We present a novel redirected walking controller based on alignment that allows the user to explore large and complex virtual environments, while minimizing the number of collisions with obstacles in the physical environment. Our alignment-based redirection controller, ARC, steers the user such that their proximity to obstacles in the physical environment matches the proximity to obstacles in the virtual environment as closely as possible. To quantify a controller's performance in complex environments, we introduce a new metric, Complexity Ratio (CR), to measure the relative environment complexity and characterize the difference in navigational complexity between the physical and virtual environments. Through extensive simulation-based experiments, we show that ARC significantly outperforms current state-of-the-art controllers in its ability to steer the user on a collision-free path. We also show through quantitative and qualitative measures of performance that our controller is robust in complex environments with many obstacles. Our method is applicable to arbitrary environments and operates without any user input or parameter tweaking, aside from the layout of the environments. We have implemented our algorithm on the Oculus Quest head-mounted display and evaluated its performance in environments with varying complexity. Our project website is available at //gamma.umd.edu/arc/.
Manufacturing companies face challenges when it comes to quickly adapting their production control to fluctuating demands or changing requirements. Control approaches that encapsulate production functions as services have shown to be promising in order to increase the flexibility of Cyber-Physical Production Systems. But an existing challenge of such approaches is finding a production plan based on provided functionalities for a demanded product, especially when there is no direct (i.e., syntactic) match between demanded and provided functions. While there is a variety of approaches to production planning, flexible production poses specific requirements that are not covered by existing research. In this contribution, we first capture these requirements for flexible production environments. Afterwards, an overview of current Artificial Intelligence approaches that can be utilized in order to overcome the aforementioned challenges is given. For this purpose, we focus on planning algorithms, but also consider models of production systems that can act as inputs to these algorithms. Approaches from both symbolic AI planning as well as approaches based on Machine Learning are discussed and eventually compared against the requirements. Based on this comparison, a research agenda is derived.
Deep reinforcement learning (RL) agents may successfully generalize to new settings if trained on an appropriately diverse set of environment and task configurations. Unsupervised Environment Design (UED) is a promising self-supervised RL paradigm, wherein the free parameters of an underspecified environment are automatically adapted during training to the agent's capabilities, leading to the emergence of diverse training environments. Here, we cast Prioritized Level Replay (PLR), an empirically successful but theoretically unmotivated method that selectively samples randomly-generated training levels, as UED. We argue that by curating completely random levels, PLR, too, can generate novel and complex levels for effective training. This insight reveals a natural class of UED methods we call Dual Curriculum Design (DCD). Crucially, DCD includes both PLR and a popular UED algorithm, PAIRED, as special cases and inherits similar theoretical guarantees. This connection allows us to develop novel theory for PLR, providing a version with a robustness guarantee at Nash equilibria. Furthermore, our theory suggests a highly counterintuitive improvement to PLR: by stopping the agent from updating its policy on uncurated levels (training on less data), we can improve the convergence to Nash equilibria. Indeed, our experiments confirm that our new method, PLR$^{\perp}$, obtains better results on a suite of out-of-distribution, zero-shot transfer tasks, in addition to demonstrating that PLR$^{\perp}$ improves the performance of PAIRED, from which it inherited its theoretical framework.
This paper addresses a multi-robot planning problem in environments with partially unknown semantics. The environment is assumed to have known geometric structure (e.g., walls) and to be occupied by static labeled landmarks with uncertain positions and classes. This modeling approach gives rise to an uncertain semantic map generated by semantic SLAM algorithms. Our goal is to design control policies for robots equipped with noisy perception systems so that they can accomplish collaborative tasks captured by global temporal logic specifications. To specify missions that account for environmental and perceptual uncertainty, we employ a fragment of Linear Temporal Logic (LTL), called co-safe LTL, defined over perception-based atomic predicates modeling probabilistic satisfaction requirements. The perception-based LTL planning problem gives rise to an optimal control problem, solved by a novel sampling-based algorithm, that generates open-loop control policies that are updated online to adapt to a continuously learned semantic map. We provide extensive experiments to demonstrate the efficiency of the proposed planning architecture.
Sampling-based motion planning algorithms are widely used in robotics because they are very effective in high-dimensional spaces. However, the success rate and quality of the solutions are determined by an adequate selection of their parameters such as the distance between states, the local planner, and the sampling distribution. For robots with large configuration spaces or dynamic restrictions, selecting these parameters is a challenging task. This paper proposes a method for improving the performance to a set of the most popular sampling-based algorithms, the Rapidly-exploring Random Trees (RRTs) by adjusting the sampling method. The idea is to replace the uniform probability density function (U-PDF) with a custom distribution (C-PDF) learned from previously successful queries in similar tasks. With a few samples, our method builds a custom distribution that allows the RRT to grow to promising states that will lead to a solution. We tested our method in several autonomous driving tasks such as parking maneuvers, obstacle clearance and under narrow passages scenarios. The results show that the proposed method outperforms the original RRT and several improved versions in terms of success rate, tree density and computation time. In addition, the proposed method requires a relatively small set of examples, unlike current deep learning techniques that require a vast amount of examples.
We present a monocular Simultaneous Localization and Mapping (SLAM) using high level object and plane landmarks, in addition to points. The resulting map is denser, more compact and meaningful compared to point only SLAM. We first propose a high order graphical model to jointly infer the 3D object and layout planes from single image considering occlusions and semantic constraints. The extracted cuboid object and layout planes are further optimized in a unified SLAM framework. Objects and planes can provide more semantic constraints such as Manhattan and object supporting relationships compared to points. Experiments on various public and collected datasets including ICL NUIM and TUM mono show that our algorithm can improve camera localization accuracy compared to state-of-the-art SLAM and also generate dense maps in many structured environments.
Collecting training data from the physical world is usually time-consuming and even dangerous for fragile robots, and thus, recent advances in robot learning advocate the use of simulators as the training platform. Unfortunately, the reality gap between synthetic and real visual data prohibits direct migration of the models trained in virtual worlds to the real world. This paper proposes a modular architecture for tackling the virtual-to-real problem. The proposed architecture separates the learning model into a perception module and a control policy module, and uses semantic image segmentation as the meta representation for relating these two modules. The perception module translates the perceived RGB image to semantic image segmentation. The control policy module is implemented as a deep reinforcement learning agent, which performs actions based on the translated image segmentation. Our architecture is evaluated in an obstacle avoidance task and a target following task. Experimental results show that our architecture significantly outperforms all of the baseline methods in both virtual and real environments, and demonstrates a faster learning curve than them. We also present a detailed analysis for a variety of variant configurations, and validate the transferability of our modular architecture.
This paper introduces a novel neural network-based reinforcement learning approach for robot gaze control. Our approach enables a robot to learn and to adapt its gaze control strategy for human-robot interaction neither with the use of external sensors nor with human supervision. The robot learns to focus its attention onto groups of people from its own audio-visual experiences, independently of the number of people, of their positions and of their physical appearances. In particular, we use a recurrent neural network architecture in combination with Q-learning to find an optimal action-selection policy; we pre-train the network using a simulated environment that mimics realistic scenarios that involve speaking/silent participants, thus avoiding the need of tedious sessions of a robot interacting with people. Our experimental evaluation suggests that the proposed method is robust against parameter estimation, i.e. the parameter values yielded by the method do not have a decisive impact on the performance. The best results are obtained when both audio and visual information is jointly used. Experiments with the Nao robot indicate that our framework is a step forward towards the autonomous learning of socially acceptable gaze behavior.
We introduce Interactive Question Answering (IQA), the task of answering questions that require an autonomous agent to interact with a dynamic visual environment. IQA presents the agent with a scene and a question, like: "Are there any apples in the fridge?" The agent must navigate around the scene, acquire visual understanding of scene elements, interact with objects (e.g. open refrigerators) and plan for a series of actions conditioned on the question. Popular reinforcement learning approaches with a single controller perform poorly on IQA owing to the large and diverse state space. We propose the Hierarchical Interactive Memory Network (HIMN), consisting of a factorized set of controllers, allowing the system to operate at multiple levels of temporal abstraction. To evaluate HIMN, we introduce IQUAD V1, a new dataset built upon AI2-THOR, a simulated photo-realistic environment of configurable indoor scenes with interactive objects. IQUAD V1 has 75,000 questions, each paired with a unique scene configuration. Our experiments show that our proposed model outperforms popular single controller based methods on IQUAD V1. For sample questions and results, please view our video: //youtu.be/pXd3C-1jr98.
The robust and efficient recognition of visual relations in images is a hallmark of biological vision. Here, we argue that, despite recent progress in visual recognition, modern machine vision algorithms are severely limited in their ability to learn visual relations. Through controlled experiments, we demonstrate that visual-relation problems strain convolutional neural networks (CNNs). The networks eventually break altogether when rote memorization becomes impossible such as when the intra-class variability exceeds their capacity. We further show that another type of feedforward network, called a relational network (RN), which was shown to successfully solve seemingly difficult visual question answering (VQA) problems on the CLEVR datasets, suffers similar limitations. Motivated by the comparable success of biological vision, we argue that feedback mechanisms including working memory and attention are the key computational components underlying abstract visual reasoning.
Current convolutional neural networks algorithms for video object tracking spend the same amount of computation for each object and video frame. However, it is harder to track an object in some frames than others, due to the varying amount of clutter, scene complexity, amount of motion, and object's distinctiveness against its background. We propose a depth-adaptive convolutional Siamese network that performs video tracking adaptively at multiple neural network depths. Parametric gating functions are trained to control the depth of the convolutional feature extractor by minimizing a joint loss of computational cost and tracking error. Our network achieves accuracy comparable to the state-of-the-art on the VOT2016 benchmark. Furthermore, our adaptive depth computation achieves higher accuracy for a given computational cost than traditional fixed-structure neural networks. The presented framework extends to other tasks that use convolutional neural networks and enables trading speed for accuracy at runtime.