分布式机器人系统在很大程度上依赖于支持它的Publish-Subscriber通信范式和中间件框架,例如机器人操作系统(ROS),以有效地实现模块化计算图。 ROS 2执行程序是一个处理ROS 2消息的高级任务调度程序,是性能瓶颈。我们扩展了ROS2_Tracing,这是一个带有仪器和用于实时跟踪ROS 2的工具的框架,并在分布式ROS 2系统中分析和可视化消息流的分析和可视化。我们的方法检测输入和输出消息之间的一对多因果关系,包括通过简单的用户级注释,包括间接因果链接。我们在合成和真实机器人系统上验证了我们的方法,并证明了其低运行时开销。此外,可以进一步利用基本的中间执行表示数据库来提取其他指标和高级结果。这可以提供有价值的时机和调度信息,以进一步研究和改善ROS 2执行者,并优化任何ROS 2系统。源代码可在以下网址获得:https://github.com/christophebedard/ros2-message-flow-analysis。
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基于深度学习的视觉位置识别技术近年来将自己作为最先进的技术,并不能很好地概括与训练集在视觉上不同的环境。因此,为了达到最佳性能,有时有必要将网络调整到目标环境中。为此,我们根据同时定位和映射(SLAM)作为监督信号而不需要GPS或手动标记,提出了一个基于强大的姿势图优化的自我监督域校准程序。此外,我们利用该程序来改善在安全关键应用中很重要的位置识别匹配的不确定性估计。我们表明,我们的方法可以改善目标环境与训练集不同的最先进技术的性能,并且我们可以获得不确定性估计。我们认为,这种方法将帮助从业者在现实世界应用中部署健壮的位置识别解决方案。我们的代码公开可用:https://github.com/mistlab/vpr-calibration-and-uncrightity
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近年来我们目睹了巨大进展的动机,本文提出了对协作同时定位和映射(C-SLAM)主题的科学文献的调查,也称为多机器人猛击。随着地平线上的自动驾驶车队和工业应用中的多机器人系统的兴起,我们相信合作猛击将很快成为未来机器人应用的基石。在本调查中,我们介绍了C-Slam的基本概念,并呈现了彻底的文献综述。我们还概述了C-Slam在鲁棒性,通信和资源管理方面的主要挑战和限制。我们通过探索该地区目前的趋势和有前途的研究途径得出结论。
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Lenia is a family of cellular automata (CA) generalizing Conway's Game of Life to continuous space, time and states. Lenia has attracted a lot of attention because of the wide diversity of self-organizing patterns it can generate. Among those, some spatially localized patterns (SLPs) resemble life-like artificial creatures. However, those creatures are found in only a small subspace of the Lenia parameter space and are not trivial to discover, necessitating advanced search algorithms. We hypothesize that adding a mass conservation constraint could facilitate the emergence of SLPs. We propose here an extension of the Lenia model, called Flow Lenia, which enables mass conservation. We show a few observations demonstrating its effectiveness in generating SLPs with complex behaviors. Furthermore, we show how Flow Lenia enables the integration of the parameters of the CA update rules within the CA dynamics, making them dynamic and localized. This allows for multi-species simulations, with locally coherent update rules that define properties of the emerging creatures, and that can be mixed with neighbouring rules. We argue that this paves the way for the intrinsic evolution of self-organized artificial life forms within continuous CAs.
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When presented with a data stream of two statistically dependent variables, predicting the future of one of the variables (the target stream) can benefit from information about both its history and the history of the other variable (the source stream). For example, fluctuations in temperature at a weather station can be predicted using both temperatures and barometric readings. However, a challenge when modelling such data is that it is easy for a neural network to rely on the greatest joint correlations within the target stream, which may ignore a crucial but small information transfer from the source to the target stream. As well, there are often situations where the target stream may have previously been modelled independently and it would be useful to use that model to inform a new joint model. Here, we develop an information bottleneck approach for conditional learning on two dependent streams of data. Our method, which we call Transfer Entropy Bottleneck (TEB), allows one to learn a model that bottlenecks the directed information transferred from the source variable to the target variable, while quantifying this information transfer within the model. As such, TEB provides a useful new information bottleneck approach for modelling two statistically dependent streams of data in order to make predictions about one of them.
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Students' ability to ask curious questions is a crucial skill that improves their learning processes. To train this skill, previous research has used a conversational agent that propose specific cues to prompt children's curiosity during learning. Despite showing pedagogical efficiency, this method is still limited since it relies on generating the said prompts by hand for each educational resource, which can be a very long and costly process. In this context, we leverage the advances in the natural language processing field and explore using a large language model (GPT-3) to automate the generation of this agent's curiosity-prompting cues to help children ask more and deeper questions. We then used this study to investigate a different curiosity-prompting behavior for the agent. The study was conducted with 75 students aged between 9 and 10. They either interacted with a hand-crafted conversational agent that proposes "closed" manually-extracted cues leading to predefined questions, a GPT-3-driven one that proposes the same type of cues, or a GPT-3-driven one that proposes "open" cues that can lead to several possible questions. Results showed a similar question-asking performance between children who had the two "closed" agents, but a significantly better one for participants with the "open" agent. Our first results suggest the validity of using GPT-3 to facilitate the implementation of curiosity-stimulating learning technologies. In a second step, we also show that GPT-3 can be efficient in proposing the relevant open cues that leave children with more autonomy to express their curiosity.
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近年来,大型语言模型(LLMS)在自然语言产生中表现出了令人印象深刻的实力。提高发电多样性的一种常见做法是从模型中采样多个输出。但是,缺乏一种简单且可靠的方式来从这些随机样品中选择最佳输出。作为一个案例研究,在问题产生的背景下,我们提出了两种基于迅速的方法,以从一组LLM生成的候选人中选择高质量问题。我们的方法在1)限制下起作用,一个黑框(不可修改)问题生成模型和2)缺乏访问人类宣传的参考文献 - 这两者都是现实世界中LLMS的现实局限性。通过自动和人类评估,我们从经验上证明,我们的方法可以有效地选择比贪婪的生成更高质量的问题。
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在给出深层神经网络成功的理论上说明的尝试中,最近的一项工作已经确定了所谓的“懒惰”制度,在该制度中,网络可以通过其围绕初始化的线性化来很好地近似。在这里,我们根据示例的难度研究了懒惰(线性)和特征学习(非线性)制度对示例子组的比较效应。具体而言,我们表明,在功能学习模式下给出了更容易的示例,与更困难的训练相比,训练更快。换句话说,非线性动力学倾向于顺序学习增加难度的示例。我们在不同的方式上说明了这种现象,以量化示例难度,包括C得分,标签噪声以及存在虚假相关性。我们的结果揭示了对深度网络在示例难度范围内如何优先资源的新理解。
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我们在本文中介绍了我们认为是视频游戏机翻译的首次尝试之一。我们的研究表明,只有有限的内域数据训练的模型超出了可公开可用的系统,随后的人类评估揭示了最终翻译中的有趣发现。本文的第一部分介绍了视频游戏翻译的一些挑战,一些现有文献以及本实验中使用的系统和数据集。最后一节讨论了我们对所得翻译的分析以及这种自动化系统的潜在好处。一个这样的发现突出了该模型学习从英语到法语的视频游戏翻译的典型规则和模式的能力。因此,我们的结论表明,鉴于令人鼓舞的结果,工作的高度重复性以及翻译人员在该领域中通常不良的工作条件,视频游戏机译的具体情况可能非常有用。但是,与文化部门中MT的其他用例一样,我们认为这在很大程度上取决于该工具的适当实施,该工具应与人类翻译人员进行交互方式来刺激创造力,而不是为了生产力而不是原始的后编辑。
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在这个扩展的摘要中,我们讨论了研究本质上动机的代理在文本环境中探索的机会和挑战。我们认为,文本环境和自主代理之间存在重要的协同作用。我们确定文本世界的关键特性,使其适合自动代理人的探索,即深度,广度,进步,壁ni和语言目标的易用性;我们确定了在文本世界中可实施的这些代理商的探索驱动力。我们讨论使用自主代理在文本环境基准上取得进展的机会。最后,我们列出了一些在该领域需要克服的具体挑战。
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