Education
Body Transformer: Leveraging Robot Embodiment for Policy Learning
Sferrazza, Carmelo, Huang, Dun-Ming, Liu, Fangchen, Lee, Jongmin, Abbeel, Pieter
In recent years, the transformer architecture has become the de facto standard for machine learning algorithms applied to natural language processing and computer vision. Despite notable evidence of successful deployment of this architecture in the context of robot learning, we claim that vanilla transformers do not fully exploit the structure of the robot learning problem. Therefore, we propose Body Transformer (BoT), an architecture that leverages the robot embodiment by providing an inductive bias that guides the learning process. We represent the robot body as a graph of sensors and actuators, and rely on masked attention to pool information throughout the architecture. The resulting architecture outperforms the vanilla transformer, as well as the classical multilayer perceptron, in terms of task completion, scaling properties, and computational efficiency when representing either imitation or reinforcement learning policies. Additional material including the open-source code is available at https://sferrazza.cc/bot_site.
Dise\~no de sonido para producciones audiovisuales e historias sonoras en el aula. Hacia una docencia creativa mediante el uso de herramientas inteligentes
Civit, Miguel, Cuadrado, Francisco
This study aims to share a teaching experience teaching sound design for audiovisual productions and compares different projects tackled by students. It is not intended to be a comparative analysis of different types of teaching but rather an analysis of different problems observed in different profiles of students of the subject who study it in different grades. The world of audio can be very interesting for a large part of the students, both those with creative and technical inclinations. Musical creation and production, synchronization with images, dubbing, etc. They are disciplines that are generally interesting but can have a very high barrier to entry due to their great technical complexity. Sometimes it can take weeks or even months for the uninitiated to begin to use audio editing programs with the necessary ease, which are not always particularly intuitive for students. Learning through the use of PBL methodologies generates, in our experience, results much superior to those that can be observed through the use of other teaching methods such as master classes. Students acquire technical skills while developing creative projects in which they get personally involved. Despite everything mentioned above, most interactions between teachers and students focus on aspects of technical correction. From different parameters in reverbs (such as pre-delay, decay, modulation...) to how to correctly adjust compressors, noise gates, etc.; The number of tools with which to work with audio is incredibly extensive, as well as many of its features that can present serious differences depending on their manufacturers.
TacSL: A Library for Visuotactile Sensor Simulation and Learning
Akinola, Iretiayo, Xu, Jie, Carius, Jan, Fox, Dieter, Narang, Yashraj
For both humans and robots, the sense of touch, known as tactile sensing, is critical for performing contact-rich manipulation tasks. Three key challenges in robotic tactile sensing are 1) interpreting sensor signals, 2) generating sensor signals in novel scenarios, and 3) learning sensor-based policies. For visuotactile sensors, interpretation has been facilitated by their close relationship with vision sensors (e.g., RGB cameras). However, generation is still difficult, as visuotactile sensors typically involve contact, deformation, illumination, and imaging, all of which are expensive to simulate; in turn, policy learning has been challenging, as simulation cannot be leveraged for large-scale data collection. We present \textbf{TacSL} (\textit{taxel}), a library for GPU-based visuotactile sensor simulation and learning. \textbf{TacSL} can be used to simulate visuotactile images and extract contact-force distributions over $200\times$ faster than the prior state-of-the-art, all within the widely-used Isaac Gym simulator. Furthermore, \textbf{TacSL} provides a learning toolkit containing multiple sensor models, contact-intensive training environments, and online/offline algorithms that can facilitate policy learning for sim-to-real applications. On the algorithmic side, we introduce a novel online reinforcement-learning algorithm called asymmetric actor-critic distillation (\sysName), designed to effectively and efficiently learn tactile-based policies in simulation that can transfer to the real world. Finally, we demonstrate the utility of our library and algorithms by evaluating the benefits of distillation and multimodal sensing for contact-rich manip ulation tasks, and most critically, performing sim-to-real transfer. Supplementary videos and results are at \url{https://iakinola23.github.io/tacsl/}.
One-Shot Collaborative Data Distillation
Holland, William, Thapa, Chandra, Siddiqui, Sarah Ali, Shao, Wei, Camtepe, Seyit
Large machine-learning training datasets can be distilled into small collections of informative synthetic data samples. These synthetic sets support efficient model learning and reduce the communication cost of data sharing. Thus, high-fidelity distilled data can support the efficient deployment of machine learning applications in distributed network environments. A naive way to construct a synthetic set in a distributed environment is to allow each client to perform local data distillation and to merge local distillations at a central server. However, the quality of the resulting set is impaired by heterogeneity in the distributions of the local data held by clients. To overcome this challenge, we introduce the first collaborative data distillation technique, called CollabDM, which captures the global distribution of the data and requires only a single round of communication between client and server. Our method outperforms the state-of-the-art one-shot learning method on skewed data in distributed learning environments. We also show the promising practical benefits of our method when applied to attack detection in 5G networks.
CROME: Cross-Modal Adapters for Efficient Multimodal LLM
Ebrahimi, Sayna, Arik, Sercan O., Nama, Tejas, Pfister, Tomas
Multimodal Large Language Models (MLLMs) demonstrate remarkable image-language capabilities, but their widespread use faces challenges in cost-effective training and adaptation. Existing approaches often necessitate expensive language model retraining and limited adaptability. Additionally, the current focus on zero-shot performance improvements offers insufficient guidance for task-specific tuning. We propose CROME, an efficient vision-language instruction tuning framework. It features a novel gated cross-modal adapter that effectively combines visual and textual representations prior to input into a frozen LLM. This lightweight adapter, trained with minimal parameters, enables efficient cross-modal understanding. Notably, CROME demonstrates superior zero-shot performance on standard visual question answering and instruction-following benchmarks. Moreover, it yields fine-tuning with exceptional parameter efficiency, competing with task-specific specialist state-of-the-art methods. CROME demonstrates the potential of pre-LM alignment for building scalable, adaptable, and parameter-efficient multimodal models.
Online Optimization of Curriculum Learning Schedules using Evolutionary Optimization
Jiwatode, Mohit, Schlecht, Leon, Dockhorn, Alexander
We propose RHEA CL, which combines Curriculum Learning (CL) with Rolling Horizon Evolutionary Algorithms (RHEA) to automatically produce effective curricula during the training of a reinforcement learning agent. RHEA CL optimizes a population of curricula, using an evolutionary algorithm, and selects the best-performing curriculum as the starting point for the next training epoch. Performance evaluations are conducted after every curriculum step in all environments. We evaluate the algorithm on the \textit{DoorKey} and \textit{DynamicObstacles} environments within the Minigrid framework. It demonstrates adaptability and consistent improvement, particularly in the early stages, while reaching a stable performance later that is capable of outperforming other curriculum learners. In comparison to other curriculum schedules, RHEA CL has been shown to yield performance improvements for the final Reinforcement learning (RL) agent at the cost of additional evaluation during training.
A Perspective on Large Language Models, Intelligent Machines, and Knowledge Acquisition
Cherkassky, Vladimir, Lee, Eng Hock
Large Language Models (LLMs) are known for their remarkable ability to generate synthesized 'knowledge', such as text documents, music, images, etc. However, there is a huge gap between LLM's and human capabilities for understanding abstract concepts and reasoning. We discuss these issues in a larger philosophical context of human knowledge acquisition and the Turing test. In addition, we illustrate the limitations of LLMs by analyzing GPT-4 responses to questions ranging from science and math to common sense reasoning. These examples show that GPT-4 can often imitate human reasoning, even though it lacks understanding. However, LLM responses are synthesized from a large LLM model trained on all available data. In contrast, human understanding is based on a small number of abstract concepts. Based on this distinction, we discuss the impact of LLMs on acquisition of human knowledge and education.
Benchmarking tree species classification from proximally-sensed laser scanning data: introducing the FOR-species20K dataset
Puliti, Stefano, Lines, Emily R., Müllerová, Jana, Frey, Julian, Schindler, Zoe, Straker, Adrian, Allen, Matthew J., Winiwarter, Lukas, Rehush, Nataliia, Hristova, Hristina, Murray, Brent, Calders, Kim, Terryn, Louise, Coops, Nicholas, Höfle, Bernhard, Junttila, Samuli, Krůček, Martin, Krok, Grzegorz, Král, Kamil, Levick, Shaun R., Luck, Linda, Missarov, Azim, Mokroš, Martin, Owen, Harry J. F., Stereńczak, Krzysztof, Pitkänen, Timo P., Puletti, Nicola, Saarinen, Ninni, Hopkinson, Chris, Torresan, Chiara, Tomelleri, Enrico, Weiser, Hannah, Astrup, Rasmus
Proximally-sensed laser scanning offers significant potential for automated forest data capture, but challenges remain in automatically identifying tree species without additional ground data. Deep learning (DL) shows promise for automation, yet progress is slowed by the lack of large, diverse, openly available labeled datasets of single tree point clouds. This has impacted the robustness of DL models and the ability to establish best practices for species classification. To overcome these challenges, the FOR-species20K benchmark dataset was created, comprising over 20,000 tree point clouds from 33 species, captured using terrestrial (TLS), mobile (MLS), and drone laser scanning (ULS) across various European forests, with some data from other regions. This dataset enables the benchmarking of DL models for tree species classification, including both point cloud-based (PointNet++, MinkNet, MLP-Mixer, DGCNNs) and multi-view image-based methods (SimpleView, DetailView, YOLOv5). 2D image-based models generally performed better (average OA = 0.77) than 3D point cloud-based models (average OA = 0.72), with consistent results across different scanning platforms and sensors. The top model, DetailView, was particularly robust, handling data imbalances well and generalizing effectively across tree sizes. The FOR-species20K dataset, available at https://zenodo.org/records/13255198, is a key resource for developing and benchmarking DL models for tree species classification using laser scanning data, providing a foundation for future advancements in the field.
MultiHateClip: A Multilingual Benchmark Dataset for Hateful Video Detection on YouTube and Bilibili
Wang, Han, Yang, Tan Rui, Naseem, Usman, Lee, Roy Ka-Wei
Hate speech is a pressing issue in modern society, with significant effects both online and offline. Recent research in hate speech detection has primarily centered on text-based media, largely overlooking multimodal content such as videos. Existing studies on hateful video datasets have predominantly focused on English content within a Western context and have been limited to binary labels (hateful or non-hateful), lacking detailed contextual information. This study presents MultiHateClip1 , an novel multilingual dataset created through hate lexicons and human annotation. It aims to enhance the detection of hateful videos on platforms such as YouTube and Bilibili, including content in both English and Chinese languages. Comprising 2,000 videos annotated for hatefulness, offensiveness, and normalcy, this dataset provides a cross-cultural perspective on gender-based hate speech. Through a detailed examination of human annotation results, we discuss the differences between Chinese and English hateful videos and underscore the importance of different modalities in hateful and offensive video analysis. Evaluations of state-of-the-art video classification models, such as VLM, GPT-4V and Qwen-VL, on MultiHateClip highlight the existing challenges in accurately distinguishing between hateful and offensive content and the urgent need for models that are both multimodally and culturally nuanced. MultiHateClip represents a foundational advance in enhancing hateful video detection by underscoring the necessity of a multimodal and culturally sensitive approach in combating online hate speech.
Distributed Stackelberg Strategies in State-based Potential Games for Autonomous Decentralized Learning Manufacturing Systems
Yuwono, Steve, Schwung, Dorothea, Schwung, Andreas
This article describes a novel game structure for autonomously optimizing decentralized manufacturing systems with multi-objective optimization challenges, namely Distributed Stackelberg Strategies in State-Based Potential Games (DS2-SbPG). DS2-SbPG integrates potential games and Stackelberg games, which improves the cooperative trade-off capabilities of potential games and the multi-objective optimization handling by Stackelberg games. Notably, all training procedures remain conducted in a fully distributed manner. DS2-SbPG offers a promising solution to finding optimal trade-offs between objectives by eliminating the complexities of setting up combined objective optimization functions for individual players in self-learning domains, particularly in real-world industrial settings with diverse and numerous objectives between the sub-systems. We further prove that DS2-SbPG constitutes a dynamic potential game that results in corresponding converge guarantees. Experimental validation conducted on a laboratory-scale testbed highlights the efficacy of DS2-SbPG and its two variants, such as DS2-SbPG for single-leader-follower and Stack DS2-SbPG for multi-leader-follower. The results show significant reductions in power consumption and improvements in overall performance, which signals the potential of DS2-SbPG in real-world applications.