obstacle
EVAAA: AVirtual Environment Platform for Essential Variables in Autonomous and Adaptive Agents
Appendix A describes the Unity-based interface implemented in EVAAA, including an environment setup, prefab structures, and object instantiation. Appendix B provides a comprehensive introduction to Essential Variables (EVs), including their design, dynamics, and role in internal state regulation. Appendix C explains the implementation of the reward system and its connection to the balance of internal states. Appendix E outlines the modular configuration to generate EVAAA environments, along with the instructions for environment customization. Appendix F presents the structure and progression of naturalistic training environments. Appendix G describes the design of unseen experimental testbeds for evaluation. Appendix I provides analyses of agent behavior across training and test environments, including emergent behavioral patterns. All code and data are publicly available at: https://github.com/cocoanlab/evaaa A.1 Prefabs Environmental elements such as terrain, resources, obstacles, and predators are implemented as reusable and configurable Unity prefabs. Prefabs are grouped into Agents, Environment, and Materials. Each category includes reusable components for constructing and customizing interactive scenes: Agents (main agent and predators), Environment (terrain and containers), and Materials (varied textures and colors for visual distinction). This modular system enables rapid prototyping, task generation, condition randomization, and reproducible scene setup. Prefabs can be customized through the Unity Editor or programmatically at runtime, and reused across scenes without manual rebuilding.
New research enables a robot to chart a better course
In the aftermath of a devastating earthquake, unpiloted aerial vehicles (UAVs) could fly through a collapsed building to map the scene, giving rescuers information they need to quickly reach survivors. But this remains an extremely challenging problem for an autonomous robot, which would need to swiftly adjust its trajectory to avoid sudden obstacles while staying on course. Researchers from MIT and the University of Pennsylvania developed a new trajectory-planning system that tackles both challenges at once. Their technique enables a UAV to react to obstacles in milliseconds while staying on a smooth flight path that minimizes travel time. Their system uses a new mathematical formulation that ensures the robot travels safely to its destination along a feasible path, and that is less computationally intensive than other techniques.
251c5ffd6b62cc21c446c963c76cf214-Supplemental.pdf
A.1 Network Architecture Here, we describe the architecture of the eVAE presented in Figure 1 of the main paper, in more detail. Event Context Network: We adapt the architecture proposed in [21] for the event context network, but without the feature transformation preprocessing steps. In our implementation, we use three Conv1d layers of 64, 128 and 1024 channels each followed by BatchNorm and a ReLU activation. At the end of the ECN, we add the temporal features (see Appendix A.2) to the N 1024 feature tensor, and execute the max operation to result in a context vector. The sizes of the intermediate features and the context feature are hyperparameters that can be varied based on the application, data complexity etc. Encoder: The encoder for the VAE is composed of two layers, of sizes 1024 and 256 respectively, resulting in two output vectors of 1 8 each, corresponding to the mean and standard deviation for the latent space vector.
6 Supplementary Material 6.1 Network Architecture
The section explains detailed CipherNav network architecture in Table 4, 5 and 6. The view encoder E is shown in Table 4 and map encoder E is shown in Table 5. The encoders are trained end-to-end during plaintext training and freezed during ciphertext training. Each party has a copy of the encoder models and locally computes all forward passes in ciphertext training. The action classification network Gis shown in Table 6.