在安全关键设置中运行的自治系统的控制器必须考虑随机扰动。这种干扰通常被建模为过程噪声,并且常见的假设是底层分布是已知的和/或高斯的。然而,在实践中,这些假设可能是不现实的并且可以导致真正噪声分布的近似值。我们提出了一种新的规划方法,不依赖于噪声分布的任何明确表示。特别是,我们解决了计算控制器的控制器,该控制器提供了安全地到达目标的概率保证。首先,我们将连续系统摘要进入一个离散状态模型,通过状态之间的概率转换捕获噪声。作为关键贡献,我们根据噪声的有限数量的样本来调整这些过渡概率的方案方法中的工具。我们在所谓的间隔马尔可夫决策过程(IMDP)的转换概率间隔中捕获这些界限。该IMDP在过渡概率中的不确定性稳健,并且可以通过样本的数量来控制概率间隔的紧张性。我们使用最先进的验证技术在IMDP上提供保证,并计算这些保证对自主系统的控制器。即使IMDP有数百万个州或过渡,也表明了我们方法的实际适用性。
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我们研究了由测量和过程噪声引起的不确定性的动态系统的规划问题。测量噪声导致系统状态可观察性有限,并且过程噪声在给定控制的结果中导致不确定性。问题是找到一个控制器,保证系统在有限时间内达到所需的目标状态,同时避免障碍物,至少需要一些所需的概率。由于噪音,此问题不承认一般的精确算法或闭合性解决方案。我们的主要贡献是一种新颖的规划方案,采用卡尔曼滤波作为状态估计器,以获得动态系统的有限状态抽象,我们将作为马尔可夫决策过程(MDP)正式化。通过延长概率间隔的MDP,我们可以增强模型对近似过渡概率的数值不精确的鲁棒性。对于这种所谓的间隔MDP(IMDP),我们采用最先进的验证技术来有效地计算最大化目标状态概率的计划。我们展示了抽象的正确性,并提供了几种优化,旨在平衡计划的质量和方法的可扩展性。我们展示我们的方法能够处理具有6维状态的系统,该系统导致具有数万个状态和数百万个过渡的IMDP。
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Automated synthesis of provably correct controllers for cyber-physical systems is crucial for deploying these systems in safety-critical scenarios. However, their hybrid features and stochastic or unknown behaviours make this synthesis problem challenging. In this paper, we propose a method for synthesizing controllers for Markov jump linear systems (MJLSs), a particular class of cyber-physical systems, that certifiably satisfy a requirement expressed as a specification in probabilistic computation tree logic (PCTL). An MJLS consists of a finite set of linear dynamics with unknown additive disturbances, where jumps between these modes are governed by a Markov decision process (MDP). We consider both the case where the transition function of this MDP is given by probability intervals or where it is completely unknown. Our approach is based on generating a finite-state abstraction which captures both the discrete and the continuous behaviour of the original system. We formalise such abstraction as an interval Markov decision process (iMDP): intervals of transition probabilities are computed using sampling techniques from the so-called "scenario approach", resulting in a probabilistically sound approximation of the MJLS. This iMDP abstracts both the jump dynamics between modes, as well as the continuous dynamics within the modes. To demonstrate the efficacy of our technique, we apply our method to multiple realistic benchmark problems, in particular, temperature control, and aerial vehicle delivery problems.
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Capturing uncertainty in models of complex dynamical systems is crucial to designing safe controllers. Stochastic noise causes aleatoric uncertainty, whereas imprecise knowledge of model parameters leads to epistemic uncertainty. Several approaches use formal abstractions to synthesize policies that satisfy temporal specifications related to safety and reachability. However, the underlying models exclusively capture aleatoric but not epistemic uncertainty, and thus require that model parameters are known precisely. Our contribution to overcoming this restriction is a novel abstraction-based controller synthesis method for continuous-state models with stochastic noise and uncertain parameters. By sampling techniques and robust analysis, we capture both aleatoric and epistemic uncertainty, with a user-specified confidence level, in the transition probability intervals of a so-called interval Markov decision process (iMDP). We synthesize an optimal policy on this iMDP, which translates (with the specified confidence level) to a feedback controller for the continuous model with the same performance guarantees. Our experimental benchmarks confirm that accounting for epistemic uncertainty leads to controllers that are more robust against variations in parameter values.
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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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