Road user behavior prediction is one of the most critical components in trajectory planning for autonomous driving, especially in urban scenarios involving traffic signals. In this paper, a hierarchical framework is proposed to predict vehicle behaviors at a signalized intersection, using the traffic signal information of the intersection. The framework is composed of two phases: a discrete intention prediction phase and a continuous trajectory prediction phase. In the discrete intention prediction phase, a Bayesian network is adopted to predict the vehicle's high-level intention, after that, maximum entropy inverse reinforcement learning is utilized to learn the human driving model offline; during the online trajectory prediction phase, a driver characteristic is designed and updated to capture the different driving preferences between human drivers. We applied the proposed framework to one of the most challenging scenarios in autonomous driving: the yellow light running scenario. Numerical experiment results are presented in the later part of the paper which show the viability of the method. The accuracy of the Bayesian network for discrete intention prediction is 91.1%, and the prediction results are getting more and more accurate as the yellow time elapses. The average Euclidean distance error in continuous trajectory prediction is only 0.85 m in the yellow light running scenario.
Reinforcement learning techniques can provide substantial insights into the desired behaviors of future autonomous driving systems. By optimizing for societal metrics of traffic such as increased throughput and reduced energy consumption, such methods can derive maneuvers that, if adopted by even a small portion of vehicles, may significantly improve the state of traffic for all vehicles involved. These methods, however, are hindered in practice by the difficulty of designing efficient and accurate models of traffic, as well as the challenges associated with optimizing for the behaviors of dozens of interacting agents. In response to these challenges, this paper tackles the problem of learning generalizable traffic control strategies in simple representations of vehicle driving dynamics. In particular, we look to mixed-autonomy ring roads as depictions of instabilities that result in the formation of congestion. Within this problem, we design a curriculum learning paradigm that exploits the natural extendability of the network to effectively learn behaviors that reduce congestion over long horizons. Next, we study the implications of modeling lane changing on the transferability of policies. Our findings suggest that introducing lane change behaviors that even approximately match trends in more complex systems can significantly improve the generalizability of subsequent learned models to more accurate multi-lane models of traffic.
Detecting 3D lanes from the camera is a rising problem for autonomous vehicles. In this task, the correct camera pose is the key to generating accurate lanes, which can transform an image from perspective-view to the top-view. With this transformation, we can get rid of the perspective effects so that 3D lanes would look similar and can accurately be fitted by low-order polynomials. However, mainstream 3D lane detectors rely on perfect camera poses provided by other sensors, which is expensive and encounters multi-sensor calibration issues. To overcome this problem, we propose to predict 3D lanes by estimating camera pose from a single image with a two-stage framework. The first stage aims at the camera pose task from perspective-view images. To improve pose estimation, we introduce an auxiliary 3D lane task and geometry constraints to benefit from multi-task learning, which enhances consistencies between 3D and 2D, as well as compatibility in the above two tasks. The second stage targets the 3D lane task. It uses previously estimated pose to generate top-view images containing distance-invariant lane appearances for predicting accurate 3D lanes. Experiments demonstrate that, without ground truth camera pose, our method outperforms the state-of-the-art perfect-camera-pose-based methods and has the fewest parameters and computations. Codes are available at //github.com/liuruijin17/CLGo.
Compared to traditional rigid robotics, soft robotics has attracted increasing attention due to its advantages as compliance, safety, and low cost. As an essential part of soft robotics, the soft robotic gripper also shows its superior while grasping the objects with irregular shapes. Recent research has been conducted to improve its grasping performance by adjusting the variable effective length (VEL). However, the VEL achieved by multi-chamber design or tunable stiffness shape memory material requires complex pneumatic circuit design or a time-consuming phase-changing process. This work proposes a fold-based soft robotic actuator made from 3D printed filament, NinjaFlex. It is experimentally tested and represented by the hyperelastic model. Mathematic and finite element modelling is conducted to study the bending behaviour of the proposed soft actuator. Besides, an antagonistic constraint mechanism is proposed to achieve the VEL, and the experiments demonstrate that better conformity is achieved. Finally, a two-mode gripper is designed and evaluated to demonstrate the advances of VEL on grasping performance.
Contextual multi-armed bandit (MAB) achieves cutting-edge performance on a variety of problems. When it comes to real-world scenarios such as recommendation system and online advertising, however, it is essential to consider the resource consumption of exploration. In practice, there is typically non-zero cost associated with executing a recommendation (arm) in the environment, and hence, the policy should be learned with a fixed exploration cost constraint. It is challenging to learn a global optimal policy directly, since it is a NP-hard problem and significantly complicates the exploration and exploitation trade-off of bandit algorithms. Existing approaches focus on solving the problems by adopting the greedy policy which estimates the expected rewards and costs and uses a greedy selection based on each arm's expected reward/cost ratio using historical observation until the exploration resource is exhausted. However, existing methods are hard to extend to infinite time horizon, since the learning process will be terminated when there is no more resource. In this paper, we propose a hierarchical adaptive contextual bandit method (HATCH) to conduct the policy learning of contextual bandits with a budget constraint. HATCH adopts an adaptive method to allocate the exploration resource based on the remaining resource/time and the estimation of reward distribution among different user contexts. In addition, we utilize full of contextual feature information to find the best personalized recommendation. Finally, in order to prove the theoretical guarantee, we present a regret bound analysis and prove that HATCH achieves a regret bound as low as $O(\sqrt{T})$. The experimental results demonstrate the effectiveness and efficiency of the proposed method on both synthetic data sets and the real-world applications.
Solving complex, temporally-extended tasks is a long-standing problem in reinforcement learning (RL). We hypothesize that one critical element of solving such problems is the notion of compositionality. With the ability to learn concepts and sub-skills that can be composed to solve longer tasks, i.e. hierarchical RL, we can acquire temporally-extended behaviors. However, acquiring effective yet general abstractions for hierarchical RL is remarkably challenging. In this paper, we propose to use language as the abstraction, as it provides unique compositional structure, enabling fast learning and combinatorial generalization, while retaining tremendous flexibility, making it suitable for a variety of problems. Our approach learns an instruction-following low-level policy and a high-level policy that can reuse abstractions across tasks, in essence, permitting agents to reason using structured language. To study compositional task learning, we introduce an open-source object interaction environment built using the MuJoCo physics engine and the CLEVR engine. We find that, using our approach, agents can learn to solve to diverse, temporally-extended tasks such as object sorting and multi-object rearrangement, including from raw pixel observations. Our analysis find that the compositional nature of language is critical for learning diverse sub-skills and systematically generalizing to new sub-skills in comparison to non-compositional abstractions that use the same supervision.
While supervised learning has enabled great progress in many applications, unsupervised learning has not seen such widespread adoption, and remains an important and challenging endeavor for artificial intelligence. In this work, we propose a universal unsupervised learning approach to extract useful representations from high-dimensional data, which we call Contrastive Predictive Coding. The key insight of our model is to learn such representations by predicting the future in latent space by using powerful autoregressive models. We use a probabilistic contrastive loss which induces the latent space to capture information that is maximally useful to predict future samples. It also makes the model tractable by using negative sampling. While most prior work has focused on evaluating representations for a particular modality, we demonstrate that our approach is able to learn useful representations achieving strong performance on four distinct domains: speech, images, text and reinforcement learning in 3D environments.
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.
Automatic neural architecture design has shown its potential in discovering powerful neural network architectures. Existing methods, no matter based on reinforcement learning or evolutionary algorithms (EA), conduct architecture search in a discrete space, which is highly inefficient. In this paper, we propose a simple and efficient method to automatic neural architecture design based on continuous optimization. We call this new approach neural architecture optimization (NAO). There are three key components in our proposed approach: (1) An encoder embeds/maps neural network architectures into a continuous space. (2) A predictor takes the continuous representation of a network as input and predicts its accuracy. (3) A decoder maps a continuous representation of a network back to its architecture. The performance predictor and the encoder enable us to perform gradient based optimization in the continuous space to find the embedding of a new architecture with potentially better accuracy. Such a better embedding is then decoded to a network by the decoder. Experiments show that the architecture discovered by our method is very competitive for image classification task on CIFAR-10 and language modeling task on PTB, outperforming or on par with the best results of previous architecture search methods with a significantly reduction of computational resources. Specifically we obtain $2.07\%$ test set error rate for CIFAR-10 image classification task and $55.9$ test set perplexity of PTB language modeling task. The best discovered architectures on both tasks are successfully transferred to other tasks such as CIFAR-100 and WikiText-2.
The explosion of video data on the internet requires effective and efficient technology to generate captions automatically for people who are not able to watch the videos. Despite the great progress of video captioning research, particularly on video feature encoding, the language decoder is still largely based on the prevailing RNN decoder such as LSTM, which tends to prefer the frequent word that aligns with the video. In this paper, we propose a boundary-aware hierarchical language decoder for video captioning, which consists of a high-level GRU based language decoder, working as a global (caption-level) language model, and a low-level GRU based language decoder, working as a local (phrase-level) language model. Most importantly, we introduce a binary gate into the low-level GRU language decoder to detect the language boundaries. Together with other advanced components including joint video prediction, shared soft attention, and boundary-aware video encoding, our integrated video captioning framework can discover hierarchical language information and distinguish the subject and the object in a sentence, which are usually confusing during the language generation. Extensive experiments on two widely-used video captioning datasets, MSR-Video-to-Text (MSR-VTT) \cite{xu2016msr} and YouTube-to-Text (MSVD) \cite{chen2011collecting} show that our method is highly competitive, compared with the state-of-the-art methods.
Deep hierarchical reinforcement learning has gained a lot of attention in recent years due to its ability to produce state-of-the-art results in challenging environments where non-hierarchical frameworks fail to learn useful policies. However, as problem domains become more complex, deep hierarchical reinforcement learning can become inefficient, leading to longer convergence times and poor performance. We introduce the Deep Nested Agent framework, which is a variant of deep hierarchical reinforcement learning where information from the main agent is propagated to the low level $nested$ agent by incorporating this information into the nested agent's state. We demonstrate the effectiveness and performance of the Deep Nested Agent framework by applying it to three scenarios in Minecraft with comparisons to a deep non-hierarchical single agent framework, as well as, a deep hierarchical framework.