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Recent advancements in legged locomotion research have made legged robots a preferred choice for navigating challenging terrains when compared to their wheeled counterparts. This paper presents a novel locomotion policy, trained using Deep Reinforcement Learning, for a quadrupedal robot equipped with an additional prismatic joint between the knee and foot of each leg. The training is performed in NVIDIA Isaac Gym simulation environment. Our study investigates the impact of these joints on maintaining the quadruped's desired height and following commanded velocities while traversing challenging terrains. We provide comparison results, based on a Cost of Transport (CoT) metric, between quadrupeds with and without prismatic joints. The learned policy is evaluated on a set of challenging terrains using the CoT metric in simulation. Our results demonstrate that the added degrees of actuation offer the locomotion policy more flexibility to use the extra joints to traverse terrains that would be deemed infeasible or prohibitively expensive for the conventional quadrupedal design, resulting in significantly improved efficiency.

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iOS 8 提供的應用間和應用跟系統的功能交互特性。
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Exercise-based rehabilitation programs have been shown to enhance quality of life and reduce mortality and rehospitalizations. AI-driven virtual rehabilitation programs enable patients to complete exercises independently at home while AI algorithms can analyze exercise data to provide feedback to patients and report their progress to clinicians. This paper introduces a novel approach to assessing the quality of rehabilitation exercises using RGB video. Sequences of skeletal body joints are extracted from consecutive RGB video frames and analyzed by many-to-one sequential neural networks to evaluate exercise quality. Existing datasets for exercise rehabilitation lack adequate samples for training deep sequential neural networks to generalize effectively. A cross-modal data augmentation approach is proposed to resolve this problem. Visual augmentation techniques are applied to video data, and body joints extracted from the resulting augmented videos are used for training sequential neural networks. Extensive experiments conducted on the KInematic assessment of MOvement and clinical scores for remote monitoring of physical REhabilitation (KIMORE) dataset, demonstrate the superiority of the proposed method over previous baseline approaches. The ablation study highlights a significant enhancement in exercise quality assessment following cross-modal augmentation.

The number of disclosed vulnerabilities has been steadily increasing over the years. At the same time, organizations face significant challenges patching their systems, leading to a need to prioritize vulnerability remediation in order to reduce the risk of attacks. Unfortunately, existing vulnerability scoring systems are either vendor-specific, proprietary, or are only commercially available. Moreover, these and other prioritization strategies based on vulnerability severity are poor predictors of actual vulnerability exploitation because they do not incorporate new information that might impact the likelihood of exploitation. In this paper we present the efforts behind building a Special Interest Group (SIG) that seeks to develop a completely data-driven exploit scoring system that produces scores for all known vulnerabilities, that is freely available, and which adapts to new information. The Exploit Prediction Scoring System (EPSS) SIG consists of more than 170 experts from around the world and across all industries, providing crowd-sourced expertise and feedback. Based on these collective insights, we describe the design decisions and trade-offs that lead to the development of the next version of EPSS. This new machine learning model provides an 82\% performance improvement over past models in distinguishing vulnerabilities that are exploited in the wild and thus may be prioritized for remediation.

Reliable probabilistic primality tests are fundamental in public-key cryptography. In adversarial scenarios, a composite with a high probability of passing a specific primality test could be chosen. In such cases, we need worst-case error estimates for the test. However, in many scenarios the numbers are randomly chosen and thus have significantly smaller error probability. Therefore, we are interested in average case error estimates. In this paper, we establish such bounds for the strong Lucas primality test, as only worst-case, but no average case error bounds, are currently available. This allows us to use this test with more confidence. We examine an algorithm that draws odd $k$-bit integers uniformly and independently, runs $t$ independent iterations of the strong Lucas test with randomly chosen parameters, and outputs the first number that passes all $t$ consecutive rounds. We attain numerical upper bounds on the probability on returing a composite. Furthermore, we consider a modified version of this algorithm that excludes integers divisible by small primes, resulting in improved bounds. Additionally, we classify the numbers that contribute most to our estimate.

Real-world software applications must constantly evolve to remain relevant. This evolution occurs when developing new applications or adapting existing ones to meet new requirements, make corrections, or incorporate future functionality. Traditional methods of software quality control involve software quality models and continuous code inspection tools. These measures focus on directly assessing the quality of the software. However, there is a strong correlation and causation between the quality of the development process and the resulting software product. Therefore, improving the development process indirectly improves the software product, too. To achieve this, effective learning from past processes is necessary, often embraced through post mortem organizational learning. While qualitative evaluation of large artifacts is common, smaller quantitative changes captured by application lifecycle management are often overlooked. In addition to software metrics, these smaller changes can reveal complex phenomena related to project culture and management. Leveraging these changes can help detect and address such complex issues. Software evolution was previously measured by the size of changes, but the lack of consensus on a reliable and versatile quantification method prevents its use as a dependable metric. Different size classifications fail to reliably describe the nature of evolution. While application lifecycle management data is rich, identifying which artifacts can model detrimental managerial practices remains uncertain. Approaches such as simulation modeling, discrete events simulation, or Bayesian networks have only limited ability to exploit continuous-time process models of such phenomena. Even worse, the accessibility and mechanistic insight into such gray- or black-box models are typically very low. To address these challenges, we suggest leveraging objectively [...]

Large language models (LLMs) have demonstrated exciting progress in acquiring diverse new capabilities through in-context learning, ranging from logical reasoning to code-writing. Robotics researchers have also explored using LLMs to advance the capabilities of robotic control. However, since low-level robot actions are hardware-dependent and underrepresented in LLM training corpora, existing efforts in applying LLMs to robotics have largely treated LLMs as semantic planners or relied on human-engineered control primitives to interface with the robot. On the other hand, reward functions are shown to be flexible representations that can be optimized for control policies to achieve diverse tasks, while their semantic richness makes them suitable to be specified by LLMs. In this work, we introduce a new paradigm that harnesses this realization by utilizing LLMs to define reward parameters that can be optimized and accomplish variety of robotic tasks. Using reward as the intermediate interface generated by LLMs, we can effectively bridge the gap between high-level language instructions or corrections to low-level robot actions. Meanwhile, combining this with a real-time optimizer, MuJoCo MPC, empowers an interactive behavior creation experience where users can immediately observe the results and provide feedback to the system. To systematically evaluate the performance of our proposed method, we designed a total of 17 tasks for a simulated quadruped robot and a dexterous manipulator robot. We demonstrate that our proposed method reliably tackles 90% of the designed tasks, while a baseline using primitive skills as the interface with Code-as-policies achieves 50% of the tasks. We further validated our method on a real robot arm where complex manipulation skills such as non-prehensile pushing emerge through our interactive system.

Quadruped animals seamlessly transition between gaits as they change locomotion speeds. While the most widely accepted explanation for gait transitions is energy efficiency, there is no clear consensus on the determining factor, nor on the potential effects from terrain properties. In this article, we propose that viability, i.e. the avoidance of falls, represents an important criterion for gait transitions. We investigate the emergence of gait transitions through the interaction between supraspinal drive (brain), the central pattern generator in the spinal cord, the body, and exteroceptive sensing by leveraging deep reinforcement learning and robotics tools. Consistent with quadruped animal data, we show that the walk-trot gait transition for quadruped robots on flat terrain improves both viability and energy efficiency. Furthermore, we investigate the effects of discrete terrain (i.e. crossing successive gaps) on imposing gait transitions, and find the emergence of trot-pronk transitions to avoid non-viable states. Compared with other potential criteria such as peak forces and energy efficiency, viability is the only improved factor after gait transitions on both flat and discrete gap terrains, suggesting that viability could be a primary and universal objective of gait transitions, while other criteria are secondary objectives and/or a consequence of viability. Moreover, we deploy our learned controller in sim-to-real hardware experiments and demonstrate state-of-the-art quadruped agility in challenging scenarios, where the Unitree A1 quadruped autonomously transitions gaits between trot and pronk to cross consecutive gaps of up to 30 cm (83.3 % of the body-length) at over 1.3 m/s.

Large language models (LLMs) have demonstrated the potential to perform high-level planning. Yet, it remains a challenge for LLMs to comprehend low-level commands, such as joint angle targets or motor torques. This paper proposes an approach to use foot contact patterns as an interface that bridges human commands in natural language and a locomotion controller that outputs these low-level commands. This results in an interactive system for quadrupedal robots that allows the users to craft diverse locomotion behaviors flexibly. We contribute an LLM prompt design, a reward function, and a method to expose the controller to the feasible distribution of contact patterns. The results are a controller capable of achieving diverse locomotion patterns that can be transferred to real robot hardware. Compared with other design choices, the proposed approach enjoys more than 50% success rate in predicting the correct contact patterns and can solve 10 more tasks out of a total of 30 tasks. Our project site is: //saytap.github.io.

This paper proposes the transition-net, a robust transition strategy that expands the versatility of robot locomotion in the real-world setting. To this end, we start by distributing the complexity of different gaits into dedicated locomotion policies applicable to real-world robots. Next, we expand the versatility of the robot by unifying the policies with robust transitions into a single coherent meta-controller by examining the latent state representations. Our approach enables the robot to iteratively expand its skill repertoire and robustly transition between any policy pair in a library. In our framework, adding new skills does not introduce any process that alters the previously learned skills. Moreover, training of a locomotion policy takes less than an hour with a single consumer GPU. Our approach is effective in the real-world and achieves a 19% higher average success rate for the most challenging transition pairs in our experiments compared to existing approaches.

Behaviors of the synthetic characters in current military simulations are limited since they are generally generated by rule-based and reactive computational models with minimal intelligence. Such computational models cannot adapt to reflect the experience of the characters, resulting in brittle intelligence for even the most effective behavior models devised via costly and labor-intensive processes. Observation-based behavior model adaptation that leverages machine learning and the experience of synthetic entities in combination with appropriate prior knowledge can address the issues in the existing computational behavior models to create a better training experience in military training simulations. In this paper, we introduce a framework that aims to create autonomous synthetic characters that can perform coherent sequences of believable behavior while being aware of human trainees and their needs within a training simulation. This framework brings together three mutually complementary components. The first component is a Unity-based simulation environment - Rapid Integration and Development Environment (RIDE) - supporting One World Terrain (OWT) models and capable of running and supporting machine learning experiments. The second is Shiva, a novel multi-agent reinforcement and imitation learning framework that can interface with a variety of simulation environments, and that can additionally utilize a variety of learning algorithms. The final component is the Sigma Cognitive Architecture that will augment the behavior models with symbolic and probabilistic reasoning capabilities. We have successfully created proof-of-concept behavior models leveraging this framework on realistic terrain as an essential step towards bringing machine learning into military simulations.

Recent developments in image classification and natural language processing, coupled with the rapid growth in social media usage, have enabled fundamental advances in detecting breaking events around the world in real-time. Emergency response is one such area that stands to gain from these advances. By processing billions of texts and images a minute, events can be automatically detected to enable emergency response workers to better assess rapidly evolving situations and deploy resources accordingly. To date, most event detection techniques in this area have focused on image-only or text-only approaches, limiting detection performance and impacting the quality of information delivered to crisis response teams. In this paper, we present a new multimodal fusion method that leverages both images and texts as input. In particular, we introduce a cross-attention module that can filter uninformative and misleading components from weak modalities on a sample by sample basis. In addition, we employ a multimodal graph-based approach to stochastically transition between embeddings of different multimodal pairs during training to better regularize the learning process as well as dealing with limited training data by constructing new matched pairs from different samples. We show that our method outperforms the unimodal approaches and strong multimodal baselines by a large margin on three crisis-related tasks.

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