Traditional planning and control methods could fail to find a feasible trajectory for an autonomous vehicle to execute amongst dense traffic on roads. This is because the obstacle-free volume in spacetime is very small in these scenarios for the vehicle to drive through. However, that does not mean the task is infeasible since human drivers are known to be able to drive amongst dense traffic by leveraging the cooperativeness of other drivers to open a gap. The traditional methods fail to take into account the fact that the actions taken by an agent affect the behaviour of other vehicles on the road. In this work, we rely on the ability of deep reinforcement learning to implicitly model such interactions and learn a continuous control policy over the action space of an autonomous vehicle. The application we consider requires our agent to negotiate and open a gap in the road in order to successfully merge or change lanes. Our policy learns to repeatedly probe into the target road lane while trying to find a safe spot to move in to. We compare against two model-predictive control-based algorithms and show that our policy outperforms them in simulation.
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Community detection in Social Networks is associated with finding and grouping the most similar nodes inherent in the network. These similar nodes are identified by computing tie strength. Stronger ties indicates higher proximity shared by connected node pairs. This work is motivated by Granovetter's argument that suggests that strong ties lies within densely connected nodes and the theory that community cores in real-world networks are densely connected. In this paper, we have introduced a novel method called \emph{Disjoint Community detection using Cascades (DCC)} which demonstrates the effectiveness of a new local density based tie strength measure on detecting communities. Here, tie strength is utilized to decide the paths followed for propagating information. The idea is to crawl through the tuple information of cascades towards the community core guided by increasing tie strength. Considering the cascade generation step, a novel preferential membership method has been developed to assign community labels to unassigned nodes. The efficacy of $DCC$ has been analyzed based on quality and accuracy on several real-world datasets and baseline community detection algorithms.
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Reinforcement learning can enable robots to navigate to distant goals while optimizing user-specified reward functions, including preferences for following lanes, staying on paved paths, or avoiding freshly mowed grass. However, online learning from trial-and-error for real-world robots is logistically challenging, and methods that instead can utilize existing datasets of robotic navigation data could be significantly more scalable and enable broader generalization. In this paper, we present ReViND, the first offline RL system for robotic navigation that can leverage previously collected data to optimize user-specified reward functions in the real-world. We evaluate our system for off-road navigation without any additional data collection or fine-tuning, and show that it can navigate to distant goals using only offline training from this dataset, and exhibit behaviors that qualitatively differ based on the user-specified reward function.
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We propose an approach for semantic imitation, which uses demonstrations from a source domain, e.g. human videos, to accelerate reinforcement learning (RL) in a different target domain, e.g. a robotic manipulator in a simulated kitchen. Instead of imitating low-level actions like joint velocities, our approach imitates the sequence of demonstrated semantic skills like "opening the microwave" or "turning on the stove". This allows us to transfer demonstrations across environments (e.g. real-world to simulated kitchen) and agent embodiments (e.g. bimanual human demonstration to robotic arm). We evaluate on three challenging cross-domain learning problems and match the performance of demonstration-accelerated RL approaches that require in-domain demonstrations. In a simulated kitchen environment, our approach learns long-horizon robot manipulation tasks, using less than 3 minutes of human video demonstrations from a real-world kitchen. This enables scaling robot learning via the reuse of demonstrations, e.g. collected as human videos, for learning in any number of target domains.
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Navigation is one of the most heavily studied problems in robotics, and is conventionally approached as a geometric mapping and planning problem. However, real-world navigation presents a complex set of physical challenges that defies simple geometric abstractions. Machine learning offers a promising way to go beyond geometry and conventional planning, allowing for navigational systems that make decisions based on actual prior experience. Such systems can reason about traversability in ways that go beyond geometry, accounting for the physical outcomes of their actions and exploiting patterns in real-world environments. They can also improve as more data is collected, potentially providing a powerful network effect. In this article, we present a general toolkit for experiential learning of robotic navigation skills that unifies several recent approaches, describe the underlying design principles, summarize experimental results from several of our recent papers, and discuss open problems and directions for future work.
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Iterative text revision improves text quality by fixing grammatical errors, rephrasing for better readability or contextual appropriateness, or reorganizing sentence structures throughout a document. Most recent research has focused on understanding and classifying different types of edits in the iterative revision process from human-written text instead of building accurate and robust systems for iterative text revision. In this work, we aim to build an end-to-end text revision system that can iteratively generate helpful edits by explicitly detecting editable spans (where-to-edit) with their corresponding edit intents and then instructing a revision model to revise the detected edit spans. Leveraging datasets from other related text editing NLP tasks, combined with the specification of editable spans, leads our system to more accurately model the process of iterative text refinement, as evidenced by empirical results and human evaluations. Our system significantly outperforms previous baselines on our text revision tasks and other standard text revision tasks, including grammatical error correction, text simplification, sentence fusion, and style transfer. Through extensive qualitative and quantitative analysis, we make vital connections between edit intentions and writing quality, and better computational modeling of iterative text revisions.
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Semantic navigation is necessary to deploy mobile robots in uncontrolled environments like our homes, schools, and hospitals. Many learning-based approaches have been proposed in response to the lack of semantic understanding of the classical pipeline for spatial navigation, which builds a geometric map using depth sensors and plans to reach point goals. Broadly, end-to-end learning approaches reactively map sensor inputs to actions with deep neural networks, while modular learning approaches enrich the classical pipeline with learning-based semantic sensing and exploration. But learned visual navigation policies have predominantly been evaluated in simulation. How well do different classes of methods work on a robot? We present a large-scale empirical study of semantic visual navigation methods comparing representative methods from classical, modular, and end-to-end learning approaches across six homes with no prior experience, maps, or instrumentation. We find that modular learning works well in the real world, attaining a 90% success rate. In contrast, end-to-end learning does not, dropping from 77% simulation to 23% real-world success rate due to a large image domain gap between simulation and reality. For practitioners, we show that modular learning is a reliable approach to navigate to objects: modularity and abstraction in policy design enable Sim-to-Real transfer. For researchers, we identify two key issues that prevent today's simulators from being reliable evaluation benchmarks - (A) a large Sim-to-Real gap in images and (B) a disconnect between simulation and real-world error modes - and propose concrete steps forward.
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The primary obstacle to developing technologies for low-resource languages is the lack of representative, usable data. In this paper, we report the deployment of technology-driven data collection methods for creating a corpus of more than 60,000 translations from Hindi to Gondi, a low-resource vulnerable language spoken by around 2.3 million tribal people in south and central India. During this process, we help expand information access in Gondi across 2 different dimensions (a) The creation of linguistic resources that can be used by the community, such as a dictionary, children's stories, Gondi translations from multiple sources and an Interactive Voice Response (IVR) based mass awareness platform; (b) Enabling its use in the digital domain by developing a Hindi-Gondi machine translation model, which is compressed by nearly 4 times to enable it's edge deployment on low-resource edge devices and in areas of little to no internet connectivity. We also present preliminary evaluations of utilizing the developed machine translation model to provide assistance to volunteers who are involved in collecting more data for the target language. Through these interventions, we not only created a refined and evaluated corpus of 26,240 Hindi-Gondi translations that was used for building the translation model but also engaged nearly 850 community members who can help take Gondi onto the internet.
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We consider the problem of embodied visual navigation given an image-goal (ImageNav) where an agent is initialized in an unfamiliar environment and tasked with navigating to a location 'described' by an image. Unlike related navigation tasks, ImageNav does not have a standardized task definition which makes comparison across methods difficult. Further, existing formulations have two problematic properties; (1) image-goals are sampled from random locations which can lead to ambiguity (e.g., looking at walls), and (2) image-goals match the camera specification and embodiment of the agent; this rigidity is limiting when considering user-driven downstream applications. We present the Instance-specific ImageNav task (InstanceImageNav) to address these limitations. Specifically, the goal image is 'focused' on some particular object instance in the scene and is taken with camera parameters independent of the agent. We instantiate InstanceImageNav in the Habitat Simulator using scenes from the Habitat-Matterport3D dataset (HM3D) and release a standardized benchmark to measure community progress.
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We present RecD (Recommendation Deduplication), a suite of end-to-end infrastructure optimizations across the Deep Learning Recommendation Model (DLRM) training pipeline. RecD addresses immense storage, preprocessing, and training overheads caused by feature duplication inherent in industry-scale DLRM training datasets. Feature duplication arises because DLRM datasets are generated from interactions. While each user session can generate multiple training samples, many features' values do not change across these samples. We demonstrate how RecD exploits this property, end-to-end, across a deployed training pipeline. RecD optimizes data generation pipelines to decrease dataset storage and preprocessing resource demands and to maximize duplication within a training batch. RecD introduces a new tensor format, InverseKeyedJaggedTensors (IKJTs), to deduplicate feature values in each batch. We show how DLRM model architectures can leverage IKJTs to drastically increase training throughput. RecD improves the training and preprocessing throughput and storage efficiency by up to 2.49x, 1.79x, and 3.71x, respectively, in an industry-scale DLRM training system.
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