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Self-Supervised Aerial Images Analysis for Extracting Parking lot Structure
Seo, Young-Woo (Robotics Institute, Carnegie Mellon University) | Ratliff, Nathan (Robotics Institute, Carnegie Mellon University) | Urmson, Chris (Robotics Institute, Carnegie Mellon University)
Road network information simplifies autonomous driving by providing strong priors about environments. It informs a robotic vehicle with where it can drive, models of what can be expected, and contextual cues that influence driving behaviors. Currently, however, road network information is manually generated using a combination of GPS survey and aerial imagery. These manual techniques are labor intensive and error prone. To full exploit the benefits of digital imagery, these processes should be automated. As a step toward this goal, we present an algorithm that extracts the structure of parking lot visible from a given aerial image. To minimize human intervention in the use of aerial imagery, we devise a self-supervised learning algorithm that automatically generates a set of parking spot templates to learn the appearance of a parking lot and estimates the structure of the parking lot from the learned model. The data set extracted from a single image alone is too small to sufficiently learn an accurate parking spot model. However, strong priors trained using large data sets collected across multiple images dramatically improvce performance. Our self-supervised approach outperforms the prior alone by adapting the distribution of examples toward that found in the current image. A thorough empirical analysis compares leading state-of-the-art learning techniques on this problem.
Information-Lookahead Planning for AUV Mapping
Saigol, Zeyn A. (University of Birmingham) | Dearden, Richard W. (University of Birmingham) | Wyatt, Jeremy L. (University of Birmingham) | Murton, Bramley J. (National Oceanography Centre, Southampton)
Exploration for robotic mapping is typically handled using greedy entropy reduction. Here we show how to apply information lookahead planning to a challenging instance of this problem in which an Autonomous Underwater Vehicle (AUV) maps hydrothermal vents. Given a simulation of vent behaviour we derive an observation function to turn the planning for mapping problem into a POMDP. We test a variety of information state MDP algorithms against greedy, systematic and reactive search strategies. We show that directly rewarding the AUV for visiting vents induces effective mapping strategies. We evaluate the algorithms in simulation and show that our information lookahead method outperforms the others.
HTN Planning with Preferences
Sohrabi, Shirin (University of Toronto) | Baier, Jorge A. (University of Toronto) | McIlraith, Sheila A. (University of Toronto)
In this paper we address the problem of generating preferred plans by combining the procedural control knowledge specified by Hierarchical Task Networks (HTNs) with rich user preferences. To this end, we extend the popular Planning Domain Definition Language, PDDL3, to support specification of simple and temporally extended preferences over HTN constructs. To compute preferred HTN plans, we propose a branch-and-bound algorithm, together with a set of heuristics that, leveraging HTN structure, measure progress towards satisfaction of preferences. Our preference-based planner, HTNPLAN-P, is implemented as an extension of the SHOP2 planner. We compared our planner with SGPLAN5 and HPLAN-P — the top performers in the 2006 International Planning Competition preference tracks. HTNPLAN-P generated plans that in all but a few cases equalled or exceeded the quality of plans returned by HPLAN-P and SGPLAN5. While our implementation builds on SHOP2, the language and techniques proposed here are relevant to a broad range of HTN planners.
Monte-Carlo Exploration for Deterministic Planning
Nakhost, Hootan (University of Alberta) | Müller, Martin (University of Alberta)
Search methods based on Monte-Carlo simulation have recently led to breakthrough performance improvements in difficult game-playing domains such as Go and General Game Playing. Monte-Carlo Random Walk (MRW) planning applies Monte-Carlo ideas to deterministic classical planning. In the forward chaining planner Arvand, Monte-Carlo random walks are used to explore the local neighborhood of a search state for action selection. In contrast to the stochastic local search approach used in the recent planner Identidem, random walks yield a larger and unbiased sample of the search neighborhood, and require state evaluations only at the endpoints of each walk. On IPC-4 competition problems, the performance of Arvand is competitive with state of the art systems.
Translating HTNs to PDDL: A Small Amount of Domain Knowledge Can Go a Long Way
Alford, Ronald Wayne (University of Maryland, College Park) | Kuter, Ugur (University of Maryland, College Park) | Nau, Dana (University of Maryland, College Park)
We show how to translate HTN domain descriptions (if they satisfy certain restrictions) into PDDL so that they can be used by classical planners. We provide correctness results for our translation algorithm, and show that it runs in linear time and space. We also show that even small and incomplete amounts of HTN knowledge, when translated into PDDL using our algorithm, can greatly improve a classical planner's performance. In experiments on several thousand randomly generated problems in three different planning domains, such knowledge speeded up the well-known Fast-Forward planner by several orders of magnitude, and enabled it to solve much larger problems than it could otherwise solve.
Wikispeedia: An Online Game for Inferring Semantic Distances between Concepts
West, Robert (McGill University) | Pineau, Joelle (McGill University) | Precup, Doina (McGill University)
Computing the semantic distance between real-world concepts is crucial for many intelligent applications. We present a novel method that leverages data from `Wikispeedia', an online game played on Wikipedia; players have to reach an article from another, unrelated article, only by clicking links in the articles encountered. In order to automatically infer semantic distances between everyday concepts, our method effectively extracts the common sense displayed by humans during play, and is thus more desirable, from a cognitive point of view, than purely corpus-based methods. We show that our method significantly outperforms Latent Semantic Analysis in a psychometric evaluation of the quality of learned semantic distances.
On the Tip of My Thought: Playing the Guillotine Game
Semeraro, Giovanni (University of Bari "Aldo Moro") | Lops, Pasquale (University of Bari "Aldo Moro") | Basile, Pierpaolo (University of Bari "Aldo Moro") | Gemmis, Marco de (University of Bari "Aldo Moro")
In this paper we propose a system to solve a language game, called Guillotine, which requires a player with a strong cultural and linguistic background knowledge. The player observes a set of five words, generally unrelated to each other, and in one minute she has to provide a sixth word, semantically connected to the others. Several knowledge sources, such as a dictionary and a set of proverbs, have been modeled and integrated in order to realize a knowledge infusion process into the system. The main motivation for designing an artificial player for Guillotine is the challenge of providing the machine with the cultural and linguistic background knowledge which makes it similar to a human being, with the ability of interpreting natural language documents and reasoning on their content. Experiments carried out showed promising results, and both the knowledge source modeling and the reasoning mechanisms (implementing a spreading activation algorithm to find out the solution) seem to be appropriate. We are convinced that the approach has a great potential for other more practical applications besides solving a language game, such as semantic search.
Improving a Virtual Human Using a Model of Degrees of Grounding
Roque, Antonio (USC Institute for Creative Technologies) | Traum, David (USC Institute for Creative Technologies)
An exception is which tracks the extent to which material has our Degrees of Grounding model [Roque and Traum, 2008], reached mutual belief in a dialogue, and conduct which provides a more detailed description of the extent to experiments in which the model is used to manage which material has become a part of the common ground during grounding behavior in spoken dialogues with a virtual a dialogue. In this paper we describe experiments in applying human. We show that the model produces improvements that model to handle explicit grounding behavior in in virtual human performance as measured a virtual human. We begin by describing the model and the by post-session questionnaires.
Efficient Dominant Point Algorithms for the Multiple Longest Common Subsequence (MLCS) Problem
Wang, Qingguo (University of Missouri) | Korkin, Dmitry (University of Missouri) | Shang, Yi (University of Missouri)
Finding the longest common subsequence of multiple strings is a classical computer science problem and has many applications in the areas of bioinformatics and computational genomics. In this paper, we present a new sequential algorithm for the general case of MLCS problem, and its parallel realization. The algorithm is based on the dominant point approach and employs a fast divide-and-conquer technique to compute the dominant points. When applied to find a MLCS of 3 strings, our general algorithm is shown to exhibit the same performance as the best existing MLCS algorithm by Hakata and Imai, designed specifically for the case of 3 strings. Moreover, we show that for a general case of more than 3 strings, the algorithm is significantly faster than the best existing sequential approaches, reaching up to 2-3 orders of magnitude faster on the large-size problems. Finally, we propose a parallel implementation of the algorithm. Evaluating the parallel algorithm on a benchmark set of both random and biological sequences reveals a near-linear speed-up with respect to the sequential algorithm.
Learning to Follow Navigational Route Instructions
Shimizu, Nobuyuki (University of Tokyo) | Haas, Andrew (State University of New York at Albany)
We have developed a simulation model that accepts instructions in unconstrained natural language, and then guides a robot to the correct destination. The instructions are segmented on the basis of the actions to be taken, and each segment is labeled with the required action. This flat formulation reduces the problem to a sequential labeling task, to which machine learning methods are applied. We propose an innovativemachine learningmethod for explicitly modeling the actions described in instructions and integrating learning and inference about the physical environment. We obtained a corpus of 840 route instructions that experimenters verified as follow-able, given by people in building navigation situations. Using the four-fold cross validation, our experiments showed that the simulated robot reached the correct destination 88% of the time.