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We focus on the problem of planning safe and efficient motion for a ballbot (i.e., a dynamically balancing mobile robot), navigating in a crowded environment. The ballbot's design gives rise to human-readable motion which is valuable for crowd navigation. However, dynamic stabilization introduces kinematic constraints that severely limit the ability of the robot to execute aggressive maneuvers, complicating collision avoidance and respect for human personal space. Past works reduce the need for aggressive maneuvering by motivating anticipatory collision avoidance through the use of human motion prediction models. However, multiagent behavior prediction is hard due to the combinatorial structure of the space. Our key insight is that we can accomplish anticipatory multiagent collision avoidance without high-fidelity prediction models if we capture fundamental features of multiagent dynamics. To this end, we build a model predictive control architecture that employs a constant-velocity model of human motion prediction but monitors and proactively adapts to the unfolding homotopy class of crowd-robot dynamics by taking actions that maximize the pairwise winding numbers between the robot and each human agent. This results in robot motion that accomplishes statistically significantly higher clearances from the crowd compared to state-of-the-art baselines while maintaining similar levels of efficiency, across a variety of challenging physical scenarios and crowd simulators.

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ACM/IEEE第23屆模型驅動工程語言和系統國際會議,是模型驅動軟件和系統工程的首要會議系列,由ACM-SIGSOFT和IEEE-TCSE支持組織。自1998年以來,模型涵蓋了建模的各個方面,從語言和方法到工具和應用程序。模特的參加者來自不同的背景,包括研究人員、學者、工程師和工業專業人士。MODELS 2019是一個論壇,參與者可以圍繞建模和模型驅動的軟件和系統交流前沿研究成果和創新實踐經驗。今年的版本將為建模社區提供進一步推進建模基礎的機會,并在網絡物理系統、嵌入式系統、社會技術系統、云計算、大數據、機器學習、安全、開源等新興領域提出建模的創新應用以及可持續性。 官網鏈接: · Integration · 機器人 · 回合 · INTERACT ·
2021 年 11 月 1 日

Electrically driven soft robots enable small and light bodies, as well as environmental compatibility, various locomotion, and safe operation. In particular, electrostatic actuators (for example, piezoelectric actuators) are fast responded. However, scalable ways for seamless integration and untethered operation remain unclear. In addition, soft body nature modeling, including environmental interactions, is a long-standing challenge. Furthermore, more locomotion mechanisms need to be explored. In this paper, we have designed, modeled, and demonstrated a soft robot that, for the first time, starts to address all these questions. It has a linear array of five actuators in a planar structure, opening doors for integration and free operation. A new inchworm-inspired crawling motion mechanism was designed and validated by relying on posture self-adjustment. The first analytical soft body model including piezoelectricity, gravity, and ground interactions that well explain robot locomotion was developed and validated by experiments. We demonstrated the robot's forward and backward motion and explored the effects of payload and driving speed: 1.2 mm movement per cycle and up to 200 g payload (16x body weight) can be carried while moving. This work paves the way for fast-responding robots in complicated unknown environments.

When autonomous vehicles still struggle to solve challenging situations during on-road driving, humans have long mastered the essence of driving with efficient transferable and adaptable driving capability. By mimicking humans' cognition model and semantic understanding during driving, we present HATN, a hierarchical framework to generate high-quality driving behaviors in multi-agent dense-traffic environments. Our method hierarchically consists of a high-level intention identification and low-level action generation policy. With the semantic sub-task definition and generic state representation, the hierarchical framework is transferable across different driving scenarios. Besides, our model is also able to capture variations of driving behaviors among individuals and scenarios by an online adaptation module. We demonstrate our algorithms in the task of trajectory prediction for real traffic data at intersections and roundabouts, where we conducted extensive studies of the proposed method and demonstrated how our method outperformed other methods in terms of prediction accuracy and transferability.

Software-Defined Network (SDN) is a new arising terminology of network architecture with outstanding features of orchestration by decoupling the control plane and the data plane in each network element. Even though it brings several benefits, SDN is vulnerable to a diversity of attacks. Abusing the single point of failure in the SDN controller component, hackers can shut down all network operations. More specifics, a malicious OpenFlow application can access to SDN controller to carry out harmful actions without any limitation owing to the lack of the access control mechanism as a standard in the Northbound. The sensitive information about the whole network such as network topology, flow information, and statistics can be gathered and leaked out. Even worse, the entire network can be taken over by the compromised controller. Hence, it is vital to build a scheme of access control for SDN's Northbound. Furthermore, it must also protect the data integrity and availability during data exchange between application and controller. To address such limitations, we introduce B-DAC, a blockchain-based framework for decentralized authentication and fine-grained access control for the Northbound interface to assist administrators in managing and protecting critical resources. With strict policy enforcement, B-DAC can perform decentralized access control for each request to keep network applications under surveillance for preventing over-privileged activities or security policy conflicts. To demonstrate the feasibility of our approach, we also implement a prototype of this framework to evaluate the security impact, effectiveness, and performance through typical use cases.

Finding the appropriate words to convey concepts (i.e., lexical access) is essential for effective communication. Reverse dictionaries fulfill this need by helping individuals to find the word(s) which could relate to a specific concept or idea. To the best of our knowledge, this resource has not been available for the Persian language. In this paper, we compare four different architectures for implementing a Persian reverse dictionary (PREDICT). We evaluate our models using (phrase,word) tuples extracted from the only Persian dictionaries available online, namely Amid, Moein, and Dehkhoda where the phrase describes the word. Given the phrase, a model suggests the most relevant word(s) in terms of the ability to convey the concept. The model is considered to perform well if the correct word is one of its top suggestions. Our experiments show that a model consisting of Long Short-Term Memory (LSTM) units enhanced by an additive attention mechanism is enough to produce suggestions comparable to (or in some cases better than) the word in the original dictionary. The study also reveals that the model sometimes produces the synonyms of the word as its output which led us to introduce a new metric for the evaluation of reverse dictionaries called Synonym Accuracy accounting for the percentage of times the event of producing the word or a synonym of it occurs. The assessment of the best model using this new metric also indicates that at least 62% of the times, it produces an accurate result within the top 100 suggestions.

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.

To solve complex real-world problems with reinforcement learning, we cannot rely on manually specified reward functions. Instead, we can have humans communicate an objective to the agent directly. In this work, we combine two approaches to learning from human feedback: expert demonstrations and trajectory preferences. We train a deep neural network to model the reward function and use its predicted reward to train an DQN-based deep reinforcement learning agent on 9 Atari games. Our approach beats the imitation learning baseline in 7 games and achieves strictly superhuman performance on 2 games without using game rewards. Additionally, we investigate the goodness of fit of the reward model, present some reward hacking problems, and study the effects of noise in the human labels.

Autonomous urban driving navigation with complex multi-agent dynamics is under-explored due to the difficulty of learning an optimal driving policy. The traditional modular pipeline heavily relies on hand-designed rules and the pre-processing perception system while the supervised learning-based models are limited by the accessibility of extensive human experience. We present a general and principled Controllable Imitative Reinforcement Learning (CIRL) approach which successfully makes the driving agent achieve higher success rates based on only vision inputs in a high-fidelity car simulator. To alleviate the low exploration efficiency for large continuous action space that often prohibits the use of classical RL on challenging real tasks, our CIRL explores over a reasonably constrained action space guided by encoded experiences that imitate human demonstrations, building upon Deep Deterministic Policy Gradient (DDPG). Moreover, we propose to specialize adaptive policies and steering-angle reward designs for different control signals (i.e. follow, straight, turn right, turn left) based on the shared representations to improve the model capability in tackling with diverse cases. Extensive experiments on CARLA driving benchmark demonstrate that CIRL substantially outperforms all previous methods in terms of the percentage of successfully completed episodes on a variety of goal-directed driving tasks. We also show its superior generalization capability in unseen environments. To our knowledge, this is the first successful case of the learned driving policy through reinforcement learning in the high-fidelity simulator, which performs better-than supervised imitation learning.

This manuscript surveys reinforcement learning from the perspective of optimization and control with a focus on continuous control applications. It surveys the general formulation, terminology, and typical experimental implementations of reinforcement learning and reviews competing solution paradigms. In order to compare the relative merits of various techniques, this survey presents a case study of the Linear Quadratic Regulator (LQR) with unknown dynamics, perhaps the simplest and best studied problem in optimal control. The manuscript describes how merging techniques from learning theory and control can provide non-asymptotic characterizations of LQR performance and shows that these characterizations tend to match experimental behavior. In turn, when revisiting more complex applications, many of the observed phenomena in LQR persist. In particular, theory and experiment demonstrate the role and importance of models and the cost of generality in reinforcement learning algorithms. This survey concludes with a discussion of some of the challenges in designing learning systems that safely and reliably interact with complex and uncertain environments and how tools from reinforcement learning and controls might be combined to approach these challenges.

This paper introduces a novel neural network-based reinforcement learning approach for robot gaze control. Our approach enables a robot to learn and to adapt its gaze control strategy for human-robot interaction neither with the use of external sensors nor with human supervision. The robot learns to focus its attention onto groups of people from its own audio-visual experiences, independently of the number of people, of their positions and of their physical appearances. In particular, we use a recurrent neural network architecture in combination with Q-learning to find an optimal action-selection policy; we pre-train the network using a simulated environment that mimics realistic scenarios that involve speaking/silent participants, thus avoiding the need of tedious sessions of a robot interacting with people. Our experimental evaluation suggests that the proposed method is robust against parameter estimation, i.e. the parameter values yielded by the method do not have a decisive impact on the performance. The best results are obtained when both audio and visual information is jointly used. Experiments with the Nao robot indicate that our framework is a step forward towards the autonomous learning of socially acceptable gaze behavior.

Although reinforcement learning methods can achieve impressive results in simulation, the real world presents two major challenges: generating samples is exceedingly expensive, and unexpected perturbations can cause proficient but narrowly-learned policies to fail at test time. In this work, we propose to learn how to quickly and effectively adapt online to new situations as well as to perturbations. To enable sample-efficient meta-learning, we consider learning online adaptation in the context of model-based reinforcement learning. Our approach trains a global model such that, when combined with recent data, the model can be be rapidly adapted to the local context. Our experiments demonstrate that our approach can enable simulated agents to adapt their behavior online to novel terrains, to a crippled leg, and in highly-dynamic environments.

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