Energy
Koopman Spectrum Nonlinear Regulators and Efficient Online Learning
Ohnishi, Motoya, Ishikawa, Isao, Lowrey, Kendall, Ikeda, Masahiro, Kakade, Sham, Kawahara, Yoshinobu
Most modern reinforcement learning algorithms optimize a cumulative single-step cost along a trajectory. The optimized motions are often 'unnatural', representing, for example, behaviors with sudden accelerations that waste energy and lack predictability. In this work, we present a novel paradigm of controlling nonlinear systems via the minimization of the Koopman spectrum cost: a cost over the Koopman operator of the controlled dynamics. This induces a broader class of dynamical behaviors that evolve over stable manifolds such as nonlinear oscillators, closed loops, and smooth movements. We demonstrate that some dynamics characterizations that are not possible with a cumulative cost are feasible in this paradigm, which generalizes the classical eigenstructure and pole assignments to nonlinear decision making. Moreover, we present a sample efficient online learning algorithm for our problem that enjoys a sub-linear regret bound under some structural assumptions.
Geometrically Modulable Gait Design for Quadrupeds
Prasad, Hari Krishna Hari, Hatton, Ross L., Jayaram, Kaushik
Miniature-legged robots are constrained by their onboard computation and control, thus motivating the need for simple, first-principles-based geometric models that connect \emph{periodic actuation or gaits} (a universal robot control paradigm) to the induced average locomotion. In this paper, we develop a \emph{modulable two-beat gait design framework} for sprawled planar quadrupedal systems under the no-slip using tools from geometric mechanics. We reduce standard two-beat gaits into unique subgaits in mutually exclusive shape subspaces. Subgaits are characterized by a locomotive stance phase when limbs are in ground contact and a non-locomotive, instantaneous swing phase where the limbs are reset without contact. During the stance phase, the contacting limbs form a four-bar mechanism. To analyze the ensuing locomotion, we develop the following tools: (a) a vector field to generate nonslip actuation, (b) the kinematics of a four-bar mechanism as a local connection, and (c) stratified panels that combine the kinematics and constrained actuation to encode the net change in the system's position generated by a stance-swing subgait cycle. Decoupled subgaits are then designed independently using flows on the shape-change basis and are combined with appropriate phasing to produce a two-beat gait. Further, we introduce ``scaling" and ``sliding" control inputs to continuously modulate the global trajectories of the quadrupedal system in gait time through which we demonstrate cycle-average speed, direction, and steering control using the control inputs. Thus, this framework has the potential to create uncomplicated open-loop gait plans or gain schedules for robots with limited resources, bringing them closer to achieving autonomous control.
A Closer Look at Classification Evaluation Metrics and a Critical Reflection of Common Evaluation Practice
Classification systems are evaluated in a countless number of papers. However, we find that evaluation practice is often nebulous. Frequently, metrics are selected without arguments, and blurry terminology invites misconceptions. For instance, many works use so-called 'macro' metrics to rank systems (e.g., 'macro F1') but do not clearly specify what they would expect from such a `macro' metric. This is problematic, since picking a metric can affect research findings, and thus any clarity in the process should be maximized. Starting from the intuitive concepts of bias and prevalence, we perform an analysis of common evaluation metrics. The analysis helps us understand the metrics' underlying properties, and how they align with expectations as found expressed in papers. Then we reflect on the practical situation in the field, and survey evaluation practice in recent shared tasks. We find that metric selection is often not supported with convincing arguments, an issue that can make a system ranking seem arbitrary. Our work aims at providing overview and guidance for more informed and transparent metric selection, fostering meaningful evaluation.
Trajectory Tracking for UAVs: An Interpolating Control Approach
Bouček, Zdeněk, Flídr, Miroslav, Straka, Ondřej
Building on our previous work, this paper investigates the effectiveness of interpolating control (IC) for real-time trajectory tracking. Unlike prior studies that focused on trajectory tracking itself or UAV stabilization control in simulation, we evaluate the performance of a modified extended IC (eIC) controller compared to Model Predictive Control (MPC) through both simulated and laboratory experiments with a remotely controlled UAV. The evaluation focuses on the computational efficiency and control quality of real-time UAV trajectory tracking compared to previous IC applications. The results demonstrate that the eIC controller achieves competitive performance compared to MPC while significantly reducing computational complexity, making it a promising alternative for resource-constrained platforms.
ColPali: Efficient Document Retrieval with Vision Language Models
Faysse, Manuel, Sibille, Hugues, Wu, Tony, Omrani, Bilel, Viaud, Gautier, Hudelot, Céline, Colombo, Pierre
Documents are visually rich structures that convey information through text, as well as tables, figures, page layouts, or fonts. While modern document retrieval systems exhibit strong performance on query-to-text matching, they struggle to exploit visual cues efficiently, hindering their performance on practical document retrieval applications such as Retrieval Augmented Generation. To benchmark current systems on visually rich document retrieval, we introduce the Visual Document Retrieval Benchmark ViDoRe, composed of various page-level retrieving tasks spanning multiple domains, languages, and settings. The inherent shortcomings Figure 1: For each term in a user query, ColPali identifies of modern systems motivate the introduction the most relevant document image patches (highlighted of a new retrieval model architecture, zones) and computes a query-to-page matching ColPali, which leverages the document score. We can then swiftly retrieve the most relevant understanding capabilities of recent Vision Language documents from a large pre-indexed corpus. Models to produce high-quality contextualized embeddings solely from images of document pages.
Learning Paradigms and Modelling Methodologies for Digital Twins in Process Industry
Mayr, Michael, Chasparis, Georgios C., Küng, Josef
Central to the digital transformation of the process industry are Digital Twins (DTs), virtual replicas of physical manufacturing systems that combine sensor data with sophisticated data-based or physics-based models, or a combination thereof, to tackle a variety of industrial-relevant tasks like process monitoring, predictive control or decision support. The backbone of a DT, i.e. the concrete modelling methodologies and architectural frameworks supporting these models, are complex, diverse and evolve fast, necessitating a thorough understanding of the latest state-of-the-art methods and trends to stay on top of a highly competitive market. From a research perspective, despite the high research interest in reviewing various aspects of DTs, structured literature reports specifically focusing on unravelling the utilized learning paradigms (e.g. self-supervised learning) for DT-creation in the process industry are a novel contribution in this field. This study aims to address these gaps by (1) systematically analyzing the modelling methodologies (e.g. Convolutional Neural Network, Encoder-Decoder, Hidden Markov Model) and paradigms (e.g. data-driven, physics-based, hybrid) used for DT-creation; (2) assessing the utilized learning strategies (e.g. supervised, unsupervised, self-supervised); (3) analyzing the type of modelling task (e.g. regression, classification, clustering); and (4) identifying the challenges and research gaps, as well as, discuss potential resolutions provided.
STRIDE: An Open-Source, Low-Cost, and Versatile Bipedal Robot Platform for Research and Education
Huang, Yuhao, Zeng, Yicheng, Xiong, Xiaobin
STRIDE aims to propel bipedal robotics research and education by providing a cost-effective implementation with step-by-step instructions for building a bipedal robotic platform while providing flexible customizations via a modular and durable design. Moreover, a versatile terrain setup and a quantitative disturbance injection system are augmented to the robot platform to replicate natural terrains and push forces that can be used to evaluate legged locomotion in practical and adversarial scenarios. We demonstrate the functionalities of this platform by realizing an adaptive step-to-step dynamics based walking controller to achieve dynamic walking. Our work with the open-soured implementation shows that STRIDE is a highly versatile and durable platform that can be used in research and education to evaluate locomotion algorithms, mechanical designs, and robust and adaptative controls.
Commonsense Reasoning for Legged Robot Adaptation with Vision-Language Models
Chen, Annie S., Lessing, Alec M., Tang, Andy, Chada, Govind, Smith, Laura, Levine, Sergey, Finn, Chelsea
Legged robots are physically capable of navigating a diverse variety of environments and overcoming a wide range of obstructions. For example, in a search and rescue mission, a legged robot could climb over debris, crawl through gaps, and navigate out of dead ends. However, the robot's controller needs to respond intelligently to such varied obstacles, and this requires handling unexpected and unusual scenarios successfully. This presents an open challenge to current learning methods, which often struggle with generalization to the long tail of unexpected situations without heavy human supervision. To address this issue, we investigate how to leverage the broad knowledge about the structure of the world and commonsense reasoning capabilities of vision-language models (VLMs) to aid legged robots in handling difficult, ambiguous situations. We propose a system, VLM-Predictive Control (VLM-PC), combining two key components that we find to be crucial for eliciting on-the-fly, adaptive behavior selection with VLMs: (1) in-context adaptation over previous robot interactions and (2) planning multiple skills into the future and replanning. We evaluate VLM-PC on several challenging real-world obstacle courses, involving dead ends and climbing and crawling, on a Go1 quadruped robot. Our experiments show that by reasoning over the history of interactions and future plans, VLMs enable the robot to autonomously perceive, navigate, and act in a wide range of complex scenarios that would otherwise require environment-specific engineering or human guidance.
Large language models, physics-based modeling, experimental measurements: the trinity of data-scarce learning of polymer properties
Liu, Ning, Jafarzadeh, Siavash, Lattimer, Brian Y., Ni, Shuna, Lua, Jim, Yu, Yue
Their vast number of trainable parameters necessitates a wealth of data to achieve accuracy and mitigate overfitting. However, experimental measurements are often limited and costly to obtain in sufficient quantities for finetuning. To this end, we present a physics-based training pipeline that tackles the pathology of data scarcity. The core enabler is a physics-based modeling framework that generates a multitude of synthetic data to align the LLM to a physically consistent initial state before finetuning. Our framework features a two-phase training strategy: (1) utilizing the large-in-amount while less accurate synthetic data for supervised pretraining, and (2) finetuning the phase-1 model with limited experimental data. We empirically demonstrate that supervised pretraining is vital to obtaining accurate finetuned LLMs, via the lens of learning polymer flammability metrics where cone calorimeter data is sparse.
Cradle: Empowering Foundation Agents Towards General Computer Control
Tan, Weihao, Zhang, Wentao, Xu, Xinrun, Xia, Haochong, Ding, Ziluo, Li, Boyu, Zhou, Bohan, Yue, Junpeng, Jiang, Jiechuan, Li, Yewen, An, Ruyi, Qin, Molei, Zong, Chuqiao, Zheng, Longtao, Wu, Yujie, Chai, Xiaoqiang, Bi, Yifei, Xie, Tianbao, Gu, Pengjie, Li, Xiyun, Zhang, Ceyao, Tian, Long, Wang, Chaojie, Wang, Xinrun, Karlsson, Börje F., An, Bo, Yan, Shuicheng, Lu, Zongqing
Despite the success in specific scenarios, existing foundation agents still struggle to generalize across various virtual scenarios, mainly due to the dramatically different encapsulations of environments with manually designed observation and action spaces. To handle this issue, we propose the General Computer Control (GCC) setting to restrict foundation agents to interact with software through the most unified and standardized interface, i.e., using screenshots as input and keyboard and mouse actions as output. We introduce Cradle, a modular and flexible LMM-powered framework, as a preliminary attempt towards GCC. Enhanced by six key modules, Cradle can understand input screenshots and output executable code for low-level keyboard and mouse control after high-level planning, so that Cradle can interact with any software and complete long-horizon complex tasks without relying on any built-in APIs. Experimental results show that Cradle exhibits remarkable generalizability and impressive performance across four previously unexplored commercial video games, five software applications, and a comprehensive benchmark, OSWorld. Cradle is the first to enable foundation agents to follow the main storyline and complete 40-minute-long real missions in the complex AAA game Red Dead Redemption 2 (RDR2). Cradle can also create a city of a thousand people in Cities: Skylines, farm and harvest parsnips in Stardew Valley, and trade and bargain with a maximal weekly total profit of 87% in Dealer's Life 2. Cradle can not only operate daily software, like Chrome, Outlook, and Feishu, but also edit images and videos using Meitu and CapCut. Cradle greatly extends the reach of foundation agents by enabling the easy conversion of any software, especially complex games, into benchmarks to evaluate agents' various abilities and facilitate further data collection, thus paving the way for generalist agents.