The challenges of shape robust text detection lie in two aspects: 1) most existing quadrangular bounding box based detectors are difficult to locate texts with arbitrary shapes, which are hard to be enclosed perfectly in a rectangle; 2) most pixel-wise segmentation-based detectors may not separate the text instances that are very close to each other. To address these problems, we propose a novel Progressive Scale Expansion Network (PSENet), designed as a segmentation-based detector with multiple predictions for each text instance. These predictions correspond to different "kernels" produced by shrinking the original text instance into various scales. Consequently, the final detection can be conducted through our progressive scale expansion algorithm which gradually expands the kernels with minimal scales to the text instances with maximal and complete shapes. Due to the fact that there are large geometrical margins among these minimal kernels, our method is effective to distinguish the adjacent text instances and is robust to arbitrary shapes. The state-of-the-art results on ICDAR 2015 and ICDAR 2017 MLT benchmarks further confirm the great effectiveness of PSENet. Notably, PSENet outperforms the previous best record by absolute 6.37% on the curve text dataset SCUT-CTW1500. Code will be available in https://github.com/whai362/PSENet.
StarCraft II poses a grand challenge for reinforcement learning. The main difficulties include huge state space, varying action space, long horizon, etc. In this paper, we investigate a set of techniques of reinforcement learning for the full-length game of StarCraft II. We investigate a hierarchical approach, where the hierarchy involves two levels of abstraction. One is the macro-actions extracted from expert's demonstration trajectories, which can reduce the action space in an order of magnitude yet remains effective. The other is a two-layer hierarchical architecture, which is modular and easy to scale. We also investigate a curriculum transfer learning approach that trains the agent from the simplest opponent to harder ones. On a 64×64 map and using restrictive units, we train the agent on a single machine with 4 GPUs and 48 CPU threads. We achieve a winning rate of more than 99% against the difficulty level-1 built-in AI. Through the curriculum transfer learning algorithm and a mixture of combat model, we can achieve over 93% winning rate against the most difficult non-cheating built-in AI (level-7) within days. We hope this study could shed some light on the future research of large-scale reinforcement learning.
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