Learning Graphical Models
D3RoMa: Disparity Diffusion-based Depth Sensing for Material-Agnostic Robotic Manipulation
Wei, Songlin, Geng, Haoran, Chen, Jiayi, Deng, Congyue, Cui, Wenbo, Zhao, Chengyang, Fang, Xiaomeng, Guibas, Leonidas, Wang, He
Depth sensing is an important problem for 3D vision-based robotics. Yet, a real-world active stereo or ToF depth camera often produces noisy and incomplete depth which bottlenecks robot performances. In this work, we propose D3RoMa, a learning-based depth estimation framework on stereo image pairs that predicts clean and accurate depth in diverse indoor scenes, even in the most challenging scenarios with translucent or specular surfaces where classical depth sensing completely fails. Key to our method is that we unify depth estimation and restoration into an image-to-image translation problem by predicting the disparity map with a denoising diffusion probabilistic model. At inference time, we further incorporated a left-right consistency constraint as classifier guidance to the diffusion process. Our framework combines recently advanced learning-based approaches and geometric constraints from traditional stereo vision. For model training, we create a large scene-level synthetic dataset with diverse transparent and specular objects to compensate for existing tabletop datasets. The trained model can be directly applied to real-world in-the-wild scenes and achieve state-of-the-art performance in multiple public depth estimation benchmarks. Further experiments in real environments show that accurate depth prediction significantly improves robotic manipulation in various scenarios.
Intent Prediction-Driven Model Predictive Control for UAV Planning and Navigation in Dynamic Environments
Xu, Zhefan, Jin, Hanyu, Han, Xinming, Shen, Haoyu, Shimada, Kenji
The emergence of indoor aerial robots holds significant potential for enhancing construction site workers' productivity by autonomously performing inspection and mapping tasks. The key challenge to this application is ensuring navigation safety with human workers. While navigation in static environments has been extensively studied, navigating dynamic environments remains open due to challenges in perception and planning. Payload limitations of unmanned aerial vehicles limit them to using cameras with limited fields of view, resulting in unreliable perception and tracking during collision avoidance. Moreover, the unpredictable nature of the dynamic environments can quickly make the generated optimal trajectory outdated. To address these challenges, this paper presents a comprehensive navigation framework that incorporates both perception and planning, introducing the concept of dynamic obstacle intent prediction. Our perception module detects and tracks dynamic obstacles efficiently and handles tracking loss and occlusion during collision avoidance. The proposed intent prediction module employs a Markov Decision Process (MDP) to forecast potential actions of dynamic obstacles with the possible future trajectories. Finally, a novel intent-based planning algorithm, leveraging model predictive control (MPC), is applied to generate safe navigation trajectories. Simulation and physical experiments demonstrate that our method enables safe navigation in dynamic environments and achieves the fewest collisions compared to benchmarks.
Bayesian computation with generative diffusion models by Multilevel Monte Carlo
Haji-Ali, Abdul-Lateef, Pereyra, Marcelo, Shaw, Luke, Zygalakis, Konstantinos
Generative diffusion models have recently emerged as a powerful strategy to perform stochastic sampling in Bayesian inverse problems, delivering remarkably accurate solutions for a wide range of challenging applications. However, diffusion models often require a large number of neural function evaluations per sample in order to deliver accurate posterior samples. As a result, using diffusion models as stochastic samplers for Monte Carlo integration in Bayesian computation can be highly computationally expensive. This cost is especially high in large-scale inverse problems such as computational imaging, which rely on large neural networks that are expensive to evaluate. With Bayesian imaging problems in mind, this paper presents a Multilevel Monte Carlo strategy that significantly reduces the cost of Bayesian computation with diffusion models. This is achieved by exploiting cost-accuracy trade-offs inherent to diffusion models to carefully couple models of different levels of accuracy in a manner that significantly reduces the overall cost of the calculation, without reducing the final accuracy. The effectiveness of the proposed Multilevel Monte Carlo approach is demonstrated with three canonical computational imaging problems, where we observe a $4\times$-to-$8\times$ reduction in computational cost compared to conventional Monte Carlo averaging.
Agent-state based policies in POMDPs: Beyond belief-state MDPs
The traditional approach to POMDPs is to convert them into fully observed MDPs by considering a belief state as an information state. However, a belief-state based approach requires perfect knowledge of the system dynamics and is therefore not applicable in the learning setting where the system model is unknown. Various approaches to circumvent this limitation have been proposed in the literature. We present a unified treatment of some of these approaches by viewing them as models where the agent maintains a local recursively updateable agent state and chooses actions based on the agent state. We highlight the different classes of agent-state based policies and the various approaches that have been proposed in the literature to find good policies within each class. These include the designer's approach to find optimal non-stationary agent-state based policies, policy search approaches to find a locally optimal stationary agent-state based policies, and the approximate information state to find approximately optimal stationary agent-state based policies. We then present how ideas from the approximate information state approach have been used to improve Q-learning and actor-critic algorithms for learning in POMDPs.
Dynamic Game-Theoretical Decision-Making Framework for Vehicle-Pedestrian Interaction with Human Bounded Rationality
Dang, Meiting, Zhao, Dezong, Wang, Yafei, Wei, Chongfeng
Human-involved interactive environments pose significant challenges for autonomous vehicle decision-making processes due to the complexity and uncertainty of human behavior. It is crucial to develop an explainable and trustworthy decision-making system for autonomous vehicles interacting with pedestrians. Previous studies often used traditional game theory to describe interactions for its interpretability. However, it assumes complete human rationality and unlimited reasoning abilities, which is unrealistic. To solve this limitation and improve model accuracy, this paper proposes a novel framework that integrates the partially observable markov decision process with behavioral game theory to dynamically model AV-pedestrian interactions at the unsignalized intersection. Both the AV and the pedestrian are modeled as dynamic-belief-induced quantal cognitive hierarchy (DB-QCH) models, considering human reasoning limitations and bounded rationality in the decision-making process. In addition, a dynamic belief updating mechanism allows the AV to update its understanding of the opponent's rationality degree in real-time based on observed behaviors and adapt its strategies accordingly. The analysis results indicate that our models effectively simulate vehicle-pedestrian interactions and our proposed AV decision-making approach performs well in safety, efficiency, and smoothness. It closely resembles real-world driving behavior and even achieves more comfortable driving navigation compared to our previous virtual reality experimental data.
The Number of Trials Matters in Infinite-Horizon General-Utility Markov Decision Processes
Santos, Pedro P., Sardinha, Alberto, Melo, Francisco S.
The general-utility Markov decision processes (GUMDPs) framework generalizes the MDPs framework by considering objective functions that depend on the frequency of visitation of state-action pairs induced by a given policy. In this work, we contribute with the first analysis on the impact of the number of trials, i.e., the number of randomly sampled trajectories, in infinite-horizon GUMDPs. We show that, as opposed to standard MDPs, the number of trials plays a key-role in infinite-horizon GUMDPs and the expected performance of a given policy depends, in general, on the number of trials. We consider both discounted and average GUMDPs, where the objective function depends, respectively, on discounted and average frequencies of visitation of state-action pairs. First, we study policy evaluation under discounted GUMDPs, proving lower and upper bounds on the mismatch between the finite and infinite trials formulations for GUMDPs. Second, we address average GUMDPs, studying how different classes of GUMDPs impact the mismatch between the finite and infinite trials formulations. Third, we provide a set of empirical results to support our claims, highlighting how the number of trajectories and the structure of the underlying GUMDP influence policy evaluation.
Deep Reinforcement Learning-based Obstacle Avoidance for Robot Movement in Warehouse Environments
Li, Keqin, Chen, Jiajing, Yu, Denzhi, Dajun, Tao, Qiu, Xinyu, Jieting, Lian, Baiwei, Sun, Shengyuan, Zhang, Wan, Zhenyu, Ji, Ran, Hong, Bo, Ni, Fanghao
At present, in most warehouse environments, the accumulation of goods is complex, and the management personnel in the control of goods at the same time with the warehouse mobile robot trajectory interaction, the traditional mobile robot can not be very good on the goods and pedestrians to feed back the correct obstacle avoidance strategy, in order to control the mobile robot in the warehouse environment efficiently and friendly to complete the obstacle avoidance task, this paper proposes a deep reinforcement learning based on the warehouse environment, the mobile robot obstacle avoidance Algorithm. Firstly, for the insufficient learning ability of the value function network in the deep reinforcement learning algorithm, the value function network is improved based on the pedestrian interaction, the interaction information between pedestrians is extracted through the pedestrian angle grid, and the temporal features of individual pedestrians are extracted through the attention mechanism, so that we can learn to obtain the relative importance of the current state and the historical trajectory state as well as the joint impact on the robot's obstacle avoidance strategy, which provides an opportunity for the learning of multi-layer perceptual machines afterwards. Secondly, the reward function of reinforcement learning is designed based on the spatial behaviour of pedestrians, and the robot is punished for the state where the angle changes too much, so as to achieve the requirement of comfortable obstacle avoidance; Finally, the feasibility and effectiveness of the deep reinforcement learning-based mobile robot obstacle avoidance algorithm in the warehouse environment in the complex environment of the warehouse are verified through simulation experiments.
Evaluating Robot Influence on Pedestrian Behavior Models for Crowd Simulation and Benchmarking
Agrawal, Subham, Dengler, Nils, Bennewitz, Maren
The presence of robots amongst pedestrians affects them causing deviation to their trajectories. Existing methods suffer from the limitation of not being able to objectively measure this deviation in unseen cases. In order to solve this issue, we introduce a simulation framework that repetitively measures and benchmarks the deviation in trajectory of pedestrians due to robots driven by different navigation algorithms. We simulate the deviation behavior of the pedestrians using an enhanced Social Force Model (SFM) with a robot force component that accounts for the influence of robots on pedestrian behavior, resulting in the Social Robot Force Model (SRFM). Parameters for this model are learned using the pedestrian trajectories from the JRDB dataset [1]. Pedestrians are then simulated using the SRFM with and without the robot force component to objectively measure the deviation to their trajectory caused by the robot in 5 different scenarios. Our work in this paper is a proof of concept that shows objectively measuring the pedestrian reaction to robot is possible. We use our simulation to train two different RL policies and evaluate them against traditional navigation models.
Identify As A Human Does: A Pathfinder of Next-Generation Anti-Cheat Framework for First-Person Shooter Games
Zhang, Jiayi, Sun, Chenxin, Gu, Yue, Zhang, Qingyu, Lin, Jiayi, Du, Xiaojiang, Qian, Chenxiong
The gaming industry has experienced substantial growth, but cheating in online games poses a significant threat to the integrity of the gaming experience. Cheating, particularly in first-person shooter (FPS) games, can lead to substantial losses for the game industry. Existing anti-cheat solutions have limitations, such as client-side hardware constraints, security risks, server-side unreliable methods, and both-sides suffer from a lack of comprehensive real-world datasets. To address these limitations, the paper proposes HAWK, a server-side FPS anti-cheat framework for the popular game CS:GO. HAWK utilizes machine learning techniques to mimic human experts' identification process, leverages novel multi-view features, and it is equipped with a well-defined workflow. The authors evaluate HAWK with the first large and real-world datasets containing multiple cheat types and cheating sophistication, and it exhibits promising efficiency and acceptable overheads, shorter ban times compared to the in-use anti-cheat, a significant reduction in manual labor, and the ability to capture cheaters who evaded official inspections.
Isometric Immersion Learning with Riemannian Geometry
Chen, Zihao, Wang, Wenyong, Xiang, Yu
Manifold learning has been proven to be an effective method for capturing the implicitly intrinsic structure of non-Euclidean data, in which one of the primary challenges is how to maintain the distortion-free (isometry) of the data representations. Actually, there is still no manifold learning method that provides a theoretical guarantee of isometry. Inspired by Nash's isometric theorem, we introduce a new concept called isometric immersion learning based on Riemannian geometry principles. Following this concept, an unsupervised neural network-based model that simultaneously achieves metric and manifold learning is proposed by integrating Riemannian geometry priors. What's more, we theoretically derive and algorithmically implement a maximum likelihood estimation-based training method for the new model. In the simulation experiments, we compared the new model with the state-of-the-art baselines on various 3-D geometry datasets, demonstrating that the new model exhibited significantly superior performance in multiple evaluation metrics. Moreover, we applied the Riemannian metric learned from the new model to downstream prediction tasks in real-world scenarios, and the accuracy was improved by an average of 8.8%.