Goto

Collaborating Authors

 average num


Image-Guided Outdoor LiDAR Perception Quality Assessment for Autonomous Driving

arXiv.org Artificial Intelligence

LiDAR is one of the most crucial sensors for autonomous vehicle perception. However, current LiDAR-based point cloud perception algorithms lack comprehensive and rigorous LiDAR quality assessment methods, leading to uncertainty in detection performance. Additionally, existing point cloud quality assessment algorithms are predominantly designed for indoor environments or single-object scenarios. In this paper, we introduce a novel image-guided point cloud quality assessment algorithm for outdoor autonomous driving environments, named the Image-Guided Outdoor Point Cloud Quality Assessment (IGO-PQA) algorithm. Our proposed algorithm comprises two main components. The first component is the IGO-PQA generation algorithm, which leverages point cloud data, corresponding RGB surrounding view images, and agent objects' ground truth annotations to generate an overall quality score for a single-frame LiDAR-based point cloud. The second component is a transformer-based IGO-PQA regression algorithm for no-reference outdoor point cloud quality assessment. This regression algorithm allows for the direct prediction of IGO-PQA scores in an online manner, without requiring image data and object ground truth annotations. We evaluate our proposed algorithm using the nuScenes and Waymo open datasets. The IGO-PQA generation algorithm provides consistent and reasonable perception quality indices. Furthermore, our proposed IGO-PQA regression algorithm achieves a Pearson Linear Correlation Coefficient (PLCC) of 0.86 on the nuScenes dataset and 0.97 on the Waymo dataset.


Efficient Learning in Polyhedral Games via Best Response Oracles

arXiv.org Artificial Intelligence

Learning in games is a well-studied framework in which agents iteratively refine their strategies through repeated interactions with their environment. One natural way for agents to iteratively refine their strategies is by best-responding. This idea can be applied in many forms, the simplest and earliest instance of which was fictitious play (FP) [Brown, 1951]. This algorithm involves the agent observing the strategies played by the opponent and then playing a strategy that corresponds to the best response to the average of the observed strategies. This algorithm was shown to converge [Robinson, 1951], but its convergence rate can, in the worst case, scale quite poorly with the number of actions available to each player [Daskalakis and Pan, 2014]. It is then natural to ask what are the best convergence guarantees that can be obtained for the computation of Nash equilibria in two-player zero-sum games or coarse correlated equilibria in multiplayer games when agents are learning through a best-response oracle. In the online learning community, methods based only on best-response oracles are special cases of methods based on a linear minimization oracle (LMO), which can be queried for points that minimize a linear objective over the feasible set. Such methods are known as projection-free methods because they avoid potentially expensive projections onto the feasible set. Projection-free online learning algorithms might perform multiple LMO calls per iteration, so our paper and related literature are concerned not only with the number of iterations T of online learning but also the total number of LMO calls, which we will denote by N. Because LMOs for polyhedral decision sets essentially correspond to a best-response oracle (BRO), we will use these two terms interchangeably.