Education
GVCCI: Lifelong Learning of Visual Grounding for Language-Guided Robotic Manipulation
Kim, Junghyun, Kang, Gi-Cheon, Kim, Jaein, Shin, Suyeon, Zhang, Byoung-Tak
Language-Guided Robotic Manipulation (LGRM) is a challenging task as it requires a robot to understand human instructions to manipulate everyday objects. Recent approaches in LGRM rely on pre-trained Visual Grounding (VG) models to detect objects without adapting to manipulation environments. This results in a performance drop due to a substantial domain gap between the pre-training and real-world data. A straightforward solution is to collect additional training data, but the cost of human-annotation is extortionate. In this paper, we propose Grounding Vision to Ceaselessly Created Instructions (GVCCI), a lifelong learning framework for LGRM, which continuously learns VG without human supervision. GVCCI iteratively generates synthetic instruction via object detection and trains the VG model with the generated data. We validate our framework in offline and online settings across diverse environments on different VG models. Experimental results show that accumulating synthetic data from GVCCI leads to a steady improvement in VG by up to 56.7% and improves resultant LGRM by up to 29.4%. Furthermore, the qualitative analysis shows that the unadapted VG model often fails to find correct objects due to a strong bias learned from the pre-training data. Finally, we introduce a novel VG dataset for LGRM, consisting of nearly 252k triplets of image-object-instruction from diverse manipulation environments.
A Mixed Reality System for Interaction with Heterogeneous Robotic Systems
Villani, Valeria, Capelli, Beatrice, Sabattini, Lorenzo
The growing spread of robots for service and industrial purposes calls for versatile, intuitive and portable interaction approaches. In particular, in industrial environments, operators should be able to interact with robots in a fast, effective, and possibly effortless manner. To this end, reality enhancement techniques have been used to achieve efficient management and simplify interactions, in particular in manufacturing and logistics processes. Building upon this, in this paper we propose a system based on mixed reality that allows a ubiquitous interface for heterogeneous robotic systems in dynamic scenarios, where users are involved in different tasks and need to interact with different robots. By means of mixed reality, users can interact with a robot through manipulation of its virtual replica, which is always colocated with the user and is extracted when interaction is needed. The system has been tested in a simulated intralogistics setting, where different robots are present and require sporadic intervention by human operators, who are involved in other tasks. In our setting we consider the presence of drones and AGVs with different levels of autonomy, calling for different user interventions. The proposed approach has been validated in virtual reality, considering quantitative and qualitative assessment of performance and user's feedback.
Test-Time Training on Video Streams
Wang, Renhao, Sun, Yu, Gandelsman, Yossi, Chen, Xinlei, Efros, Alexei A., Wang, Xiaolong
Prior work has established test-time training (TTT) as a general framework to further improve a trained model at test time. Before making a prediction on each test instance, the model is trained on the same instance using a self-supervised task, such as image reconstruction with masked autoencoders. We extend TTT to the streaming setting, where multiple test instances - video frames in our case - arrive in temporal order. Our extension is online TTT: The current model is initialized from the previous model, then trained on the current frame and a small window of frames immediately before. Online TTT significantly outperforms the fixed-model baseline for four tasks, on three real-world datasets. The relative improvement is 45% and 66% for instance and panoptic segmentation. Surprisingly, online TTT also outperforms its offline variant that accesses more information, training on all frames from the entire test video regardless of temporal order. This differs from previous findings using synthetic videos. We conceptualize locality as the advantage of online over offline TTT. We analyze the role of locality with ablations and a theory based on bias-variance trade-off.
Probabilistic Counterexample Guidance for Safer Reinforcement Learning (Extended Version)
Ji, Xiaotong, Filieri, Antonio
Safe exploration aims at addressing the limitations of Reinforcement Learning (RL) in safety-critical scenarios, where failures during trial-and-error learning may incur high costs. Several methods exist to incorporate external knowledge or to use proximal sensor data to limit the exploration of unsafe states. However, reducing exploration risks in unknown environments, where an agent must discover safety threats during exploration, remains challenging. In this paper, we target the problem of safe exploration by guiding the training with counterexamples of the safety requirement. Our method abstracts both continuous and discrete state-space systems into compact abstract models representing the safety-relevant knowledge acquired by the agent during exploration. We then exploit probabilistic counterexample generation to construct minimal simulation submodels eliciting safety requirement violations, where the agent can efficiently train offline to refine its policy towards minimising the risk of safety violations during the subsequent online exploration. We demonstrate our method's effectiveness in reducing safety violations during online exploration in preliminary experiments by an average of 40.3% compared with QL and DQN standard algorithms and 29.1% compared with previous related work, while achieving comparable cumulative rewards with respect to unrestricted exploration and alternative approaches.
Reasoning over the Behaviour of Objects in Video-Clips for Adverb-Type Recognition
Seshadri, Amrit Diggavi, Russo, Alessandra
In this work, following the intuition that adverbs describing scene-sequences are best identified by reasoning over high-level concepts of object-behavior, we propose the design of a new framework that reasons over object-behaviours extracted from raw-video-clips to recognize the clip's corresponding adverb-types. Importantly, while previous works for general scene adverb-recognition assume knowledge of the clips underlying action-types, our method is directly applicable in the more general problem setting where the action-type of a video-clip is unknown. Specifically, we propose a novel pipeline that extracts human-interpretable object-behaviour-facts from raw video clips and propose novel symbolic and transformer based reasoning methods that operate over these extracted facts to identify adverb-types. Experiment results demonstrate that our proposed methods perform favourably against the previous state-of-the-art. Additionally, to support efforts in symbolic video-processing, we release two new datasets of object-behaviour-facts extracted from raw video clips - the MSR-VTT-ASP and ActivityNet-ASP datasets.
Employing Crowdsourcing for Enriching a Music Knowledge Base in Higher Education
Lyberatos, Vassilis, Kantarelis, Spyridon, Kaldeli, Eirini, Bekiaris, Spyros, Tzortzis, Panagiotis, Mastromichalakis, Orfeas Menis -, Stamou, Giorgos
This paper describes the methodology followed and the lessons learned from employing crowdsourcing techniques as part of a homework assignment involving higher education students of computer science. Making use of a platform that supports crowdsourcing in the cultural heritage domain students were solicited to enrich the metadata associated with a selection of music tracks. The results of the campaign were further analyzed and exploited by students through the use of semantic web technologies. In total, 98 students participated in the campaign, contributing more than 6400 annotations concerning 854 tracks. The process also led to the creation of an openly available annotated dataset, which can be useful for machine learning models for music tagging. The campaign's results and the comments gathered through an online survey enable us to draw some useful insights about the benefits and challenges of integrating crowdsourcing into computer science curricula and how this can enhance students' engagement in the learning process.
KIT's Multilingual Speech Translation System for IWSLT 2023
Liu, Danni, Nguyen, Thai Binh, Koneru, Sai, Ugan, Enes Yavuz, Pham, Ngoc-Quan, Nguyen, Tuan-Nam, Dinh, Tu Anh, Mullov, Carlos, Waibel, Alexander, Niehues, Jan
Many existing speech translation benchmarks focus on native-English speech in high-quality recording conditions, which often do not match the conditions in real-life use-cases. In this paper, we describe our speech translation system for the multilingual track of IWSLT 2023, which evaluates translation quality on scientific conference talks. The test condition features accented input speech and terminology-dense contents. The task requires translation into 10 languages of varying amounts of resources. In absence of training data from the target domain, we use a retrieval-based approach (kNN-MT) for effective adaptation (+0.8 BLEU for speech translation). We also use adapters to easily integrate incremental training data from data augmentation, and show that it matches the performance of re-training. We observe that cascaded systems are more easily adaptable towards specific target domains, due to their separate modules. Our cascaded speech system substantially outperforms its end-to-end counterpart on scientific talk translation, although their performance remains similar on TED talks.
Asymptotically Optimal Fixed-Budget Best Arm Identification with Variance-Dependent Bounds
Kato, Masahiro, Imaizumi, Masaaki, Ishihara, Takuya, Kitagawa, Toru
We investigate the problem of fixed-budget best arm identification (BAI) for minimizing expected simple regret. In an adaptive experiment, a decision maker draws one of multiple treatment arms based on past observations and observes the outcome of the drawn arm. After the experiment, the decision maker recommends the treatment arm with the highest expected outcome. We evaluate the decision based on the expected simple regret, which is the difference between the expected outcomes of the best arm and the recommended arm. Due to inherent uncertainty, we evaluate the regret using the minimax criterion. First, we derive asymptotic lower bounds for the worst-case expected simple regret, which are characterized by the variances of potential outcomes (leading factor). Based on the lower bounds, we propose the Two-Stage (TS)-Hirano-Imbens-Ridder (HIR) strategy, which utilizes the HIR estimator (Hirano et al., 2003) in recommending the best arm. Our theoretical analysis shows that the TS-HIR strategy is asymptotically minimax optimal, meaning that the leading factor of its worst-case expected simple regret matches our derived worst-case lower bound. Additionally, we consider extensions of our method, such as the asymptotic optimality for the probability of misidentification. Finally, we validate the proposed method's effectiveness through simulations.
Diagrammatization: Rationalizing with diagrammatic AI explanations for abductive-deductive reasoning on hypotheses
Lim, Brian Y., Cahaly, Joseph P., Sng, Chester Y. F., Chew, Adam
Many visualizations have been developed for explainable AI (XAI), but they often require further reasoning by users to interpret. We argue that XAI should support diagrammatic and abductive reasoning for the AI to perform hypothesis generation and evaluation to reduce the interpretability gap. We propose Diagrammatization to i) perform Peircean abductive-deductive reasoning, ii) follow domain conventions, and iii) explain with diagrams visually or verbally. We implemented DiagramNet for a clinical application to predict cardiac diagnoses from heart auscultation, and explain with shape-based murmur diagrams. In modeling studies, we found that DiagramNet not only provides faithful murmur shape explanations, but also has better prediction performance than baseline models. We further demonstrate the interpretability and trustworthiness of diagrammatic explanations in a qualitative user study with medical students, showing that clinically-relevant, diagrammatic explanations are preferred over technical saliency map explanations. This work contributes insights into providing domain-conventional abductive explanations for user-centric XAI.
How Handwriting Lost Its Personality
Because I am a writer, and because I am a hoarder, my apartment is littered with notebooks that contain a mixture of journal entries and school assignments. Many pages don't have dates, but I can tell which era of my life they correspond to just by looking at the handwriting. In the earliest examples, from elementary school, my print is angular, jagged; even the s's and j's turn sharp corners. In middle school, when I wanted to be more feminine (and was otherwise failing), I made my letters rounder, every curve a bubble ready to pop. In my junior year of high school, when it was time to get serious about applying to college, I switched to cursive, slender and tightly controlled.