抓握是通过在一组触点上施加力和扭矩来挑选对象的过程。深度学习方法的最新进展允许在机器人对象抓地力方面快速进步。我们在过去十年中系统地调查了出版物,特别感兴趣使用最终效果姿势的所有6度自由度抓住对象。我们的综述发现了四种用于机器人抓钩的常见方法:基于抽样的方法,直接回归,强化学习和示例方法。此外,我们发现了围绕抓握的两种“支持方法”,这些方法使用深入学习来支持抓握过程,形状近似和负担能力。我们已经将本系统评论(85篇论文)中发现的出版物提炼为十个关键要点,我们认为对未来的机器人抓握和操纵研究至关重要。该调查的在线版本可从https://rhys-newbury.github.io/projects/6dof/获得
translated by 谷歌翻译
With the advent of Neural Style Transfer (NST), stylizing an image has become quite popular. A convenient way for extending stylization techniques to videos is by applying them on a per-frame basis. However, such per-frame application usually lacks temporal-consistency expressed by undesirable flickering artifacts. Most of the existing approaches for enforcing temporal-consistency suffers from one or more of the following drawbacks. They (1) are only suitable for a limited range of stylization techniques, (2) can only be applied in an offline fashion requiring the complete video as input, (3) cannot provide consistency for the task of stylization, or (4) do not provide interactive consistency-control. Note that existing consistent video-filtering approaches aim to completely remove flickering artifacts and thus do not respect any specific consistency-control aspect. For stylization tasks, however, consistency-control is an essential requirement where a certain amount of flickering can add to the artistic look and feel. Moreover, making this control interactive is paramount from a usability perspective. To achieve the above requirements, we propose an approach that can stylize video streams while providing interactive consistency-control. Apart from stylization, our approach also supports various other image processing filters. For achieving interactive performance, we develop a lite optical-flow network that operates at 80 Frames per second (FPS) on desktop systems with sufficient accuracy. We show that the final consistent video-output using our flow network is comparable to that being obtained using state-of-the-art optical-flow network. Further, we employ an adaptive combination of local and global consistent features and enable interactive selection between the two. By objective and subjective evaluation, we show that our method is superior to state-of-the-art approaches.
translated by 谷歌翻译
Meta Learning automates the search for learning algorithms. At the same time, it creates a dependency on human engineering on the meta-level, where meta learning algorithms need to be designed. In this paper, we investigate self-referential meta learning systems that modify themselves without the need for explicit meta optimization. We discuss the relationship of such systems to in-context and memory-based meta learning and show that self-referential neural networks require functionality to be reused in the form of parameter sharing. Finally, we propose fitness monotonic execution (FME), a simple approach to avoid explicit meta optimization. A neural network self-modifies to solve bandit and classic control tasks, improves its self-modifications, and learns how to learn, purely by assigning more computational resources to better performing solutions.
translated by 谷歌翻译
There are two important things in science: (A) Finding answers to given questions, and (B) Coming up with good questions. Our artificial scientists not only learn to answer given questions, but also continually invent new questions, by proposing hypotheses to be verified or falsified through potentially complex and time-consuming experiments, including thought experiments akin to those of mathematicians. While an artificial scientist expands its knowledge, it remains biased towards the simplest, least costly experiments that still have surprising outcomes, until they become boring. We present an empirical analysis of the automatic generation of interesting experiments. In the first setting, we investigate self-invented experiments in a reinforcement-providing environment and show that they lead to effective exploration. In the second setting, pure thought experiments are implemented as the weights of recurrent neural networks generated by a neural experiment generator. Initially interesting thought experiments may become boring over time.
translated by 谷歌翻译
Today's software is bloated leading to significant resource wastage. This bloat is prevalent across the entire software stack, from the operating system, all the way to software backends, frontends, and web-pages. In this paper, we study how prevalent bloat is in machine learning containers. We develop MMLB, a framework to analyze bloat in machine learning containers, measuring the amount of bloat that exists on the container and package levels. Our tool quantifies the sources of bloat and removes them. We integrate our tool with vulnerability analysis tools to measure how bloat affects container vulnerabilities. We experimentally study 15 machine learning containers from the official Tensorflow, Pytorch, and NVIDIA container registries under different tasks, (i.e., training, tuning, and serving). Our findings show that machine learning containers contain bloat encompassing up to 80\% of the container size. We find that debloating machine learning containers speeds provisioning times by up to $3.7\times$ and removes up to 98\% of all vulnerabilities detected by vulnerability analysis tools such as Grype. Finally, we relate our results to the larger discussion about technical debt in machine learning systems.
translated by 谷歌翻译
We present a generalised architecture for reactive mobile manipulation while a robot's base is in motion toward the next objective in a high-level task. By performing tasks on-the-move, overall cycle time is reduced compared to methods where the base pauses during manipulation. Reactive control of the manipulator enables grasping objects with unpredictable motion while improving robustness against perception errors, environmental disturbances, and inaccurate robot control compared to open-loop, trajectory-based planning approaches. We present an example implementation of the architecture and investigate the performance on a series of pick and place tasks with both static and dynamic objects and compare the performance to baseline methods. Our method demonstrated a real-world success rate of over 99%, failing in only a single trial from 120 attempts with a physical robot system. The architecture is further demonstrated on other mobile manipulator platforms in simulation. Our approach reduces task time by up to 48%, while also improving reliability, gracefulness, and predictability compared to existing architectures for mobile manipulation. See https://benburgesslimerick.github.io/ManipulationOnTheMove for supplementary materials.
translated by 谷歌翻译
Capturing large fields of view with only one camera is an important aspect in surveillance and automotive applications, but the wide-angle fisheye imagery thus obtained exhibits very special characteristics that may not be very well suited for typical image and video processing methods such as motion estimation. This paper introduces a motion estimation method that adapts to the typical radial characteristics of fisheye video sequences by making use of an equisolid re-projection after moving part of the motion vector search into the perspective domain via a corresponding back-projection. By combining this approach with conventional translational motion estimation and compensation, average gains in luminance PSNR of up to 1.14 dB are achieved for synthetic fish-eye sequences and up to 0.96 dB for real-world data. Maximum gains for selected frame pairs amount to 2.40 dB and 1.39 dB for synthetic and real-world data, respectively.
translated by 谷歌翻译
The extensive surviving corpus of the ancient scholar Plutarch of Chaeronea (ca. 45-120 CE) also contains several texts which, according to current scholarly opinion, did not originate with him and are therefore attributed to an anonymous author Pseudo-Plutarch. These include, in particular, the work Placita Philosophorum (Quotations and Opinions of the Ancient Philosophers), which is extremely important for the history of ancient philosophy. Little is known about the identity of that anonymous author and its relation to other authors from the same period. This paper presents a BERT language model for Ancient Greek. The model discovers previously unknown statistical properties relevant to these literary, philosophical, and historical problems and can shed new light on this authorship question. In particular, the Placita Philosophorum, together with one of the other Pseudo-Plutarch texts, shows similarities with the texts written by authors from an Alexandrian context (2nd/3rd century CE).
translated by 谷歌翻译
In this work we present a fast occupancy map building approach based on the VDB datastructure. Existing log-odds based occupancy mapping systems are often not able to keep up with the high point densities and framerates of modern sensors. Therefore, we suggest a highly optimized approach based on a modern datastructure coming from a computer graphic background. A multithreaded insertion scheme allows occupancy map building at unprecedented speed. Multiple optimizations allow for a customizable tradeoff between runtime and map quality. We first demonstrate the effectiveness of the approach quantitatively on a set of ablation studies and typical benchmark sets, before we practically demonstrate the system using a legged robot and a UAV.
translated by 谷歌翻译
Model-Based Reinforcement Learning (RL) is widely believed to have the potential to improve sample efficiency by allowing an agent to synthesize large amounts of imagined experience. Experience Replay (ER) can be considered a simple kind of model, which has proved extremely effective at improving the stability and efficiency of deep RL. In principle, a learned parametric model could improve on ER by generalizing from real experience to augment the dataset with additional plausible experience. However, owing to the many design choices involved in empirically successful algorithms, it can be very hard to establish where the benefits are actually coming from. Here, we provide theoretical and empirical insight into when, and how, we can expect data generated by a learned model to be useful. First, we provide a general theorem motivating how learning a model as an intermediate step can narrow down the set of possible value functions more than learning a value function directly from data using the Bellman equation. Second, we provide an illustrative example showing empirically how a similar effect occurs in a more concrete setting with neural network function approximation. Finally, we provide extensive experiments showing the benefit of model-based learning for online RL in environments with combinatorial complexity, but factored structure that allows a learned model to generalize. In these experiments, we take care to control for other factors in order to isolate, insofar as possible, the benefit of using experience generated by a learned model relative to ER alone.
translated by 谷歌翻译