自动驾驶的运动预测是一项艰巨的任务,因为复杂的驾驶场景导致静态和动态输入的异质组合。这是一个开放的问题,如何最好地表示和融合有关道路几何,车道连接,时变的交通信号状态以及动态代理的历史及其相互作用的历史。为了模拟这一不同的输入功能集,许多提出的方法旨在设计具有多种模态模块的同样复杂系统。这导致难以按严格的方式进行扩展,扩展或调整的系统以进行质量和效率。在本文中,我们介绍了Wayformer,这是一个基于注意力的运动架构,用于运动预测,简单而均匀。 Wayformer提供了一个紧凑的模型描述,该描述由基于注意力的场景编码器和解码器组成。在场景编码器中,我们研究了输入方式的早期,晚和等级融合的选择。对于每种融合类型,我们通过分解的注意力或潜在的查询关注来探索策略来折衷效率和质量。我们表明,尽管早期融合的结构简单,但不仅是情感不可知论,而且还取得了最先进的结果。
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随着机器学习模型在自动驾驶汽车(AV)的运动预测系统上变得越来越普遍,至关重要的是,我们必须确保模型预测是安全可靠的。但是,详尽地收集和标记充分测试稀有和挑战性场景的长尾所需的数据是困难且昂贵的。在这项工作中,我们构建了一个新的基准测试,用于通过将扰动应用于现有数据来评估和改善模型鲁棒性。具体而言,我们进行了广泛的标签努力,以识别因果因素,或者在Waymo Open Motion数据集(WOMD)中以任何方式影响人类驾驶员行为的代理,我们使用这些标签来通过删除非carusal剂来扰动数据从现场。然后,我们在我们提出的基准上评估了一套各种最先进的深度学习模型体系结构,并发现所有模型在扰动下均显示出很大的变化。在非作业扰动下,我们观察到$ 25 $ - $ 38 \%$ $相对变化,而与原始相比。然后,我们研究以提高模型鲁棒性的技术,包括增加训练数据集的大小以及使用靶向数据增强,这些数据增加在整个培训过程中都放下了代理。我们计划提供因果代理标签作为womd的附加属性,并释放稳健性基准,以帮助社区建立更可靠和安全的深度学习模型,以进行运动预测。
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预测道路用户的未来行为是自主驾驶中最具挑战性和最重要的问题之一。应用深度学习对此问题需要以丰富的感知信号和地图信息的形式融合异构世界状态,并在可能的期货上推断出高度多模态分布。在本文中,我们呈现MultiPath ++,这是一个未来的预测模型,实现了在流行的基准上实现最先进的性能。 MultiPath ++通过重新访问许多设计选择来改善多径架构。第一关键设计差异是偏离基于图像的基于输入世界状态的偏离,有利于异构场景元素的稀疏编码:多径++消耗紧凑且有效的折线,直接描述道路特征和原始代理状态信息(例如,位置,速度,加速)。我们提出了一种背景感知这些元素的融合,并开发可重用的多上下文选通融合组件。其次,我们重新考虑了预定义,静态锚点的选择,并开发了一种学习模型端到端的潜在锚嵌入的方法。最后,我们在其他ML域中探索合奏和输出聚合技术 - 常见的常见域 - 并为我们的概率多模式输出表示找到有效的变体。我们对这些设计选择进行了广泛的消融,并表明我们所提出的模型在协会运动预测竞争和Waymo开放数据集运动预测挑战上实现了最先进的性能。
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Deep learning-based approaches have been developed to solve challenging problems in wireless communications, leading to promising results. Early attempts adopted neural network architectures inherited from applications such as computer vision. They often yield poor performance in large scale networks (i.e., poor scalability) and unseen network settings (i.e., poor generalization). To resolve these issues, graph neural networks (GNNs) have been recently adopted, as they can effectively exploit the domain knowledge, i.e., the graph topology in wireless communications problems. GNN-based methods can achieve near-optimal performance in large-scale networks and generalize well under different system settings, but the theoretical underpinnings and design guidelines remain elusive, which may hinder their practical implementations. This paper endeavors to fill both the theoretical and practical gaps. For theoretical guarantees, we prove that GNNs achieve near-optimal performance in wireless networks with much fewer training samples than traditional neural architectures. Specifically, to solve an optimization problem on an $n$-node graph (where the nodes may represent users, base stations, or antennas), GNNs' generalization error and required number of training samples are $\mathcal{O}(n)$ and $\mathcal{O}(n^2)$ times lower than the unstructured multi-layer perceptrons. For design guidelines, we propose a unified framework that is applicable to general design problems in wireless networks, which includes graph modeling, neural architecture design, and theory-guided performance enhancement. Extensive simulations, which cover a variety of important problems and network settings, verify our theory and the effectiveness of the proposed design framework.
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Designing experiments often requires balancing between learning about the true treatment effects and earning from allocating more samples to the superior treatment. While optimal algorithms for the Multi-Armed Bandit Problem (MABP) provide allocation policies that optimally balance learning and earning, they tend to be computationally expensive. The Gittins Index (GI) is a solution to the MABP that can simultaneously attain optimality and computationally efficiency goals, and it has been recently used in experiments with Bernoulli and Gaussian rewards. For the first time, we present a modification of the GI rule that can be used in experiments with exponentially-distributed rewards. We report its performance in simulated 2- armed and 3-armed experiments. Compared to traditional non-adaptive designs, our novel GI modified design shows operating characteristics comparable in learning (e.g. statistical power) but substantially better in earning (e.g. direct benefits). This illustrates the potential that designs using a GI approach to allocate participants have to improve participant benefits, increase efficiencies, and reduce experimental costs in adaptive multi-armed experiments with exponential rewards.
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Quadruped robots are currently used in industrial robotics as mechanical aid to automate several routine tasks. However, presently, the usage of such a robot in a domestic setting is still very much a part of the research. This paper discusses the understanding and virtual simulation of such a robot capable of detecting and understanding human emotions, generating its gait, and responding via sounds and expression on a screen. To this end, we use a combination of reinforcement learning and software engineering concepts to simulate a quadruped robot that can understand emotions, navigate through various terrains and detect sound sources, and respond to emotions using audio-visual feedback. This paper aims to establish the framework of simulating a quadruped robot that is emotionally intelligent and can primarily respond to audio-visual stimuli using motor or audio response. The emotion detection from the speech was not as performant as ERANNs or Zeta Policy learning, still managing an accuracy of 63.5%. The video emotion detection system produced results that are almost at par with the state of the art, with an accuracy of 99.66%. Due to its "on-policy" learning process, the PPO algorithm was extremely rapid to learn, allowing the simulated dog to demonstrate a remarkably seamless gait across the different cadences and variations. This enabled the quadruped robot to respond to generated stimuli, allowing us to conclude that it functions as predicted and satisfies the aim of this work.
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Real-world robotic grasping can be done robustly if a complete 3D Point Cloud Data (PCD) of an object is available. However, in practice, PCDs are often incomplete when objects are viewed from few and sparse viewpoints before the grasping action, leading to the generation of wrong or inaccurate grasp poses. We propose a novel grasping strategy, named 3DSGrasp, that predicts the missing geometry from the partial PCD to produce reliable grasp poses. Our proposed PCD completion network is a Transformer-based encoder-decoder network with an Offset-Attention layer. Our network is inherently invariant to the object pose and point's permutation, which generates PCDs that are geometrically consistent and completed properly. Experiments on a wide range of partial PCD show that 3DSGrasp outperforms the best state-of-the-art method on PCD completion tasks and largely improves the grasping success rate in real-world scenarios. The code and dataset will be made available upon acceptance.
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When robots learn reward functions using high capacity models that take raw state directly as input, they need to both learn a representation for what matters in the task -- the task ``features" -- as well as how to combine these features into a single objective. If they try to do both at once from input designed to teach the full reward function, it is easy to end up with a representation that contains spurious correlations in the data, which fails to generalize to new settings. Instead, our ultimate goal is to enable robots to identify and isolate the causal features that people actually care about and use when they represent states and behavior. Our idea is that we can tune into this representation by asking users what behaviors they consider similar: behaviors will be similar if the features that matter are similar, even if low-level behavior is different; conversely, behaviors will be different if even one of the features that matter differs. This, in turn, is what enables the robot to disambiguate between what needs to go into the representation versus what is spurious, as well as what aspects of behavior can be compressed together versus not. The notion of learning representations based on similarity has a nice parallel in contrastive learning, a self-supervised representation learning technique that maps visually similar data points to similar embeddings, where similarity is defined by a designer through data augmentation heuristics. By contrast, in order to learn the representations that people use, so we can learn their preferences and objectives, we use their definition of similarity. In simulation as well as in a user study, we show that learning through such similarity queries leads to representations that, while far from perfect, are indeed more generalizable than self-supervised and task-input alternatives.
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and widely used information measurement metric, particularly popularized for SSVEP- based Brain-Computer (BCI) interfaces. By combining speed and accuracy into a single-valued parameter, this metric aids in the evaluation and comparison of various target identification algorithms across different BCI communities. To accurately depict performance and inspire an end-to-end design for futuristic BCI designs, a more thorough examination and definition of ITR is therefore required. We model the symbiotic communication medium, hosted by the retinogeniculate visual pathway, as a discrete memoryless channel and use the modified capacity expressions to redefine the ITR. We use graph theory to characterize the relationship between the asymmetry of the transition statistics and the ITR gain with the new definition, leading to potential bounds on data rate performance. On two well-known SSVEP datasets, we compared two cutting-edge target identification methods. Results indicate that the induced DM channel asymmetry has a greater impact on the actual perceived ITR than the change in input distribution. Moreover, it is demonstrated that the ITR gain under the new definition is inversely correlated with the asymmetry in the channel transition statistics. Individual input customizations are further shown to yield perceived ITR performance improvements. An algorithm is proposed to find the capacity of binary classification and further discussions are given to extend such results to ensemble techniques.We anticipate that the results of our study will contribute to the characterization of the highly dynamic BCI channel capacities, performance thresholds, and improved BCI stimulus designs for a tighter symbiosis between the human brain and computer systems while enhancing the efficiency of the underlying communication resources.
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A step-search sequential quadratic programming method is proposed for solving nonlinear equality constrained stochastic optimization problems. It is assumed that constraint function values and derivatives are available, but only stochastic approximations of the objective function and its associated derivatives can be computed via inexact probabilistic zeroth- and first-order oracles. Under reasonable assumptions, a high-probability bound on the iteration complexity of the algorithm to approximate first-order stationarity is derived. Numerical results on standard nonlinear optimization test problems illustrate the advantages and limitations of our proposed method.
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