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Dexterous manipulation with anthropomorphic robot hands remains a challenging problem in robotics because of the high-dimensional state and action spaces and complex contacts. Nevertheless, skillful closed-loop manipulation is required to enable humanoid robots to operate in unstructured real-world environments. Reinforcement learning (RL) has traditionally imposed enormous interaction data requirements for optimizing such complex control problems. We introduce a new framework that leverages recent advances in GPU-based simulation along with the strength of imitation learning in guiding policy search towards promising behaviors to make RL training feasible in these domains. To this end, we present an immersive virtual reality teleoperation interface designed for interactive human-like manipulation on contact rich tasks and a suite of manipulation environments inspired by tasks of daily living. Finally, we demonstrate the complementary strengths of massively parallel RL and imitation learning, yielding robust and natural behaviors. Videos of trained policies, our source code, and the collected demonstration datasets are available at //maltemosbach.github.io/interactive_ human_like_manipulation/.

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IFIP TC13 Conference on Human-Computer Interaction是人機交互領域的研究者和實踐者展示其工作的重要平臺。多年來,這些會議吸引了來自幾個國家和文化的研究人員。官網鏈接: · Learning · 遷移學習 · 設計 · Integration ·
2023 年 2 月 7 日

Process design is a creative task that is currently performed manually by engineers. Artificial intelligence provides new potential to facilitate process design. Specifically, reinforcement learning (RL) has shown some success in automating process design by integrating data-driven models that learn to build process flowsheets with process simulation in an iterative design process. However, one major challenge in the learning process is that the RL agent demands numerous process simulations in rigorous process simulators, thereby requiring long simulation times and expensive computational power. Therefore, typically short-cut simulation methods are employed to accelerate the learning process. Short-cut methods can, however, lead to inaccurate results. We thus propose to utilize transfer learning for process design with RL in combination with rigorous simulation methods. Transfer learning is an established approach from machine learning that stores knowledge gained while solving one problem and reuses this information on a different target domain. We integrate transfer learning in our RL framework for process design and apply it to an illustrative case study comprising equilibrium reactions, azeotropic separation, and recycles, our method can design economically feasible flowsheets with stable interaction with DWSIM. Our results show that transfer learning enables RL to economically design feasible flowsheets with DWSIM, resulting in a flowsheet with an 8% higher revenue. And the learning time can be reduced by a factor of 2.

A robust grip is key to successful manipulation and joining of work pieces involved in any industrial assembly process. Stability of a grip depends on geometric and physical properties of the object as well as the gripper itself. Current state-of-the-art algorithms can usually predict if a grip would fail. However, they are not able to predict the force at which the gripped object starts to slip, which is critical as the object might be subjected to external forces, e.g. when joining it with another object. This research project aims to develop a AI-based approach for a grip metric based on tactile sensor data capturing the physical interactions between gripper and object. Thus, the maximum force that can be applied to the object before it begins to slip should be predicted before manipulating the object. The RGB image of the contact surface between the object and gripper jaws obtained from GelSight tactile sensors during the initial phase of the grip should serve as a training input for the grip metric. To generate such a data set, a pull experiment is designed using a UR 5 robot. Performing these experiments in real life to populate the data set is time consuming since different object classes, geometries, material properties and surface textures need to be considered to enhance the robustness of the prediction algorithm. Hence, a simulation model of the experimental setup has been developed to both speed up and automate the data generation process. In this paper, the design of this digital twin and the accuracy of the synthetic data are presented. State-of-the-art image comparison algorithms show that the simulated RGB images of the contact surface match the experimental data. In addition, the maximum pull forces can be reproduced for different object classes and grip scenarios. As a result, the synthetically generated data can be further used to train the neural grip metric network.

Manipulating deformable linear objects (DLOs) to achieve desired shapes in constrained environments with obstacles is a meaningful but challenging task. Global planning is necessary for such a highly-constrained task; however, accurate models of DLOs required by planners are difficult to obtain owing to their deformable nature, and the inevitable modeling errors significantly affect the planning results, probably resulting in task failure if the robot simply executes the planned path in an open-loop manner. In this paper, we propose a coarse-to-fine framework to combine global planning and local control for dual-arm manipulation of DLOs, capable of precisely achieving desired configurations and avoiding potential collisions between the DLO, robot, and obstacles. Specifically, the global planner refers to a simple yet effective DLO energy model and computes a coarse path to find a feasible solution efficiently; then the local controller follows that path as guidance and further shapes it with closed-loop feedback to compensate for the planning errors and improve the task accuracy. Both simulations and real-world experiments demonstrate that our framework can robustly achieve desired DLO configurations in constrained environments with imprecise DLO models, which may not be reliably achieved by only planning or control.

We present temporally layered architecture (TLA), a biologically inspired system for temporally adaptive distributed control. TLA layers a fast and a slow controller together to achieve temporal abstraction that allows each layer to focus on a different time-scale. Our design is biologically inspired and draws on the architecture of the human brain which executes actions at different timescales depending on the environment's demands. Such distributed control design is widespread across biological systems because it increases survivability and accuracy in certain and uncertain environments. We demonstrate that TLA can provide many advantages over existing approaches, including persistent exploration, adaptive control, explainable temporal behavior, compute efficiency and distributed control. We present two different algorithms for training TLA: (a) Closed-loop control, where the fast controller is trained over a pre-trained slow controller, allowing better exploration for the fast controller and closed-loop control where the fast controller decides whether to "act-or-not" at each timestep; and (b) Partially open loop control, where the slow controller is trained over a pre-trained fast controller, allowing for open loop-control where the slow controller picks a temporally extended action or defers the next n-actions to the fast controller. We evaluated our method on a suite of continuous control tasks and demonstrate the advantages of TLA over several strong baselines.

Achieving highly accurate dynamic or simulator models that are close to the real robot can facilitate model-based controls (e.g., model predictive control or linear-quadradic regulators), model-based trajectory planning (e.g., trajectory optimization), and decrease the amount of learning time necessary for reinforcement learning methods. Thus, the objective of this work is to learn the residual errors between a dynamic and/or simulator model and the real robot. This is achieved using a neural network, where the parameters of a neural network are updated through an Unscented Kalman Filter (UKF) formulation. Using this method, we model these residual errors with only small amounts of data -- a necessity as we improve the simulator/dynamic model by learning directly from real-world operation. We demonstrate our method on robotic hardware (e.g., manipulator arm, and a wheeled robot), and show that with the learned residual errors, we can further close the reality gap between dynamic models, simulations, and actual hardware.

Can we learn robot manipulation for everyday tasks, only by watching videos of humans doing arbitrary tasks in different unstructured settings? Unlike widely adopted strategies of learning task-specific behaviors or direct imitation of a human video, we develop a a framework for extracting agent-agnostic action representations from human videos, and then map it to the agent's embodiment during deployment. Our framework is based on predicting plausible human hand trajectories given an initial image of a scene. After training this prediction model on a diverse set of human videos from the internet, we deploy the trained model zero-shot for physical robot manipulation tasks, after appropriate transformations to the robot's embodiment. This simple strategy lets us solve coarse manipulation tasks like opening and closing drawers, pushing, and tool use, without access to any in-domain robot manipulation trajectories. Our real-world deployment results establish a strong baseline for action prediction information that can be acquired from diverse arbitrary videos of human activities, and be useful for zero-shot robotic manipulation in unseen scenes.

Low-cost autonomous Micro Aerial Vehicles (MAVs) have the potential to help humans by simplifying and speeding up complex tasks that require their interaction with the environment, such as construction, package delivery, and search and rescue. These systems, composed of single or multiple vehicles, can be endowed with passive connection mechanisms such as rigid links or cables to perform transportation and manipulation tasks. However, they are inherently complex since they are often underactuated and evolve in nonlinear manifold configuration spaces. In addition, the complexity of systems with cable-suspended load is further increased by the hybrid dynamics depending on the cables' varying tension conditions. This paper presents the first aerial transportation and manipulation simulator incorporating different payloads and passive connection mechanisms with full system dynamics, planning, and control algorithms. Furthermore, it includes a novel general model accounting for the transient hybrid dynamics for aerial systems with cable-suspended load to closely mimic real-world systems. The availability of a flexible and intuitive interface further contributes to its usability and versatility. Comparisons between simulations and real-world experiments with different vehicles' configurations show the fidelity of the simulator results with respect to real-world settings and its benefit for rapid prototyping and transitioning of aerial transportation and manipulation systems to real-world deployment.

Generating complex behaviors that satisfy the preferences of non-expert users is a crucial requirement on AI agents. Interactive reward learning from trajectory comparisons is one way to allow non-expert users to convey complex objectives by expressing preferences over short clips of agent behaviors. Even though this parametric method can encode complex tacit knowledge present in the underlying tasks, it implicitly assumes that the human is unable to provide richer feedback than binary preference labels, leading to intolerably high feedback complexity and poor user experience. While providing a detailed symbolic closed-form specification of the objectives might be tempting, it is not always feasible even for an expert user. However, in most cases, humans are aware of how the agent should change its behavior along meaningful axes to fulfill their underlying purpose, even if they are not able to fully specify task objectives symbolically. Using this as motivation, we introduce the notion of Relative Behavioral Attributes, which allows the users to tweak the agent behavior through symbolic concepts (e.g., increasing the softness or speed of agents' movement). We propose two practical methods that can learn to model any kind of behavioral attributes from ordered behavior clips. We demonstrate the effectiveness of our methods on four tasks with nine different behavioral attributes, showing that once the attributes are learned, end users can produce desirable agent behaviors relatively effortlessly, by providing feedback just around ten times. This is over an order of magnitude less than that required by the popular learning-from-human-preferences baselines. The supplementary video and source code are available at: //guansuns.github.io/pages/rba.

The key challenge of image manipulation detection is how to learn generalizable features that are sensitive to manipulations in novel data, whilst specific to prevent false alarms on authentic images. Current research emphasizes the sensitivity, with the specificity overlooked. In this paper we address both aspects by multi-view feature learning and multi-scale supervision. By exploiting noise distribution and boundary artifact surrounding tampered regions, the former aims to learn semantic-agnostic and thus more generalizable features. The latter allows us to learn from authentic images which are nontrivial to be taken into account by current semantic segmentation network based methods. Our thoughts are realized by a new network which we term MVSS-Net. Extensive experiments on five benchmark sets justify the viability of MVSS-Net for both pixel-level and image-level manipulation detection.

Imitation learning aims to extract knowledge from human experts' demonstrations or artificially created agents in order to replicate their behaviors. Its success has been demonstrated in areas such as video games, autonomous driving, robotic simulations and object manipulation. However, this replicating process could be problematic, such as the performance is highly dependent on the demonstration quality, and most trained agents are limited to perform well in task-specific environments. In this survey, we provide a systematic review on imitation learning. We first introduce the background knowledge from development history and preliminaries, followed by presenting different taxonomies within Imitation Learning and key milestones of the field. We then detail challenges in learning strategies and present research opportunities with learning policy from suboptimal demonstration, voice instructions and other associated optimization schemes.

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