3D reconstruction has been widely used in autonomous navigation fields of mobile robotics. However, the former research can only provide the basic geometry structure without the capability of open-world scene understanding, limiting advanced tasks like human interaction and visual navigation. Moreover, traditional 3D scene understanding approaches rely on expensive labeled 3D datasets to train a model for a single task with supervision. Thus, geometric reconstruction with zero-shot scene understanding i.e. Open vocabulary 3D Understanding and Reconstruction, is crucial for the future development of mobile robots. In this paper, we propose OpenOcc, a novel framework unifying the 3D scene reconstruction and open vocabulary understanding with neural radiance fields. We model the geometric structure of the scene with occupancy representation and distill the pre-trained open vocabulary model into a 3D language field via volume rendering for zero-shot inference. Furthermore, a novel semantic-aware confidence propagation (SCP) method has been proposed to relieve the issue of language field representation degeneracy caused by inconsistent measurements in distilled features. Experimental results show that our approach achieves competitive performance in 3D scene understanding tasks, especially for small and long-tail objects.
For cyber-physical systems (CPS), including robotics and autonomous vehicles, mass deployment has been hindered by fatal errors that occur when operating in rare events. To replicate rare events such as vehicle crashes, many companies have created logging systems and employed crash reconstruction experts to meticulously recreate these valuable events in simulation. However, in these methods, "what if" questions are not easily formulated and answered. We present ScenarioNL, an AI System for creating scenario programs from natural language. Specifically, we generate these programs from police crash reports. Reports normally contain uncertainty about the exact details of the incidents which we represent through a Probabilistic Programming Language (PPL), Scenic. By using Scenic, we can clearly and concisely represent uncertainty and variation over CPS behaviors, properties, and interactions. We demonstrate how commonplace prompting techniques with the best Large Language Models (LLM) are incapable of reasoning about probabilistic scenario programs and generating code for low-resource languages such as Scenic. Our system is comprised of several LLMs chained together with several kinds of prompting strategies, a compiler, and a simulator. We evaluate our system on publicly available autonomous vehicle crash reports in California from the last five years and share insights into how we generate code that is both semantically meaningful and syntactically correct.
After large models (LMs) have gained widespread acceptance in code-related tasks, their superior generative capacity has greatly promoted the application of the code LM. Nevertheless, the security of the generated code has raised attention to its potential damage. Existing secure code generation methods have limited generalizability to unseen test cases and poor robustness against the attacked model, leading to safety failures in code generation. In this paper, we propose a generalizable and robust secure code generation method SecCoder by using in-context learning (ICL) and the safe demonstration. The dense retriever is also used to select the most helpful demonstration to maximize the improvement of the generated code's security. Experimental results show the superior generalizability of the proposed model SecCoder compared to the current secure code generation method, achieving a significant security improvement of an average of 7.20% on unseen test cases. The results also show the better robustness of SecCoder compared to the current attacked code LM, achieving a significant security improvement of an average of 7.74%. Our analysis indicates that SecCoder enhances the security of LMs in generating code, and it is more generalizable and robust.
Game development is a highly technical practice that traditionally requires programming skills. This serves as a barrier to entry for would-be developers or those hoping to use games as part of their creative expression. While there have been prior game development tools focused on accessibility, they generally still require programming, or have major limitations in terms of the kinds of games they can make. In this paper we introduce Mechanic Maker, a tool for creating a wide-range of game mechanics without programming. It instead relies on a backend symbolic learning system to synthesize game mechanics from examples. We conducted a user study to evaluate the benefits of the tool for participants with a variety of programming and game development experience. Our results demonstrated that participants' ability to use the tool was unrelated to programming ability. We conclude that tools like ours could help democratize game development, making the practice accessible regardless of programming skills.
The recent developments in neural fields have brought phenomenal capabilities to the field of shape generation, but they lack crucial properties, such as incremental control - a fundamental requirement for artistic work. Triangular meshes, on the other hand, are the representation of choice for most geometry related tasks, offering efficiency and intuitive control, but do not lend themselves to neural optimization. To support downstream tasks, previous art typically proposes a two-step approach, where first a shape is generated using neural fields, and then a mesh is extracted for further processing. Instead, in this paper we introduce a hybrid approach that maintains both a mesh and a Signed Distance Field (SDF) representations consistently. Using this representation, we introduce MagicClay - an artist friendly tool for sculpting regions of a mesh according to textual prompts while keeping other regions untouched. Our framework carefully and efficiently balances consistency between the representations and regularizations in every step of the shape optimization; Relying on the mesh representation, we show how to render the SDF at higher resolutions and faster. In addition, we employ recent work in differentiable mesh reconstruction to adaptively allocate triangles in the mesh where required, as indicated by the SDF. Using an implemented prototype, we demonstrate superior generated geometry compared to the state-of-the-art, and novel consistent control, allowing sequential prompt-based edits to the same mesh for the first time.
Imitation Learning (IL) is a powerful technique for intuitive robotic programming. However, ensuring the reliability of learned behaviors remains a challenge. In the context of reaching motions, a robot should consistently reach its goal, regardless of its initial conditions. To meet this requirement, IL methods often employ specialized function approximators that guarantee this property by construction. Although effective, these approaches come with a set of limitations: 1) they are unable to fully exploit the capabilities of modern Deep Neural Network (DNN) architectures, 2) some are restricted in the family of motions they can model, resulting in suboptimal IL capabilities, and 3) they require explicit extensions to account for the geometry of motions that consider orientations. To address these challenges, we introduce a novel stability loss function, drawing inspiration from the triplet loss used in the deep metric learning literature. This loss does not constrain the DNN's architecture and enables learning policies that yield accurate results. Furthermore, it is not restricted to a specific state space geometry; therefore, it can easily incorporate the geometry of the robot's state space. We provide a proof of the stability properties induced by this loss and empirically validate our method in various settings. These settings include Euclidean and non-Euclidean state spaces, as well as first-order and second-order motions, both in simulation and with real robots. More details about the experimental results can be found in: //youtu.be/ZWKLGntCI6w.
Over the last decade, the use of autonomous drone systems for surveying, search and rescue, or last-mile delivery has increased exponentially. With the rise of these applications comes the need for highly robust, safety-critical algorithms which can operate drones in complex and uncertain environments. Additionally, flying fast enables drones to cover more ground which in turn increases productivity and further strengthens their use case. One proxy for developing algorithms used in high-speed navigation is the task of autonomous drone racing, where researchers program drones to fly through a sequence of gates and avoid obstacles as quickly as possible using onboard sensors and limited computational power. Speeds and accelerations exceed over 80 kph and 4 g respectively, raising significant challenges across perception, planning, control, and state estimation. To achieve maximum performance, systems require real-time algorithms that are robust to motion blur, high dynamic range, model uncertainties, aerodynamic disturbances, and often unpredictable opponents. This survey covers the progression of autonomous drone racing across model-based and learning-based approaches. We provide an overview of the field, its evolution over the years, and conclude with the biggest challenges and open questions to be faced in the future.
Learning disentanglement aims at finding a low dimensional representation which consists of multiple explanatory and generative factors of the observational data. The framework of variational autoencoder (VAE) is commonly used to disentangle independent factors from observations. However, in real scenarios, factors with semantics are not necessarily independent. Instead, there might be an underlying causal structure which renders these factors dependent. We thus propose a new VAE based framework named CausalVAE, which includes a Causal Layer to transform independent exogenous factors into causal endogenous ones that correspond to causally related concepts in data. We further analyze the model identifiabitily, showing that the proposed model learned from observations recovers the true one up to a certain degree. Experiments are conducted on various datasets, including synthetic and real word benchmark CelebA. Results show that the causal representations learned by CausalVAE are semantically interpretable, and their causal relationship as a Directed Acyclic Graph (DAG) is identified with good accuracy. Furthermore, we demonstrate that the proposed CausalVAE model is able to generate counterfactual data through "do-operation" to the causal factors.
The design of deep graph models still remains to be investigated and the crucial part is how to explore and exploit the knowledge from different hops of neighbors in an efficient way. In this paper, we propose a novel RNN-like deep graph neural network architecture by incorporating AdaBoost into the computation of network; and the proposed graph convolutional network called AdaGCN~(AdaBoosting Graph Convolutional Network) has the ability to efficiently extract knowledge from high-order neighbors and integrate knowledge from different hops of neighbors into the network in an AdaBoost way. We also present the architectural difference between AdaGCN and existing graph convolutional methods to show the benefits of our proposal. Finally, extensive experiments demonstrate the state-of-the-art prediction performance and the computational advantage of our approach AdaGCN.
Graph convolutional networks (GCNs) have recently become one of the most powerful tools for graph analytics tasks in numerous applications, ranging from social networks and natural language processing to bioinformatics and chemoinformatics, thanks to their ability to capture the complex relationships between concepts. At present, the vast majority of GCNs use a neighborhood aggregation framework to learn a continuous and compact vector, then performing a pooling operation to generalize graph embedding for the classification task. These approaches have two disadvantages in the graph classification task: (1)when only the largest sub-graph structure ($k$-hop neighbor) is used for neighborhood aggregation, a large amount of early-stage information is lost during the graph convolution step; (2) simple average/sum pooling or max pooling utilized, which loses the characteristics of each node and the topology between nodes. In this paper, we propose a novel framework called, dual attention graph convolutional networks (DAGCN) to address these problems. DAGCN automatically learns the importance of neighbors at different hops using a novel attention graph convolution layer, and then employs a second attention component, a self-attention pooling layer, to generalize the graph representation from the various aspects of a matrix graph embedding. The dual attention network is trained in an end-to-end manner for the graph classification task. We compare our model with state-of-the-art graph kernels and other deep learning methods. The experimental results show that our framework not only outperforms other baselines but also achieves a better rate of convergence.
Convolutional Neural Networks (CNNs) have gained significant traction in the field of machine learning, particularly due to their high accuracy in visual recognition. Recent works have pushed the performance of GPU implementations of CNNs to significantly improve their classification and training times. With these improvements, many frameworks have become available for implementing CNNs on both CPUs and GPUs, with no support for FPGA implementations. In this work we present a modified version of the popular CNN framework Caffe, with FPGA support. This allows for classification using CNN models and specialized FPGA implementations with the flexibility of reprogramming the device when necessary, seamless memory transactions between host and device, simple-to-use test benches, and the ability to create pipelined layer implementations. To validate the framework, we use the Xilinx SDAccel environment to implement an FPGA-based Winograd convolution engine and show that the FPGA layer can be used alongside other layers running on a host processor to run several popular CNNs (AlexNet, GoogleNet, VGG A, Overfeat). The results show that our framework achieves 50 GFLOPS across 3x3 convolutions in the benchmarks. This is achieved within a practical framework, which will aid in future development of FPGA-based CNNs.