Agents
Embodied Navigation at the Art Gallery
Bigazzi, Roberto, Landi, Federico, Cascianelli, Silvia, Cornia, Marcella, Baraldi, Lorenzo, Cucchiara, Rita
Embodied agents, trained to explore and navigate indoor photorealistic environments, have achieved impressive results on standard datasets and benchmarks. So far, experiments and evaluations have involved domestic and working scenes like offices, flats, and houses. In this paper, we build and release a new 3D space with unique characteristics: the one of a complete art museum. We name this environment ArtGallery3D (AG3D). Compared with existing 3D scenes, the collected space is ampler, richer in visual features, and provides very sparse occupancy information. This feature is challenging for occupancy-based agents which are usually trained in crowded domestic environments with plenty of occupancy information. Additionally, we annotate the coordinates of the main points of interest inside the museum, such as paintings, statues, and other items. Thanks to this manual process, we deliver a new benchmark for PointGoal navigation inside this new space. Trajectories in this dataset are far more complex and lengthy than existing ground-truth paths for navigation in Gibson and Matterport3D. We carry on extensive experimental evaluation using our new space for evaluation and prove that existing methods hardly adapt to this scenario. As such, we believe that the availability of this 3D model will foster future research and help improve existing solutions.
Agent-Based Modeling for Predicting Pedestrian Trajectories Around an Autonomous Vehicle
Prรฉdhumeau, Manon, Mancheva, Lyuba, Dugdale, Julie, Spalanzani, Anne
This paper addresses modeling and simulating pedestrian trajectories when interacting with an autonomous vehicle in a shared space. Most pedestrianโvehicle interaction models are not suitable for predicting individual trajectories. Data-driven models yield accurate predictions but lack generalizability to new scenarios, usually do not run in real time and produce results that are poorly explainable. Current expert models do not deal with the diversity of possible pedestrian interactions with the vehicle in a shared space and lack microscopic validation. We propose an expert pedestrian model that combines the social force model and a new decision model for anticipating pedestrianโvehicle interactions. The proposed model integrates different observed pedestrian behaviors, as well as the behaviors of the social groups of pedestrians, in diverse interaction scenarios with a car. We calibrate the model by fitting the parameters values on a training set. We validate the model and evaluate its predictive potential through qualitative and quantitative comparisons with ground truth trajectories. The proposed model reproduces observed behaviors that have not been replicated by the social force model and outperforms the social force model at predicting pedestrian behavior around the vehicle on the used dataset. The model generates explainable and real-time trajectory predictions. Additional evaluation on a new dataset shows that the model generalizes well to new scenarios and can be applied to an autonomous vehicle embedded prediction.
CU Boulder Professor leads new journal filling Environmental Data Science gap
Environmental Data Science โ a new journal devoted to innovative data-driven approaches to environmental problems including climate change, edited by Associate Professor Claire Monteleoni โ recently published its first cluster of papers. The open access journal, published by Cambridge University Press, allows anyone to read, reproduce and re-use content and fills a gap as environmental data science research is often seen as too applied for computer science journals and too interdisciplinary for journals in the environmental sciences. The first cluster of papers published in the outlet include four application papers, a data paper, and two perspectives from authors at universities around the globe. Monteleoni is part of the Department of Computer Science at CU Boulder and has been working at this interface for more than a decade โ including coโfounding the Climate Informatics Conference in 2011. "Data science broadly defined โ AI, machine learning, statistics, and data mining โ is the key to unlock insights from environmental data, and help us address major challenges, including climate change," she said.
Spot the Difference: A Novel Task for Embodied Agents in Changing Environments
Landi, Federico, Bigazzi, Roberto, Cornia, Marcella, Cascianelli, Silvia, Baraldi, Lorenzo, Cucchiara, Rita
Embodied AI is a recent research area that aims at creating intelligent agents that can move and operate inside an environment. Existing approaches in this field demand the agents to act in completely new and unexplored scenes. However, this setting is far from realistic use cases that instead require executing multiple tasks in the same environment. Even if the environment changes over time, the agent could still count on its global knowledge about the scene while trying to adapt its internal representation to the current state of the environment. To make a step towards this setting, we propose Spot the Difference: a novel task for Embodied AI where the agent has access to an outdated map of the environment and needs to recover the correct layout in a fixed time budget. To this end, we collect a new dataset of occupancy maps starting from existing datasets of 3D spaces and generating a number of possible layouts for a single environment. This dataset can be employed in the popular Habitat simulator and is fully compliant with existing methods that employ reconstructed occupancy maps during navigation. Furthermore, we propose an exploration policy that can take advantage of previous knowledge of the environment and identify changes in the scene faster and more effectively than existing agents. Experimental results show that the proposed architecture outperforms existing state-of-the-art models for exploration on this new setting.
Gaming the Known and Unknown via Puzzle Solving With an Artificial Intelligence Agent
Researchers design multiple strategies for an artificial intelligent (AI) agent to solve a stochastic puzzle like Minesweeper. For decades, efforts in solving games had been exclusive to solving two-player games (i.e., board games like checkers, chess-like games, etc.), where the game outcome can be correctly and efficiently predicted by applying some artificial intelligence (AI) search technique and collecting a massive amount of gameplay statistics. However, such a method and technique cannot be applied directly to the puzzle-solving domain since puzzles are generally played alone (single-player) and have unique characteristics (such as stochastic or hidden information). So then, a question arose as to how the AI technique can retain its performance for solving two-player games but instead applied to a single-agent puzzle? For years, puzzles and games had been regarded as interchangeable or one part of the other.
Distributed Reconstruction of Noisy Pooled Data
Hahn-Klimroth, Max, Kaaser, Dominik
In the pooled data problem we are given a set of $n$ agents, each of which holds a hidden state bit, either $0$ or $1$. A querying procedure returns for a query set the sum of the states of the queried agents. The goal is to reconstruct the states using as few queries as possible. In this paper we consider two noise models for the pooled data problem. In the noisy channel model, the result for each agent flips with a certain probability. In the noisy query model, each query result is subject to random Gaussian noise. Our results are twofold. First, we present and analyze for both error models a simple and efficient distributed algorithm that reconstructs the initial states in a greedy fashion. Our novel analysis pins down the range of error probabilities and distributions for which our algorithm reconstructs the exact initial states with high probability. Secondly, we present simulation results of our algorithm and compare its performance with approximate message passing (AMP) algorithms that are conjectured to be optimal in a number of related problems.
Second Order Regret Bounds Against Generalized Expert Sequences under Partial Bandit Feedback
We study the problem of expert advice under partial bandit feedback setting and create a sequential minimax optimal algorithm. Our algorithm works with a more general partial monitoring setting, where, in contrast to the classical bandit feedback, the losses can be revealed in an adversarial manner. Our algorithm adopts a universal prediction perspective, whose performance is analyzed with regret against a general expert selection sequence. The regret we study is against a general competition class that covers many settings (such as the switching or contextual experts settings) and the expert selection sequences in the competition class are determined by the application at hand. Our regret bounds are second order bounds in terms of the sum of squared losses and the normalized regret of our algorithm is invariant under arbitrary affine transforms of the loss sequence. Our algorithm is truly online and does not use any preliminary information about the loss sequences.
What Artificial Intelligence Still Can't Do
Modern artificial intelligence is capable of wonders. It can produce breathtaking original content: poetry, prose, images, music, human faces. Last year it produced a solution to the "protein folding problem," a grand challenge in biology that has stumped researchers for half a century. Yet today's AI still has fundamental limitations. Relative to what we would expect from a truly intelligent agent--relative to that original inspiration and benchmark for artificial intelligence, human cognition--AI has a long way to go. Critics like to point to these shortcomings as evidence that the pursuit of artificial intelligence is misguided or has failed. The better way to view them, though, is as inspiration: as an inventory of the challenges that will be important to address in order to advance the state of the art in AI.
Globalisation in Mining from the perspective of an AI agent
PLEASE NOTE: This is the first generated blog and each new run of the code will be different. This should not be taken as the ground truth. The mining industry has been globalised for many years, with companies operating in multiple countries to maximise production and profits. However, this has led to a number of challenges, including the need to operate in different regulatory environments, manage different labour forces, and navigate different tax systems. Additionally, the volatility of commodity prices has also led to challenges for the industry. Despite these challenges, the mining industry remains a key driver of globalisation, and offers a number of opportunities for companies looking to expand into new markets.
Assisted Shortest Path Planning for a Convoy through a Repairable Network
Bhadoriya, Abhay Singh, Montez, Christopher, Rathinam, Sivakumar, Darbha, Swaroop, Casbeer, David W., Manyam, Satyanarayana G.
In this article, we consider a multi-agent path planning problem in a partially impeded environment. The impeded environment is represented by a graph with select road segments (edges) in disrepair impeding vehicular movement in the road network. A convoy wishes to travel from a starting location to a destination while minimizing some accumulated cost. The convoy may traverse an impeded edge for an additional cost (associated with repairing the edge) than if it were unimpeded. A second vehicle, referred to as a service vehicle, is simultaneously deployed with the convoy. The service vehicle assists the convoy by repairing an edge, reducing the cost for the convoy to traverse that edge. The convoy is permitted to wait at any vertex to allow the service vehicle to complete repairing an edge. The service vehicle is permitted to terminate its path at any vertex. The goal is then to find a pair of paths so the convoy reaches its destination while minimizing the total time (cost) the two vehicles are active, including any time the convoy waits. We refer to this problem as the Assisted Shortest Path Problem (ASPP). We present a generalized permanent labeling algorithm to find an optimal solution for the ASPP. We also introduce additional modifications to the labeling algorithm to significantly improve the computation time and refer to the modified labeling algorithm as $GPLA^*$. Computational results are presented to illustrate the effectiveness of $GPLA^*$ in solving the ASPP. We then give concluding remarks and briefly discuss potential variants of the ASPP for future work.