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Model-free reinforcement learning is a promising approach for autonomously solving challenging robotics control problems, but faces exploration difficulty without information of the robot's kinematics and dynamics morphology. The under-exploration of multiple modalities with symmetric states leads to behaviors that are often unnatural and sub-optimal. This issue becomes particularly pronounced in the context of robotic systems with morphological symmetries, such as legged robots for which the resulting asymmetric and aperiodic behaviors compromise performance, robustness, and transferability to real hardware. To mitigate this challenge, we can leverage symmetry to guide and improve the exploration in policy learning via equivariance/invariance constraints. In this paper, we investigate the efficacy of two approaches to incorporate symmetry: modifying the network architectures to be strictly equivariant/invariant, and leveraging data augmentation to approximate equivariant/invariant actor-critics. We implement the methods on challenging loco-manipulation and bipedal locomotion tasks and compare with an unconstrained baseline. We find that the strictly equivariant policy consistently outperforms other methods in sample efficiency and task performance in simulation. In addition, symmetry-incorporated approaches exhibit better gait quality, higher robustness and can be deployed zero-shot in real-world experiments.

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Disentangled representation learning aims to learn low-dimensional representations of data, where each dimension corresponds to an underlying generative factor. Currently, Variational Auto-Encoder (VAE) are widely used for disentangled representation learning, with the majority of methods assuming independence among generative factors. However, in real-world scenarios, generative factors typically exhibit complex causal relationships. We thus design a new VAE-based framework named Disentangled Causal Variational Auto-Encoder (DCVAE), which includes a variant of autoregressive flows known as causal flows, capable of learning effective causal disentangled representations. We provide a theoretical analysis of the disentanglement identifiability of DCVAE, ensuring that our model can effectively learn causal disentangled representations. The performance of DCVAE is evaluated on both synthetic and real-world datasets, demonstrating its outstanding capability in achieving causal disentanglement and performing intervention experiments. Moreover, DCVAE exhibits remarkable performance on downstream tasks and has the potential to learn the true causal structure among factors.

In the field of class incremental learning (CIL), generative replay has become increasingly prominent as a method to mitigate the catastrophic forgetting, alongside the continuous improvements in generative models. However, its application in class incremental object detection (CIOD) has been significantly limited, primarily due to the complexities of scenes involving multiple labels. In this paper, we propose a novel approach called stable diffusion deep generative replay (SDDGR) for CIOD. Our method utilizes a diffusion-based generative model with pre-trained text-to-diffusion networks to generate realistic and diverse synthetic images. SDDGR incorporates an iterative refinement strategy to produce high-quality images encompassing old classes. Additionally, we adopt an L2 knowledge distillation technique to improve the retention of prior knowledge in synthetic images. Furthermore, our approach includes pseudo-labeling for old objects within new task images, preventing misclassification as background elements. Extensive experiments on the COCO 2017 dataset demonstrate that SDDGR significantly outperforms existing algorithms, achieving a new state-of-the-art in various CIOD scenarios. The source code will be made available to the public.

Recent advances in robot skill learning have unlocked the potential to construct task-agnostic skill libraries, facilitating the seamless sequencing of multiple simple manipulation primitives (aka. skills) to tackle significantly more complex tasks. Nevertheless, determining the optimal sequence for independently learned skills remains an open problem, particularly when the objective is given solely in terms of the final geometric configuration rather than a symbolic goal. To address this challenge, we propose Logic-Skill Programming (LSP), an optimization-based approach that sequences independently learned skills to solve long-horizon tasks. We formulate a first-order extension of a mathematical program to optimize the overall cumulative reward of all skills within a plan, abstracted by the sum of value functions. To solve such programs, we leverage the use of Tensor Train to construct the value function space, and rely on alternations between symbolic search and skill value optimization to find the appropriate skill skeleton and optimal subgoal sequence. Experimental results indicate that the obtained value functions provide a superior approximation of cumulative rewards compared to state-of-the-art Reinforcement Learning methods. Furthermore, we validate LSP in three manipulation domains, encompassing both prehensile and non-prehensile primitives. The results demonstrate its capability to identify the optimal solution over the full logic and geometric path. The real-robot experiments showcase the effectiveness of our approach to cope with contact uncertainty and external disturbances in the real world.

We study the challenging exploration incentive problem in both bandit and reinforcement learning, where the rewards are scale-free and potentially unbounded, driven by real-world scenarios and differing from existing work. Past works in reinforcement learning either assume costly interactions with an environment or propose algorithms finding potentially low quality local maxima. Motivated by EXP-type methods that integrate multiple agents (experts) for exploration in bandits with the assumption that rewards are bounded, we propose new algorithms, namely EXP4.P and EXP4-RL for exploration in the unbounded reward case, and demonstrate their effectiveness in these new settings. Unbounded rewards introduce challenges as the regret cannot be limited by the number of trials, and selecting suboptimal arms may lead to infinite regret. Specifically, we establish EXP4.P's regret upper bounds in both bounded and unbounded linear and stochastic contextual bandits. Surprisingly, we also find that by including one sufficiently competent expert, EXP4.P can achieve global optimality in the linear case. This unbounded reward result is also applicable to a revised version of EXP3.P in the Multi-armed Bandit scenario. In EXP4-RL, we extend EXP4.P from bandit scenarios to reinforcement learning to incentivize exploration by multiple agents, including one high-performing agent, for both efficiency and excellence. This algorithm has been tested on difficult-to-explore games and shows significant improvements in exploration compared to state-of-the-art.

We present P2PL, a practical multi-device peer-to-peer deep learning algorithm that, unlike the federated learning paradigm, does not require coordination from edge servers or the cloud. This makes P2PL well-suited for the sheer scale of beyond-5G computing environments like smart cities that otherwise create range, latency, bandwidth, and single point of failure issues for federated approaches. P2PL introduces max norm synchronization to catalyze training, retains on-device deep model training to preserve privacy, and leverages local inter-device communication to implement distributed consensus. Each device iteratively alternates between two phases: 1) on-device learning and 2) peer-to-peer cooperation where they combine model parameters with nearby devices. We empirically show that all participating devices achieve the same test performance attained by federated and centralized training -- even with 100 devices and relaxed singly stochastic consensus weights. We extend these experimental results to settings with diverse network topologies, sparse and intermittent communication, and non-IID data distributions.

Out-of-distribution (OOD) detection is essential in autonomous driving, to determine when learning-based components encounter unexpected inputs. Traditional detectors typically use encoder models with fixed settings, thus lacking effective human interaction capabilities. With the rise of large foundation models, multimodal inputs offer the possibility of taking human language as a latent representation, thus enabling language-defined OOD detection. In this paper, we use the cosine similarity of image and text representations encoded by the multimodal model CLIP as a new representation to improve the transparency and controllability of latent encodings used for visual anomaly detection. We compare our approach with existing pre-trained encoders that can only produce latent representations that are meaningless from the user's standpoint. Our experiments on realistic driving data show that the language-based latent representation performs better than the traditional representation of the vision encoder and helps improve the detection performance when combined with standard representations.

Self-supervised learning (SSL) has emerged as a key technique for training networks that can generalize well to diverse tasks without task-specific supervision. This property makes SSL desirable for computational pathology, the study of digitized images of tissues, as there are many target applications and often limited labeled training samples. However, SSL algorithms and models have been primarily developed in the field of natural images and whether their performance can be improved by adaptation to particular domains remains an open question. In this work, we present an investigation of modifications to SSL for pathology data, specifically focusing on the DINOv2 algorithm. We propose alternative augmentations, regularization functions, and position encodings motivated by the characteristics of pathology images. We evaluate the impact of these changes on several benchmarks to demonstrate the value of tailored approaches.

Contrastive loss has been increasingly used in learning representations from multiple modalities. In the limit, the nature of the contrastive loss encourages modalities to exactly match each other in the latent space. Yet it remains an open question how the modality alignment affects the downstream task performance. In this paper, based on an information-theoretic argument, we first prove that exact modality alignment is sub-optimal in general for downstream prediction tasks. Hence we advocate that the key of better performance lies in meaningful latent modality structures instead of perfect modality alignment. To this end, we propose three general approaches to construct latent modality structures. Specifically, we design 1) a deep feature separation loss for intra-modality regularization; 2) a Brownian-bridge loss for inter-modality regularization; and 3) a geometric consistency loss for both intra- and inter-modality regularization. Extensive experiments are conducted on two popular multi-modal representation learning frameworks: the CLIP-based two-tower model and the ALBEF-based fusion model. We test our model on a variety of tasks including zero/few-shot image classification, image-text retrieval, visual question answering, visual reasoning, and visual entailment. Our method achieves consistent improvements over existing methods, demonstrating the effectiveness and generalizability of our proposed approach on latent modality structure regularization.

The adaptive processing of structured data is a long-standing research topic in machine learning that investigates how to automatically learn a mapping from a structured input to outputs of various nature. Recently, there has been an increasing interest in the adaptive processing of graphs, which led to the development of different neural network-based methodologies. In this thesis, we take a different route and develop a Bayesian Deep Learning framework for graph learning. The dissertation begins with a review of the principles over which most of the methods in the field are built, followed by a study on graph classification reproducibility issues. We then proceed to bridge the basic ideas of deep learning for graphs with the Bayesian world, by building our deep architectures in an incremental fashion. This framework allows us to consider graphs with discrete and continuous edge features, producing unsupervised embeddings rich enough to reach the state of the art on several classification tasks. Our approach is also amenable to a Bayesian nonparametric extension that automatizes the choice of almost all model's hyper-parameters. Two real-world applications demonstrate the efficacy of deep learning for graphs. The first concerns the prediction of information-theoretic quantities for molecular simulations with supervised neural models. After that, we exploit our Bayesian models to solve a malware-classification task while being robust to intra-procedural code obfuscation techniques. We conclude the dissertation with an attempt to blend the best of the neural and Bayesian worlds together. The resulting hybrid model is able to predict multimodal distributions conditioned on input graphs, with the consequent ability to model stochasticity and uncertainty better than most works. Overall, we aim to provide a Bayesian perspective into the articulated research field of deep learning for graphs.

Exploration-exploitation is a powerful and practical tool in multi-agent learning (MAL), however, its effects are far from understood. To make progress in this direction, we study a smooth analogue of Q-learning. We start by showing that our learning model has strong theoretical justification as an optimal model for studying exploration-exploitation. Specifically, we prove that smooth Q-learning has bounded regret in arbitrary games for a cost model that explicitly captures the balance between game and exploration costs and that it always converges to the set of quantal-response equilibria (QRE), the standard solution concept for games under bounded rationality, in weighted potential games with heterogeneous learning agents. In our main task, we then turn to measure the effect of exploration in collective system performance. We characterize the geometry of the QRE surface in low-dimensional MAL systems and link our findings with catastrophe (bifurcation) theory. In particular, as the exploration hyperparameter evolves over-time, the system undergoes phase transitions where the number and stability of equilibria can change radically given an infinitesimal change to the exploration parameter. Based on this, we provide a formal theoretical treatment of how tuning the exploration parameter can provably lead to equilibrium selection with both positive as well as negative (and potentially unbounded) effects to system performance.

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