本文介绍了设计,开发,并通过IISC-TCS团队为穆罕默德·本·扎耶德国际机器人挑战赛2020年挑战1的目标的挑战1硬件 - 软件系统的测试是抓住从移动和机动悬挂球UAV和POP气球锚定到地面,使用合适的操纵器。解决这一挑战的重要任务包括具有高效抓取和突破机制的硬件系统的设计和开发,考虑到体积和有效载荷的限制,使用适用于室外环境的可视信息的准确目标拦截算法和开发动态多功能机空中系统的软件架构,执行复杂的动态任务。在本文中,设计了具有末端执行器的单个自由度机械手设计用于抓取和突发,并且开发了鲁棒算法以拦截在不确定的环境中的目标。基于追求参与和人工潜在功能的概念提出了基于视觉的指导和跟踪法。本工作中提供的软件架构提出了一种操作管理系统(OMS)架构,其在多个无人机之间协同分配静态和动态任务,以执行任何给定的任务。这项工作的一个重要方面是所有开发的系统都设计用于完全自主模式。在这项工作中还包括对凉亭环境和现场实验结果中完全挑战的模拟的详细描述。所提出的硬件软件系统对反UAV系统特别有用,也可以修改以满足其他几种应用。
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We present Second Thought, a new learning paradigm that enables language models (LMs) to re-align with human values. By modeling the chain-of-edits between value-unaligned and value-aligned text, with LM fine-tuning and additional refinement through reinforcement learning, Second Thought not only achieves superior performance in three value alignment benchmark datasets but also shows strong human-value transfer learning ability in few-shot scenarios. The generated editing steps also offer better interpretability and ease for interactive error correction. Extensive human evaluations further confirm its effectiveness.
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The ability to distinguish between different movie scenes is critical for understanding the storyline of a movie. However, accurately detecting movie scenes is often challenging as it requires the ability to reason over very long movie segments. This is in contrast to most existing video recognition models, which are typically designed for short-range video analysis. This work proposes a State-Space Transformer model that can efficiently capture dependencies in long movie videos for accurate movie scene detection. Our model, dubbed TranS4mer, is built using a novel S4A building block, which combines the strengths of structured state-space sequence (S4) and self-attention (A) layers. Given a sequence of frames divided into movie shots (uninterrupted periods where the camera position does not change), the S4A block first applies self-attention to capture short-range intra-shot dependencies. Afterward, the state-space operation in the S4A block is used to aggregate long-range inter-shot cues. The final TranS4mer model, which can be trained end-to-end, is obtained by stacking the S4A blocks one after the other multiple times. Our proposed TranS4mer outperforms all prior methods in three movie scene detection datasets, including MovieNet, BBC, and OVSD, while also being $2\times$ faster and requiring $3\times$ less GPU memory than standard Transformer models. We will release our code and models.
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Minimising the longest travel distance for a group of mobile robots with interchangeable goals requires knowledge of the shortest length paths between all robots and goal destinations. Determining the exact length of the shortest paths in an environment with obstacles is challenging and cannot be guaranteed in a finite time. We propose an algorithm in which the accuracy of the path planning is iteratively increased. The approach provides a certificate when the uncertainties on estimates of the shortest paths become small enough to guarantee the optimality of the goal assignment. To this end, we apply results from assignment sensitivity assuming upper and lower bounds on the length of the shortest paths. We then provide polynomial-time methods to find such bounds by applying sampling-based path planning. The upper bounds are given by feasible paths, the lower bounds are obtained by expanding the sample set and leveraging knowledge of the sample dispersion. We demonstrate the application of the proposed method with a multi-robot path-planning case study.
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Many real-world applications of language models (LMs), such as code autocomplete and writing assistance, involve human-LM interaction, but the main LM benchmarks are non-interactive, where a system produces output without human intervention. To evaluate human-LM interaction, we develop a framework, Human-AI Language-based Interaction Evaluation (H-LINE), that expands non-interactive evaluation along three dimensions, capturing (i) the interactive process, not only the final output; (ii) the first-person subjective experience, not just a third-party assessment; and (iii) notions of preference beyond quality. We then design five tasks ranging from goal-oriented to open-ended to capture different forms of interaction. On four state-of-the-art LMs (three variants of OpenAI's GPT-3 and AI21's J1-Jumbo), we find that non-interactive performance does not always result in better human-LM interaction and that first-person and third-party metrics can diverge, suggesting the importance of examining the nuances of human-LM interaction.
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The number of international benchmarking competitions is steadily increasing in various fields of machine learning (ML) research and practice. So far, however, little is known about the common practice as well as bottlenecks faced by the community in tackling the research questions posed. To shed light on the status quo of algorithm development in the specific field of biomedical imaging analysis, we designed an international survey that was issued to all participants of challenges conducted in conjunction with the IEEE ISBI 2021 and MICCAI 2021 conferences (80 competitions in total). The survey covered participants' expertise and working environments, their chosen strategies, as well as algorithm characteristics. A median of 72% challenge participants took part in the survey. According to our results, knowledge exchange was the primary incentive (70%) for participation, while the reception of prize money played only a minor role (16%). While a median of 80 working hours was spent on method development, a large portion of participants stated that they did not have enough time for method development (32%). 25% perceived the infrastructure to be a bottleneck. Overall, 94% of all solutions were deep learning-based. Of these, 84% were based on standard architectures. 43% of the respondents reported that the data samples (e.g., images) were too large to be processed at once. This was most commonly addressed by patch-based training (69%), downsampling (37%), and solving 3D analysis tasks as a series of 2D tasks. K-fold cross-validation on the training set was performed by only 37% of the participants and only 50% of the participants performed ensembling based on multiple identical models (61%) or heterogeneous models (39%). 48% of the respondents applied postprocessing steps.
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As a novel distributed learning paradigm, federated learning (FL) faces serious challenges in dealing with massive clients with heterogeneous data distribution and computation and communication resources. Various client-variance-reduction schemes and client sampling strategies have been respectively introduced to improve the robustness of FL. Among others, primal-dual algorithms such as the alternating direction of method multipliers (ADMM) have been found being resilient to data distribution and outperform most of the primal-only FL algorithms. However, the reason behind remains a mystery still. In this paper, we firstly reveal the fact that the federated ADMM is essentially a client-variance-reduced algorithm. While this explains the inherent robustness of federated ADMM, the vanilla version of it lacks the ability to be adaptive to the degree of client heterogeneity. Besides, the global model at the server under client sampling is biased which slows down the practical convergence. To go beyond ADMM, we propose a novel primal-dual FL algorithm, termed FedVRA, that allows one to adaptively control the variance-reduction level and biasness of the global model. In addition, FedVRA unifies several representative FL algorithms in the sense that they are either special instances of FedVRA or are close to it. Extensions of FedVRA to semi/un-supervised learning are also presented. Experiments based on (semi-)supervised image classification tasks demonstrate superiority of FedVRA over the existing schemes in learning scenarios with massive heterogeneous clients and client sampling.
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在边缘计算中,必须根据用户移动性迁移用户的服务配置文件。已经提出了强化学习(RL)框架。然而,这些框架并不考虑偶尔的服务器故障,尽管很少会阻止Edge Computing用户的延迟敏感应用程序(例如自动驾驶和实时障碍物检测)的平稳和安全功能,因为用户的计算作业不再是完全的。由于这些故障的发生率很低,因此,RL算法本质上很难为数据驱动的算法学习针对典型事件和罕见事件方案的最佳服务迁移解决方案。因此,我们引入了罕见的事件自适应弹性框架火,该框架将重要性采样集成到加强学习中以放置备份服务。我们以与其对价值函数的贡献成正比的稀有事件进行采样,以学习最佳政策。我们的框架平衡了服务迁移和迁移成本之间的迁移权衡,与失败的成本以及备份放置和移民的成本。我们提出了一种基于重要性抽样的Q-学习算法,并证明其界限和收敛到最佳性。随后,我们提出了新的资格轨迹,我们的算法的线性函数近似和深Q学习版本,以确保其扩展到现实世界情景。我们扩展框架,以适应具有不同风险承受失败的用户。最后,我们使用痕量驱动的实验表明我们的算法在发生故障时会降低成本。
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个性化联合学习(PFL)是一种新的联邦学习(FL)方法,可解决分布式用户设备(UES)生成的数据集的异质性问题。但是,大多数现有的PFL实现都依赖于同步培训来确保良好的收敛性能,这可能会导致严重的散乱问题,在这种情况下,训练时间大量延长了最慢的UE。为了解决这个问题,我们提出了一种半同步PFL算法,被称为半同步个性化的FederatedAveraging(Perfeds $^2 $),而不是移动边缘网络。通过共同优化无线带宽分配和UE调度策略,它不仅减轻了Straggler问题,而且还提供了收敛的培训损失保证。我们根据每回合的参与者数量和回合数量来得出Perfeds2收敛速率的上限。在此基础上,可以使用分析解决方案解决带宽分配问题,并且可以通过贪婪算法获得UE调度策略。实验结果与同步和异步PFL算法相比,验证了Perfeds2在节省训练时间和保证训练损失的收敛方面的有效性。
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多限制攀岩机器人的运动计划必须考虑机器人的姿势,联合扭矩,以及它如何使用接触力与环境相互作用。本文着重于使用非传统运动来探索不可预测的环境(例如火星洞穴)的机器人运动计划。我们的机器人概念Reachbot使用可扩展和可伸缩的动臂作为四肢,在攀爬时实现了大型可伸缩度工作区。每个可扩展的动臂都由旨在抓住岩石表面的微生物抓地力封顶。 Reachbot利用其大型工作空间来绕过障碍物,裂缝和挑战地形。我们的计划方法必须具有多功能性,以适应可变的地形特征和鲁棒性,以减轻用刺抓握随机性质的风险。在本文中,我们引入了一种图形遍历算法,以根据适用于握把的可用地形特征选择一个离散的grasps序列。该离散的计划是由一个解耦运动计划者互补的,该计划者使用基于抽样的计划和顺序凸面编程的组合来考虑身体运动和最终效应器运动的交替阶段,以优化单个阶段。我们使用运动规划师在模拟的2D洞穴环境中计划轨迹,至少有95%的成功概率,并在基线轨迹上表现出改善的鲁棒性。最后,我们通过对2D平面原型进行实验来验证运动计划算法。
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