Goto

Collaborating Authors

 Country


UniGrasp: Learning a Unified Model to Grasp with N-Fingered Robotic Hands

arXiv.org Artificial Intelligence

To achieve a successful grasp, gripper attributes including geometry and kinematics play a role equally important to the target object geometry. The majority of previous work has focused on developing grasp methods that generalize over novel object geometry but are specific to a certain robot hand. We propose UniGrasp, an efficient data-driven grasp synthesis method that considers both the object geometry and gripper attributes as inputs. UniGrasp is based on a novel deep neural network architecture that selects sets of contact points from the input point cloud of the object. The proposed model is trained on a large dataset to produce contact points that are in force closure and reachable by the robot hand. By using contact points as output, we can transfer between a diverse set of N-fingered robotic hands. Our model produces over 90 percent valid contact points in Top10 predictions in simulation and more than 90 percent successful grasps in the real world experiments for various known two-fingered and three-fingered grippers. Our model also achieves 93 percent and 83 percent successful grasps in the real world experiments for a novel two-fingered and five-fingered anthropomorphic robotic hand, respectively.


Preventing Adversarial Use of Datasets through Fair Core-Set Construction

arXiv.org Artificial Intelligence

We propose improving the privacy properties of a dataset by publishing only a strategically chosen "core-set" of the data containing a subset of the instances. The core-set allows strong performance on primary tasks, but forces poor performance on unwanted tasks. We give methods for both linear models and neural networks and demonstrate their efficacy on data.


Attention-based Curiosity-driven Exploration in Deep Reinforcement Learning

arXiv.org Artificial Intelligence

Reinforcement Learning enables to train an agent via interaction with the environment. However, in the majority of real-world scenarios, the extrinsic feedback is sparse or not sufficient, thus intrinsic reward formulations are needed to successfully train the agent. This work investigates and extends the paradigm of curiosity-driven exploration. First, a probabilistic approach is taken to exploit the advantages of the attention mechanism, which is successfully applied in other domains of Deep Learning. Combining them, we propose new methods, such as AttA2C, an extension of the Actor-Critic framework. Second, another curiosity-based approach - ICM - is extended. The proposed model utilizes attention to emphasize features for the dynamic models within ICM, moreover, we also modify the loss function, resulting in a new curiosity formulation, which we call rational curiosity. The corresponding implementation can be found at https://github.com/rpatrik96/AttA2C/.


Partially Detected Intelligent Traffic Signal Control: Environmental Adaptation

arXiv.org Artificial Intelligence

--Partially Detected Intelligent Traffic Signal Control (PD-ITSC) systems that can optimize traffic signals based on limited detected information could be a cost-efficient solution for mitigating traffic congestion in the future. In this paper, we focus on a particular problem in PD-ITSC - adaptation to changing environments. T o this end, we investigate different reinforcement learning algorithms, including Q-Learning, Proximal Policy Optimization (PPO), Advantage Actor-Critic (A2C), and Actor-Critic with Kronecker-Factored Trust-Region (ACKTR). Our findings suggest that RL algorithms can find optimal strategies under partial vehicle detection; however, policy-based algorithms can adapt to changing environments more efficiently than value-based algorithms. We use these findings to draw conclusions about the value of different models for PD-ITSC systems.


Autoencoding with XCSF

arXiv.org Artificial Intelligence

Autoencoders enable data dimensionality reduction and are a key component of many (deep) learning systems. This article explores the use of the XCSF online evolutionary reinforcement learning system to perform autoencoding. Initial results using a neural network representation and combining artificial evolution with stochastic gradient descent, suggest it is an effective approach to data reduction. The approach adaptively subdivides the input domain into local approximations that are simpler than a global neural network solution. By allowing the number of neurons in the autoencoders to evolve, this further enables the emergence of an ensemble of structurally heterogeneous solutions to cover the problem space. In this case, networks of differing complexity are typically seen to cover different areas of the problem space. Furthermore, the rate of gradient descent applied to each layer is tuned via self-adaptive mutation, thereby reducing the parameter optimisation task.


Self-supervised Learning for ECG-based Emotion Recognition

arXiv.org Artificial Intelligence

We present an electrocardiogram (ECG) -based emotion recognition system using self-supervised learning. Our proposed architecture consists of two main networks, a signal transformation recognition network and an emotion recognition network. First, unlabelled data are used to successfully train the former network to detect specific pre-determined signal transformations in the self-supervised learning step. Next, the weights of the convolutional layers of this network are transferred to the emotion recognition network, and two dense layers are trained in order to classify arousal and valence scores. We show that our self-supervised approach helps the model learn the ECG feature manifold required for emotion recognition, performing equal or better than the fully-supervised version of the model. Our proposed method outperforms the state-of-the-art in ECG-based emotion recognition with two publicly available datasets, SWELL and AMIGOS. Further analysis highlights the advantage of our self-supervised approach in requiring significantly less data to achieve acceptable results.


Mix-review: Alleviate Forgetting in the Pretrain-Finetune Framework for Neural Language Generation Models

arXiv.org Artificial Intelligence

In this work, we study how the large-scale pretrain-finetune framework changes the behavior of a neural language generator. We focus on the transformer encoder-decoder model for the open-domain dialogue response generation task. We find that after standard fine-tuning, the model forgets important language generation skills acquired during large-scale pre-training. We demonstrate the forgetting phenomenon through a detailed behavior analysis from the perspectives of context sensitivity and knowledge transfer. Adopting the concept of data mixing, we propose an intuitive fine-tuning strategy named "mix-review". We find that mix-review effectively regularize the fine-tuning process, and the forgetting problem is largely alleviated. Finally, we discuss interesting behavior of the resulting dialogue model and its implications.


Learning to Design Games: Strategic Environments in Reinforcement Learning

arXiv.org Artificial Intelligence

In typical reinforcement learning (RL), the environment is assumed given and the goal of the learning is to identify an optimal policy for the agent taking actions through its interactions with the environment. In this paper, we extend this setting by considering the environment is not given, but controllable and learnable through its interaction with the agent at the same time. This extension is motivated by environment design scenarios in the real-world, including game design, shopping space design and traffic signal design. Theoretically, we find a dual Markov decision process (MDP) w.r.t. the environment to that w.r.t. the agent, and derive a policy gradient solution to optimizing the parametrized environment. Furthermore, discontinuous environments are addressed by a proposed general generative framework. Our experiments on a Maze game design task show the effectiveness of the proposed algorithms in generating diverse and challenging Mazes against various agent settings.


Sample Complexity of Reinforcement Learning using Linearly Combined Model Ensembles

arXiv.org Artificial Intelligence

Reinforcement learning (RL) methods have been shown to be capable of learning intelligent behavior in rich domains. However, this has largely been done in simulated domains without adequate focus on the process of building the simulator. In this paper, we consider a setting where we have access to an ensemble of pre-trained and possibly inaccurate simulators (models). We approximate the real environment using a state-dependent linear combination of the ensemble, where the coefficients are determined by the given state features and some unknown parameters. Our proposed algorithm provably learns a near-optimal policy with a sample complexity polynomial in the number of unknown parameters, and incurs no dependence on the size of the state (or action) space. As an extension, we also consider the more challenging problem of model selection, where the state features are unknown and can be chosen from a large candidate set. We provide exponential lower bounds that illustrate the fundamental hardness of this problem, and develop a provably efficient algorithm under additional natural assumptions.


Neural Execution of Graph Algorithms

arXiv.org Artificial Intelligence

Graph Neural Networks (GNNs) are a powerful representational tool for solving problems on graph-structured inputs. In almost all cases so far, however, they have been applied to directly recovering a final solution from raw inputs, without explicit guidance on how to structure their problem-solving. Here, instead, we focus on learning in the space of algorithms: we train several state-of-the-art GNN architectures to imitate individual steps of classical graph algorithms, parallel (breadth-first search, Bellman-Ford) as well as sequential (Prim's algorithm). As graph algorithms usually rely on making discrete decisions within neighbourhoods, we hypothesise that maximisation-based message passing neural networks are best-suited for such objectives, and validate this claim empirically. We also demonstrate how learning in the space of algorithms can yield new opportunities for positive transfer between tasks---showing how learning a shortest-path algorithm can be substantially improved when simultaneously learning a reachability algorithm.