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This paper presents the design and control of a ballbot drivetrain that aims to achieve high agility, minimal footprint, and high payload capacity while maintaining dynamic stability. Two hardware platforms and analytical models were developed to test design and control methodologies. The full-scale ballbot prototype (MiaPURE) was constructed using off-the-shelf components and designed to have agility, footprint, and balance similar to that of a walking human. The planar inverted pendulum testbed (PIPTB) was developed as a reduced-order testbed for quick validation of system performance. We then proposed a simple yet robust LQR-PI controller to balance and maneuver the ballbot drivetrain with a heavy payload. This is crucial because the drivetrain is often subject to high stiction due to elastomeric components in the torque transmission system. This controller was first tested in the PIPTB to compare with traditional LQR and cascaded PI-PD controllers, and then implemented in the ballbot drivetrain. The MiaPURE drivetrain was able to carry a payload of 60 kg, achieve a maximum speed of 2.3 m/s, and come to a stop from a speed of 1.4 m/s in 2 seconds in a selected translation direction. Finally, we demonstrated the omnidirectional movement of the ballbot drivetrain in an indoor environment as a payload-carrying robot and a human-riding mobility device. Our experiments demonstrated the feasibility of using the ballbot drivetrain as a universal mobility platform with agile movements, minimal footprint, and high payload capacity using our proposed design and control methodologies.

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Manifolds discovered by machine learning models provide a compact representation of the underlying data. Geodesics on these manifolds define locally length-minimising curves and provide a notion of distance, which are key for reduced-order modelling, statistical inference, and interpolation. In this work, we first analyse existing methods for computing length-minimising geodesics. We find that these are not suitable for obtaining valid paths, and thus, geodesic distances. We remedy these shortcomings by leveraging numerical tools from differential geometry, which provide the means to obtain Hamiltonian-conserving geodesics. Second, we propose a model-based parameterisation for distance fields and geodesic flows on continuous manifolds. Our approach exploits a manifold-aware extension to the Eikonal equation, eliminating the need for approximations or discretisation. Finally, we develop a curvature-based training mechanism, sampling and scaling points in regions of the manifold exhibiting larger values of the Ricci scalar. This sampling and scaling approach ensures that we capture regions of the manifold subject to higher degrees of geodesic deviation. Our proposed methods provide principled means to compute valid geodesics and geodesic distances on manifolds. This work opens opportunities for latent-space interpolation, optimal control, and distance computation on differentiable manifolds.

While point-based neural architectures have demonstrated their efficacy, the time-consuming sampler currently prevents them from performing real-time reasoning on scene-level point clouds. Existing methods attempt to overcome this issue by using random sampling strategy instead of the commonly-adopted farthest point sampling~(FPS), but at the expense of lower performance. So the effectiveness/efficiency trade-off remains under-explored. In this paper, we reveal the key to high-quality sampling is ensuring an even spacing between points in the subset, which can be naturally obtained through a grid. Based on this insight, we propose a hierarchical adaptive voxel-guided point sampler with linear complexity and high parallelization for real-time applications. Extensive experiments on large-scale point cloud detection and segmentation tasks demonstrate that our method achieves competitive performance with the most powerful FPS, at an amazing speed that is more than 100 times faster. This breakthrough in efficiency addresses the bottleneck of the sampling step when handling scene-level point clouds. Furthermore, our sampler can be easily integrated into existing models and achieves a 20$\sim$80\% reduction in runtime with minimal effort. The code will be available at //github.com/OuyangJunyuan/pointcloud-3d-detector-tensorrt

Intelligent Mesh Generation (IMG) represents a novel and promising field of research, utilizing machine learning techniques to generate meshes. Despite its relative infancy, IMG has significantly broadened the adaptability and practicality of mesh generation techniques, delivering numerous breakthroughs and unveiling potential future pathways. However, a noticeable void exists in the contemporary literature concerning comprehensive surveys of IMG methods. This paper endeavors to fill this gap by providing a systematic and thorough survey of the current IMG landscape. With a focus on 113 preliminary IMG methods, we undertake a meticulous analysis from various angles, encompassing core algorithm techniques and their application scope, agent learning objectives, data types, targeted challenges, as well as advantages and limitations. We have curated and categorized the literature, proposing three unique taxonomies based on key techniques, output mesh unit elements, and relevant input data types. This paper also underscores several promising future research directions and challenges in IMG. To augment reader accessibility, a dedicated IMG project page is available at \url{//github.com/xzb030/IMG_Survey}.

Component-based software development (CBD) is a methodology that has been embraced by the software industry to accelerate development, save costs and timelines, minimize testing requirements, and boost quality and output. Compared to the conventional software development approach, this led to the system's development being completed more quickly. By choosing components, identifying systems, and evaluating those systems, CBSE contributes significantly to the software development process. The objective of CBSE is to codify and standardize all disciplines that support CBD-related operations. Analysis of the comparison between component-based and scripting technologies reveals that, in terms of qualitative performance, component-based technologies scale more effectively. Further study and application of CBSE are directly related to the CBD approach's success. This paper explores the introductory concepts and comparative analysis related to component-based software engineering which have been around for a while, but proper adaption of CBSE are still lacking issues are also focused.

Spacecraft and drones aimed at exploring our solar system are designed to operate in conditions where the smart use of onboard resources is vital to the success or failure of the mission. Sensorimotor actions are thus often derived from high-level, quantifiable, optimality principles assigned to each task, utilizing consolidated tools in optimal control theory. The planned actions are derived on the ground and transferred onboard where controllers have the task of tracking the uploaded guidance profile. Here we argue that end-to-end neural guidance and control architectures (here called G&CNets) allow transferring onboard the burden of acting upon these optimality principles. In this way, the sensor information is transformed in real time into optimal plans thus increasing the mission autonomy and robustness. We discuss the main results obtained in training such neural architectures in simulation for interplanetary transfers, landings and close proximity operations, highlighting the successful learning of optimality principles by the neural model. We then suggest drone racing as an ideal gym environment to test these architectures on real robotic platforms, thus increasing confidence in their utilization on future space exploration missions. Drone racing shares with spacecraft missions both limited onboard computational capabilities and similar control structures induced from the optimality principle sought, but it also entails different levels of uncertainties and unmodelled effects. Furthermore, the success of G&CNets on extremely resource-restricted drones illustrates their potential to bring real-time optimal control within reach of a wider variety of robotic systems, both in space and on Earth.

This paper introduces ELUA, the Ecological Laboratory for Urban Agriculture, a collaboration among landscape architects, architects and computer scientists who specialize in artificial intelligence, robotics and computer vision. ELUA has two gantry robots, one indoors and the other outside on the rooftop of a 6-story campus building. Each robot can seed, water, weed, and prune in its garden. To support responsive landscape research, ELUA also includes sensor arrays, an AI-powered camera, and an extensive network infrastructure. This project demonstrates a way to integrate artificial intelligence into an evolving urban ecosystem, and encourages landscape architects to develop an adaptive design framework where design becomes a long-term engagement with the environment.

Gaussian processes (GPs) are generally regarded as the gold standard surrogate model for emulating computationally expensive computer-based simulators. However, the problem of training GPs as accurately as possible with a minimum number of model evaluations remains a challenging task. We address this problem by suggesting a novel adaptive sampling criterion called VIGF (variance of improvement for global fit). The improvement function at any point is a measure of the deviation of the GP emulator from the nearest observed model output. At each iteration of the proposed algorithm, a new run is performed where the VIGF criterion is the largest. Then, the new sample is added to the design and the emulator is updated accordingly. A batch version of VIGF is also proposed which can save the user time when parallel computing is available. Additionally, VIGF is extended to the multi-fidelity case where the expensive high-fidelity model is predicted with the assistance of a lower fidelity simulator. This is performed via hierarchical kriging. The applicability of our method is assessed on a bunch of test functions and its performance is compared with several sequential sampling strategies. The results suggest that our method has a superior performance in predicting the benchmark functions in most cases.

Computing diverse solutions for a given problem, in particular evolutionary diversity optimisation (EDO), is a hot research topic in the evolutionary computation community. This paper studies the Boolean satisfiability problem (SAT) in the context of EDO. SAT is of great importance in computer science and differs from the other problems studied in EDO literature, such as KP and TSP. SAT is heavily constrained, and the conventional evolutionary operators are inefficient in generating SAT solutions. Our approach avails of the following characteristics of SAT: 1) the possibility of adding more constraints (clauses) to the problem to forbid solutions or to fix variables, and 2) powerful solvers in the literature, such as minisat. We utilise such a solver to construct a diverse set of solutions. Moreover, maximising diversity provides us with invaluable information about the solution space of a given SAT problem, such as how large the feasible region is. In this study, we introduce evolutionary algorithms (EAs) employing a well-known SAT solver to maximise diversity among a set of SAT solutions explicitly. The experimental investigations indicate the introduced algorithms' capability to maximise diversity among the SAT solutions.

Games and simulators can be a valuable platform to execute complex multi-agent, multiplayer, imperfect information scenarios with significant parallels to military applications: multiple participants manage resources and make decisions that command assets to secure specific areas of a map or neutralize opposing forces. These characteristics have attracted the artificial intelligence (AI) community by supporting development of algorithms with complex benchmarks and the capability to rapidly iterate over new ideas. The success of artificial intelligence algorithms in real-time strategy games such as StarCraft II have also attracted the attention of the military research community aiming to explore similar techniques in military counterpart scenarios. Aiming to bridge the connection between games and military applications, this work discusses past and current efforts on how games and simulators, together with the artificial intelligence algorithms, have been adapted to simulate certain aspects of military missions and how they might impact the future battlefield. This paper also investigates how advances in virtual reality and visual augmentation systems open new possibilities in human interfaces with gaming platforms and their military parallels.

In the past few decades, artificial intelligence (AI) technology has experienced swift developments, changing everyone's daily life and profoundly altering the course of human society. The intention of developing AI is to benefit humans, by reducing human labor, bringing everyday convenience to human lives, and promoting social good. However, recent research and AI applications show that AI can cause unintentional harm to humans, such as making unreliable decisions in safety-critical scenarios or undermining fairness by inadvertently discriminating against one group. Thus, trustworthy AI has attracted immense attention recently, which requires careful consideration to avoid the adverse effects that AI may bring to humans, so that humans can fully trust and live in harmony with AI technologies. Recent years have witnessed a tremendous amount of research on trustworthy AI. In this survey, we present a comprehensive survey of trustworthy AI from a computational perspective, to help readers understand the latest technologies for achieving trustworthy AI. Trustworthy AI is a large and complex area, involving various dimensions. In this work, we focus on six of the most crucial dimensions in achieving trustworthy AI: (i) Safety & Robustness, (ii) Non-discrimination & Fairness, (iii) Explainability, (iv) Privacy, (v) Accountability & Auditability, and (vi) Environmental Well-Being. For each dimension, we review the recent related technologies according to a taxonomy and summarize their applications in real-world systems. We also discuss the accordant and conflicting interactions among different dimensions and discuss potential aspects for trustworthy AI to investigate in the future.

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