Dynamic game arises as a powerful paradigm for multi-robot planning, for which safety constraint satisfaction is crucial. Constrained stochastic games are of particular interest, as real-world robots need to operate and satisfy constraints under uncertainty. Existing methods for solving stochastic games handle chance constraints using exponential penalties with hand-tuned weights. However, finding a suitable penalty weight is nontrivial and requires trial and error. In this paper, we propose the chance-constrained iterative linear-quadratic stochastic games (CCILQGames) algorithm. CCILQGames solves chance-constrained stochastic games using the augmented Lagrangian method. We evaluate our algorithm in three autonomous driving scenarios, including merge, intersection, and roundabout. Experimental results and Monte Carlo tests show that CCILQGames can generate safe and interactive strategies in stochastic environments.
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Agents that can follow language instructions are expected to be useful in a variety of situations such as navigation. However, training neural network-based agents requires numerous paired trajectories and languages. This paper proposes using multimodal generative models for semi-supervised learning in the instruction following tasks. The models learn a shared representation of the paired data, and enable semi-supervised learning by reconstructing unpaired data through the representation. Key challenges in applying the models to sequence-to-sequence tasks including instruction following are learning a shared representation of variable-length mulitimodal data and incorporating attention mechanisms. To address the problems, this paper proposes a novel network architecture to absorb the difference in the sequence lengths of the multimodal data. In addition, to further improve the performance, this paper shows how to incorporate the generative model-based approach with an existing semi-supervised method called a speaker-follower model, and proposes a regularization term that improves inference using unpaired trajectories. Experiments on BabyAI and Room-to-Room (R2R) environments show that the proposed method improves the performance of instruction following by leveraging unpaired data, and improves the performance of the speaker-follower model by 2\% to 4\% in R2R.
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Off-policy evaluation (OPE) attempts to predict the performance of counterfactual policies using log data from a different policy. We extend its applicability by developing an OPE method for a class of both full support and deficient support logging policies in contextual-bandit settings. This class includes deterministic bandit (such as Upper Confidence Bound) as well as deterministic decision-making based on supervised and unsupervised learning. We prove that our method's prediction converges in probability to the true performance of a counterfactual policy as the sample size increases. We validate our method with experiments on partly and entirely deterministic logging policies. Finally, we apply it to evaluate coupon targeting policies by a major online platform and show how to improve the existing policy.
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We present a lightweight post-processing method to refine the semantic segmentation results of point cloud sequences. Most existing methods usually segment frame by frame and encounter the inherent ambiguity of the problem: based on a measurement in a single frame, labels are sometimes difficult to predict even for humans. To remedy this problem, we propose to explicitly train a network to refine these results predicted by an existing segmentation method. The network, which we call the P2Net, learns the consistency constraints between coincident points from consecutive frames after registration. We evaluate the proposed post-processing method both qualitatively and quantitatively on the SemanticKITTI dataset that consists of real outdoor scenes. The effectiveness of the proposed method is validated by comparing the results predicted by two representative networks with and without the refinement by the post-processing network. Specifically, qualitative visualization validates the key idea that labels of the points that are difficult to predict can be corrected with P2Net. Quantitatively, overall mIoU is improved from 10.5% to 11.7% for PointNet [1] and from 10.8% to 15.9% for PointNet++ [2].
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This paper presents a portrait stylization method designed for real-time mobile applications with limited style examples available. Previous learning based stylization methods suffer from the geometric and semantic gaps between portrait domain and style domain, which obstacles the style information to be correctly transferred to the portrait images, leading to poor stylization quality. Based on the geometric prior of human facial attributions, we propose to utilize geometric alignment to tackle this issue. Firstly, we apply Thin-Plate-Spline (TPS) on feature maps in the generator network and also directly to style images in pixel space, generating aligned portrait-style image pairs with identical landmarks, which closes the geometric gaps between two domains. Secondly, adversarial learning maps the textures and colors of portrait images to the style domain. Finally, geometric aware cycle consistency preserves the content and identity information unchanged, and deformation invariant constraint suppresses artifacts and distortions. Qualitative and quantitative comparison validate our method outperforms existing methods, and experiments proof our method could be trained with limited style examples (100 or less) in real-time (more than 40 FPS) on mobile devices. Ablation study demonstrates the effectiveness of each component in the framework.
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While natural systems often present collective intelligence that allows them to self-organize and adapt to changes, the equivalent is missing in most artificial systems. We explore the possibility of such a system in the context of cooperative object manipulation using mobile robots. Although conventional works demonstrate potential solutions for the problem in restricted settings, they have computational and learning difficulties. More importantly, these systems do not possess the ability to adapt when facing environmental changes. In this work, we show that by distilling a planner derived from a gradient-based soft-body physics simulator into an attention-based neural network, our multi-robot manipulation system can achieve better performance than baselines. In addition, our system also generalizes to unseen configurations during training and is able to adapt toward task completions when external turbulence and environmental changes are applied.
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We propose GANStrument, a generative adversarial model for instrument sound synthesis. Given a one-shot sound as input, it is able to generate pitched instrument sounds that reflect the timbre of the input within an interactive time. By exploiting instance conditioning, GANStrument achieves better fidelity and diversity of synthesized sounds and generalization ability to various inputs. In addition, we introduce an adversarial training scheme for a pitch-invariant feature extractor that significantly improves the pitch accuracy and timbre consistency. Experimental results show that GANStrument outperforms strong baselines that do not use instance conditioning in terms of generation quality and input editability. Qualitative examples are available online.
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Several techniques to map various types of components, such as words, attributes, and images, into the embedded space have been studied. Most of them estimate the embedded representation of target entity as a point in the projective space. Some models, such as Word2Gauss, assume a probability distribution behind the embedded representation, which enables the spread or variance of the meaning of embedded target components to be captured and considered in more detail. We examine the method of estimating embedded representations as probability distributions for the interpretation of fashion-specific abstract and difficult-to-understand terms. Terms, such as "casual," "adult-casual,'' "beauty-casual," and "formal," are extremely subjective and abstract and are difficult for both experts and non-experts to understand, which discourages users from trying new fashion. We propose an end-to-end model called dual Gaussian visual-semantic embedding, which maps images and attributes in the same projective space and enables the interpretation of the meaning of these terms by its broad applications. We demonstrate the effectiveness of the proposed method through multifaceted experiments involving image and attribute mapping, image retrieval and re-ordering techniques, and a detailed theoretical/analytical discussion of the distance measure included in the loss function.
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马尔可夫链蒙特卡洛(MCMC),例如langevin Dynamics,有效地近似顽固的分布。但是,由于昂贵的数据采样迭代和缓慢的收敛性,它的用法在深层可变模型的背景下受到限制。本文提出了摊销的langevin Dynamics(ALD),其中数据划分的MCMC迭代完全被编码器的更新替换为将观测值映射到潜在变量中。这种摊销可实现有效的后验采样,而无需数据迭代。尽管具有效率,但我们证明ALD是MCMC算法有效的,其马尔可夫链在轻度假设下将目标后部作为固定分布。基于ALD,我们还提出了一个名为Langevin AutoCodeer(LAE)的新的深层变量模型。有趣的是,可以通过稍微修改传统自动编码器来实现LAE。使用多个合成数据集,我们首先验证ALD可以从目标后代正确获取样品。我们还在图像生成任务上评估了LAE,并证明我们的LAE可以根据变异推断(例如变异自动编码器)和其他基于MCMC的方法在测试可能性方面胜过现有的方法。
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关于使用ML模型的一个基本问题涉及其对提高决策透明度的预测的解释。尽管已经出现了几种可解释性方法,但已经确定了有关其解释可靠性的一些差距。例如,大多数方法都是不稳定的(这意味着它们在数据中提供了截然不同的解释),并且不能很好地应对无关的功能(即与标签无关的功能)。本文介绍了两种新的可解释性方法,即Varimp和Supclus,它们通过使用局部回归拟合的加权距离来克服这些问题,以考虑可变重要性。 Varimp生成了每个实例的解释,可以应用于具有更复杂关系的数据集,而Supclus解释了具有类似说明的实例集群,并且可以应用于可以找到群集的较简单数据集。我们将我们的方法与最先进的方法进行了比较,并表明它可以根据几个指标产生更好的解释,尤其是在具有无关特征的高维问题中,以及特征与目标之间的关系是非线性的。
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