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Geometric methods for solving open-world off-road navigation tasks, by learning occupancy and metric maps, provide good generalization but can be brittle in outdoor environments that violate their assumptions (e.g., tall grass). Learning-based methods can directly learn collision-free behavior from raw observations, but are difficult to integrate with standard geometry-based pipelines. This creates an unfortunate conflict -- either use learning and lose out on well-understood geometric navigational components, or do not use it, in favor of extensively hand-tuned geometry-based cost maps. In this work, we reject this dichotomy by designing the learning and non-learning-based components in a way such that they can be effectively combined in a self-supervised manner. Both components contribute to a planning criterion: the learned component contributes predicted traversability as rewards, while the geometric component contributes obstacle cost information. We instantiate and comparatively evaluate our system in both in-distribution and out-of-distribution environments, showing that this approach inherits complementary gains from the learned and geometric components and significantly outperforms either of them. Videos of our results are hosted at //sites.google.com/view/hybrid-imitative-planning

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We introduce a method for real-time navigation and tracking with differentiably rendered world models. Learning models for control has led to impressive results in robotics and computer games, but this success has yet to be extended to vision-based navigation. To address this, we transfer advances in the emergent field of differentiable rendering to model-based control. We do this by planning in a learned 3D spatial world model, combined with a pose estimation algorithm previously used in the context of TSDF fusion, but now tailored to our setting and improved to incorporate agent dynamics. We evaluate over six simulated environments based on complex human-designed floor plans and provide quantitative results. We achieve up to 92% navigation success rate at a frequency of 15 Hz using only image and depth observations under stochastic, continuous dynamics.

In this paper, we solve a joint cooperative localization and path planning problem for a group of Autonomous Aerial Vehicles (AAVs) in GPS-denied areas using nonlinear model predictive control (NMPC). A moving horizon estimator (MHE) is used to estimate the vehicle states with the help of relative bearing information to known landmarks and other vehicles. The goal of the NMPC is to devise optimal paths for each vehicle between a given source and destination while maintaining desired localization accuracy. Estimating localization covariance in the NMPC is computationally intensive, hence we develop an approximate analytical closed form expression based on the relationship between covariance and path lengths to landmarks. Using this expression while computing NMPC commands reduces the computational complexity significantly. We present numerical simulations to validate the proposed approach for different numbers of vehicles and landmark configurations. We also compare the results with EKF-based estimation to show the superiority of the proposed closed form approach.

Unmanned Aerial Vehicle (UAV) localization capability is critical in a Global Navigation Satellite System (GNSS) denial environment. The aim of this paper is to investigate the problem of locating the UAV itself through a purely visual approach. This task mainly refers to: matching the corresponding geo-tagged satellite images through the images acquired by the camera when the UAV does not acquire GNSS signals, where the satellite images are the bridge between the UAV images and the location information. However, the sampling points of previous cross-view datasets based on UAVs are discrete in spatial distribution and the inter-class relationships are not established. In the actual process of UAV-localization, the inter-class feature similarity of the proximity position distribution should be small due to the continuity of UAV movement in space. In view of this, this paper has reformulated an intensive dataset for UAV positioning tasks, which is named DenseUAV, aiming to solve the problems caused by spatial distance and scale transformation in practical application scenarios, so as to achieve high-precision UAV-localization in GNSS denial environment. In addition, a new continuum-type evaluation metric named SDM is designed to evaluate the accuracy of model matching by exploiting the continuum of UAVs in space. Specifically, with the ideas of siamese networks and metric learning, a transformer-based baseline was constructed to enhance the capture of spatially subtle features. Ultimately, a neighbor-search post-processing strategy was proposed to solve the problem of large distance localisation bias.

3D reconstruction of depth and motion from monocular video in dynamic environments is a highly ill-posed problem due to scale ambiguities when projecting to the 2D image domain. In this work, we investigate the performance of the current State-of-the-Art (SotA) deep multi-view systems in such environments. We find that current supervised methods work surprisingly well despite not modelling individual object motions, but make systematic errors due to a lack of dense ground truth data. To detect such errors during usage, we extend the cost volume based Deep Video to Depth (DeepV2D) framework \cite{teed2018deepv2d} with a learned uncertainty. Our Deep Video to certain Depth (DeepV2cD) model allows i) to perform en par or better with current SotA and ii) achieve a better uncertainty measure than the naive Shannon entropy. Our experiments show that a simple filter strategy based on the uncertainty can significantly reduce systematic errors. This results in cleaner reconstructions both on static and dynamic parts of the scene.

We present an approach to learn an object-centric forward model, and show that this allows us to plan for sequences of actions to achieve distant desired goals. We propose to model a scene as a collection of objects, each with an explicit spatial location and implicit visual feature, and learn to model the effects of actions using random interaction data. Our model allows capturing the robot-object and object-object interactions, and leads to more sample-efficient and accurate predictions. We show that this learned model can be leveraged to search for action sequences that lead to desired goal configurations, and that in conjunction with a learned correction module, this allows for robust closed loop execution. We present experiments both in simulation and the real world, and show that our approach improves over alternate implicit or pixel-space forward models. Please see our project page (//judyye.github.io/ocmpc/) for result videos.

This paper presents a comprehensive survey on vision-based robotic grasping. We concluded four key tasks during robotic grasping, which are object localization, pose estimation, grasp detection and motion planning. In detail, object localization includes object detection and segmentation methods, pose estimation includes RGB-based and RGB-D-based methods, grasp detection includes traditional methods and deep learning-based methods, motion planning includes analytical methods, imitating learning methods, and reinforcement learning methods. Besides, lots of methods accomplish some of the tasks jointly, such as object-detection-combined 6D pose estimation, grasp detection without pose estimation, end-to-end grasp detection, and end-to-end motion planning. These methods are reviewed elaborately in this survey. What's more, related datasets are summarized and comparisons between state-of-the-art methods are given for each task. Challenges about robotic grasping are presented, and future directions in addressing these challenges are also pointed out.

We study object recognition under the constraint that each object class is only represented by very few observations. In such cases, naive supervised learning would lead to severe over-fitting in deep neural networks due to limited training data. We tackle this problem by creating much more training data through label propagation from the few labeled examples to a vast collection of unannotated images. Our main insight is that such a label propagation scheme can be highly effective when the similarity metric used for propagation is learned and transferred from other related domains with lots of data. We test our approach on semi-supervised learning, transfer learning and few-shot recognition, where we learn our similarity metric using various supervised/unsupervised pretraining methods, and transfer it to unlabeled data across different data distributions. By taking advantage of unlabeled data in this way, we achieve significant improvements on all three tasks. Notably, our approach outperforms current state-of-the-art techniques by an absolute $20\%$ for semi-supervised learning on CIFAR10, $10\%$ for transfer learning from ImageNet to CIFAR10, and $6\%$ for few-shot recognition on mini-ImageNet, when labeled examples are limited.

Objects are made of parts, each with distinct geometry, physics, functionality, and affordances. Developing such a distributed, physical, interpretable representation of objects will facilitate intelligent agents to better explore and interact with the world. In this paper, we study physical primitive decomposition---understanding an object through its components, each with physical and geometric attributes. As annotated data for object parts and physics are rare, we propose a novel formulation that learns physical primitives by explaining both an object's appearance and its behaviors in physical events. Our model performs well on block towers and tools in both synthetic and real scenarios; we also demonstrate that visual and physical observations often provide complementary signals. We further present ablation and behavioral studies to better understand our model and contrast it with human performance.

Deep learning is the mainstream technique for many machine learning tasks, including image recognition, machine translation, speech recognition, and so on. It has outperformed conventional methods in various fields and achieved great successes. Unfortunately, the understanding on how it works remains unclear. It has the central importance to lay down the theoretic foundation for deep learning. In this work, we give a geometric view to understand deep learning: we show that the fundamental principle attributing to the success is the manifold structure in data, namely natural high dimensional data concentrates close to a low-dimensional manifold, deep learning learns the manifold and the probability distribution on it. We further introduce the concepts of rectified linear complexity for deep neural network measuring its learning capability, rectified linear complexity of an embedding manifold describing the difficulty to be learned. Then we show for any deep neural network with fixed architecture, there exists a manifold that cannot be learned by the network. Finally, we propose to apply optimal mass transportation theory to control the probability distribution in the latent space.

We explore deep reinforcement learning methods for multi-agent domains. We begin by analyzing the difficulty of traditional algorithms in the multi-agent case: Q-learning is challenged by an inherent non-stationarity of the environment, while policy gradient suffers from a variance that increases as the number of agents grows. We then present an adaptation of actor-critic methods that considers action policies of other agents and is able to successfully learn policies that require complex multi-agent coordination. Additionally, we introduce a training regimen utilizing an ensemble of policies for each agent that leads to more robust multi-agent policies. We show the strength of our approach compared to existing methods in cooperative as well as competitive scenarios, where agent populations are able to discover various physical and informational coordination strategies.

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