Competing for Pixels: A Self-play Algorithm for Weakly-supervised Semantic Segmentation.

Shaheer U Saeed, Shiqi Huang, Joao Ramalhinho, Iani J M B Gayo, Nina Montana-Brown, Ester Bonmati, Stephen P Pereira, Brian Davidson, Dean C Barratt, Matthew J Clarkson, Yipeng Hu
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Abstract

Weakly-supervised semantic segmentation (WSSS) methods, reliant on image-level labels indicating object presence, lack explicit correspondence between labels and regions of interest (ROIs), posing a significant challenge. Despite this, WSSS methods have attracted attention due to their much lower annotation costs compared to fully-supervised segmentation. Leveraging reinforcement learning (RL) self-play, we propose a novel WSSS method that gamifies image segmentation of a ROI. We formulate segmentation as a competition between two agents that compete to select ROI-containing patches until exhaustion of all such patches. The score at each time-step, used to compute the reward for agent training, represents likelihood of object presence within the selection, determined by an object presence detector pre-trained using only image-level binary classification labels of object presence. Additionally, we propose a game termination condition that can be called by either side upon exhaustion of all ROI-containing patches, followed by the selection of a final patch from each. Upon termination, the agent is incentivised if ROI-containing patches are exhausted or disincentivised if a ROI-containing patch is found by the competitor. This competitive setup ensures minimisation of over- or under-segmentation, a common problem with WSSS methods. Extensive experimentation across four datasets demonstrates significant performance improvements over recent state-of-the-art methods. Code: https://github.com/s-sd/spurl/tree/main/wss.

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争夺像素:弱监督语义分割的自娱算法
弱监督语义分割(WSSS)方法依赖于图像级标签来指示物体的存在,但标签与感兴趣区域(ROI)之间缺乏明确的对应关系,这带来了巨大的挑战。尽管如此,WSSS 方法因其注释成本比完全监督分割低得多而备受关注。利用强化学习(RL)的自我游戏功能,我们提出了一种新颖的 WSSS 方法,将 ROI 的图像分割游戏化。我们将分割过程设定为两个代理之间的竞争,他们竞相选择包含 ROI 的补丁,直到耗尽所有此类补丁为止。每个时间步骤的得分用于计算代理训练的奖励,代表选择范围内出现物体的可能性,该可能性由仅使用图像级二进制物体存在分类标签预先训练的物体存在检测器确定。此外,我们还提出了一个游戏终止条件,任何一方都可以在耗尽所有包含 ROI 的补丁后调用该条件,然后从每个补丁中选择一个最终补丁。游戏终止时,如果包含 ROI 的补丁被耗尽,代理将受到奖励;如果竞争对手找到了包含 ROI 的补丁,代理将受到惩罚。这种竞争性设置可确保最大限度地减少过度或不足分割,这是 WSSS 方法的常见问题。在四个数据集上进行的广泛实验表明,与最新的先进方法相比,该方法的性能有了显著提高。代码:https://github.com/s-sd/spurl/tree/main/wss。
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