现代视觉惯性导航系统(VINS)面临着实际部署中的一个关键挑战:他们需要在高度动态的环境中可靠且强大地运行。当前最佳解决方案仅根据对象类别的语义将动态对象过滤为异常值。这样的方法不缩放,因为它需要语义分类器来包含所有可能移动的对象类;这很难定义,更不用说部署。另一方面,许多现实世界的环境以墙壁和地面等平面形式表现出强大的结构规律,这也是至关重要的。我们呈现RP-VIO,一种单眼视觉惯性内径系统,可以利用这些平面的简单几何形状,以改善充满活力环境的鲁棒性和准确性。由于现有数据集具有有限数量的动态元素,因此我们还提供了一种高动态的光致态度合成数据集,用于更有效地对现代VINS系统的功能的评估。我们评估我们在该数据集中的方法,以及来自标准数据集的三个不同序列,包括两个真实的动态序列,并在最先进的单眼视觉惯性内径系统上显示出鲁棒性和准确性的显着提高。我们还显示在模拟中,通过简单的动态特征掩蔽方法改进。我们的代码和数据集是公开可用的。
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SKA脉冲星搜索管道将用于实时检测脉冲星。SKA等现代射电望远镜将在其全面运行中生成数据。因此,基于经验和数据驱动的算法对于诸如候选检测等应用是必不可少的。在这里,我们描述了我们的发现,从测试一种称为Mask R-CNN的最先进的对象检测算法来检测SKA PULSAR搜索管道中的候选标志。我们已经训练了蒙版R-CNN模型来检测候选图像。开发了一种自定义注释工具,以有效地标记大型数据集中感兴趣的区域。我们通过检测模拟数据集中的候选签名成功证明了该算法。本文介绍了这项工作的详细信息,并重点介绍了未来的前景。
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剪切粘度虽然是所有液体的基本特性,但在计算上估计分子动力学模拟的计算昂贵。最近,机器学习(ML)方法已被用于在许多情况下增强分子模拟,从而显示出以相对廉价的方式估算粘度的希望。但是,ML方法面临重大挑战,例如当数据集的大小很小时,粘度也很小。在这项工作中,我们训练多个ML模型,以预测Lennard-Jones(LJ)流体的剪切粘度,特别强调解决由小型数据集引起的问题。具体而言,研究了与模型选择,绩效估计和不确定性定量有关的问题。首先,我们表明使用单个看不见的数据集的广泛使用的性能估计步骤显示了小数据集的广泛可变性。在这种情况下,可以使用交叉验证(CV)选择超参数(模型选择)的常见实践,以估算概括误差(性能估计)。我们比较了两个简单的简历程序,以便他们同时选择模型选择和性能估计的能力,并发现基于K折CV的过程显示出较低的误差估计差异。我们讨论绩效指标在培训和评估中的作用。最后,使用高斯工艺回归(GPR)和集合方法来估计单个预测的不确定性。 GPR的不确定性估计还用于构建适用性域,使用ML模型对本工作中生成的另一个小数据集提供了更可靠的预测。总体而言,这项工作中规定的程序共同导致了针对小型数据集的强大ML模型。
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流行的导航堆栈在诸如ROS(机器人操作系统)和ROS2之类的开源框架之类的顶部使用离散的2D占用网格表示机器人工作区。这种方法,同时需要较少计算,限制使用这种导航堆叠在平面上导航的轮式机器人。在本文中,我们提出了一种导航堆栈,该堆栈使用机器人工作区的体积表示,因此可以扩展到通过不均匀地形导航的空中和腿机器人。此外,我们介绍了一种基于新的采样的运动规划算法,它引入了批量通知的树(Bit *)运动规划算法的双向方法,同时将其与策略切换方法包装以减少要查找的初始时间除了找到最短路径的时间之外,还有一条路径。
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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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A step-search sequential quadratic programming method is proposed for solving nonlinear equality constrained stochastic optimization problems. It is assumed that constraint function values and derivatives are available, but only stochastic approximations of the objective function and its associated derivatives can be computed via inexact probabilistic zeroth- and first-order oracles. Under reasonable assumptions, a high-probability bound on the iteration complexity of the algorithm to approximate first-order stationarity is derived. Numerical results on standard nonlinear optimization test problems illustrate the advantages and limitations of our proposed method.
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