Energy
Handle Object Navigation as Weighted Traveling Repairman Problem
Liu, Ruimeng, Xu, Xinhang, Yuan, Shenghai, Xie, Lihua
Zero-Shot Object Navigation (ZSON) requires agents to navigate to objects specified via open-ended natural language without predefined categories or prior environmental knowledge. While recent methods leverage foundation models or multi-modal maps, they often rely on 2D representations and greedy strategies or require additional training or modules with high computation load, limiting performance in complex environments and real applications. We propose WTRP-Searcher, a novel framework that formulates ZSON as a Weighted Traveling Repairman Problem (WTRP), minimizing the weighted waiting time of viewpoints. Using a Vision-Language Model (VLM), we score viewpoints based on object-description similarity, projected onto a 2D map with depth information. An open-vocabulary detector identifies targets, dynamically updating goals, while a 3D embedding feature map enhances spatial awareness and environmental recall. WTRP-Searcher outperforms existing methods, offering efficient global planning and improved performance in complex ZSON tasks. Code and more demos will be avaliable on https://github.com/lrm20011/WTRP_Searcher.
opXRD: Open Experimental Powder X-ray Diffraction Database
Hollarek, Daniel, Schopmans, Henrik, Östreicher, Jona, Teufel, Jonas, Cao, Bin, Alwen, Adie, Schweidler, Simon, Singh, Mriganka, Kodalle, Tim, Hu, Hanlin, Heymans, Gregoire, Abdelsamie, Maged, Hardiagon, Arthur, Wieczorek, Alexander, Zhuk, Siarhei, Schwaiger, Ruth, Siol, Sebastian, Coudert, François-Xavier, Wolf, Moritz, Sutter-Fella, Carolin M., Breitung, Ben, Hodge, Andrea M., Zhang, Tong-yi, Friederich, Pascal
Powder X-ray diffraction (pXRD) experiments are a cornerstone for materials structure characterization. Despite their widespread application, analyzing pXRD diffractograms still presents a significant challenge to automation and a bottleneck in high-throughput discovery in self-driving labs. Machine learning promises to resolve this bottleneck by enabling automated powder diffraction analysis. A notable difficulty in applying machine learning to this domain is the lack of sufficiently sized experimental datasets, which has constrained researchers to train primarily on simulated data. However, models trained on simulated pXRD patterns showed limited generalization to experimental patterns, particularly for low-quality experimental patterns with high noise levels and elevated backgrounds. With the Open Experimental Powder X-Ray Diffraction Database (opXRD), we provide an openly available and easily accessible dataset of labeled and unlabeled experimental powder diffractograms. Labeled opXRD data can be used to evaluate the performance of models on experimental data and unlabeled opXRD data can help improve the performance of models on experimental data, e.g. through transfer learning methods. We collected 92552 diffractograms, 2179 of them labeled, from a wide spectrum of materials classes. We hope this ongoing effort can guide machine learning research toward fully automated analysis of pXRD data and thus enable future self-driving materials labs.
Every FLOP Counts: Scaling a 300B Mixture-of-Experts LING LLM without Premium GPUs
Ling Team, null, Zeng, Binwei, Huang, Chao, Zhang, Chao, Tian, Changxin, Chen, Cong, Jin, Dingnan, Yu, Feng, Zhu, Feng, Yuan, Feng, Wang, Fakang, Wang, Gangshan, Zhai, Guangyao, Zhang, Haitao, Li, Huizhong, Zhou, Jun, Liu, Jia, Fang, Junpeng, Ou, Junjie, Hu, Jun, Luo, Ji, Zhang, Ji, Liu, Jian, Sha, Jian, Qian, Jianxue, Wu, Jiewei, Zhao, Junping, Li, Jianguo, Feng, Jubao, Di, Jingchao, Xu, Junming, Yao, Jinghua, Xu, Kuan, Du, Kewei, Li, Longfei, Liang, Lei, Yu, Lu, Tang, Li, Ju, Lin, Xu, Peng, Cui, Qing, Liu, Song, Li, Shicheng, Song, Shun, Yan, Song, Cai, Tengwei, Chen, Tianyi, Guo, Ting, Huang, Ting, Feng, Tao, Wu, Tao, Wu, Wei, Zhang, Xiaolu, Yang, Xueming, Zhao, Xin, Hu, Xiaobo, Lin, Xin, Zhao, Yao, Wang, Yilong, Guo, Yongzhen, Wang, Yuanyuan, Yang, Yue, Cao, Yang, Fu, Yuhao, Xiong, Yi, Li, Yanzhe, Li, Zhe, Zhang, Zhiqiang, Liu, Ziqi, Huan, Zhaoxin, Wen, Zujie, Sun, Zhenhang, Du, Zhuoxuan, He, Zhengyu
In this technical report, we tackle the challenges of training large-scale Mixture of Experts (MoE) models, focusing on overcoming cost inefficiency and resource limitations prevalent in such systems. To address these issues, we present two differently sized MoE large language models (LLMs), namely Ling-Lite and Ling-Plus (referred to as "Bailing" in Chinese, spelled B\v{a}il\'ing in Pinyin). Ling-Lite contains 16.8 billion parameters with 2.75 billion activated parameters, while Ling-Plus boasts 290 billion parameters with 28.8 billion activated parameters. Both models exhibit comparable performance to leading industry benchmarks. This report offers actionable insights to improve the efficiency and accessibility of AI development in resource-constrained settings, promoting more scalable and sustainable technologies. Specifically, to reduce training costs for large-scale MoE models, we propose innovative methods for (1) optimization of model architecture and training processes, (2) refinement of training anomaly handling, and (3) enhancement of model evaluation efficiency. Additionally, leveraging high-quality data generated from knowledge graphs, our models demonstrate superior capabilities in tool use compared to other models. Ultimately, our experimental findings demonstrate that a 300B MoE LLM can be effectively trained on lower-performance devices while achieving comparable performance to models of a similar scale, including dense and MoE models. Compared to high-performance devices, utilizing a lower-specification hardware system during the pre-training phase demonstrates significant cost savings, reducing computing costs by approximately 20%. The models can be accessed at https://huggingface.co/inclusionAI.
HWC-Loco: A Hierarchical Whole-Body Control Approach to Robust Humanoid Locomotion
Lin, Sixu, Qiao, Guanren, Tai, Yunxin, Li, Ang, Jia, Kui, Liu, Guiliang
Humanoid robots, capable of assuming human roles in various workplaces, have become essential to the advancement of embodied intelligence. However, as robots with complex physical structures, learning a control model that can operate robustly across diverse environments remains inherently challenging, particularly under the discrepancies between training and deployment environments. In this study, we propose HWC-Loco, a robust whole-body control algorithm tailored for humanoid locomotion tasks. By reformulating policy learning as a robust optimization problem, HWC-Loco explicitly learns to recover from safety-critical scenarios. While prioritizing safety guarantees, overly conservative behavior can compromise the robot's ability to complete the given tasks. To tackle this challenge, HWC-Loco leverages a hierarchical policy for robust control. This policy can dynamically resolve the trade-off between goal-tracking and safety recovery, guided by human behavior norms and dynamic constraints. To evaluate the performance of HWC-Loco, we conduct extensive comparisons against state-of-the-art humanoid control models, demonstrating HWC-Loco's superior performance across diverse terrains, robot structures, and locomotion tasks under both simulated and real-world environments.
StructGS: Adaptive Spherical Harmonics and Rendering Enhancements for Superior 3D Gaussian Splatting
Huang, Zexu, Xu, Min, Perry, Stuart
Recent advancements in 3D reconstruction coupled with neural rendering techniques have greatly improved the creation of photo-realistic 3D scenes, influencing both academic research and industry applications. The technique of 3D Gaussian Splatting and its variants incorporate the strengths of both primitive-based and volumetric representations, achieving superior rendering quality. While 3D Geometric Scattering (3DGS) and its variants have advanced the field of 3D representation, they fall short in capturing the stochastic properties of non-local structural information during the training process. Additionally, the initialisation of spherical functions in 3DGS-based methods often fails to engage higher-order terms in early training rounds, leading to unnecessary computational overhead as training progresses. Furthermore, current 3DGS-based approaches require training on higher resolution images to render higher resolution outputs, significantly increasing memory demands and prolonging training durations. We introduce StructGS, a framework that enhances 3D Gaussian Splatting (3DGS) for improved novel-view synthesis in 3D reconstruction. StructGS innovatively incorporates a patch-based SSIM loss, dynamic spherical harmonics initialisation and a Multi-scale Residual Network (MSRN) to address the above-mentioned limitations, respectively. Our framework significantly reduces computational redundancy, enhances detail capture and supports high-resolution rendering from low-resolution inputs. Experimentally, StructGS demonstrates superior performance over state-of-the-art (SOTA) models, achieving higher quality and more detailed renderings with fewer artifacts.
Safe, Task-Consistent Manipulation with Operational Space Control Barrier Functions
Safe real-time control of robotic manipulators in unstructured environments requires handling numerous safety constraints without compromising task performance. Traditional approaches, such as artificial potential fields (APFs), suffer from local minima, oscillations, and limited scalability, while model predictive control (MPC) can be computationally expensive. Control barrier functions (CBFs) offer a promising alternative due to their high level of robustness and low computational cost, but these safety filters must be carefully designed to avoid significant reductions in the overall performance of the manipulator. In this work, we introduce an Operational Space Control Barrier Function (OSCBF) framework that integrates safety constraints while preserving task-consistent behavior. Our approach scales to hundreds of simultaneous constraints while retaining real-time control rates, ensuring collision avoidance, singularity prevention, and workspace containment even in highly cluttered and dynamic settings. By explicitly accounting for the task hierarchy in the CBF objective, we prevent degraded performance across both joint-space and operational-space tasks, when at the limit of safety. Our open-source, high-performance software will be available at our project webpage, https://stanfordasl.github.io/oscbf/
pRRTC: GPU-Parallel RRT-Connect for Fast, Consistent, and Low-Cost Motion Planning
Huang, Chih H., Jadhav, Pranav, Plancher, Brian, Kingston, Zachary
Sampling-based motion planning algorithms, like the Rapidly-Exploring Random Tree (RRT) and its widely used variant, RRT-Connect, provide efficient solutions for high-dimensional planning problems faced by real-world robots. However, these methods remain computationally intensive, particularly in complex environments that require many collision checks. As such, to improve performance, recent efforts have explored parallelizing specific components of RRT, such as collision checking or running multiple planners independently, but no prior work has integrated parallelism at multiple levels of the algorithm for robotic manipulation. In this work, we present pRRTC, a GPU-accelerated implementation of RRT-Connect that achieves parallelism across the entire algorithm through multithreaded expansion and connection, SIMT-optimized collision checking, and hierarchical parallelism optimization, improving efficiency, consistency, and initial solution cost. We evaluate the effectiveness of pRRTC on the MotionBenchMaker dataset using robots with 7, 8, and 14 degrees-of-freedom, demonstrating up to 6x average speedup on constrained reaching tasks at high collision checking resolution compared to state-of-the-art. pRRTC also demonstrates a 5x reduction in solution time variance and 1.5x improvement in initial path costs compared to state-of-the-art motion planners in complex environments across all robots.
Chance-constrained Linear Quadratic Gaussian Games for Multi-robot Interaction under Uncertainty
Ren, Kai, Salizzoni, Giulio, Gürsoy, Mustafa Emre, Kamgarpour, Maryam
We address safe multi-robot interaction under uncertainty. In particular, we formulate a chance-constrained linear quadratic Gaussian game with coupling constraints and system uncertainties. We find a tractable reformulation of the game and propose a dual ascent algorithm. We prove that the algorithm converges to a generalized Nash equilibrium of the reformulated game, ensuring the satisfaction of the chance constraints. We test our method in driving simulations and real-world robot experiments. Our method ensures safety under uncertainty and generates less conservative trajectories than single-agent model predictive control.
Unlocking Generalization for Robotics via Modularity and Scale
How can we build generalist robot systems? Scale may not be enough due to the significant multimodality of robotics tasks, lack of easily accessible data and the challenges of deploying on physical hardware. Meanwhile, most deployed robotic systems today are inherently modular and can leverage the independent generalization capabilities of each module to perform well. Therefore, this thesis seeks to tackle the task of building generalist robot agents by integrating these components into one: combining modularity with large-scale learning for general purpose robot control. The first question we consider is: how can we build modularity and hierarchy into learning systems? Our key insight is that rather than having the agent learn hierarchy and low-level control end-to-end, we can enforce modularity via planning to enable more efficient and capable robot learners. Next, we come to the role of scale in building generalist robot systems. To scale, neural networks require vast amounts of diverse data, expressive architectures to fit the data and a source of supervision to generate the data. We leverage a powerful supervision source: classical planning, which can generalize, but is expensive to run and requires access to privileged information to perform well in practice. We use these planners to supervise large-scale policy learning in simulation to produce generalist agents. Finally, we consider how to unify modularity with large-scale policy learning to build real-world robot systems capable of performing zero-shot manipulation. We do so by tightly integrating key ingredients of modular high and mid-level planning, learned local control, procedural scene generation and large-scale policy learning for sim2real transfer. We demonstrate that this recipe can produce a single, generalist agent that can solve challenging long-horizon manipulation tasks in the real world.
Generative modelling with jump-diffusions
Score-based diffusion models generate samples from an unknown target distribution using a time-reversed diffusion process. While such models represent state-of-the-art approaches in industrial applications such as artificial image generation, it has recently been noted that their performance can be further improved by considering injection noise with heavy tailed characteristics. Here, I present a generalization of generative diffusion processes to a wide class of non-Gaussian noise processes. I consider forward processes driven by standard Gaussian noise with super-imposed Poisson jumps representing a finite activity Levy process. The generative process is shown to be governed by a generalized score function that depends on the jump amplitude distribution. Both probability flow ODE and SDE formulations are derived using basic technical effort, and are implemented for jump amplitudes drawn from a multivariate Laplace distribution. Remarkably, for the problem of capturing a heavy-tailed target distribution, the jump-diffusion Laplace model outperforms models driven by alpha-stable noise despite not containing any heavy-tailed characteristics. The framework can be readily applied to other jump statistics that could further improve on the performance of standard diffusion models.