With the soaring adoption of in-ear wearables, the research community has started investigating suitable in-ear heart rate (HR) detection systems. HR is a key physiological marker of cardiovascular health and physical fitness. Continuous and reliable HR monitoring with wearable devices has therefore gained increasing attention in recent years. Existing HR detection systems in wearables mainly rely on photoplethysmography (PPG) sensors, however, these are notorious for poor performance in the presence of human motion. In this work, leveraging the occlusion effect that can enhance low-frequency bone-conducted sounds in the ear canal, we investigate for the first time \textit{in-ear audio-based motion-resilient} HR monitoring. We first collected the HR-induced sound in the ear canal leveraging an in-ear microphone under stationary and three different activities (i.e., walking, running, and speaking). Then, we devised a novel deep learning based motion artefact (MA) mitigation framework to denoise the in-ear audio signals, followed by an HR estimation algorithm to extract HR. With data collected from 20 subjects over four activities, we demonstrate that hEARt, our end-to-end approach, achieves a mean absolute error (MAE) of 4.51 $\pm$ 6.01~BPM, 9.95 $\pm$ 7.62~BPM, 13.57 $\pm$ 10.51~BPM and 11.71 $\pm$ 8.59~BPM for stationary, walking, running and speaking, respectively, opening the door to a new non-invasive and affordable HR monitoring with usable performance for daily activities. Not only does hEARt outperform previous in-ear HR monitoring work, but is comparable (and even better whenever full-body motion is concerned) to reported in-ear PPG performance.
Tactile recognition of 3D objects remains a challenging task. Compared to 2D shapes, the complex geometry of 3D surfaces requires richer tactile signals, more dexterous actions, and more advanced encoding techniques. In this work, we propose TANDEM3D, a method that applies a co-training framework for exploration and decision making to 3D object recognition with tactile signals. Starting with our previous work, which introduced a co-training paradigm for 2D recognition problems, we introduce a number of advances that enable us to scale up to 3D. TANDEM3D is based on a novel encoder that builds 3D object representation from contact positions and normals using PointNet++. Furthermore, by enabling 6DOF movement, TANDEM3D explores and collects discriminative touch information with high efficiency. Our method is trained entirely in simulation and validated with real-world experiments. Compared to state-of-the-art baselines, TANDEM3D achieves higher accuracy and a lower number of actions in recognizing 3D objects and is also shown to be more robust to different types and amounts of sensor noise. Video is available at //jxu.ai/tandem3d.
Trajectory prediction is essential for autonomous vehicles (AVs) to plan correct and safe driving behaviors. While many prior works aim to achieve higher prediction accuracy, few study the adversarial robustness of their methods. To bridge this gap, we propose to study the adversarial robustness of data-driven trajectory prediction systems. We devise an optimization-based adversarial attack framework that leverages a carefully-designed differentiable dynamic model to generate realistic adversarial trajectories. Empirically, we benchmark the adversarial robustness of state-of-the-art prediction models and show that our attack increases the prediction error for both general metrics and planning-aware metrics by more than 50% and 37%. We also show that our attack can lead an AV to drive off road or collide into other vehicles in simulation. Finally, we demonstrate how to mitigate the adversarial attacks using an adversarial training scheme.
Replay methods have shown to be successful in mitigating catastrophic forgetting in continual learning scenarios despite having limited access to historical data. However, storing historical data is cheap in many real-world applications, yet replaying all historical data would be prohibited due to processing time constraints. In such settings, we propose learning the time to learn for a continual learning system, in which we learn replay schedules over which tasks to replay at different time steps. To demonstrate the importance of learning the time to learn, we first use Monte Carlo tree search to find the proper replay schedule and show that it can outperform fixed scheduling policies in terms of continual learning performance. Moreover, to improve the scheduling efficiency itself, we propose to use reinforcement learning to learn the replay scheduling policies that can generalize to new continual learning scenarios without added computational cost. In our experiments, we show the advantages of learning the time to learn, which brings current continual learning research closer to real-world needs.
In narrow spaces, motion planning based on the traditional hierarchical autonomous system could cause collisions due to mapping, localization, and control noises. Additionally, it is disabled when mapless. To tackle these problems, we leverage deep reinforcement learning which is verified to be effective in self-decision-making, to self-explore in narrow spaces without a map while avoiding collisions. Specifically, based on our Ackermann-steering rectangular-shaped ZebraT robot and its Gazebo simulator, we propose the rectangular safety region to represent states and detect collisions for rectangular-shaped robots, and a carefully crafted reward function for reinforcement learning that does not require the destination information. Then we benchmark five reinforcement learning algorithms including DDPG, DQN, SAC, PPO, and PPO-discrete, in a simulated narrow track. After training, the well-performed DDPG and DQN models can be transferred to three brand new simulated tracks, and furthermore to three real-world tracks.
The quality of generalized linear models (GLMs), frequently used by insurance companies, depends on the choice of interacting variables. The search for interactions is time-consuming, especially for data sets with a large number of variables, depends much on expert judgement of actuaries, and often relies on visual performance indicators. Therefore, we present an approach to automating the process of finding interactions that should be added to GLMs to improve their predictive power. Our approach relies on neural networks and a model-specific interaction detection method, which is computationally faster than the traditionally used methods like Friedman H-Statistic or SHAP values. In numerical studies, we provide the results of our approach on different data sets: open-source data, artificial data, and proprietary data.
Functional Electrical Stimulation (FES) is a technique to evoke muscle contraction through low-energy electrical signals. FES can animate paralysed limbs. Yet, an open challenge remains on how to apply FES to achieve desired movements. This challenge is accentuated by the complexities of human bodies and the non-stationarities of the muscles' responses. The former causes difficulties in performing inverse dynamics, and the latter causes control performance to degrade over extended periods of use. Here, we engage the challenge via a data-driven approach. Specifically, we learn to control FES through Reinforcement Learning (RL) which can automatically customise the stimulation for the patients. However, RL typically has Markovian assumptions while FES control systems are non-Markovian because of the non-stationarities. To deal with this problem, we use a recurrent neural network to create Markovian state representations. We cast FES controls into RL problems and train RL agents to control FES in different settings in both simulations and the real world. The results show that our RL controllers can maintain control performances over long periods and have better stimulation characteristics than PID controllers.
Self-supervised monocular depth estimation, aiming to learn scene depths from single images in a self-supervised manner, has received much attention recently. In spite of recent efforts in this field, how to learn accurate scene depths and alleviate the negative influence of occlusions for self-supervised depth estimation, still remains an open problem. Addressing this problem, we firstly empirically analyze the effects of both the continuous and discrete depth constraints which are widely used in the training process of many existing works. Then inspired by the above empirical analysis, we propose a novel network to learn an Occlusion-aware Coarse-to-Fine Depth map for self-supervised monocular depth estimation, called OCFD-Net. Given an arbitrary training set of stereo image pairs, the proposed OCFD-Net does not only employ a discrete depth constraint for learning a coarse-level depth map, but also employ a continuous depth constraint for learning a scene depth residual, resulting in a fine-level depth map. In addition, an occlusion-aware module is designed under the proposed OCFD-Net, which is able to improve the capability of the learnt fine-level depth map for handling occlusions. Experimental results on KITTI demonstrate that the proposed method outperforms the comparative state-of-the-art methods under seven commonly used metrics in most cases. In addition, experimental results on Make3D demonstrate the effectiveness of the proposed method in terms of the cross-dataset generalization ability under four commonly used metrics. The code is available at //github.com/ZM-Zhou/OCFD-Net_pytorch.
Time series classification is an important problem in real world. Due to its non-stationary property that the distribution changes over time, it remains challenging to build models for generalization to unseen distributions. In this paper, we propose to view the time series classification problem from the distribution perspective. We argue that the temporal complexity attributes to the unknown latent distributions within. To this end, we propose DIVERSIFY to learn generalized representations for time series classification. DIVERSIFY takes an iterative process: it first obtains the worst-case distribution scenario via adversarial training, then matches the distributions of the obtained sub-domains. We also present some theoretical insights. We conduct experiments on gesture recognition, speech commands recognition, wearable stress and affect detection, and sensor-based human activity recognition with a total of seven datasets in different settings. Results demonstrate that DIVERSIFY significantly outperforms other baselines and effectively characterizes the latent distributions by qualitative and quantitative analysis.
Behaviors of the synthetic characters in current military simulations are limited since they are generally generated by rule-based and reactive computational models with minimal intelligence. Such computational models cannot adapt to reflect the experience of the characters, resulting in brittle intelligence for even the most effective behavior models devised via costly and labor-intensive processes. Observation-based behavior model adaptation that leverages machine learning and the experience of synthetic entities in combination with appropriate prior knowledge can address the issues in the existing computational behavior models to create a better training experience in military training simulations. In this paper, we introduce a framework that aims to create autonomous synthetic characters that can perform coherent sequences of believable behavior while being aware of human trainees and their needs within a training simulation. This framework brings together three mutually complementary components. The first component is a Unity-based simulation environment - Rapid Integration and Development Environment (RIDE) - supporting One World Terrain (OWT) models and capable of running and supporting machine learning experiments. The second is Shiva, a novel multi-agent reinforcement and imitation learning framework that can interface with a variety of simulation environments, and that can additionally utilize a variety of learning algorithms. The final component is the Sigma Cognitive Architecture that will augment the behavior models with symbolic and probabilistic reasoning capabilities. We have successfully created proof-of-concept behavior models leveraging this framework on realistic terrain as an essential step towards bringing machine learning into military simulations.
We propose a new method for event extraction (EE) task based on an imitation learning framework, specifically, inverse reinforcement learning (IRL) via generative adversarial network (GAN). The GAN estimates proper rewards according to the difference between the actions committed by the expert (or ground truth) and the agent among complicated states in the environment. EE task benefits from these dynamic rewards because instances and labels yield to various extents of difficulty and the gains are expected to be diverse -- e.g., an ambiguous but correctly detected trigger or argument should receive high gains -- while the traditional RL models usually neglect such differences and pay equal attention on all instances. Moreover, our experiments also demonstrate that the proposed framework outperforms state-of-the-art methods, without explicit feature engineering.