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Human motion prediction is essential for the safe and smooth operation of mobile service robots and intelligent vehicles around people. Commonly used neural network-based approaches often require large amounts of complete trajectories to represent motion dynamics in complex semantically-rich spaces. This requirement may complicate deployment of physical systems in new environments, especially when the data is being collected online from onboard sensors. In this paper we explore a data-efficient alternative using maps of dynamics (MoD) to represent place-dependent multi-modal spatial motion patterns, learned from prior observations. Our approach can perform efficient human motion prediction in the long-term perspective of up to 60 seconds. We quantitatively evaluate its accuracy with limited amount of training data in comparison to an LSTM-based baseline, and qualitatively show that the predicted trajectories reflect the natural semantic properties of the environment, e.g. the locations of short- and long-term goals, navigation in narrow passages, around obstacles, etc.

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Machine learning provides a powerful tool for building socially compliant robotic systems that go beyond simple predictive models of human behavior. By observing and understanding human interactions from past experiences, learning can enable effective social navigation behaviors directly from data. In this paper, our goal is to develop methods for training policies for socially unobtrusive navigation, such that robots can navigate among humans in ways that don't disturb human behavior. We introduce a definition for such behavior based on the counterfactual perturbation of the human: if the robot had not intruded into the space, would the human have acted in the same way? By minimizing this counterfactual perturbation, we can induce robots to behave in ways that do not alter the natural behavior of humans in the shared space. Instantiating this principle requires training policies to minimize their effect on human behavior, and this in turn requires data that allows us to model the behavior of humans in the presence of robots. Therefore, our approach is based on two key contributions. First, we collect a large dataset where an indoor mobile robot interacts with human bystanders. Second, we utilize this dataset to train policies that minimize counterfactual perturbation. We provide supplementary videos and make publicly available the largest-of-its-kind visual navigation dataset on our project page.

The gradual nature of a diffusion process that synthesizes samples in small increments constitutes a key ingredient of Denoising Diffusion Probabilistic Models (DDPM), which have presented unprecedented quality in image synthesis and been recently explored in the motion domain. In this work, we propose to adapt the gradual diffusion concept (operating along a diffusion time-axis) into the temporal-axis of the motion sequence. Our key idea is to extend the DDPM framework to support temporally varying denoising, thereby entangling the two axes. Using our special formulation, we iteratively denoise a motion buffer that contains a set of increasingly-noised poses, which auto-regressively produces an arbitrarily long stream of frames. With a stationary diffusion time-axis, in each diffusion step we increment only the temporal-axis of the motion such that the framework produces a new, clean frame which is removed from the beginning of the buffer, followed by a newly drawn noise vector that is appended to it. This new mechanism paves the way towards a new framework for long-term motion synthesis with applications to character animation and other domains.

It has long been believed that the brain is highly modular both in terms of structure and function, although recent evidence has led some to question the extent of both types of modularity. We used artificial neural networks to test the hypothesis that structural modularity is sufficient to guarantee functional specialization, and find that in general, this doesn't necessarily hold except at extreme levels. We then systematically tested which features of the environment and network do lead to the emergence of specialization. We used a simple toy environment, task and network, allowing us precise control, and show that in this setup, several distinct measures of specialization give qualitatively similar results. We further find that (1) specialization can only emerge in environments where features of that environment are meaningfully separable, (2) specialization preferentially emerges when the network is strongly resource-constrained, and (3) these findings are qualitatively similar across different network architectures, but the quantitative relationships depends on the architecture type. Finally, we show that functional specialization varies dynamically across time, and demonstrate that these dynamics depend on both the timing and bandwidth of information flow in the network. We conclude that a static notion of specialization, based on structural modularity, is likely too simple a framework for understanding intelligent systems in situations of real-world complexity. We propose that thoroughly stress testing candidate definitions of functional modularity in simplified scenarios before extending to more complex data, network models and electrophysiological recordings is likely to be a fruitful approach.

This paper presents a novel approach for generating 3D talking heads from raw audio inputs. Our method grounds on the idea that speech related movements can be comprehensively and efficiently described by the motion of a few control points located on the movable parts of the face, i.e., landmarks. The underlying musculoskeletal structure then allows us to learn how their motion influences the geometrical deformations of the whole face. The proposed method employs two distinct models to this aim: the first one learns to generate the motion of a sparse set of landmarks from the given audio. The second model expands such landmarks motion to a dense motion field, which is utilized to animate a given 3D mesh in neutral state. Additionally, we introduce a novel loss function, named Cosine Loss, which minimizes the angle between the generated motion vectors and the ground truth ones. Using landmarks in 3D talking head generation offers various advantages such as consistency, reliability, and obviating the need for manual-annotation. Our approach is designed to be identity-agnostic, enabling high-quality facial animations for any users without additional data or training.

Attention models are typically learned by optimizing one of three standard loss functions that are variously called -- soft attention, hard attention, and latent variable marginal likelihood (LVML) attention. All three paradigms are motivated by the same goal of finding two models -- a `focus' model that `selects' the right \textit{segment} of the input and a `classification' model that processes the selected segment into the target label. However, they differ significantly in the way the selected segments are aggregated, resulting in distinct dynamics and final results. We observe a unique signature of models learned using these paradigms and explain this as a consequence of the evolution of the classification model under gradient descent when the focus model is fixed. We also analyze these paradigms in a simple setting and derive closed-form expressions for the parameter trajectory under gradient flow. With the soft attention loss, the focus model improves quickly at initialization and splutters later on. On the other hand, hard attention loss behaves in the opposite fashion. Based on our observations, we propose a simple hybrid approach that combines the advantages of the different loss functions and demonstrates it on a collection of semi-synthetic and real-world datasets

Video analytics are often performed as cloud services in edge settings, mainly to offload computation, and also in situations where the results are not directly consumed at the video sensors. Sending high-quality video data from the edge devices can be expensive both in terms of bandwidth and power use. In order to build a streaming video analytics pipeline that makes efficient use of these resources, it is therefore imperative to reduce the size of the video stream. Traditional video compression algorithms are unaware of the semantics of the video, and can be both inefficient and harmful for the analytics performance. In this paper, we introduce LtC, a collaborative framework between the video source and the analytics server, that efficiently learns to reduce the video streams within an analytics pipeline. Specifically, LtC uses the full-fledged analytics algorithm at the server as a teacher to train a lightweight student neural network, which is then deployed at the video source. The student network is trained to comprehend the semantic significance of various regions within the videos, which is used to differentially preserve the crucial regions in high quality while the remaining regions undergo aggressive compression. Furthermore, LtC also incorporates a novel temporal filtering algorithm based on feature-differencing to omit transmitting frames that do not contribute new information. Overall, LtC is able to use 28-35% less bandwidth and has up to 45% shorter response delay compared to recently published state of the art streaming frameworks while achieving similar analytics performance.

We consider joint trajectory generation and tracking control for under-actuated robotic systems. A common solution is to use a layered control architecture, where the top layer uses a simplified model of system dynamics for trajectory generation, and the low layer ensures approximate tracking of this trajectory via feedback control. While such layered control architectures are standard and work well in practice, selecting the simplified model used for trajectory generation typically relies on engineering intuition and experience. In this paper, we propose an alternative data-driven approach to dynamics-aware trajectory generation. We show that a suitable augmented Lagrangian reformulation of a global nonlinear optimal control problem results in a layered decomposition of the overall problem into trajectory planning and feedback control layers. Crucially, the resulting trajectory optimization is dynamics-aware, in that, it is modified with a tracking penalty regularizer encoding the dynamic feasibility of the generated trajectory. We show that this tracking penalty regularizer can be learned from system rollouts for independently-designed low layer feedback control policies, and instantiate our framework in the context of a unicycle and a quadrotor control problem in simulation. Further, we show that our approach handles the sim-to-real gap through experiments on the quadrotor hardware platform without any additional training. For both the synthetic unicycle example and the quadrotor system, our framework shows significant improvements in both computation time and dynamic feasibility in simulation and hardware experiments.

The dominating NLP paradigm of training a strong neural predictor to perform one task on a specific dataset has led to state-of-the-art performance in a variety of applications (eg. sentiment classification, span-prediction based question answering or machine translation). However, it builds upon the assumption that the data distribution is stationary, ie. that the data is sampled from a fixed distribution both at training and test time. This way of training is inconsistent with how we as humans are able to learn from and operate within a constantly changing stream of information. Moreover, it is ill-adapted to real-world use cases where the data distribution is expected to shift over the course of a model's lifetime. The first goal of this thesis is to characterize the different forms this shift can take in the context of natural language processing, and propose benchmarks and evaluation metrics to measure its effect on current deep learning architectures. We then proceed to take steps to mitigate the effect of distributional shift on NLP models. To this end, we develop methods based on parametric reformulations of the distributionally robust optimization framework. Empirically, we demonstrate that these approaches yield more robust models as demonstrated on a selection of realistic problems. In the third and final part of this thesis, we explore ways of efficiently adapting existing models to new domains or tasks. Our contribution to this topic takes inspiration from information geometry to derive a new gradient update rule which alleviate catastrophic forgetting issues during adaptation.

Generative models are now capable of producing highly realistic images that look nearly indistinguishable from the data on which they are trained. This raises the question: if we have good enough generative models, do we still need datasets? We investigate this question in the setting of learning general-purpose visual representations from a black-box generative model rather than directly from data. Given an off-the-shelf image generator without any access to its training data, we train representations from the samples output by this generator. We compare several representation learning methods that can be applied to this setting, using the latent space of the generator to generate multiple "views" of the same semantic content. We show that for contrastive methods, this multiview data can naturally be used to identify positive pairs (nearby in latent space) and negative pairs (far apart in latent space). We find that the resulting representations rival those learned directly from real data, but that good performance requires care in the sampling strategy applied and the training method. Generative models can be viewed as a compressed and organized copy of a dataset, and we envision a future where more and more "model zoos" proliferate while datasets become increasingly unwieldy, missing, or private. This paper suggests several techniques for dealing with visual representation learning in such a future. Code is released on our project page: //ali-design.github.io/GenRep/

The problem of Multiple Object Tracking (MOT) consists in following the trajectory of different objects in a sequence, usually a video. In recent years, with the rise of Deep Learning, the algorithms that provide a solution to this problem have benefited from the representational power of deep models. This paper provides a comprehensive survey on works that employ Deep Learning models to solve the task of MOT on single-camera videos. Four main steps in MOT algorithms are identified, and an in-depth review of how Deep Learning was employed in each one of these stages is presented. A complete experimental comparison of the presented works on the three MOTChallenge datasets is also provided, identifying a number of similarities among the top-performing methods and presenting some possible future research directions.

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