We aim to control a robot to physically behave in the real world following any high-level language command like "cartwheel" or "kick. " Although human motion datasets exist, this task remains particularly challenging since generative models can produce physically unrealistic motions, which will be more severe for robots due to different body structures and physical properties. In addition, to control a physical robot to perform a desired motion, a control policy must be learned. We develop LAnguage-Guided mOtion cONtrol (LAGOON), a multi-phase method to generate physically realistic robot motions under language commands. LAGOON first leverages a pre-trained model to generate human motion from a language command. Then an RL phase is adopted to train a control policy in simulation to mimic the generated human motion. Finally, with domain randomization, we show that our learned policy can be successfully deployed to a quadrupedal robot, leading to a robot dog that can stand up and wave its front legs in the real world to mimic the behavior of a hand-waving human.
Weakly hard real-time systems can, to some degree, tolerate deadline misses, but their schedulability still needs to be analyzed to ensure their quality of service. Such analysis usually occurs at early design stages to provide implementation guidelines to engineers so that they can make better design decisions. Estimating worst-case execution times (WCET) is a key input to schedulability analysis. However, early on during system design, estimating WCET values is challenging and engineers usually determine them as plausible ranges based on their domain knowledge. Our approach aims at finding restricted, safe WCET sub-ranges given a set of ranges initially estimated by experts in the context of weakly hard real-time systems. To this end, we leverage (1) multi-objective search aiming at maximizing the violation of weakly hard constraints in order to find worst-case scheduling scenarios and (2) polynomial logistic regression to infer safe WCET ranges with a probabilistic interpretation. We evaluated our approach by applying it to an industrial system in the satellite domain and several realistic synthetic systems. The results indicate that our approach significantly outperforms a baseline relying on random search without learning, and estimates safe WCET ranges with a high degree of confidence in practical time (< 23h).
For safe vision-based control applications, perception-related constraints have to be satisfied in addition to other state constraints. In this paper, we deal with the problem where a multirotor equipped with a camera needs to maintain the visibility of a point of interest while tracking a reference given by a high-level planner. We devise a method based on reference governor that, differently from existing solutions, is able to enforce control-level visibility constraints with theoretically assured feasibility. To this end, we design a new type of reference governor for linear systems with polynomial constraints which is capable of handling time-varying references. The proposed solution is implemented online for the real-time multirotor control with visibility constraints and validated with simulations and an actual hardware experiment.
The generation and verification of quantum states are fundamental tasks for quantum information processing that have recently been investigated by Irani, Natarajan, Nirkhe, Rao and Yuen [CCC 2022], Rosenthal and Yuen [ITCS 2022], Metger and Yuen [FOCS 2023] under the term \emph{state synthesis}. This paper studies this concept from the viewpoint of quantum distributed computing, and especially distributed quantum Merlin-Arthur (dQMA) protocols. We first introduce a novel task, on a line, called state generation with distributed inputs (SGDI). In this task, the goal is to generate the quantum state $U\ket{\psi}$ at the rightmost node of the line, where $\ket{\psi}$ is a quantum state given at the leftmost node and $U$ is a unitary matrix whose description is distributed over the nodes of the line. We give a dQMA protocol for SGDI and utilize this protocol to construct a dQMA protocol for the Set Equality problem studied by Naor, Parter and Yogev [SODA 2020], and complement our protocol by showing classical lower bounds for this problem. Our second contribution is a dQMA protocol, based on a recent work by Zhu and Hayashi [Physical Review A, 2019], to create EPR-pairs between adjacent nodes of a network without quantum communication. As an application of this dQMA protocol, we prove a general result showing how to convert any dQMA protocol on an arbitrary network into another dQMA protocol where the verification stage does not require any quantum communication.
Automaton-based representations of task knowledge play an important role in control and planning for sequential decision-making problems. However, obtaining the high-level task knowledge required to build such automata is often difficult. Meanwhile, large-scale generative language models (GLMs) can automatically generate relevant task knowledge. However, the textual outputs from GLMs cannot be formally verified or used for sequential decision-making. We propose a novel algorithm named GLM2FSA, which constructs a finite state automaton (FSA) encoding high-level task knowledge from a brief natural-language description of the task goal. GLM2FSA first sends queries to a GLM to extract task knowledge in textual form, and then it builds an FSA to represent this text-based knowledge. The proposed algorithm thus fills the gap between natural-language task descriptions and automaton-based representations, and the constructed FSA can be formally verified against user-defined specifications. We accordingly propose a method to iteratively refine the queries to the GLM based on the outcomes, e.g., counter-examples, from verification. We demonstrate GLM2FSA's ability to build and refine automaton-based representations of everyday tasks (e.g., crossing a road), and also of tasks that require highly-specialized knowledge (e.g., executing secure multi-party computation).
Haptic upper limb exoskeletons are robots that assist human operators during task execution while having the ability to render virtual or remote environments. Therefore, the stability of such robots in physical human-robot-environment interaction must be guaranteed, in addition to performing well during task execution. Having a wide range of Z-width, which shows the region of passively renderable impedance by a haptic display, is also important to render a wide range of virtual environments. To address these issues, in this study, subsystem-based adaptive impedance control is designed for having a stable human-robot-environment interaction of 7 degrees of freedom haptic exoskeleton. The presented control decomposes the entire system into subsystems and designs the controller at the subsystem level. The stability of the controller in the presence of contact with the virtual environment and human arm force is proved by employing the virtual stability concept. Additionally, the Z-width of the 7-DoF haptic exoskeleton is drawn using experimental data and improved using varying virtual mass element for the virtual environment. Finally, experimental results are provided to demonstrate the perfect performance of the proposed controller in accomplishing the predefined task.
Many multi-agent systems require inter-agent communication to properly achieve their goal. By learning the communication protocol alongside the action protocol using multi-agent reinforcement learning techniques, the agents gain the flexibility to determine which information should be shared. However, when the number of agents increases we need to create an encoding of the information contained in these messages. In this paper, we investigate the effect of increasing the amount of information that should be contained in a message and increasing the number of agents. We evaluate these effects on two different message encoding methods, the mean message encoder and the attention message encoder. We perform our experiments on a matrix environment. Surprisingly, our results show that the mean message encoder consistently outperforms the attention message encoder. Therefore, we analyse the communication protocol used by the agents that use the mean message encoder and can conclude that the agents use a combination of an exponential and a logarithmic function in their communication policy to avoid the loss of important information after applying the mean message encoder.
We introduce DeepNash, an autonomous agent capable of learning to play the imperfect information game Stratego from scratch, up to a human expert level. Stratego is one of the few iconic board games that Artificial Intelligence (AI) has not yet mastered. This popular game has an enormous game tree on the order of $10^{535}$ nodes, i.e., $10^{175}$ times larger than that of Go. It has the additional complexity of requiring decision-making under imperfect information, similar to Texas hold'em poker, which has a significantly smaller game tree (on the order of $10^{164}$ nodes). Decisions in Stratego are made over a large number of discrete actions with no obvious link between action and outcome. Episodes are long, with often hundreds of moves before a player wins, and situations in Stratego can not easily be broken down into manageably-sized sub-problems as in poker. For these reasons, Stratego has been a grand challenge for the field of AI for decades, and existing AI methods barely reach an amateur level of play. DeepNash uses a game-theoretic, model-free deep reinforcement learning method, without search, that learns to master Stratego via self-play. The Regularised Nash Dynamics (R-NaD) algorithm, a key component of DeepNash, converges to an approximate Nash equilibrium, instead of 'cycling' around it, by directly modifying the underlying multi-agent learning dynamics. DeepNash beats existing state-of-the-art AI methods in Stratego and achieved a yearly (2022) and all-time top-3 rank on the Gravon games platform, competing with human expert players.
Machine reading comprehension (MRC) aims to teach machines to read and comprehend human languages, which is a long-standing goal of natural language processing (NLP). With the burst of deep neural networks and the evolution of contextualized language models (CLMs), the research of MRC has experienced two significant breakthroughs. MRC and CLM, as a phenomenon, have a great impact on the NLP community. In this survey, we provide a comprehensive and comparative review on MRC covering overall research topics about 1) the origin and development of MRC and CLM, with a particular focus on the role of CLMs; 2) the impact of MRC and CLM to the NLP community; 3) the definition, datasets, and evaluation of MRC; 4) general MRC architecture and technical methods in the view of two-stage Encoder-Decoder solving architecture from the insights of the cognitive process of humans; 5) previous highlights, emerging topics, and our empirical analysis, among which we especially focus on what works in different periods of MRC researches. We propose a full-view categorization and new taxonomies on these topics. The primary views we have arrived at are that 1) MRC boosts the progress from language processing to understanding; 2) the rapid improvement of MRC systems greatly benefits from the development of CLMs; 3) the theme of MRC is gradually moving from shallow text matching to cognitive reasoning.
Deep neural networks (DNNs) are successful in many computer vision tasks. However, the most accurate DNNs require millions of parameters and operations, making them energy, computation and memory intensive. This impedes the deployment of large DNNs in low-power devices with limited compute resources. Recent research improves DNN models by reducing the memory requirement, energy consumption, and number of operations without significantly decreasing the accuracy. This paper surveys the progress of low-power deep learning and computer vision, specifically in regards to inference, and discusses the methods for compacting and accelerating DNN models. The techniques can be divided into four major categories: (1) parameter quantization and pruning, (2) compressed convolutional filters and matrix factorization, (3) network architecture search, and (4) knowledge distillation. We analyze the accuracy, advantages, disadvantages, and potential solutions to the problems with the techniques in each category. We also discuss new evaluation metrics as a guideline for future research.
Many natural language processing tasks solely rely on sparse dependencies between a few tokens in a sentence. Soft attention mechanisms show promising performance in modeling local/global dependencies by soft probabilities between every two tokens, but they are not effective and efficient when applied to long sentences. By contrast, hard attention mechanisms directly select a subset of tokens but are difficult and inefficient to train due to their combinatorial nature. In this paper, we integrate both soft and hard attention into one context fusion model, "reinforced self-attention (ReSA)", for the mutual benefit of each other. In ReSA, a hard attention trims a sequence for a soft self-attention to process, while the soft attention feeds reward signals back to facilitate the training of the hard one. For this purpose, we develop a novel hard attention called "reinforced sequence sampling (RSS)", selecting tokens in parallel and trained via policy gradient. Using two RSS modules, ReSA efficiently extracts the sparse dependencies between each pair of selected tokens. We finally propose an RNN/CNN-free sentence-encoding model, "reinforced self-attention network (ReSAN)", solely based on ReSA. It achieves state-of-the-art performance on both Stanford Natural Language Inference (SNLI) and Sentences Involving Compositional Knowledge (SICK) datasets.