在本文中,我们提出了一种资源有效的方法,提供了一种自主无人机,并在车载感知方法中检测飞行在复杂的3D地形飞行期间的安全性危险的着陆位点。我们通过结构 - 从运动方法将从一系列单眼图像序列中获取的3D测量聚合到溢出地形的本地,机器人的多分析高度贴图中,其熔化根据其横向表面分辨率的深度测量(像素 - 基于动态细节概念的概率框架中的足迹。映射聚合仅需要深度映射和关联的姿势,该映射是从板载视觉测量算法获得的。然后,高效的着陆网站检测方法利用底层多分辨率映射的特征,以基于重建地形表面的斜坡,粗糙度和质量来检测安全着陆网站。在模拟和现实世界实验中独立和共同分析了对映射和着陆现场检测模块的性能的评估,以确定所提出的方法的功效。
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Biometrics are one of the most privacy-sensitive data. Ubiquitous authentication systems with a focus on privacy favor decentralized approaches as they reduce potential attack vectors, both on a technical and organizational level. The gold standard is to let the user be in control of where their own data is stored, which consequently leads to a high variety of devices used. Moreover, in comparison with a centralized system, designs with higher end-user freedom often incur additional network overhead. Therefore, when using face recognition for biometric authentication, an efficient way to compare faces is important in practical deployments, because it reduces both network and hardware requirements that are essential to encourage device diversity. This paper proposes an efficient way to aggregate embeddings used for face recognition based on an extensive analysis on different datasets and the use of different aggregation strategies. As part of this analysis, a new dataset has been collected, which is available for research purposes. Our proposed method supports the construction of massively scalable, decentralized face recognition systems with a focus on both privacy and long-term usability.
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Model counting is a fundamental problem which has been influential in many applications, from artificial intelligence to formal verification. Due to the intrinsic hardness of model counting, approximate techniques have been developed to solve real-world instances of model counting. This paper designs a new anytime approach called PartialKC for approximate model counting. The idea is a form of partial knowledge compilation to provide an unbiased estimate of the model count which can converge to the exact count. Our empirical analysis demonstrates that PartialKC achieves significant scalability and accuracy over prior state-of-the-art approximate counters, including satss and STS. Interestingly, the empirical results show that PartialKC reaches convergence for many instances and therefore provides exact model counting performance comparable to state-of-the-art exact counters.
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The Me 163 was a Second World War fighter airplane and a result of the German air force secret developments. One of these airplanes is currently owned and displayed in the historic aircraft exhibition of the Deutsches Museum in Munich, Germany. To gain insights with respect to its history, design and state of preservation, a complete CT scan was obtained using an industrial XXL-computer tomography scanner. Using the CT data from the Me 163, all its details can visually be examined at various levels, ranging from the complete hull down to single sprockets and rivets. However, while a trained human observer can identify and interpret the volumetric data with all its parts and connections, a virtual dissection of the airplane and all its different parts would be quite desirable. Nevertheless, this means, that an instance segmentation of all components and objects of interest into disjoint entities from the CT data is necessary. As of currently, no adequate computer-assisted tools for automated or semi-automated segmentation of such XXL-airplane data are available, in a first step, an interactive data annotation and object labeling process has been established. So far, seven 512 x 512 x 512 voxel sub-volumes from the Me 163 airplane have been annotated and labeled, whose results can potentially be used for various new applications in the field of digital heritage, non-destructive testing, or machine-learning. This work describes the data acquisition process of the airplane using an industrial XXL-CT scanner, outlines the interactive segmentation and labeling scheme to annotate sub-volumes of the airplane's CT data, describes and discusses various challenges with respect to interpreting and handling the annotated and labeled data.
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Micro aerial vehicles (MAVs) hold the potential for performing autonomous and contactless land surveys for the detection of landmines and explosive remnants of war (ERW). Metal detectors are the standard tool, but have to be operated close to and parallel to the terrain. As this requires advanced flight capabilities, they have not been successfully combined with MAVs before. To this end, we present a full system to autonomously survey challenging undulated terrain using a metal detector mounted on a 5 degrees of freedom (DOF) MAV. Based on an online estimate of the terrain, our receding-horizon planner efficiently covers the area, aligning the detector to the surface while considering the kinematic and visibility constraints of the platform. For resilient localization, we propose a factor-graph approach for online fusion of GNSS, IMU and LiDAR measurements. A simulated ablation study shows that the proposed planner reduces coverage duration and improves trajectory smoothness. Real-world flight experiments showcase autonomous mapping of buried metallic objects in undulated and obstructed terrain. The proposed localization approach is resilient to individual sensor degeneracy.
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Everting, soft growing vine robots benefit from reduced friction with their environment, which allows them to navigate challenging terrain. Vine robots can use air pouches attached to their sides for lateral steering. However, when all pouches are serially connected, the whole robot can only perform one constant curvature in free space. It must contact the environment to navigate through obstacles along paths with multiple turns. This work presents a multi-segment vine robot that can navigate complex paths without interacting with its environment. This is achieved by a new steering method that selectively actuates each single pouch at the tip, providing high degrees of freedom with few control inputs. A small magnetic valve connects each pouch to a pressure supply line. A motorized tip mount uses an interlocking mechanism and motorized rollers on the outer material of the vine robot. As each valve passes through the tip mount, a permanent magnet inside the tip mount opens the valve so the corresponding pouch is connected to the pressure supply line at the same moment. Novel cylindrical pneumatic artificial muscles (cPAMs) are integrated into the vine robot and inflate to a cylindrical shape for improved bending characteristics compared to other state-of-the art vine robots. The motorized tip mount controls a continuous eversion speed and enables controlled retraction. A final prototype was able to repeatably grow into different shapes and hold these shapes. We predict the path using a model that assumes a piecewise constant curvature along the outside of the multi-segment vine robot. The proposed multi-segment steering method can be extended to other soft continuum robot designs.
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Integration of multiple sensor modalities and deep learning into Simultaneous Localization And Mapping (SLAM) systems are areas of significant interest in current research. Multi-modality is a stepping stone towards achieving robustness in challenging environments and interoperability of heterogeneous multi-robot systems with varying sensor setups. With maplab 2.0, we provide a versatile open-source platform that facilitates developing, testing, and integrating new modules and features into a fully-fledged SLAM system. Through extensive experiments, we show that maplab 2.0's accuracy is comparable to the state-of-the-art on the HILTI 2021 benchmark. Additionally, we showcase the flexibility of our system with three use cases: i) large-scale (approx. 10 km) multi-robot multi-session (23 missions) mapping, ii) integration of non-visual landmarks, and iii) incorporating a semantic object-based loop closure module into the mapping framework. The code is available open-source at https://github.com/ethz-asl/maplab.
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A central problem in computational biophysics is protein structure prediction, i.e., finding the optimal folding of a given amino acid sequence. This problem has been studied in a classical abstract model, the HP model, where the protein is modeled as a sequence of H (hydrophobic) and P (polar) amino acids on a lattice. The objective is to find conformations maximizing H-H contacts. It is known that even in this reduced setting, the problem is intractable (NP-hard). In this work, we apply deep reinforcement learning (DRL) to the two-dimensional HP model. We can obtain the conformations of best known energies for benchmark HP sequences with lengths from 20 to 50. Our DRL is based on a deep Q-network (DQN). We find that a DQN based on long short-term memory (LSTM) architecture greatly enhances the RL learning ability and significantly improves the search process. DRL can sample the state space efficiently, without the need of manual heuristics. Experimentally we show that it can find multiple distinct best-known solutions per trial. This study demonstrates the effectiveness of deep reinforcement learning in the HP model for protein folding.
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The ability to effectively reuse prior knowledge is a key requirement when building general and flexible Reinforcement Learning (RL) agents. Skill reuse is one of the most common approaches, but current methods have considerable limitations.For example, fine-tuning an existing policy frequently fails, as the policy can degrade rapidly early in training. In a similar vein, distillation of expert behavior can lead to poor results when given sub-optimal experts. We compare several common approaches for skill transfer on multiple domains including changes in task and system dynamics. We identify how existing methods can fail and introduce an alternative approach to mitigate these problems. Our approach learns to sequence existing temporally-extended skills for exploration but learns the final policy directly from the raw experience. This conceptual split enables rapid adaptation and thus efficient data collection but without constraining the final solution.It significantly outperforms many classical methods across a suite of evaluation tasks and we use a broad set of ablations to highlight the importance of differentc omponents of our method.
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Training facial emotion recognition models requires large sets of data and costly annotation processes. To alleviate this problem, we developed a gamified method of acquiring annotated facial emotion data without an explicit labeling effort by humans. The game, which we named Facegame, challenges the players to imitate a displayed image of a face that portrays a particular basic emotion. Every round played by the player creates new data that consists of a set of facial features and landmarks, already annotated with the emotion label of the target facial expression. Such an approach effectively creates a robust, sustainable, and continuous machine learning training process. We evaluated Facegame with an experiment that revealed several contributions to the field of affective computing. First, the gamified data collection approach allowed us to access a rich variation of facial expressions of each basic emotion due to the natural variations in the players' facial expressions and their expressive abilities. We report improved accuracy when the collected data were used to enrich well-known in-the-wild facial emotion datasets and consecutively used for training facial emotion recognition models. Second, the natural language prescription method used by the Facegame constitutes a novel approach for interpretable explainability that can be applied to any facial emotion recognition model. Finally, we observed significant improvements in the facial emotion perception and expression skills of the players through repeated game play.
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