本文提出了一种新型的自适应样品基于空间的Viterbi算法,以在线方式定位。该方法依靠将目标的运动空间离散为代表有限数量的隐藏状态的单元。然后,通过隐藏的Markov模型(HMM)框架中的动态编程计算了跟踪目标的最可能的轨迹。提出的方法使用贝叶斯估计框架,该框架既不限于高斯噪声模型,也不需要线性化的目标运动模型或传感器测量模型。但是,基于HMM的定位方法可能会遭受较差的计算复杂性,因为在大空间中,由于高分辨率建模或目标定位,隐藏状态的数量增加。为了提高这种差的计算复杂性,本文提出了在最可能的信念空间中依次低至高分辨率的信念传播,从而大大降低了所需的资源。所提出的方法的灵感来自计算机视野字段中常用的K-D树算法(例如Quadtree)。使用超宽带(UWB)传感器网络进行的实验测试证明了我们的结果。
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本文提出了一种数据驱动方法,用于使用收缩理论从离线数据学习收敛控制策略。收缩理论使得构建一种使闭环系统轨迹固有地朝向独特的轨迹的策略构成策略。在技​​术水平,识别收缩度量,该收缩度量是关于机器人的轨迹表现出收缩的距离度量通常是非琐碎的。我们建议共同了解控制政策及其相应的收缩度量,同时执行收缩。为此,我们从由机器人的状态和输入轨迹组成的离线数据集中学习机器人系统的隐式动态模型。使用此学习的动态模型,我们提出了一种用于学习收缩策略的数据增强算法。我们随机生成状态空间中的样本,并通过学习的动态模型在时间上向前传播,以生成辅助样本轨迹。然后,我们学习控制策略和收缩度量,使得来自离线数据集的轨迹之间的距离和我们生成的辅助样品轨迹随时间的减小。我们评估我们提出的模拟机器人目标达成任务的拟议框架的表现,并证明了执行收缩的速度较快,较快的收敛性和更大的学习政策的鲁棒性。
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在合作本地化中,通信移动代理使用代理商相对测量来改善其死亡的全局本地化。测量调度使代理能够决定当其计算资源有限时应该处理它应该处理的可用互及的相对测量的子集。最佳测量调度是一种NP-COLLECLICALATIAL优化问题。所谓的顺序贪婪(SG)算法是这个问题的流行次优的多项式解决方案。然而,SG算法的优点函数评估需要访问所有地标代理的状态估计载体和错误协方差矩阵(代理可以从测量的队伍中获取的队友)。本文提出了对SG方法的CL测量调度,但是通过使用基于神经网络的代理模型作为SG算法的优点函数的代理来降低通信和计算成本。该模型的重要性是它由本地信息和来自地标代理的标量元数据驱动。此解决方案以三种方式解决运行SG算法的时间和内存复杂性问题:(a)减少代理间通信消息大小,(b)通过使用更简单的代理(代理)函数来降低功能评估的复杂性( c)减少所需的内存大小.Simulations展示了我们的结果。
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超越地球轨道的人类空间勘探将涉及大量距离和持续时间的任务。为了有效减轻无数空间健康危害,数据和空间健康系统的范式转移是实现地球独立性的,而不是Earth-Reliance所必需的。有希望在生物学和健康的人工智能和机器学习领域的发展可以解决这些需求。我们提出了一个适当的自主和智能精密空间健康系统,可以监控,汇总和评估生物医学状态;分析和预测个性化不良健康结果;适应并响应新累积的数据;并提供对其船员医务人员的个人深度空间机组人员和迭代决策支持的预防性,可操作和及时的见解。在这里,我们介绍了美国国家航空航天局组织的研讨会的建议摘要,以便在太空生物学和健康中未来的人工智能应用。在未来十年,生物监测技术,生物标志科学,航天器硬件,智能软件和简化的数据管理必须成熟,并编织成精确的空间健康系统,以使人类在深空中茁壮成长。
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空间生物学研究旨在了解太空飞行对生物的根本影响,制定支持深度空间探索的基础知识,最终生物工程航天器和栖息地稳定植物,农作物,微生物,动物和人类的生态系统,为持续的多行星寿命稳定。要提高这些目标,该领域利用了来自星空和地下模拟研究的实验,平台,数据和模型生物。由于研究扩展到低地球轨道之外,实验和平台必须是最大自主,光,敏捷和智能化,以加快知识发现。在这里,我们介绍了由美国国家航空航天局的人工智能,机器学习和建模应用程序组织的研讨会的建议摘要,这些应用程序为这些空间生物学挑战提供了关键解决方案。在未来十年中,将人工智能融入太空生物学领域将深化天空效应的生物学理解,促进预测性建模和分析,支持最大自主和可重复的实验,并有效地管理星载数据和元数据,所有目标使生活能够在深空中茁壮成长。
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Designing experiments often requires balancing between learning about the true treatment effects and earning from allocating more samples to the superior treatment. While optimal algorithms for the Multi-Armed Bandit Problem (MABP) provide allocation policies that optimally balance learning and earning, they tend to be computationally expensive. The Gittins Index (GI) is a solution to the MABP that can simultaneously attain optimality and computationally efficiency goals, and it has been recently used in experiments with Bernoulli and Gaussian rewards. For the first time, we present a modification of the GI rule that can be used in experiments with exponentially-distributed rewards. We report its performance in simulated 2- armed and 3-armed experiments. Compared to traditional non-adaptive designs, our novel GI modified design shows operating characteristics comparable in learning (e.g. statistical power) but substantially better in earning (e.g. direct benefits). This illustrates the potential that designs using a GI approach to allocate participants have to improve participant benefits, increase efficiencies, and reduce experimental costs in adaptive multi-armed experiments with exponential rewards.
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Quadruped robots are currently used in industrial robotics as mechanical aid to automate several routine tasks. However, presently, the usage of such a robot in a domestic setting is still very much a part of the research. This paper discusses the understanding and virtual simulation of such a robot capable of detecting and understanding human emotions, generating its gait, and responding via sounds and expression on a screen. To this end, we use a combination of reinforcement learning and software engineering concepts to simulate a quadruped robot that can understand emotions, navigate through various terrains and detect sound sources, and respond to emotions using audio-visual feedback. This paper aims to establish the framework of simulating a quadruped robot that is emotionally intelligent and can primarily respond to audio-visual stimuli using motor or audio response. The emotion detection from the speech was not as performant as ERANNs or Zeta Policy learning, still managing an accuracy of 63.5%. The video emotion detection system produced results that are almost at par with the state of the art, with an accuracy of 99.66%. Due to its "on-policy" learning process, the PPO algorithm was extremely rapid to learn, allowing the simulated dog to demonstrate a remarkably seamless gait across the different cadences and variations. This enabled the quadruped robot to respond to generated stimuli, allowing us to conclude that it functions as predicted and satisfies the aim of this work.
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Real-world robotic grasping can be done robustly if a complete 3D Point Cloud Data (PCD) of an object is available. However, in practice, PCDs are often incomplete when objects are viewed from few and sparse viewpoints before the grasping action, leading to the generation of wrong or inaccurate grasp poses. We propose a novel grasping strategy, named 3DSGrasp, that predicts the missing geometry from the partial PCD to produce reliable grasp poses. Our proposed PCD completion network is a Transformer-based encoder-decoder network with an Offset-Attention layer. Our network is inherently invariant to the object pose and point's permutation, which generates PCDs that are geometrically consistent and completed properly. Experiments on a wide range of partial PCD show that 3DSGrasp outperforms the best state-of-the-art method on PCD completion tasks and largely improves the grasping success rate in real-world scenarios. The code and dataset will be made available upon acceptance.
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When robots learn reward functions using high capacity models that take raw state directly as input, they need to both learn a representation for what matters in the task -- the task ``features" -- as well as how to combine these features into a single objective. If they try to do both at once from input designed to teach the full reward function, it is easy to end up with a representation that contains spurious correlations in the data, which fails to generalize to new settings. Instead, our ultimate goal is to enable robots to identify and isolate the causal features that people actually care about and use when they represent states and behavior. Our idea is that we can tune into this representation by asking users what behaviors they consider similar: behaviors will be similar if the features that matter are similar, even if low-level behavior is different; conversely, behaviors will be different if even one of the features that matter differs. This, in turn, is what enables the robot to disambiguate between what needs to go into the representation versus what is spurious, as well as what aspects of behavior can be compressed together versus not. The notion of learning representations based on similarity has a nice parallel in contrastive learning, a self-supervised representation learning technique that maps visually similar data points to similar embeddings, where similarity is defined by a designer through data augmentation heuristics. By contrast, in order to learn the representations that people use, so we can learn their preferences and objectives, we use their definition of similarity. In simulation as well as in a user study, we show that learning through such similarity queries leads to representations that, while far from perfect, are indeed more generalizable than self-supervised and task-input alternatives.
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and widely used information measurement metric, particularly popularized for SSVEP- based Brain-Computer (BCI) interfaces. By combining speed and accuracy into a single-valued parameter, this metric aids in the evaluation and comparison of various target identification algorithms across different BCI communities. To accurately depict performance and inspire an end-to-end design for futuristic BCI designs, a more thorough examination and definition of ITR is therefore required. We model the symbiotic communication medium, hosted by the retinogeniculate visual pathway, as a discrete memoryless channel and use the modified capacity expressions to redefine the ITR. We use graph theory to characterize the relationship between the asymmetry of the transition statistics and the ITR gain with the new definition, leading to potential bounds on data rate performance. On two well-known SSVEP datasets, we compared two cutting-edge target identification methods. Results indicate that the induced DM channel asymmetry has a greater impact on the actual perceived ITR than the change in input distribution. Moreover, it is demonstrated that the ITR gain under the new definition is inversely correlated with the asymmetry in the channel transition statistics. Individual input customizations are further shown to yield perceived ITR performance improvements. An algorithm is proposed to find the capacity of binary classification and further discussions are given to extend such results to ensemble techniques.We anticipate that the results of our study will contribute to the characterization of the highly dynamic BCI channel capacities, performance thresholds, and improved BCI stimulus designs for a tighter symbiosis between the human brain and computer systems while enhancing the efficiency of the underlying communication resources.
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