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This paper presents a novel approach for autonomous cooperating UAVs in search and rescue operations in subterranean domains with complex topology. The proposed system was ranked second in the Virtual Track of the DARPA SubT Finals as part of the team CTU-CRAS-NORLAB. In contrast to the winning solution that was developed specifically for the Virtual Track, the proposed solution also proved to be a robust system for deployment onboard physical UAVs flying in the extremely harsh and confined environment of the real-world competition. The proposed approach enables fully autonomous and decentralized deployment of a UAV team with seamless simulation-to-world transfer, and proves its advantage over less mobile UGV teams in the flyable space of diverse environments. The main contributions of the paper are present in the mapping and navigation pipelines. The mapping approach employs novel map representations -- SphereMap for efficient risk-aware long-distance planning, FacetMap for surface coverage, and the compressed topological-volumetric LTVMap for allowing multi-robot cooperation under low-bandwidth communication. These representations are used in navigation together with novel methods for visibility-constrained informed search in a general 3D environment with no assumptions about the environment structure, while balancing deep exploration with sensor-coverage exploitation. The proposed solution also includes a visual-perception pipeline for on-board detection and localization of objects of interest in four RGB stream at 5 Hz each without a dedicated GPU. Apart from participation in the DARPA SubT, the performance of the UAV system is supported by extensive experimental verification in diverse environments with both qualitative and quantitative evaluation.

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We present the InterviewBot that dynamically integrates conversation history and customized topics into a coherent embedding space to conduct 10 mins hybrid-domain (open and closed) conversations with foreign students applying to U.S. colleges for assessing their academic and cultural readiness. To build a neural-based end-to-end dialogue model, 7,361 audio recordings of human-to-human interviews are automatically transcribed, where 440 are manually corrected for finetuning and evaluation. To overcome the input/output size limit of a transformer-based encoder-decoder model, two new methods are proposed, context attention and topic storing, allowing the model to make relevant and consistent interactions. Our final model is tested both statistically by comparing its responses to the interview data and dynamically by inviting professional interviewers and various students to interact with it in real-time, finding it highly satisfactory in fluency and context awareness.

Link Traversal-based Query Processing (ltqp), in which a sparql query is evaluated over a web of documents rather than a single dataset, is often seen as a theoretically interesting yet impractical technique. However, in a time where the hypercentralization of data has increasingly come under scrutiny, a decentralized Web of Data with a simple document-based interface is appealing, as it enables data publishers to control their data and access rights. While ltqp allows evaluating complex queries over such webs, it suffers from performance issues (due to the high number of documents containing data) as well as information quality concerns (due to the many sources providing such documents). In existing ltqp approaches, the burden of finding sources to query is entirely in the hands of the data consumer. In this paper, we argue that to solve these issues, data publishers should also be able to suggest sources of interest and guide the data consumer towards relevant and trustworthy data. We introduce a theoretical framework that enables such guided link traversal and study its properties. We illustrate with a theoretic example that this can improve query results and reduce the number of network requests. We evaluate our proposal experimentally on a virtual linked web with specifications and indeed observe that not just the data quality but also the efficiency of querying improves. Under consideration in Theory and Practice of Logic Programming (TPLP).

Combining symbolic and geometric reasoning in multi-agent systems is a challenging task that involves planning, scheduling, and synchronization problems. Existing works overlooked the variability of task duration and geometric feasibility that is intrinsic to these systems because of the interaction between agents and the environment. We propose a combined task and motion planning approach to optimize sequencing, assignment, and execution of tasks under temporal and spatial variability. The framework relies on decoupling tasks and actions, where an action is one possible geometric realization of a symbolic task. At the task level, timeline-based planning deals with temporal constraints, duration variability, and synergic assignment of tasks. At the action level, online motion planning plans for the actual movements dealing with environmental changes. We demonstrate the approach effectiveness in a collaborative manufacturing scenario, in which a robotic arm and a human worker shall assemble a mosaic in the shortest time possible. Compared with existing works, our approach applies to a broader range of applications and reduces the execution time of the process.

The growth in the number of low-cost narrow band radios such as Bluetooth low energy (BLE) enabled applications such as asset tracking, human behavior monitoring, and keyless entry. The accurate range estimation is a must in such applications. Phase-based ranging has recently gained momentum due to its high accuracy in multipath environment compared to traditional schemes such as ranging based on received signal strength. The phase-based ranging requires tone exchange on multiple frequencies on a uniformly sampled frequency grid. Such tone exchange may not be possible due to some missing tones, e.g., reserved advertisement channels. Furthermore, the IQ values at a given tone may be distorted by interference. In this paper, we proposed two phase-based ranging schemes which deal with the missing/interfered tones. We compare the performance and complexity of the proposed schemes using simulations, complexity analysis, and measurement setups. In particular, we show that for small number of missing/interfered tones, the proposed system based on employing a trained neural network (NN) performs very close to a reference ranging system where there is no missing/interference tones. Interestingly, this high performance is at the cost of negligible additional computational complexity and up to 60.5 Kbytes of additional required memory compared to the reference system, making it an attractive solution for ranging using hardware-limited radios such as BLE.

This paper presents a novel approach to Multi-Agent Reinforcement Learning (MARL) that combines cooperative task decomposition with the learning of reward machines (RMs) encoding the structure of the sub-tasks. The proposed method helps deal with the non-Markovian nature of the rewards in partially observable environments and improves the interpretability of the learnt policies required to complete the cooperative task. The RMs associated with each sub-task are learnt in a decentralised manner and then used to guide the behaviour of each agent. By doing so, the complexity of a cooperative multi-agent problem is reduced, allowing for more effective learning. The results suggest that our approach is a promising direction for future research in MARL, especially in complex environments with large state spaces and multiple agents.

Human-machine interaction (HMI) and human-robot interaction (HRI) can assist structural monitoring and structural dynamics testing in the laboratory and field. In vibratory experimentation, one mode of generating vibration is to use electrodynamic exciters. Manual control is a common way of setting the input of the exciter by the operator. To measure the structural responses to these generated vibrations sensors are attached to the structure. These sensors can be deployed by repeatable robots with high endurance, which require on-the-fly control. If the interface between operators and the controls was augmented, then operators can visualize the experiments, exciter levels, and define robot input with a better awareness of the area of interest. Robots can provide better aid to humans if intelligent on-the-fly control of the robot is: (1) quantified and presented to the human; (2) conducted in real-time for human feedback informed by data. Information provided by the new interface would be used to change the control input based on their understanding of real-time parameters. This research proposes using Augmented Reality (AR) applications to provide humans with sensor feedback and control of actuators and robots. This method improves cognition by allowing the operator to maintain awareness of structures while adjusting conditions accordingly with the assistance of the new real-time interface. One interface application is developed to plot sensor data in addition to voltage, frequency, and duration controls for vibration generation. Two more applications are developed under similar framework, one to control the position of a mediating robot and one to control the frequency of the robot movement. This paper presents the proposed model for the new control loop and then compares the new approach with a traditional method by measuring time delay in control input and user efficiency.

Most of the literature on learning in games has focused on the restrictive setting where the underlying repeated game does not change over time. Much less is known about the convergence of no-regret learning algorithms in dynamic multiagent settings. In this paper, we characterize the convergence of optimistic gradient descent (OGD) in time-varying games. Our framework yields sharp convergence bounds for the equilibrium gap of OGD in zero-sum games parameterized on natural variation measures of the sequence of games, subsuming known results for static games. Furthermore, we establish improved second-order variation bounds under strong convexity-concavity, as long as each game is repeated multiple times. Our results also apply to time-varying general-sum multi-player games via a bilinear formulation of correlated equilibria, which has novel implications for meta-learning and for obtaining refined variation-dependent regret bounds, addressing questions left open in prior papers. Finally, we leverage our framework to also provide new insights on dynamic regret guarantees in static games.

Autonomous driving has achieved a significant milestone in research and development over the last decade. There is increasing interest in the field as the deployment of self-operating vehicles on roads promises safer and more ecologically friendly transportation systems. With the rise of computationally powerful artificial intelligence (AI) techniques, autonomous vehicles can sense their environment with high precision, make safe real-time decisions, and operate more reliably without human interventions. However, intelligent decision-making in autonomous cars is not generally understandable by humans in the current state of the art, and such deficiency hinders this technology from being socially acceptable. Hence, aside from making safe real-time decisions, the AI systems of autonomous vehicles also need to explain how these decisions are constructed in order to be regulatory compliant across many jurisdictions. Our study sheds a comprehensive light on developing explainable artificial intelligence (XAI) approaches for autonomous vehicles. In particular, we make the following contributions. First, we provide a thorough overview of the present gaps with respect to explanations in the state-of-the-art autonomous vehicle industry. We then show the taxonomy of explanations and explanation receivers in this field. Thirdly, we propose a framework for an architecture of end-to-end autonomous driving systems and justify the role of XAI in both debugging and regulating such systems. Finally, as future research directions, we provide a field guide on XAI approaches for autonomous driving that can improve operational safety and transparency towards achieving public approval by regulators, manufacturers, and all engaged stakeholders.

We describe ACE0, a lightweight platform for evaluating the suitability and viability of AI methods for behaviour discovery in multiagent simulations. Specifically, ACE0 was designed to explore AI methods for multi-agent simulations used in operations research studies related to new technologies such as autonomous aircraft. Simulation environments used in production are often high-fidelity, complex, require significant domain knowledge and as a result have high R&D costs. Minimal and lightweight simulation environments can help researchers and engineers evaluate the viability of new AI technologies for behaviour discovery in a more agile and potentially cost effective manner. In this paper we describe the motivation for the development of ACE0.We provide a technical overview of the system architecture, describe a case study of behaviour discovery in the aerospace domain, and provide a qualitative evaluation of the system. The evaluation includes a brief description of collaborative research projects with academic partners, exploring different AI behaviour discovery methods.

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.

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