我们开发了数据驱动的模型,以预测机器人在社交就餐场景中何时应进食。能够与朋友和家人独立饮食被认为是具有行动不便的人的最令人难忘,最重要的活动之一。机器人可以潜在地帮助这项活动,但是由机器人辅助的喂养是一个多方面的问题,在咬合,咬合时机和咬合转移方面面临挑战。特别是在社交就餐场景中,特别是由于在社交用餐场景中变得唯一挑战性,因为可能会中断社交人类机器人群体的互动。我们的关键见解是,考虑到社交线索的微妙平衡的咬合时序策略可能会导致在社交用餐场景中在机器人辅助喂养过程中进行无缝互动。我们通过收集一个包含30组三人共同饮食的多模式人类尊贵数据集(HHCD)来解决这个问题。我们使用此数据集分析人类人类的赋形行为,并在社交用餐场景中开发咬合时正时预测模型。我们还将这些模型转移到人类机器人的态度方案中。我们的用户研究表明,当我们的算法使用食客之间的多模式社交信号线索来建模时,预测会有所改善。 HHCD数据集,用户研究的视频和代码将在接受后公开发布。
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According to the rapid development of drone technologies, drones are widely used in many applications including military domains. In this paper, a novel situation-aware DRL- based autonomous nonlinear drone mobility control algorithm in cyber-physical loitering munition applications. On the battlefield, the design of DRL-based autonomous control algorithm is not straightforward because real-world data gathering is generally not available. Therefore, the approach in this paper is that cyber-physical virtual environment is constructed with Unity environment. Based on the virtual cyber-physical battlefield scenarios, a DRL-based automated nonlinear drone mobility control algorithm can be designed, evaluated, and visualized. Moreover, many obstacles exist which is harmful for linear trajectory control in real-world battlefield scenarios. Thus, our proposed autonomous nonlinear drone mobility control algorithm utilizes situation-aware components those are implemented with a Raycast function in Unity virtual scenarios. Based on the gathered situation-aware information, the drone can autonomously and nonlinearly adjust its trajectory during flight. Therefore, this approach is obviously beneficial for avoiding obstacles in obstacle-deployed battlefields. Our visualization-based performance evaluation shows that the proposed algorithm is superior from the other linear mobility control algorithms.
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Supervision for metric learning has long been given in the form of equivalence between human-labeled classes. Although this type of supervision has been a basis of metric learning for decades, we argue that it hinders further advances of the field. In this regard, we propose a new regularization method, dubbed HIER, to discover the latent semantic hierarchy of training data, and to deploy the hierarchy to provide richer and more fine-grained supervision than inter-class separability induced by common metric learning losses. HIER achieved this goal with no annotation for the semantic hierarchy but by learning hierarchical proxies in hyperbolic spaces. The hierarchical proxies are learnable parameters, and each of them is trained to serve as an ancestor of a group of data or other proxies to approximate the semantic hierarchy among them. HIER deals with the proxies along with data in hyperbolic space since geometric properties of the space are well-suited to represent their hierarchical structure. The efficacy of HIER was evaluated on four standard benchmarks, where it consistently improved performance of conventional methods when integrated with them, and consequently achieved the best records, surpassing even the existing hyperbolic metric learning technique, in almost all settings.
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Accurate modeling of ship performance is crucial for the shipping industry to optimize fuel consumption and subsequently reduce emissions. However, predicting the speed-power relation in real-world conditions remains a challenge. In this study, we used in-service monitoring data from multiple vessels with different hull shapes to compare the accuracy of data-driven machine learning (ML) algorithms to traditional methods for assessing ship performance. Our analysis consists of two main parts: (1) a comparison of sea trial curves with calm-water curves fitted on operational data, and (2) a benchmark of multiple added wave resistance theories with an ML-based approach. Our results showed that a simple neural network outperformed established semi-empirical formulas following first principles. The neural network only required operational data as input, while the traditional methods required extensive ship particulars that are often unavailable. These findings suggest that data-driven algorithms may be more effective for predicting ship performance in practical applications.
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Steering language generation towards objectives or away from undesired content has been a long-standing goal in utilizing language models (LM). Recent work has demonstrated reinforcement learning and weighted decoding as effective approaches to achieve a higher level of language control and quality with pros and cons. In this work, we propose a novel critic decoding method for controlled language generation (CriticControl) that combines the strengths of reinforcement learning and weighted decoding. Specifically, we adopt the actor-critic framework to train an LM-steering critic from non-differentiable reward models. And similar to weighted decoding, our method freezes the language model and manipulates the output token distribution using called critic, improving training efficiency and stability. Evaluation of our method on three controlled generation tasks, namely topic control, sentiment control, and detoxification, shows that our approach generates more coherent and well-controlled texts than previous methods. In addition, CriticControl demonstrates superior generalization ability in zero-shot settings. Human evaluation studies also corroborate our findings.
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Task-oriented dialogue (TOD) systems are mainly based on the slot-filling-based TOD (SF-TOD) framework, in which dialogues are broken down into smaller, controllable units (i.e., slots) to fulfill a specific task. A series of approaches based on this framework achieved remarkable success on various TOD benchmarks. However, we argue that the current TOD benchmarks are limited to surrogate real-world scenarios and that the current TOD models are still a long way from unraveling the scenarios. In this position paper, we first identify current status and limitations of SF-TOD systems. After that, we explore the WebTOD framework, the alternative direction for building a scalable TOD system when a web/mobile interface is available. In WebTOD, the dialogue system learns how to understand the web/mobile interface that the human agent interacts with, powered by a large-scale language model.
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Estimating the 6D pose of objects is one of the major fields in 3D computer vision. Since the promising outcomes from instance-level pose estimation, the research trends are heading towards category-level pose estimation for more practical application scenarios. However, unlike well-established instance-level pose datasets, available category-level datasets lack annotation quality and provided pose quantity. We propose the new category level 6D pose dataset HouseCat6D featuring 1) Multi-modality of Polarimetric RGB+P and Depth, 2) Highly diverse 194 objects of 10 household object categories including 2 photometrically challenging categories, 3) High-quality pose annotation with an error range of only 1.35 mm to 1.74 mm, 4) 41 large scale scenes with extensive viewpoint coverage, 5) Checkerboard-free environment throughout the entire scene. We also provide benchmark results of state-of-the-art category-level pose estimation networks.
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Reinforcement Learning (RL) can enable agents to learn complex tasks. However, it is difficult to interpret the knowledge and reuse it across tasks. Inductive biases can address such issues by explicitly providing generic yet useful decomposition that is otherwise difficult or expensive to learn implicitly. For example, object-centered approaches decompose a high dimensional observation into individual objects. Expanding on this, we utilize an inductive bias for explicit object-centered knowledge separation that provides further decomposition into semantic representations and dynamics knowledge. For this, we introduce a semantic module that predicts an objects' semantic state based on its context. The resulting affordance-like object state can then be used to enrich perceptual object representations. With a minimal setup and an environment that enables puzzle-like tasks, we demonstrate the feasibility and benefits of this approach. Specifically, we compare three different methods of integrating semantic representations into a model-based RL architecture. Our experiments show that the degree of explicitness in knowledge separation correlates with faster learning, better accuracy, better generalization, and better interpretability.
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Recent studies have proposed a unified user modeling framework that leverages user behavior data from various applications. Most benefit from utilizing users' behavior sequences as plain texts, representing rich information in any domain or system without losing generality. Hence, a question arises: Can language modeling for user history corpus help improve recommender systems? While its versatile usability has been widely investigated in many domains, its applications to recommender systems still remain underexplored. We show that language modeling applied directly to task-specific user histories achieves excellent results on diverse recommendation tasks. Also, leveraging additional task-agnostic user histories delivers significant performance benefits. We further demonstrate that our approach can provide promising transfer learning capabilities for a broad spectrum of real-world recommender systems, even on unseen domains and services.
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Dexterous manipulation with anthropomorphic robot hands remains a challenging problem in robotics because of the high-dimensional state and action spaces and complex contacts. Nevertheless, skillful closed-loop manipulation is required to enable humanoid robots to operate in unstructured real-world environments. Reinforcement learning (RL) has traditionally imposed enormous interaction data requirements for optimizing such complex control problems. We introduce a new framework that leverages recent advances in GPU-based simulation along with the strength of imitation learning in guiding policy search towards promising behaviors to make RL training feasible in these domains. To this end, we present an immersive virtual reality teleoperation interface designed for interactive human-like manipulation on contact rich tasks and a suite of manipulation environments inspired by tasks of daily living. Finally, we demonstrate the complementary strengths of massively parallel RL and imitation learning, yielding robust and natural behaviors. Videos of trained policies, our source code, and the collected demonstration datasets are available at https://maltemosbach.github.io/interactive_ human_like_manipulation/.
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