play Generative Networks. PPGNs are composed of 1) a generator network G that is capable of drawing a wide range of image types and 2) a replaceable condition network C that tells the generator what to draw. We demonstrate the generation of images conditioned on a class (when C is an ImageNet or MIT Places classification network) and also conditioned on a caption (when C is an image captioning network). Our method also improves the state of the art of Multifaceted Feature Visualization [40], which generates the set of synthetic inputs that activate a neuron in order to better understand how deep neural networks operate. Finally, we show that our model performs reasonably well at the task of image inpainting. While image models are used in this paper, the approach is modality-agnostic and can be applied to many types of data.
Anh Totti Nguyen, Jeff Clune, Yoshua Bengio, Alexey Dosovitskiy, Jason Yosinski
CVPR1
2016 Understanding Innovation Engines: Automated Creativity and Improved Stochastic Optimization via Deep Learning
abstract
The Achilles Heel of stochastic optimization algorithms is getting trapped on local optima. Novelty Search mitigates this problem by encouraging exploration in all interesting directions by replacing the performance objective with a reward for novel behaviors. This reward for novel behaviors has traditionally required a human-crafted, behavioral distance function. While Novelty Search is a major conceptual breakthrough and outperforms traditional stochastic optimization on certain problems, it is not clear how to apply it to challenging, high-dimensional problems where specifying a useful behavioral distance function is difficult. For example, in the space of images, how do you encourage novelty to produce hawks and heroes instead of endless pixel static? Here we propose a new algorithm, the Innovation Engine, that builds on Novelty Search by replacing the human-crafted behavioral distance with a Deep Neural Network (DNN) that can recognize interesting differences between phenotypes. The key insight is that DNNs can recognize similarities and differences between phenotypes at an abstract level, wherein novelty means interesting novelty. For example, a DNN-based novelty search in the image space does not explore in the low-level pixel space, but instead creates a pressure to create new types of images (e.g., churches, mosques, obelisks, etc.). Here, we describe the long-term vision for the Innovation Engine algorithm, which involves many technical challenges that remain to be solved. We then implement a simplified version of the algorithm that enables us to explore some of the algorithm's key motivations. Our initial results, in the domain of images, suggest that Innovation Engines could ultimately automate the production of endless streams of interesting solutions in any domain: for example, producing intelligent software, robot controllers, optimized physical components, and art.
Anh Totti Nguyen, Jason Yosinski, Jeff Clune
Evol. Comput.1
2015 3DTouch: A wearable 3D input device for 3D applications
abstract
3D applications appear in every corner of life in the current technology era. There is a need for an ubiquitous 3D input device that works with many different platforms, from head-mounted displays (HMDs) to mobile touch devices, 3DTVs, and even the Cave Automatic Virtual Environments. We present 3DTouch, a novel wearable 3D input device worn on the fingertip for 3D manipulation tasks. 3DTouch is designed to fill the missing gap of a 3D input device that is self-contained, mobile, and universally works across various 3D platforms. This paper presents a low-cost solution to designing and implementing such a device. Our approach relies on a relative positioning technique using an optical laser sensor and a 9-DOF inertial measurement unit. The device employs touch input for the benefits of passive haptic feedback, and movement stability. On the other hand, with touch interaction, 3DTouch is conceptually less fatiguing to use over many hours than 3D spatial input devices. We propose a set of 3D interaction techniques including selection, translation, and rotation using 3DTouch. An evaluation also demonstrates the device's tracking accuracy of 1.10 mm and 2.33 degrees for subtle touch interaction in 3D space. We envision that modular solutions like 3DTouch opens up a whole new design space for interaction techniques to further develop on. With 3DTouch, we attempt to bring 3D applications a step closer to users.
Anh Totti Nguyen, Amy Banic
VR1
2015 3DTouch: A wearable 3D input device for 3D applications
abstract
3D applications appear in every corner of life in the current technology era. There is a need for an ubiquitous 3D input device that works with many different platforms, from head-mounted displays (HMDs) to mobile touch devices, 3DTVs, and even the Cave Automatic Virtual Environments. We present 3DTouch [1], a novel wearable 3D input device worn on the fingertip for 3D manipulation tasks. 3DTouch is designed to fill the missing gap of a 3D input device that is self-contained, mobile, and universally works across various 3D platforms. This video presents a working prototype of our solution, which is described in details in the paper [1]. Our approach relies on a relative positioning technique using an optical laser sensor (OPS) and a 9-DOF inertial measurement unit (IMU). The device employs touch input for the benefits of passive haptic feedback, and movement stability. On the other hand, with touch interaction, 3DTouch is conceptually less fatiguing to use over many hours than 3D spatial input devices. We propose a set of 3D interaction techniques including selection, translation, and rotation using 3DTouch. An evaluation also demonstrates the device's tracking accuracy of 1.10 mm and 2.33 degrees for subtle touch interaction in 3D space. We envision that modular solutions like 3DTouch opens up a whole new design space for interaction techniques to further develop on.
Anh Totti Nguyen, Amy Banic
VR1
2013 Single- and multi-objective genetic programming: new bounds for weighted order and majority
abstract
We consolidate the existing computational complexity analysis of genetic programming (GP) by bringing together sound theoretical proofs and empirical analysis. In particular, we address computational complexity issues arising when coupling algorithms using variable length representation, such as GP itself, with different bloat-control techniques. In order to accomplish this, we first introduce several novel upper bounds for two single- and multi-objective GP algorithms on the generalised Weighted ORDER and MAJORITY problems. To obtain these, we employ well-established computational complexity analysis techniques such as fitness-based partitions, and for the first time, additive and multiplicative drift.
Anh Totti Nguyen, Tommaso Urli, Markus Wagner 0007
FOGA1