Imitation learning approaches achieve good generalization within the range of the training data, but tend to generate unpredictable motions when querying outside this range. We present a novel approach to imitation learning with enhanced extrapolation capabilities that exploits the so-called Equation Learner Network (EQLN). Unlike conventional approaches, EQLNs use supervised learning to fit a set of analytical expressions that allows them to extrapolate beyond the range of the training data. We augment the task demonstrations with a set of task-dependent parameters representing spatial properties of each motion and use them to train the EQLN. At run time, the features are used to query the Task-Parameterized Equation Learner Network (TP-EQLN) and generate the corresponding robot trajectory. The set of features encodes kinematic constraints of the task such as desired height or a final point to reach. We validate the results of our approach on manipulation tasks where it is important to preserve the shape of the motion in the extrapolation domain. Our approach is also compared with existing state-of-the-art approaches, in simulation and in real setups. The experimental results show that TP-EQLN can respect the constraints of the trajectory encoded in the feature parameters, even in the extrapolation domain, while preserving the overall shape of the trajectory provided in the demonstrations.
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培训深度神经网络是一项非常苛刻的任务,尤其是具有挑战性的是如何适应体系结构以提高训练有素的模型的性能。我们可以发现,有时,浅网络比深网概括得更好,并且增加更多层会导致更高的培训和测试错误。深层残留学习框架通过将跳过连接添加到几个神经网络层来解决此降解问题。最初,需要这种跳过连接才能成功地训练深层网络,因为网络的表达性会随着深度的指数增长而成功。在本文中,我们首先通过神经网络分析信息流。我们介绍和评估批处理循环,该批处理通过神经网络的每一层量化信息流。我们从经验和理论上证明,基于梯度下降的训练方法需要正面批处理融合,以成功地优化给定的损失功能。基于这些见解,我们引入了批处理凝聚正则化,以使基于梯度下降的训练算法能够单独通过每个隐藏层来优化信息流。借助批处理正则化,梯度下降优化器可以将不可吸引的网络转换为可训练的网络。我们从经验上表明,因此我们可以训练“香草”完全连接的网络和卷积神经网络 - 没有跳过连接,批处理标准化,辍学或任何其他建筑调整 - 只需将批处理 - 凝集正则术语添加到500层中损失功能。批处理 - 注入正则化的效果不仅在香草神经网络上评估,还评估了在各种计算机视觉以及自然语言处理任务上的剩余网络,自动编码器以及变压器模型上。
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许多深厚的增强学习算法依赖于简单的探索形式,例如经常在连续控制域中使用的加性动作噪声。通常,该动作噪声的缩放因子被选为高参数,并在训练过程中保持恒定。在本文中,我们分析了学到的政策如何受到噪声类型,比例和缩放系数的影响。我们考虑了两种最突出的动作类型:高斯和ornstein-uhlenbeck噪声,并通过系统地改变噪声类型和规模参数以及测量感兴趣的变量(例如预期的政策回报和策略回报)来执行巨大的实验活动。探索期间的状态空间覆盖范围。对于后者,我们提出了一个新颖的状态空间覆盖量$ \ operatatorName {x} _ {\ Mathcal {u} \ text {rel}} $,对边界人工制品比以前提出的措施更强大。较大的噪声尺度通常会增加状态空间覆盖率。但是,我们发现使用较大的噪声量表增加空间覆盖范围通常是无益的。相反,在训练过程中降低噪声量表可以减少差异并通常改善学习绩效。我们得出的结论是,最好的噪声类型和尺度是环境取决于的,并且根据我们的观察结果,得出了指导选择动作噪声作为进一步优化的起点的启发式规则。
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我们提出了一种新颖的通用方法,该方法可以找到动作的,离散的对象和效果类别,并为非平凡的行动计划建立概率规则。我们的机器人使用原始操作曲目与对象进行交互,该曲目被认为是早先获取的,并观察到它在环境中可以产生的效果。为了形成动作界面的对象,效果和关系类别,我们在预测性的,深的编码器折线网络中采用二进制瓶颈层,该网络以场景的形象和应用为输入应用的动作,并在场景中生成结果效果在像素坐标中。学习后,二进制潜在向量根据机器人的相互作用体验代表动作驱动的对象类别。为了将神经网络代表的知识提炼成对符号推理有用的规则,对决策树进行了训练以复制其解码器功能。概率规则是从树的决策路径中提取的,并在概率计划域定义语言(PPDDL)中表示,允许现成的计划者根据机器人的感觉运动体验所提取的知识进行操作。模拟机器人操纵器的建议方法的部署使发现对象属性的离散表示,例如``滚动''和``插入''。反过来,将这些表示形式用作符号可以生成有效的计划来实现目标,例如建造所需高度的塔楼,证明了多步物体操纵方法的有效性。最后,我们证明了系统不仅通过评估其对MNIST 8个式式域的适用性来限于机器人域域,在该域​​中,学习的符号允许生成将空图块移至任何给定位置的计划。
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Speech-driven 3D facial animation has been widely explored, with applications in gaming, character animation, virtual reality, and telepresence systems. State-of-the-art methods deform the face topology of the target actor to sync the input audio without considering the identity-specific speaking style and facial idiosyncrasies of the target actor, thus, resulting in unrealistic and inaccurate lip movements. To address this, we present Imitator, a speech-driven facial expression synthesis method, which learns identity-specific details from a short input video and produces novel facial expressions matching the identity-specific speaking style and facial idiosyncrasies of the target actor. Specifically, we train a style-agnostic transformer on a large facial expression dataset which we use as a prior for audio-driven facial expressions. Based on this prior, we optimize for identity-specific speaking style based on a short reference video. To train the prior, we introduce a novel loss function based on detected bilabial consonants to ensure plausible lip closures and consequently improve the realism of the generated expressions. Through detailed experiments and a user study, we show that our approach produces temporally coherent facial expressions from input audio while preserving the speaking style of the target actors.
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Generated texts from large pretrained language models have been shown to exhibit a variety of harmful, human-like biases about various demographics. These findings prompted large efforts aiming to understand and measure such effects, with the goal of providing benchmarks that can guide the development of techniques mitigating these stereotypical associations. However, as recent research has pointed out, the current benchmarks lack a robust experimental setup, consequently hindering the inference of meaningful conclusions from their evaluation metrics. In this paper, we extend these arguments and demonstrate that existing techniques and benchmarks aiming to measure stereotypes tend to be inaccurate and consist of a high degree of experimental noise that severely limits the knowledge we can gain from benchmarking language models based on them. Accordingly, we propose a new framework for robustly measuring and quantifying biases exhibited by generative language models. Finally, we use this framework to investigate GPT-3's occupational gender bias and propose prompting techniques for mitigating these biases without the need for fine-tuning.
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Generating realistic 3D worlds occupied by moving humans has many applications in games, architecture, and synthetic data creation. But generating such scenes is expensive and labor intensive. Recent work generates human poses and motions given a 3D scene. Here, we take the opposite approach and generate 3D indoor scenes given 3D human motion. Such motions can come from archival motion capture or from IMU sensors worn on the body, effectively turning human movement in a "scanner" of the 3D world. Intuitively, human movement indicates the free-space in a room and human contact indicates surfaces or objects that support activities such as sitting, lying or touching. We propose MIME (Mining Interaction and Movement to infer 3D Environments), which is a generative model of indoor scenes that produces furniture layouts that are consistent with the human movement. MIME uses an auto-regressive transformer architecture that takes the already generated objects in the scene as well as the human motion as input, and outputs the next plausible object. To train MIME, we build a dataset by populating the 3D FRONT scene dataset with 3D humans. Our experiments show that MIME produces more diverse and plausible 3D scenes than a recent generative scene method that does not know about human movement. Code and data will be available for research at https://mime.is.tue.mpg.de.
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We propose ClipFace, a novel self-supervised approach for text-guided editing of textured 3D morphable model of faces. Specifically, we employ user-friendly language prompts to enable control of the expressions as well as appearance of 3D faces. We leverage the geometric expressiveness of 3D morphable models, which inherently possess limited controllability and texture expressivity, and develop a self-supervised generative model to jointly synthesize expressive, textured, and articulated faces in 3D. We enable high-quality texture generation for 3D faces by adversarial self-supervised training, guided by differentiable rendering against collections of real RGB images. Controllable editing and manipulation are given by language prompts to adapt texture and expression of the 3D morphable model. To this end, we propose a neural network that predicts both texture and expression latent codes of the morphable model. Our model is trained in a self-supervised fashion by exploiting differentiable rendering and losses based on a pre-trained CLIP model. Once trained, our model jointly predicts face textures in UV-space, along with expression parameters to capture both geometry and texture changes in facial expressions in a single forward pass. We further show the applicability of our method to generate temporally changing textures for a given animation sequence.
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We propose a novel method for high-quality facial texture reconstruction from RGB images using a novel capturing routine based on a single smartphone which we equip with an inexpensive polarization foil. Specifically, we turn the flashlight into a polarized light source and add a polarization filter on top of the camera. Leveraging this setup, we capture the face of a subject with cross-polarized and parallel-polarized light. For each subject, we record two short sequences in a dark environment under flash illumination with different light polarization using the modified smartphone. Based on these observations, we reconstruct an explicit surface mesh of the face using structure from motion. We then exploit the camera and light co-location within a differentiable renderer to optimize the facial textures using an analysis-by-synthesis approach. Our method optimizes for high-resolution normal textures, diffuse albedo, and specular albedo using a coarse-to-fine optimization scheme. We show that the optimized textures can be used in a standard rendering pipeline to synthesize high-quality photo-realistic 3D digital humans in novel environments.
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We present Depth-aware Image-based NEural Radiance fields (DINER). Given a sparse set of RGB input views, we predict depth and feature maps to guide the reconstruction of a volumetric scene representation that allows us to render 3D objects under novel views. Specifically, we propose novel techniques to incorporate depth information into feature fusion and efficient scene sampling. In comparison to the previous state of the art, DINER achieves higher synthesis quality and can process input views with greater disparity. This allows us to capture scenes more completely without changing capturing hardware requirements and ultimately enables larger viewpoint changes during novel view synthesis. We evaluate our method by synthesizing novel views, both for human heads and for general objects, and observe significantly improved qualitative results and increased perceptual metrics compared to the previous state of the art. The code will be made publicly available for research purposes.
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