How can we plan efficiently in a large and complex environment when the time budget is limited? Given the original simulator of the environment, which may be computationally very demanding, we propose to learn online an approximate but much faster simulator that improves over time. To plan reliably and efficiently while the approximate simulator is learning, we develop a method that adaptively decides which simulator to use for every simulation, based on a statistic that measures the accuracy of the approximate simulator. This allows us to use the approximate simulator to replace the original simulator for faster simulations when it is accurate enough under the current context, thus trading off simulation speed and accuracy. Experimental results in two large domains show that when integrated with POMCP, our approach allows to plan with improving efficiency over time.
We present an easily accessible, object oriented code (written exclusively in Matlab) for finite element simulations in 2D. The object oriented programming paradigm allows for fast implementation of higher-order FEM on triangular meshes for problems with very general coefficients. In particular, our code can handle problems typically arising from iterative linearization methods used to solve nonlinear PDEs. We explain the basic principles of our code and give numerical experiments that underline its flexibility as well as its efficiency.
A central aspect of robotic motion planning is collision avoidance, where a multitude of different approaches are currently in use. Optimization-based motion planning is one method, that often heavily relies on distance computations between robots and obstacles. These computations can easily become a bottleneck, as they do not scale well with the complexity of the robots or the environment. To improve performance, many different methods suggested to use collision primitives, i.e. simple shapes that approximate the more complex rigid bodies, and that are simpler to compute distances to and from. However, each pair of primitives requires its own specialized code, and certain pairs are known to suffer from numerical issues. In this paper, we propose an easy-to-use, unified treatment of a wide variety of primitives. We formulate distance computation as a minimization problem, which we solve iteratively. We show how to take derivatives of this minimization problem, allowing it to be seamlessly integrated into a trajectory optimization method. Our experiments show that our method performs favourably, both in terms of timing and the quality of the trajectory. The source code of our implementation will be released upon acceptance.
Recent work has demonstrated that motion planners' performance can be significantly improved by retrieving past experiences from a database. Typically, the experience database is queried for past similar problems using a similarity function defined over the motion planning problems. However, to date, most works rely on simple hand-crafted similarity functions and fail to generalize outside their corresponding training dataset. To address this limitation, we propose (FIRE), a framework that extracts local representations of planning problems and learns a similarity function over them. To generate the training data we introduce a novel self-supervised method that identifies similar and dissimilar pairs of local primitives from past solution paths. With these pairs, a Siamese network is trained with the contrastive loss and the similarity function is realized in the network's latent space. We evaluate FIRE on an 8-DOF manipulator in five categories of motion planning problems with sensed environments. Our experiments show that FIRE retrieves relevant experiences which can informatively guide sampling-based planners even in problems outside its training distribution, outperforming other baselines.
The goal of imitation learning is to mimic expert behavior from demonstrations, without access to an explicit reward signal. A popular class of approach infers the (unknown) reward function via inverse reinforcement learning (IRL) followed by maximizing this reward function via reinforcement learning (RL). The policies learned via these approaches are however very brittle in practice and deteriorate quickly even with small test-time perturbations due to compounding errors. We propose Imitation with Planning at Test-time (IMPLANT), a new meta-algorithm for imitation learning that utilizes decision-time planning to correct for compounding errors of any base imitation policy. In contrast to existing approaches, we retain both the imitation policy and the rewards model at decision-time, thereby benefiting from the learning signal of the two components. Empirically, we demonstrate that IMPLANT significantly outperforms benchmark imitation learning approaches on standard control environments and excels at zero-shot generalization when subject to challenging perturbations in test-time dynamics.
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.
We consider M-estimation problems, where the target value is determined using a minimizer of an expected functional of a Levy process. With discrete observations from the Levy process, we can produce a "quasi-path" by shuffling increments of the Levy process, we call it a quasi-process. Under a suitable sampling scheme, a quasi-process can converge weakly to the true process according to the properties of the stationary and independent increments. Using this resampling technique, we can estimate objective functionals similar to those estimated using the Monte Carlo simulations, and it is available as a contrast function. The M-estimator based on these quasi-processes can be consistent and asymptotically normal.
In this paper, we investigate the problem of Semantic Segmentation for agricultural aerial imagery. We observe that the existing methods used for this task are designed without considering two characteristics of the aerial data: (i) the top-down perspective implies that the model cannot rely on a fixed semantic structure of the scene, because the same scene may be experienced with different rotations of the sensor; (ii) there can be a strong imbalance in the distribution of semantic classes because the relevant objects of the scene may appear at extremely different scales (e.g., a field of crops and a small vehicle). We propose a solution to these problems based on two ideas: (i) we use together a set of suitable augmentation and a consistency loss to guide the model to learn semantic representations that are invariant to the photometric and geometric shifts typical of the top-down perspective (Augmentation Invariance); (ii) we use a sampling method (Adaptive Sampling) that selects the training images based on a measure of pixel-wise distribution of classes and actual network confidence. With an extensive set of experiments conducted on the Agriculture-Vision dataset, we demonstrate that our proposed strategies improve the performance of the current state-of-the-art method.
Frame-online speech enhancement systems in the short-time Fourier transform (STFT) domain usually have an algorithmic latency equal to the window size due to the use of the overlap-add algorithm in the inverse STFT (iSTFT). This algorithmic latency allows the enhancement models to leverage future contextual information up to a length equal to the window size. However, current frame-online systems only partially leverage this future information. To fully exploit this information, this study proposes an overlapped-frame prediction technique for deep learning based frame-online speech enhancement, where at each frame our deep neural network (DNN) predicts the current and several past frames that are necessary for overlap-add, instead of only predicting the current frame. In addition, we propose a novel loss function to account for the scale difference between predicted and oracle target signals. Evaluations results on a noisy-reverberant speech enhancement task show the effectiveness of the proposed algorithms.
In this work, we develop quantization and variable-length source codecs for the feedback links in linear-quadratic-Gaussian (LQG) control systems. We prove that for any fixed control performance, the approaches we propose nearly achieve lower bounds on communication cost that have been established in prior work. In particular, we refine the analysis of a classical achievability approach with an eye towards more practical details. Notably, in the prior literature the source codecs used to demonstrate the (near) achievability of these lower bounds are often implicitly assumed to be time-varying. For single-input single-output (SISO) plants, we prove that it suffices to consider time-invariant quantization and source coding. This result follows from analyzing the long-term stochastic behavior of the system's quantized measurements and reconstruction errors. To our knowledge, this time-invariant achievability result is the first in the literature.
Leveraging line features to improve localization accuracy of point-based visual-inertial SLAM (VINS) is gaining interest as they provide additional constraints on scene structure. However, real-time performance when incorporating line features in VINS has not been addressed. This paper presents PL-VINS, a real-time optimization-based monocular VINS method with point and line features, developed based on the state-of-the-art point-based VINS-Mono \cite{vins}. We observe that current works use the LSD \cite{lsd} algorithm to extract line features; however, LSD is designed for scene shape representation instead of the pose estimation problem, which becomes the bottleneck for the real-time performance due to its high computational cost. In this paper, a modified LSD algorithm is presented by studying a hidden parameter tuning and length rejection strategy. The modified LSD can run at least three times as fast as LSD. Further, by representing space lines with the Pl\"{u}cker coordinates, the residual error in line estimation is modeled in terms of the point-to-line distance, which is then minimized by iteratively updating the minimum four-parameter orthonormal representation of the Pl\"{u}cker coordinates. Experiments in a public benchmark dataset show that the localization error of our method is 12-16\% less than that of VINS-Mono at the same pose update frequency. %For the benefit of the community, The source code of our method is available at: //github.com/cnqiangfu/PL-VINS.