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Collision avoidance is a widely investigated topic in robotic applications. When applying collision avoidance techniques to a mobile robot, how to deal with the spatial structure of the robot still remains a challenge. In this paper, we design a configuration-aware safe control law by solving a Quadratic Programming (QP) with designed Control Barrier Functions (CBFs) constraints, which can safely navigate a mobile robotic arm to a desired region while avoiding collision with environmental obstacles. The advantage of our approach is that it correctly and in an elegant way incorporates the spatial structure of the mobile robotic arm. This is achieved by merging geometric restrictions among mobile robotic arm links into CBFs constraints. Simulations on a rigid rod and the modeled mobile robotic arm are performed to verify the feasibility and time-efficiency of proposed method. Numerical results about the time consuming for different degrees of freedom illustrate that our method scales well with dimension.

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 安謀控股公司,又稱ARM公司,跨國性半導體設計與軟件公司,總部位于英國英格蘭劍橋。主要的產品是ARM架構處理器的設計,將其以知識產權的形式向客戶進行授權,同時也提供軟件開發工具。

Balancing safety and performance is one of the predominant challenges in modern control system design. Moreover, it is crucial to robustly ensure safety without inducing unnecessary conservativeness that degrades performance. In this work we present a constructive approach for safety-critical control synthesis via Control Barrier Functions (CBF). By filtering a hand-designed controller via a CBF, we are able to attain performant behavior while providing rigorous guarantees of safety. In the face of disturbances, robust safety and performance are simultaneously achieved through the notion of Input-to-State Safety (ISSf). We take a tutorial approach by developing the CBF-design methodology in parallel with an inverted pendulum example, making the challenges and sensitivities in the design process concrete. To establish the capability of the proposed approach, we consider the practical setting of safety-critical design via CBFs for a connected automated vehicle (CAV) in the form of a class-8 truck without a trailer. Through experimentation we see the impact of unmodeled disturbances in the truck's actuation system on the safety guarantees provided by CBFs. We characterize these disturbances and using ISSf, produce a robust controller that achieves safety without conceding performance. We evaluate our design both in simulation, and for the first time on an automotive system, experimentally.

A sensor is a device that converts a physical parameter or an environmental characteristic (e.g., temperature, distance, speed, etc.) into a signal that can be digitally measured and processed to perform specific tasks. Mobile robots need sensors to measure properties of their environment, thus allowing for safe navigation, complex perception and corresponding actions and effective interactions with other agents that populate it. Sensors used by mobile robots range from simple tactile sensors, such as bumpers, to complex vision-based sensors such as structured light cameras. All of them provide a digital output (e.g., a string, a set of values, a matrix, etc.) that can be processed by the robot's computer. Such output is typically obtained by discretizing one or more analog electrical signals by using an Analog to Digital Converter (ADC) included in the sensor. In this chapter we present the most common sensors used in mobile robotics, providing an introduction to their taxonomy, basic features and specifications. The description of the functionalities and the types of applications follows a bottom-up approach: the basic principles and components on which the sensors are based are presented before describing real-world sensors, which are generally based on multiple technologies and basic devices.

Landscape-aware algorithm selection approaches have so far mostly been relying on landscape feature extraction as a preprocessing step, independent of the execution of optimization algorithms in the portfolio. This introduces a significant overhead in computational cost for many practical applications, as features are extracted and computed via sampling and evaluating the problem instance at hand, similarly to what the optimization algorithm would perform anyway within its search trajectory. As suggested in Jankovic et al. (EvoAPPs 2021), trajectory-based algorithm selection circumvents the problem of costly feature extraction by computing landscape features from points that a solver sampled and evaluated during the optimization process. Features computed in this manner are used to train algorithm performance regression models, upon which a per-run algorithm selector is then built. In this work, we apply the trajectory-based approach onto a portfolio of five algorithms. We study the quality and accuracy of performance regression and algorithm selection models in the scenario of predicting different algorithm performances after a fixed budget of function evaluations. We rely on landscape features of the problem instance computed using one portion of the aforementioned budget of the same function evaluations. Moreover, we consider the possibility of switching between the solvers once, which requires them to be warm-started, i.e. when we switch, the second solver continues the optimization process already being initialized appropriately by making use of the information collected by the first solver. In this new context, we show promising performance of the trajectory-based per-run algorithm selection with warm-starting.

This paper investigates the problem of regret minimization in linear time-varying (LTV) dynamical systems. Due to the simultaneous presence of uncertainty and non-stationarity, designing online control algorithms for unknown LTV systems remains a challenging task. At a cost of NP-hard offline planning, prior works have introduced online convex optimization algorithms, although they suffer from nonparametric rate of regret. In this paper, we propose the first computationally tractable online algorithm with regret guarantees that avoids offline planning over the state linear feedback policies. Our algorithm is based on the optimism in the face of uncertainty (OFU) principle in which we optimistically select the best model in a high confidence region. Our algorithm is then more explorative when compared to previous approaches. To overcome non-stationarity, we propose either a restarting strategy (R-OFU) or a sliding window (SW-OFU) strategy. With proper configuration, our algorithm is attains sublinear regret $O(T^{2/3})$. These algorithms utilize data from the current phase for tracking variations on the system dynamics. We corroborate our theoretical findings with numerical experiments, which highlight the effectiveness of our methods. To the best of our knowledge, our study establishes the first model-based online algorithm with regret guarantees under LTV dynamical systems.

The utility of reinforcement learning is limited by the alignment of reward functions with the interests of human stakeholders. One promising method for alignment is to learn the reward function from human-generated preferences between pairs of trajectory segments. These human preferences are typically assumed to be informed solely by partial return, the sum of rewards along each segment. We find this assumption to be flawed and propose modeling preferences instead as arising from a different statistic: each segment's regret, a measure of a segment's deviation from optimal decision-making. Given infinitely many preferences generated according to regret, we prove that we can identify a reward function equivalent to the reward function that generated those preferences. We also prove that the previous partial return model lacks this identifiability property without preference noise that reveals rewards' relative proportions, and we empirically show that our proposed regret preference model outperforms it with finite training data in otherwise the same setting. Additionally, our proposed regret preference model better predicts real human preferences and also learns reward functions from these preferences that lead to policies that are better human-aligned. Overall, this work establishes that the choice of preference model is impactful, and our proposed regret preference model provides an improvement upon a core assumption of recent research.

Collision avoidance for multirobot systems is a well-studied problem. Recently, control barrier functions (CBFs) have been proposed for synthesizing controllers that guarantee collision avoidance and goal stabilization for multiple robots. However, it has been noted that reactive control synthesis methods (such as CBFs) are prone to \textit{deadlock}, an equilibrium of system dynamics that causes the robots to stall before reaching their goals. In this paper, we analyze the closed-loop dynamics of robots using CBFs, to characterize controller parameters, initial conditions, and goal locations that invariably lead the system to deadlock. Using tools from duality theory, we derive geometric properties of robot configurations of an $N$ robot system once it is in deadlock and we justify them using the mechanics interpretation of KKT conditions. Our key deductions are that 1) system deadlock is characterized by a force-equilibrium on robots and 2) deadlock occurs to ensure safety when safety is on the brink of being violated. These deductions allow us to interpret deadlock as a subset of the state space, and we show that this set is non-empty and located on the boundary of the safe set. By exploiting these properties, we analyze the number of admissible robot configurations in deadlock and develop a provably-correct decentralized algorithm for deadlock resolution to safely deliver the robots to their goals. This algorithm is validated in simulations as well as experimentally on Khepera-IV robots.

Bionic underwater robots have demonstrated their superiority in many applications. Yet, training their intelligence for a variety of tasks that mimic the behavior of underwater creatures poses a number of challenges in practice, mainly due to lack of a large amount of available training data as well as the high cost in real physical environment. Alternatively, simulation has been considered as a viable and important tool for acquiring datasets in different environments, but it mostly targeted rigid and soft body systems. There is currently dearth of work for more complex fluid systems interacting with immersed solids that can be efficiently and accurately simulated for robot training purposes. In this paper, we propose a new platform called "FishGym", which can be used to train fish-like underwater robots. The framework consists of a robotic fish modeling module using articulated body with skinning, a GPU-based high-performance localized two-way coupled fluid-structure interaction simulation module that handles both finite and infinitely large domains, as well as a reinforcement learning module. We leveraged existing training methods with adaptations to underwater fish-like robots and obtained learned control policies for multiple benchmark tasks. The training results are demonstrated with reasonable motion trajectories, with comparisons and analyses to empirical models as well as known real fish swimming behaviors to highlight the advantages of the proposed platform.

The history of ternary adders goes back to more than six decades ago. Since then, a multitude of ternary full adders (TFAs) have been presented in the literature. This paper aims to conduct a survey to be familiar with the utilized design methodologies and logic families and their prevalence. Although the number of papers about this topic is high, almost none of the previously presented TFAs are in their simplest form. A large number of transistors could have been eliminated by considering a partial TFA instead of a complete one. Moreover, they could have been simplified even further by assuming a partial TFA where the voltage of the output carry is either 0V or VDD. This way, less static power would be dissipated. Therefore, a strong motivation is to correct and enhance the previous designs. Furthermore, different simulation setups, which are not realistic enough, have been taken into account. Therefore, the simulation results reported in the previous papers are neither comparable nor entirely valid. Among the 75 papers in which a new design of TFA has been given, 11 papers are selected, simplified, and simulated in this paper. Simulations are carried out by HSPICE and 32nm CNFET technology while considering a standard test-bed and a complete input pattern to reveal the maximum cell delay. The simplified partial TFAs outperform their original versions in delay, power, and transistor count.

Games and simulators can be a valuable platform to execute complex multi-agent, multiplayer, imperfect information scenarios with significant parallels to military applications: multiple participants manage resources and make decisions that command assets to secure specific areas of a map or neutralize opposing forces. These characteristics have attracted the artificial intelligence (AI) community by supporting development of algorithms with complex benchmarks and the capability to rapidly iterate over new ideas. The success of artificial intelligence algorithms in real-time strategy games such as StarCraft II have also attracted the attention of the military research community aiming to explore similar techniques in military counterpart scenarios. Aiming to bridge the connection between games and military applications, this work discusses past and current efforts on how games and simulators, together with the artificial intelligence algorithms, have been adapted to simulate certain aspects of military missions and how they might impact the future battlefield. This paper also investigates how advances in virtual reality and visual augmentation systems open new possibilities in human interfaces with gaming platforms and their military parallels.

Many tasks in natural language processing can be viewed as multi-label classification problems. However, most of the existing models are trained with the standard cross-entropy loss function and use a fixed prediction policy (e.g., a threshold of 0.5) for all the labels, which completely ignores the complexity and dependencies among different labels. In this paper, we propose a meta-learning method to capture these complex label dependencies. More specifically, our method utilizes a meta-learner to jointly learn the training policies and prediction policies for different labels. The training policies are then used to train the classifier with the cross-entropy loss function, and the prediction policies are further implemented for prediction. Experimental results on fine-grained entity typing and text classification demonstrate that our proposed method can obtain more accurate multi-label classification results.

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