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Unmanned Aerial Vehicles (UAVs) are now becoming increasingly accessible to amateur and com-mercial users alike. Several types of airspace structures are proposed in recent research, which include several structured free flight concepts. In this paper, for simplic-ity, distributed coordinating the motions of multicopters in structured airspace concepts is focused. This is formulated as a free flight problem, which includes convergence to destination lines and inter-agent collision avoidance. The destination line of each multicopter is known a priori. Further, Lyapunov-like functions are designed elaborately, and formal analysis and proofs of the proposed distributed control are made to show that the free flight control problem can be solved. What is more, by the proposed controller, a multicopter can keep away from another as soon as possible, once it enters into the safety area of another one. Simulations and experiments are given to show the effectiveness of the proposed method.

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In recent work, we proposed a distributed Banach-Picard iteration (DBPI) that allows a set of agents, linked by a communication network, to find a fixed point of a locally contractive (LC) map that is the average of individual maps held by said agents. In this work, we build upon the DBPI and its local linear convergence (LLC) guarantees to make several contributions. We show that Sanger's algorithm for principal component analysis (PCA) corresponds to the iteration of an LC map that can be written as the average of local maps, each map known to each agent holding a subset of the data. Similarly, we show that a variant of the expectation-maximization (EM) algorithm for parameter estimation from noisy and faulty measurements in a sensor network can be written as the iteration of an LC map that is the average of local maps, each available at just one node. Consequently, via the DBPI, we derive two distributed algorithms - distributed EM and distributed PCA - whose LLC guarantees follow from those that we proved for the DBPI. The verification of the LC condition for EM is challenging, as the underlying operator depends on random samples, thus the LC condition is of probabilistic nature.

The inequality in capital or resource distribution is among the important phenomena observed in populations. The sources of inequality and methods for controlling it are of practical interest. To study this phenomenon, we introduce a model of interaction between agents in the network designed for reducing the inequality in the distribution of capital. To achieve the effect of inequality reduction, we interpret the outcome of the elementary game played in the network such that the wining of the game is translated into the reduction of the inequality. We study different interpretations of the introduced scheme and their impact on the behaviour of agents in the terms of the capital distribution, and we provide examples based on the capital dependent Parrondo's paradox. The results presented in this study provide insight into the mechanics of the inequality formation in the society.

We study the problem of constructing the control driving a controlled differential equation from discrete observations of the response. By restricting the control to the space of piecewise linear paths, we identify the assumptions that ensure uniqueness. The main contribution of this paper is the introduction of a novel numerical algorithm for the construction of the piecewise linear control, that converges uniformly in time. Uniform convergence is needed for many applications and it is achieved by approaching the problem through the signature representation of the paths, which allows us to work with the whole path simultaneously.

In the past few years, neural character animation has emerged and offered an automatic method for animating virtual characters. Their motion is synthesized by a neural network. Controlling this movement in real time with a user-defined control signal is also an important task in video games for example. Solutions based on fully-connected layers (MLPs) and Mixture-of-Experts (MoE) have given impressive results in generating and controlling various movements with close-range interactions between the environment and the virtual character. However, a major shortcoming of fully-connected layers is their computational and memory cost which may lead to sub-optimized solution. In this work, we apply pruning algorithms to compress an MLP- MoE neural network in the context of interactive character animation, which reduces its number of parameters and accelerates its computation time with a trade-off between this acceleration and the synthesized motion quality. This work demonstrates that, with the same number of experts and parameters, the pruned model produces less motion artifacts than the dense model and the learned high-level motion features are similar for both

We propose a novel multibody dynamics simulation framework that can efficiently deal with large-dimensionality and complementarity multi-contact conditions. Typical contact simulation approaches perform contact impulse-level fixed-point iteration (IL-FPI), which has high time-complexity from large-size matrix inversion and multiplication, as well as susceptibility to ill-conditioned contact situations. To circumvent this, we propose a novel framework based on velocity-level fixed-point iteration (VL-FPI), which, by utilizing a certain surrogate dynamics and contact nodalization (with virtual nodes), can achieve not only inter-contact decoupling but also their inter-axes decoupling (i.e., contact diagonalization). This then enables us to one-shot/parallel-solve the contact problem during each VL-FPI iteration-loop, while the surrogate dynamics structure allows us to circumvent large-size/dense matrix inversion/multiplication, thereby, significantly speeding up the simulation time with improved convergence property. We theoretically show that the solution of our framework is consistent with that of the original problem and, further, elucidate mathematical conditions for the convergence of our proposed solver. Performance and properties of our proposed simulation framework are also demonstrated and experimentally-validated for various large-dimensional/multi-contact scenarios including deformable objects.

Class Activation Mapping (CAM) has been widely adopted to generate saliency maps which provides visual explanations for deep neural networks (DNNs). The saliency maps are conventionally generated by fusing the channels of the target feature map using a weighted average scheme. It is a weak model for the inter-channel relation, in the sense that it only models the relation among channels in a contrastive way (i.e., channels that play key roles in the prediction are given higher weights for them to stand out in the fusion). The collaborative relation, which makes the channels work together to provide cross reference, has been ignored. Furthermore, the model has neglected the intra-channel relation thoroughly.In this paper, we address this problem by introducing Conceptor learning into CAM generation. Conceptor leaning has been originally proposed to model the patterns of state changes in recurrent neural networks (RNNs). By relaxing the dependency of Conceptor learning to RNNs, we make Conceptor-CAM not only generalizable to more DNN architectures but also able to learn both the inter- and intra-channel relations for better saliency map generation. Moreover, we have enabled the use of Boolean operations to combine the positive and pseudo-negative evidences, which has made the CAM inference more robust and comprehensive. The effectiveness of Conceptor-CAM has been validated with both formal verifications and experiments on the dataset of the largest scale in literature. The experimental results show that Conceptor-CAM is compatible with and can bring significant improvement to all well recognized CAM-based methods, and has outperformed the state-of-the-art methods by 43.14%~72.79% (88.39%~168.15%) on ILSVRC2012 in Average Increase (Drop), 15.42%~42.55% (47.09%~372.09%) on VOC, and 17.43%~31.32% (47.54%~206.45%) on COCO, respectively.

In this paper, we place deep Q-learning into a control-oriented perspective and study its learning dynamics with well-established techniques from robust control. We formulate an uncertain linear time-invariant model by means of the neural tangent kernel to describe learning. We show the instability of learning and analyze the agent's behavior in frequency-domain. Then, we ensure convergence via robust controllers acting as dynamical rewards in the loss function. We synthesize three controllers: state-feedback gain scheduling $\mathcal{H}_2$, dynamic $\mathcal{H}_\infty$, and constant gain $\mathcal{H}_\infty$ controllers. Setting up the learning agent with a control-oriented tuning methodology is more transparent and has well-established literature compared to the heuristics in reinforcement learning. In addition, our approach does not use a target network and randomized replay memory. The role of the target network is overtaken by the control input, which also exploits the temporal dependency of samples (opposed to a randomized memory buffer). Numerical simulations in different OpenAI Gym environments suggest that the $\mathcal{H}_\infty$ controlled learning performs slightly better than Double deep Q-learning.

Machine Learning models become increasingly proficient in complex tasks. However, even for experts in the field, it can be difficult to understand what the model learned. This hampers trust and acceptance, and it obstructs the possibility to correct the model. There is therefore a need for transparency of machine learning models. The development of transparent classification models has received much attention, but there are few developments for achieving transparent Reinforcement Learning (RL) models. In this study we propose a method that enables a RL agent to explain its behavior in terms of the expected consequences of state transitions and outcomes. First, we define a translation of states and actions to a description that is easier to understand for human users. Second, we developed a procedure that enables the agent to obtain the consequences of a single action, as well as its entire policy. The method calculates contrasts between the consequences of a policy derived from a user query, and of the learned policy of the agent. Third, a format for generating explanations was constructed. A pilot survey study was conducted to explore preferences of users for different explanation properties. Results indicate that human users tend to favor explanations about policy rather than about single actions.

This paper identifies the factors that have an impact on mobile recommender systems. Recommender systems have become a technology that has been widely used by various online applications in situations where there is an information overload problem. Numerous applications such as e-Commerce, video platforms and social networks provide personalized recommendations to their users and this has improved the user experience and vendor revenues. The development of recommender systems has been focused mostly on the proposal of new algorithms that provide more accurate recommendations. However, the use of mobile devices and the rapid growth of the internet and networking infrastructure has brought the necessity of using mobile recommender systems. The links between web and mobile recommender systems are described along with how the recommendations in mobile environments can be improved. This work is focused on identifying the links between web and mobile recommender systems and to provide solid future directions that aim to lead in a more integrated mobile recommendation domain.

Recently introduced generative adversarial network (GAN) has been shown numerous promising results to generate realistic samples. The essential task of GAN is to control the features of samples generated from a random distribution. While the current GAN structures, such as conditional GAN, successfully generate samples with desired major features, they often fail to produce detailed features that bring specific differences among samples. To overcome this limitation, here we propose a controllable GAN (ControlGAN) structure. By separating a feature classifier from a discriminator, the generator of ControlGAN is designed to learn generating synthetic samples with the specific detailed features. Evaluated with multiple image datasets, ControlGAN shows a power to generate improved samples with well-controlled features. Furthermore, we demonstrate that ControlGAN can generate intermediate features and opposite features for interpolated and extrapolated input labels that are not used in the training process. It implies that ControlGAN can significantly contribute to the variety of generated samples.

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