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Despite recent progress improving the efficiency and quality of motion planning, planning collision-free and dynamically-feasible trajectories in partially-mapped environments remains challenging, since constantly replanning as unseen obstacles are revealed during navigation both incurs significant computational expense and can introduce problematic oscillatory behavior. To improve the quality of motion planning in partial maps, this paper develops a framework that augments sampling-based motion planning to leverage a high-level discrete layer and prior solutions to guide motion-tree expansion during replanning, affording both (i) faster planning and (ii) improved solution coherence. Our framework shows significant improvements in runtime and solution distance when compared with other sampling-based motion planners.

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Visual perception is an important component for autonomous navigation of unmanned surface vessels (USV), particularly for the tasks related to autonomous inspection and tracking. These tasks involve vision-based navigation techniques to identify the target for navigation. Reduced visibility under extreme weather conditions in marine environments makes it difficult for vision-based approaches to work properly. To overcome these issues, this paper presents an autonomous vision-based navigation framework for tracking target objects in extreme marine conditions. The proposed framework consists of an integrated perception pipeline that uses a generative adversarial network (GAN) to remove noise and highlight the object features before passing them to the object detector (i.e., YOLOv5). The detected visual features are then used by the USV to track the target. The proposed framework has been thoroughly tested in simulation under extremely reduced visibility due to sandstorms and fog. The results are compared with state-of-the-art de-hazing methods across the benchmarked MBZIRC simulation dataset, on which the proposed scheme has outperformed the existing methods across various metrics.

Motion planning can be cast as a trajectory optimisation problem where a cost is minimised as a function of the trajectory being generated. In complex environments with several obstacles and complicated geometry, this optimisation problem is usually difficult to solve and prone to local minima. However, recent advancements in computing hardware allow for parallel trajectory optimisation where multiple solutions are obtained simultaneously, each initialised from a different starting point. Unfortunately, without a strategy preventing two solutions to collapse on each other, naive parallel optimisation can suffer from mode collapse diminishing the efficiency of the approach and the likelihood of finding a global solution. In this paper we leverage on recent advances in the theory of rough paths to devise an algorithm for parallel trajectory optimisation that promotes diversity over the range of solutions, therefore avoiding mode collapses and achieving better global properties. Our approach builds on path signatures and Hilbert space representations of trajectories, and connects parallel variational inference for trajectory estimation with diversity promoting kernels. We empirically demonstrate that this strategy achieves lower average costs than competing alternatives on a range of problems, from 2D navigation to robotic manipulators operating in cluttered environments.

The Bounded Knapsack problem is one of the most fundamental NP-complete problems at the intersection of computer science, optimization, and operations research. A recent line of research worked towards understanding the complexity of pseudopolynomial-time algorithms for Bounded Knapsack parameterized by the maximum item weight $w_{\mathrm{max}}$ and the number of items $n$. A conditional lower bound rules out that Bounded Knapsack can be solved in time $O((n+w_{\mathrm{max}})^{2-\delta})$ for any $\delta > 0$ [Cygan, Mucha, Wegrzycki, Wlodarczyk'17, K\"unnemann, Paturi, Schneider'17]. This raised the question whether Bounded Knapsack can be solved in time $\tilde O((n+w_{\mathrm{max}})^2)$. The quest of resolving this question lead to algorithms that run in time $\tilde O(n^3 w_{\mathrm{max}}^2)$ [Tamir'09], $\tilde O(n^2 w_{\mathrm{max}}^2)$ and $\tilde O(n w_{\mathrm{max}}^3)$ [Bateni, Hajiaghayi, Seddighin, Stein'18], $O(n^2 w_{\mathrm{max}}^2)$ and $\tilde O(n w_{\mathrm{max}}^2)$ [Eisenbrand and Weismantel'18], $O(n + w_{\mathrm{max}}^3)$ [Polak, Rohwedder, Wegrzycki'21], and very recently $\tilde O(n + w_{\mathrm{max}}^{12/5})$ [Chen, Lian, Mao, Zhang'23]. In this paper we resolve this question by designing an algorithm for Bounded Knapsack with running time $\tilde O(n + w_{\mathrm{max}}^2)$, which is conditionally near-optimal.

Recent works have shown that imposing tensor structures on the coefficient tensor in regression problems can lead to more reliable parameter estimation and lower sample complexity compared to vector-based methods. This work investigates a new low-rank tensor model, called Low Separation Rank (LSR), in Generalized Linear Model (GLM) problems. The LSR model -- which generalizes the well-known Tucker and CANDECOMP/PARAFAC (CP) models, and is a special case of the Block Tensor Decomposition (BTD) model -- is imposed onto the coefficient tensor in the GLM model. This work proposes a block coordinate descent algorithm for parameter estimation in LSR-structured tensor GLMs. Most importantly, it derives a minimax lower bound on the error threshold on estimating the coefficient tensor in LSR tensor GLM problems. The minimax bound is proportional to the intrinsic degrees of freedom in the LSR tensor GLM problem, suggesting that its sample complexity may be significantly lower than that of vectorized GLMs. This result can also be specialised to lower bound the estimation error in CP and Tucker-structured GLMs. The derived bounds are comparable to tight bounds in the literature for Tucker linear regression, and the tightness of the minimax lower bound is further assessed numerically. Finally, numerical experiments on synthetic datasets demonstrate the efficacy of the proposed LSR tensor model for three regression types (linear, logistic and Poisson). Experiments on a collection of medical imaging datasets demonstrate the usefulness of the LSR model over other tensor models (Tucker and CP) on real, imbalanced data with limited available samples.

We present an efficient reinforcement learning algorithm that learns the optimal admission control policy in a partially observable queueing network. Specifically, only the arrival and departure times from the network are observable, and optimality refers to the average holding/rejection cost in infinite horizon. While reinforcement learning in Partially Observable Markov Decision Processes (POMDP) is prohibitively expensive in general, we show that our algorithm has a regret that only depends sub-linearly on the maximal number of jobs in the network, $S$. In particular, in contrast with existing regret analyses, our regret bound does not depend on the diameter of the underlying Markov Decision Process (MDP), which in most queueing systems is at least exponential in $S$. The novelty of our approach is to leverage Norton's equivalent theorem for closed product-form queueing networks and an efficient reinforcement learning algorithm for MDPs with the structure of birth-and-death processes.

Conversational engagement estimation is posed as a regression problem, entailing the identification of the favorable attention and involvement of the participants in the conversation. This task arises as a crucial pursuit to gain insights into human's interaction dynamics and behavior patterns within a conversation. In this research, we introduce a dilated convolutional Transformer for modeling and estimating human engagement in the MULTIMEDIATE 2023 competition. Our proposed system surpasses the baseline models, exhibiting a noteworthy $7$\% improvement on test set and $4$\% on validation set. Moreover, we employ different modality fusion mechanism and show that for this type of data, a simple concatenated method with self-attention fusion gains the best performance.

Advances in artificial intelligence often stem from the development of new environments that abstract real-world situations into a form where research can be done conveniently. This paper contributes such an environment based on ideas inspired by elementary Microeconomics. Agents learn to produce resources in a spatially complex world, trade them with one another, and consume those that they prefer. We show that the emergent production, consumption, and pricing behaviors respond to environmental conditions in the directions predicted by supply and demand shifts in Microeconomics. We also demonstrate settings where the agents' emergent prices for goods vary over space, reflecting the local abundance of goods. After the price disparities emerge, some agents then discover a niche of transporting goods between regions with different prevailing prices -- a profitable strategy because they can buy goods where they are cheap and sell them where they are expensive. Finally, in a series of ablation experiments, we investigate how choices in the environmental rewards, bartering actions, agent architecture, and ability to consume tradable goods can either aid or inhibit the emergence of this economic behavior. This work is part of the environment development branch of a research program that aims to build human-like artificial general intelligence through multi-agent interactions in simulated societies. By exploring which environment features are needed for the basic phenomena of elementary microeconomics to emerge automatically from learning, we arrive at an environment that differs from those studied in prior multi-agent reinforcement learning work along several dimensions. For example, the model incorporates heterogeneous tastes and physical abilities, and agents negotiate with one another as a grounded form of communication.

The accurate and interpretable prediction of future events in time-series data often requires the capturing of representative patterns (or referred to as states) underpinning the observed data. To this end, most existing studies focus on the representation and recognition of states, but ignore the changing transitional relations among them. In this paper, we present evolutionary state graph, a dynamic graph structure designed to systematically represent the evolving relations (edges) among states (nodes) along time. We conduct analysis on the dynamic graphs constructed from the time-series data and show that changes on the graph structures (e.g., edges connecting certain state nodes) can inform the occurrences of events (i.e., time-series fluctuation). Inspired by this, we propose a novel graph neural network model, Evolutionary State Graph Network (EvoNet), to encode the evolutionary state graph for accurate and interpretable time-series event prediction. Specifically, Evolutionary State Graph Network models both the node-level (state-to-state) and graph-level (segment-to-segment) propagation, and captures the node-graph (state-to-segment) interactions over time. Experimental results based on five real-world datasets show that our approach not only achieves clear improvements compared with 11 baselines, but also provides more insights towards explaining the results of event predictions.

Multi-relation Question Answering is a challenging task, due to the requirement of elaborated analysis on questions and reasoning over multiple fact triples in knowledge base. In this paper, we present a novel model called Interpretable Reasoning Network that employs an interpretable, hop-by-hop reasoning process for question answering. The model dynamically decides which part of an input question should be analyzed at each hop; predicts a relation that corresponds to the current parsed results; utilizes the predicted relation to update the question representation and the state of the reasoning process; and then drives the next-hop reasoning. Experiments show that our model yields state-of-the-art results on two datasets. More interestingly, the model can offer traceable and observable intermediate predictions for reasoning analysis and failure diagnosis, thereby allowing manual manipulation in predicting the final answer.

Object detection is considered as one of the most challenging problems in computer vision, since it requires correct prediction of both classes and locations of objects in images. In this study, we define a more difficult scenario, namely zero-shot object detection (ZSD) where no visual training data is available for some of the target object classes. We present a novel approach to tackle this ZSD problem, where a convex combination of embeddings are used in conjunction with a detection framework. For evaluation of ZSD methods, we propose a simple dataset constructed from Fashion-MNIST images and also a custom zero-shot split for the Pascal VOC detection challenge. The experimental results suggest that our method yields promising results for ZSD.

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