Identifying key patterns of tactics implemented by rival teams, and developing effective responses, lies at the heart of modern football. However, doing so algorithmically remains an open research challenge. To address this unmet need, we propose TacticAI, an AI football tactics assistant developed and evaluated in close collaboration with domain experts from Liverpool FC. We focus on analysing corner kicks, as they offer coaches the most direct opportunities for interventions and improvements. TacticAI incorporates both a predictive and a generative component, allowing the coaches to effectively sample and explore alternative player setups for each corner kick routine and to select those with the highest predicted likelihood of success. We validate TacticAI on a number of relevant benchmark tasks: predicting receivers and shot attempts and recommending player position adjustments. The utility of TacticAI is validated by a qualitative study conducted with football domain experts at Liverpool FC. We show that TacticAI's model suggestions are not only indistinguishable from real tactics, but also favoured over existing tactics 90% of the time, and that TacticAI offers an effective corner kick retrieval system. TacticAI achieves these results despite the limited availability of gold-standard data, achieving data efficiency through geometric deep learning.
In this report, we introduce the Gemini 1.5 family of models, representing the next generation of highly compute-efficient multimodal models capable of recalling and reasoning over fine-grained information from millions of tokens of context, including multiple long documents and hours of video and audio. The family includes two new models: (1) an updated Gemini 1.5 Pro, which exceeds the February version on the great majority of capabilities and benchmarks; (2) Gemini 1.5 Flash, a more lightweight variant designed for efficiency with minimal regression in quality. Gemini 1.5 models achieve near-perfect recall on long-context retrieval tasks across modalities, improve the state-of-the-art in long-document QA, long-video QA and long-context ASR, and match or surpass Gemini 1.0 Ultra's state-of-the-art performance across a broad set of benchmarks. Studying the limits of Gemini 1.5's long-context ability, we find continued improvement in next-token prediction and near-perfect retrieval (>99 as Claude 3.0 (200k) and GPT-4 Turbo (128k). Finally, we highlight real-world use cases, such as Gemini 1.5 collaborating with professionals on completing their tasks achieving 26 to 75 categories, as well as surprising new capabilities of large language models at the frontier; when given a grammar manual for Kalamang, a language with fewer than 200 speakers worldwide, the model learns to translate English to Kalamang at a similar level to a person who learned from the same content.
Attention-based models are appealing for multimodal processing because inputs from multiple modalities can be concatenated and fed to a single backbone network - thus requiring very little fusion engineering. The resulting representations are however fully entangled throughout the network, which may not always be desirable: in learning, contrastive audio-visual self-supervised learning requires independent audio and visual features to operate, otherwise learning collapses; in inference, evaluation of audio-visual models should be possible on benchmarks having just audio or just video. In this paper, we introduce Zorro, a technique that uses masks to control how inputs from each modality are routed inside Transformers, keeping some parts of the representation modality-pure. We apply this technique to three popular transformer-based architectures (ViT, Swin and HiP) and show that with contrastive pre-training Zorro achieves state-of-the-art results on most relevant benchmarks for multimodal tasks (AudioSet and VGGSound). Furthermore, the resulting models are able to perform unimodal inference on both video and audio benchmarks such as Kinetics-400 or ESC-50.
This report introduces a new family of multimodal models, Gemini, that exhibit remarkable capabilities across image, audio, video, and text understanding. The Gemini family consists of Ultra, Pro, and Nano sizes, suitable for applications ranging from complex reasoning tasks to on-device memory-constrained use-cases. Evaluation on a broad range of benchmarks shows that our most-capable Gemini Ultra model advances the state of the art in 30 of 32 of these benchmarks - notably being the first model to achieve human-expert performance on the well-studied exam benchmark MMLU, and improving the state of the art in every one of the 20 multimodal benchmarks we examined. We believe that the new capabilities of the Gemini family in cross-modal reasoning and language understanding will enable a wide variety of use cases. We discuss our approach toward post-training and deploying Gemini models responsibly to users through services including Gemini, Gemini Advanced, Google AI Studio, and Cloud Vertex AI.
In multiagent worlds, several decision-making individuals interact while adhering to the dynamics constraints imposed by the environment. These interactions, combined with the potential stochasticity of the agents’ dynamic behaviors, make such systems complex and interesting to study from a decision-making perspective. Significant research has been conducted on learning models for forward-direction estimation of agent behaviors, for example, pedestrian predictions used for collision-avoidance in self-driving cars. In many settings, only sporadic observations of agents may be available in a given trajectory sequence. In football, subsets of players may come in and out of view of broadcast video footage, while unobserved players continue to interact off-screen. In this paper, we study the problem of multiagent time-series imputation in the context of human football play, where available past and future observations of subsets of agents are used to estimate missing observations for other agents. Our approach, called the Graph Imputer , uses past and future information in combination with graph networks and variational autoencoders to enable learning of a distribution of imputed trajectories. We demonstrate our approach on multiagent settings involving players that are partially-observable, using the Graph Imputer to predict the behaviors of off-screen players. To quantitatively evaluate the approach, we conduct experiments on football matches with ground truth trajectory data, using a camera module to simulate the off-screen player state estimation setting. We subsequently use our approach for downstream football analytics under partial observability using the well-established framework of pitch control, which traditionally relies on fully observed data. We illustrate that our method outperforms several state-of-the-art approaches, including those hand-crafted for football, across all considered metrics.
General perception systems such as Perceivers can process arbitrary modalities in any combination and are able to handle up to a few hundred thousand inputs. They achieve this generality by using exclusively global attention operations. This however hinders them from scaling up to the inputs sizes required to process raw high-resolution images or video. In this paper, we show that some degree of locality can be introduced back into these models, greatly improving their efficiency while preserving their generality. To scale them further, we introduce a self-supervised approach that enables learning dense low-dimensional positional embeddings for very large signals. We call the resulting model a Hierarchical Perceiver (HiP). In sum our contributions are: 1) scaling Perceiver-type models to raw high-resolution images and audio+video, 2) showing the feasibility of learning 1M+ positional embeddings from scratch using masked auto-encoding, 3) demonstrating competitive performance on raw data from ImageNet, AudioSet, PASCAL VOC, ModelNet40 and Kinetics datasets with the same exact, unchanged model and without specialized preprocessing or any tokenization.
Generic motion understanding from video involves not only tracking objects, but also perceiving how their surfaces deform and move. This information is useful to make inferences about 3D shape, physical properties and object interactions. While the problem of tracking arbitrary physical points on surfaces over longer video clips has received some attention, no dataset or benchmark for evaluation existed, until now. In this paper, we first formalize the problem, naming it tracking any point (TAP). We introduce a companion benchmark, TAP-Vid, which is composed of both real-world videos with accurate human annotations of point tracks, and synthetic videos with perfect ground-truth point tracks. Central to the construction of our benchmark is a novel semi-automatic crowdsourced pipeline which uses optical flow estimates to compensate for easier, short-term motion like camera shake, allowing annotators to focus on harder sections of video. We validate our pipeline on synthetic data and propose a simple end-to-end point tracking model TAP-Net, showing that it outperforms all prior methods on our benchmark when trained on synthetic data.
The ability to learn universal audio representations that can solve diverse speech, music, and environment tasks can spur many applications that require general sound content understanding. In this work, we introduce a holistic audio representation evaluation suite (HARES) spanning 12 downstream tasks across audio domains and provide a thorough empirical study of recent sound representation learning systems on that benchmark. We discover that previous sound event classification or speech models do not generalize outside of their domains. We observe that more robust audio representations can be learned with the SimCLR objective; however, the model's transferability depends heavily on the model architecture. We find the Slowfast architecture is good at learning rich representations required by different domains, but its performance is affected by the normalization scheme. Based on these findings, we propose a novel normalizer-free Slowfast NFNet and achieve state-of-the-art performance across all domains.
Most successful self-supervised learning methods are trained to align the representations of two independent views from the data. State-of-the-art methods in video are inspired by image techniques, where these two views are similarly extracted by cropping and augmenting the resulting crop. However, these methods miss a crucial element in the video domain: time. We introduce BraVe, a self-supervised learning framework for video. In BraVe, one of the views has access to a narrow temporal window of the video while the other view has a broad access to the video content. Our models learn to generalise from the narrow view to the general content of the video. Furthermore, BraVe processes the views with different backbones, enabling the use of alternative augmentations or modalities into the broad view such as optical flow, randomly convolved RGB frames, audio or their combinations. We demonstrate that BraVe achieves state-of-the-art results in self-supervised representation learning on standard video and audio classification benchmarks including UCF101, HMDB51, Kinetics, ESC-50 and AudioSet.
The rapid progress in artificial intelligence (AI) and machine learning has opened unprecedented analytics possibilities in various team and individual sports, including baseball, basketball, and tennis. More recently, AI techniques have been applied to football, due to a huge increase in data collection by professional teams, increased computational power, and advances in machine learning, with the goal of better addressing new scientific challenges involved in the analysis of both individual players' and coordinated teams' behaviors. The research challenges associated with predictive and prescriptive football analytics require new developments and progress at the intersection of statistical learning, game theory, and computer vision. In this paper, we provide an overarching perspective highlighting how the combination of these fields, in particular, forms a unique microcosm for AI research, while offering mutual benefits for professional teams, spectators, and broadcasters in the years to come. We illustrate that this duality makes football analytics a game changer of tremendous value, in terms of not only changing the game of football itself, but also in terms of what this domain can mean for the field of AI. We review the state-of-the-art and exemplify the types of analysis enabled by combining the aforementioned fields, including illustrative examples of counterfactual analysis using predictive models, and the combination of game-theoretic analysis of penalty kicks with statistical learning of player attributes. We conclude by highlighting envisioned downstream impacts, including possibilities for extensions to other sports (real and virtual).
We present a multimodal framework to learn general audio representations from videos. Existing contrastive audio representation learning methods mainly focus on using the audio modality alone during training. In this work, we show that additional information contained in video can be utilized to greatly improve the learned features. First, we demonstrate that our contrastive framework does not require high resolution images to learn good audio features. This allows us to scale up the training batch size, while keeping the computational load incurred by the additional video modality to a reasonable level. Second, we use augmentations that mix together different samples. We show that this is effective to make the proxy task harder, which leads to substantial performance improvements when increasing the batch size. As a result, our audio model achieves a state-of-the-art of 42.4 mAP on the AudioSet classification downstream task, closing the gap between supervised and self-supervised methods trained on the same dataset. Moreover, we show that our method is advantageous on a broad range of non-semantic audio tasks, including speaker identification, keyword spotting, language identification, and music instrument classification.
Fine-grained estimation of galaxy merger stages from observations is a key problem useful for validation of our current theoretical understanding of galaxy formation. To this end, we demonstrate a CNN-based regression model that is able to predict, for the first time, using a single image, the merger stage relative to the first perigee passage with a median error of 38.3 million years (Myrs) over a period of 400 Myrs. This model uses no specific dynamical modeling and learns only from simulated merger events. We show that our model provides reasonable estimates on real observations, approximately matching prior estimates provided by detailed dynamical modeling. We provide a preliminary interpretability analysis of our models, and demonstrate first steps toward calibrated uncertainty estimation.
Widely used in news, business, and educational media, infographics are handcrafted to effectively communicate messages about complex and often abstract topics including `ways to conserve the environment' and `coronavirus prevention'. The computational understanding of infographics required for future applications like automatic captioning, summarization, search, and question-answering, will depend on being able to parse the visual and textual elements contained within. However, being composed of stylistically and semantically diverse visual and textual elements, infographics pose challenges for current A.I. systems. While automatic text extraction works reasonably well on infographics, standard object detection algorithms fail to identify the stand-alone visual elements in infographics that we refer to as `icons'. In this paper, we propose a novel approach to train an object detector using synthetically-generated data, and show that it succeeds at generalizing to detecting icons within in-the-wild infographics. We further pair our icon detection approach with an icon classifier and a state-of-the-art text detector to demonstrate three demo applications: topic prediction, multi-modal summarization, and multi-modal search. Parsing the visual and textual elements within infographics provides us with the first steps towards automatic infographic understanding.
A system includes a camera positioned in an environment to capture image data of a subject; a computing device communicatively coupled to the camera, the computing device comprising a processor and a non-transitory computer-readable memory; and a machine-readable instruction set stored in the non-transitory computer-readable memory. The machine-readable instruction set causes the computing device to perform at least the following when executed by the processor: receive the image data from the camera; analyze the image data captured by the camera using a neural network trained on training data generated from a 360-degree panoramic camera configured to collect image data of a subject and a visual target that is moved about an environment; and predict a gaze direction vector of the subject with the neural network.
Videos are a rich source of multi-modal supervision. In this work, we learn representations using self-supervision by leveraging three modalities naturally present in videos: visual, audio and language streams. To this end, we introduce the notion of a multimodal versatile network – a network that can ingest multiple modalities and whose representations enable downstream tasks in multiple modalities. In particular, we explore how best to combine the modalities, such that fine-grained representations of the visual and audio modalities can be maintained, whilst also integrating text into a common embedding. Driven by versatility, we also introduce a novel process of deflation, so that the networks can be effortlessly applied to the visual data in the form of video or a static image. We demonstrate how such networks trained on large collections of unlabelled video data can be applied on video, video-text, image and audio tasks. Equipped with these representations, we obtain state-of-the-art performance on multiple challenging benchmarks including UCF101, HMDB51, Kinetics600, AudioSet and ESC-50 when compared to previous self-supervised work. Our models are publicly available.
In this paper, we explore neural network models that learn to associate segments of spoken audio captions with the semantically relevant portions of natural images that they refer to. We demonstrate that these audio-visual associative localizations emerge from network-internal representations learned as a by-product of training to perform an image-audio retrieval task. Our models operate directly on the image pixels and speech waveform, and do not rely on any conventional supervision in the form of labels, segmentations, or alignments between the modalities during training. We perform analysis using the Places 205 and ADE20k datasets demonstrating that our models implicitly learn semantically-coupled object and word detectors.
We propose a framework for learning through drawing. Our goal is to learn the correspondence between spoken words and abstract visual attributes, from a dataset of spoken descriptions of images. Building upon recent findings that GAN representations can be manipulated to edit semantic concepts in the generated output, we propose a new method to use such GAN-generated images to train a model using a triplet loss. To apply the method, we develop Audio CLEVRGAN, a new dataset of audio descriptions of GAN-generated CLEVR images, and we describe a training procedure that creates a curriculum of GAN-generated images that focuses training on image pairs that differ in a specific, informative way. Training is done without additional supervision beyond the spoken captions and the GAN. We find that training that takes advantage of GAN-generated edited examples results in improvements in the model's ability to learn attributes compared to previous results. Our proposed learning framework also results in models that can associate spoken words with some abstract visual concepts such as color and size.
Understanding where people are looking is an informative social cue. In this work, we present Gaze360, a large-scale remote gaze-tracking dataset and method for robust 3D gaze estimation in unconstrained images. Our dataset consists of 238 subjects in indoor and outdoor environments with labelled 3D gaze across a wide range of head poses and distances. It is the largest publicly available dataset of its kind by both subject and variety, made possible by a simple and efficient collection method. Our proposed 3D gaze model extends existing models to include temporal information and to directly output an estimate of gaze uncertainty. We demonstrate the benefits of our model via an ablation study, and show its generalization performance via a cross-dataset evaluation against other recent gaze benchmark datasets. We furthermore propose a simple self-supervised approach to improve cross-dataset domain adaptation. Finally, we demonstrate an application of our model for estimating customer attention in a supermarket setting. Our dataset and models will be made available at http://gaze360.csail.mit.edu.
In our everyday lives and social interactions we often try to perceive the emotional states of people. There has been a lot of research in providing machines with a similar capacity of recognizing emotions. From a computer vision perspective, most of the previous efforts have been focusing in analyzing the facial expressions and, in some cases, also the body pose. Some of these methods work remarkably well in specific settings. However, their performance is limited in natural, unconstrained environments. Psychological studies show that the scene context, in addition to facial expression and body pose, provides important information to our perception of people's emotions. However, the processing of the context for automatic emotion recognition has not been explored in depth, partly due to the lack of proper data. In this paper we present EMOTIC, a dataset of images of people in a diverse set of natural situations, annotated with their apparent emotion. The EMOTIC dataset combines two different types of emotion representation: (1) a set of 26 discrete categories, and (2) the continuous dimensions Valence, Arousal, and Dominance. We also present a detailed statistical and algorithmic analysis of the dataset along with annotators' agreement analysis. Using the EMOTIC dataset we train different CNN models for emotion recognition, combining the information of the bounding box containing the person with the contextual information extracted from the scene. Our results show how scene context provides important information to automatically recognize emotional states and motivate further research in this direction.
We introduce a saliency-based distortion layer for convolutional neural networks that helps to improve the spatial sampling of input data for a given task. Our differentiable layer can be added as a preprocessing block to existing task networks and trained altogether in an end-to-end fashion. The effect of the layer is to efficiently estimate how to sample from the original data in order to boost task performance. For example, for an image classification task in which the original data might range in size up to several megapixels, but where the desired input images to the task network are much smaller, our layer learns how best to sample from the underlying high resolution data in a manner which preserves task-relevant information better than uniform downsampling. This has the effect of creating distorted, caricature-like intermediate images, in which idiosyncratic elements of the image that improve task performance are zoomed and exaggerated. Unlike alternative approaches such as spatial transformer networks, our proposed layer is inspired by image saliency, computed efficiently from uniformly downsampled data, and degrades gracefully to a uniform sampling strategy under uncertainty. We apply our layer to improve existing networks for the tasks of human gaze estimation and fine-grained object classification. Code for our method is available in: http://github.com/recasens/Saliency-Sampler.