Population-Based Evolutionary Gaming for Unsupervised Person Re-identification
Abstract
Unsupervised person re-identification has achieved great success through the self-improvement of individual neural networks. However, limited by the lack of diversity of discriminant information, a single network has difficulty learning sufficient discrimination ability by itself under unsupervised conditions. To address this limit, we develop a population-based evolutionary gaming (PEG) framework in which a population of diverse neural networks is trained concurrently through selection, reproduction, mutation, and population mutual learning iteratively. Specifically, the selection of networks to preserve is modeled as a cooperative game and solved by the best-response dynamics, then the reproduction and mutation are implemented by cloning and fluctuating hyper-parameters of networks to learn more diversity, and population mutual learning improves the discrimination of networks by knowledge distillation from each other within the population. In addition, we propose a cross-reference scatter (CRS) to approximately evaluate re-ID models without labeled samples and adopt it as the criterion of network selection in PEG. CRS measures a model's performance by indirectly estimating the accuracy of its predicted pseudo-labels according to the cohesion and separation of the feature space. Extensive experiments demonstrate that (1) CRS approximately measures the performance of models without labeled samples; (2) and PEG produces new state-of-the-art accuracy for person re-identification, indicating the great potential of population-based network cooperative training for unsupervised learning.
Cite
@article{arxiv.2306.05236,
title = {Population-Based Evolutionary Gaming for Unsupervised Person Re-identification},
author = {Yunpeng Zhai and Peixi Peng and Mengxi Jia and Shiyong Li and Weiqiang Chen and Xuesong Gao and Yonghong Tian},
journal= {arXiv preprint arXiv:2306.05236},
year = {2023}
}
Comments
Accepted in IJCV