我们开发了一个综合指导和控制系统,与稳定的寻求者和着陆现场检测软件可以实现精确和安全的行星着陆。寻求者通过调节寻求头和方位角来追踪指定的着陆部位,以将指定的着陆位点置于传感器视野中。指定着陆部位的搜索器角度,关闭速度和范围用于制定由引导和控制系统使用的速度场,以在指定的着陆位点实现安全着陆。指导和控制系统将此速度场,姿态和旋转速度直接映射到着陆器四个发动机的指令推力向量。指导和控制系统被实施为使用钢筋元学习优化的策略。我们证明了引导和控制系统在动力下降期间与多重转移兼容,并且对寻求滞后,致动器滞后和劣化以及通过燃料消耗引起的质量变化中心是鲁棒的。我们概述了几种操作概念,包括使用预先复位的着陆灯垒的方法。
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在本文VisualEnv中,介绍了一种用于强化学习的可视环境的新工具。它是开源建模和渲染软件,搅拌机和用于生成仿真环境模型的Python模块的产品的产品。VisualEnv允许用户创建具有照片拟真渲染功能的自定义环境,并与Python完全集成。框架描述并测试了一系列示例问题,这些问题展示了培训强化学习代理的功能。
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我们应用META强化学习框架,优化用于空运导弹的集成和自适应引导和飞行控制系统,实现系统作为深度经常性神经网络(政策)。该策略地图直接观察到导弹控制表面偏转的导弹变化的变化率,与通过带下雷达导引率测量的计算稳定的视线单元向量的最小处理,从速率陀螺仪测量的估计旋转速度,控制表面偏转角。该系统将截距轨迹引导对机动轨迹,以满足鳍片偏转角上的控制约束,以及视图角度和负载上的路径约束。我们在六个自由度模拟器中测试优化系统,该模拟器包括非线性天线罩模型和挂钩寻求者模型。通过广泛的模拟,我们证明该系统可以适应大型飞行信封和偏离包括空气动力系数参数和压力中心的扰动的标称飞行条件。此外,我们发现该系统对由径向折射,不完美的寻求稳定和传感器比例因子误差引起的寄生态环是强大的。重要的是,我们将我们的系统的性能与三个环路自动驾驶仪耦合的比例导航的纵向模型进行比较,并发现我们的系统优于基准的基准。附加实验研究了从策略和价值函数网络中移除复发层的影响,以及用红外寻求者的性能。
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This paper proposes a question-answering system that can answer questions whose supporting evidence is spread over multiple (potentially long) documents. The system, called Visconde, uses a three-step pipeline to perform the task: decompose, retrieve, and aggregate. The first step decomposes the question into simpler questions using a few-shot large language model (LLM). Then, a state-of-the-art search engine is used to retrieve candidate passages from a large collection for each decomposed question. In the final step, we use the LLM in a few-shot setting to aggregate the contents of the passages into the final answer. The system is evaluated on three datasets: IIRC, Qasper, and StrategyQA. Results suggest that current retrievers are the main bottleneck and that readers are already performing at the human level as long as relevant passages are provided. The system is also shown to be more effective when the model is induced to give explanations before answering a question. Code is available at \url{https://github.com/neuralmind-ai/visconde}.
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A systematic review on machine-learning strategies for improving generalizability (cross-subjects and cross-sessions) electroencephalography (EEG) based in emotion classification was realized. In this context, the non-stationarity of EEG signals is a critical issue and can lead to the Dataset Shift problem. Several architectures and methods have been proposed to address this issue, mainly based on transfer learning methods. 418 papers were retrieved from the Scopus, IEEE Xplore and PubMed databases through a search query focusing on modern machine learning techniques for generalization in EEG-based emotion assessment. Among these papers, 75 were found eligible based on their relevance to the problem. Studies lacking a specific cross-subject and cross-session validation strategy and making use of other biosignals as support were excluded. On the basis of the selected papers' analysis, a taxonomy of the studies employing Machine Learning (ML) methods was proposed, together with a brief discussion on the different ML approaches involved. The studies with the best results in terms of average classification accuracy were identified, supporting that transfer learning methods seem to perform better than other approaches. A discussion is proposed on the impact of (i) the emotion theoretical models and (ii) psychological screening of the experimental sample on the classifier performances.
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Plastic shopping bags that get carried away from the side of roads and tangled on cotton plants can end up at cotton gins if not removed before the harvest. Such bags may not only cause problem in the ginning process but might also get embodied in cotton fibers reducing its quality and marketable value. Therefore, it is required to detect, locate, and remove the bags before cotton is harvested. Manually detecting and locating these bags in cotton fields is labor intensive, time-consuming and a costly process. To solve these challenges, we present application of four variants of YOLOv5 (YOLOv5s, YOLOv5m, YOLOv5l and YOLOv5x) for detecting plastic shopping bags using Unmanned Aircraft Systems (UAS)-acquired RGB (Red, Green, and Blue) images. We also show fixed effect model tests of color of plastic bags as well as YOLOv5-variant on average precision (AP), mean average precision (mAP@50) and accuracy. In addition, we also demonstrate the effect of height of plastic bags on the detection accuracy. It was found that color of bags had significant effect (p < 0.001) on accuracy across all the four variants while it did not show any significant effect on the AP with YOLOv5m (p = 0.10) and YOLOv5x (p = 0.35) at 95% confidence level. Similarly, YOLOv5-variant did not show any significant effect on the AP (p = 0.11) and accuracy (p = 0.73) of white bags, but it had significant effects on the AP (p = 0.03) and accuracy (p = 0.02) of brown bags including on the mAP@50 (p = 0.01) and inference speed (p < 0.0001). Additionally, height of plastic bags had significant effect (p < 0.0001) on overall detection accuracy. The findings reported in this paper can be useful in speeding up removal of plastic bags from cotton fields before harvest and thereby reducing the amount of contaminants that end up at cotton gins.
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Bi-encoders and cross-encoders are widely used in many state-of-the-art retrieval pipelines. In this work we study the generalization ability of these two types of architectures on a wide range of parameter count on both in-domain and out-of-domain scenarios. We find that the number of parameters and early query-document interactions of cross-encoders play a significant role in the generalization ability of retrieval models. Our experiments show that increasing model size results in marginal gains on in-domain test sets, but much larger gains in new domains never seen during fine-tuning. Furthermore, we show that cross-encoders largely outperform bi-encoders of similar size in several tasks. In the BEIR benchmark, our largest cross-encoder surpasses a state-of-the-art bi-encoder by more than 4 average points. Finally, we show that using bi-encoders as first-stage retrievers provides no gains in comparison to a simpler retriever such as BM25 on out-of-domain tasks. The code is available at https://github.com/guilhermemr04/scaling-zero-shot-retrieval.git
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AI-based code generators are an emerging solution for automatically writing programs starting from descriptions in natural language, by using deep neural networks (Neural Machine Translation, NMT). In particular, code generators have been used for ethical hacking and offensive security testing by generating proof-of-concept attacks. Unfortunately, the evaluation of code generators still faces several issues. The current practice uses automatic metrics, which compute the textual similarity of generated code with ground-truth references. However, it is not clear what metric to use, and which metric is most suitable for specific contexts. This practical experience report analyzes a large set of output similarity metrics on offensive code generators. We apply the metrics on two state-of-the-art NMT models using two datasets containing offensive assembly and Python code with their descriptions in the English language. We compare the estimates from the automatic metrics with human evaluation and provide practical insights into their strengths and limitations.
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The understanding capabilities of current state-of-the-art 3D models are limited by datasets with a small number of annotated data and a pre-defined set of categories. In its 2D counterpart, recent advances have shown that similar problems can be significantly alleviated by employing knowledge from other modalities, such as language. Inspired by this, leveraging multimodal information for 3D modality could be promising to improve 3D understanding under the restricted data regime, but this line of research is not well studied. Therefore, we introduce ULIP to learn a unified representation of image, text, and 3D point cloud by pre-training with object triplets from the three modalities. To overcome the shortage of training triplets, ULIP leverages a pre-trained vision-language model that has already learned a common visual and textual space by training with massive image-text pairs. Then, ULIP learns a 3D representation space aligned with the common image-text space, using a small number of automatically synthesized triplets. ULIP is agnostic to 3D backbone networks and can easily be integrated into any 3D architecture. Experiments show that ULIP effectively improves the performance of multiple recent 3D backbones by simply pre-training them on ShapeNet55 using our framework, achieving state-of-the-art performance in both standard 3D classification and zero-shot 3D classification on ModelNet40 and ScanObjectNN. ULIP also improves the performance of PointMLP by around 3% in 3D classification on ScanObjectNN, and outperforms PointCLIP by 28.8% on top-1 accuracy for zero-shot 3D classification on ModelNet40. Our code and pre-trained models will be released.
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As Artificial and Robotic Systems are increasingly deployed and relied upon for real-world applications, it is important that they exhibit the ability to continually learn and adapt in dynamically-changing environments, becoming Lifelong Learning Machines. Continual/lifelong learning (LL) involves minimizing catastrophic forgetting of old tasks while maximizing a model's capability to learn new tasks. This paper addresses the challenging lifelong reinforcement learning (L2RL) setting. Pushing the state-of-the-art forward in L2RL and making L2RL useful for practical applications requires more than developing individual L2RL algorithms; it requires making progress at the systems-level, especially research into the non-trivial problem of how to integrate multiple L2RL algorithms into a common framework. In this paper, we introduce the Lifelong Reinforcement Learning Components Framework (L2RLCF), which standardizes L2RL systems and assimilates different continual learning components (each addressing different aspects of the lifelong learning problem) into a unified system. As an instantiation of L2RLCF, we develop a standard API allowing easy integration of novel lifelong learning components. We describe a case study that demonstrates how multiple independently-developed LL components can be integrated into a single realized system. We also introduce an evaluation environment in order to measure the effect of combining various system components. Our evaluation environment employs different LL scenarios (sequences of tasks) consisting of Starcraft-2 minigames and allows for the fair, comprehensive, and quantitative comparison of different combinations of components within a challenging common evaluation environment.
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