In order for autonomous mobile robots to navigate in human spaces, they must abide by our social norms. Reinforcement learning (RL) has emerged as an effective method to train robot navigation policies that are able to respect these norms. However, a large portion of existing work in the field conducts both RL training and testing in simplistic environments. This limits the generalization potential of these models to unseen environments, and the meaningfulness of their reported results. We propose a method to improve the generalization performance of RL social navigation methods using curriculum learning. By employing multiple environment types and by modeling pedestrians using multiple dynamics models, we are able to progressively diversify and escalate difficulty in training. Our results show that the use of curriculum learning in training can be used to achieve better generalization performance than previous training methods. We also show that results presented in many existing state-of-the art RL social navigation works do not evaluate their methods outside of their training environments, and thus do not reflect their policies' failure to adequately generalize to out-of-distribution scenarios. In response, we validate our training approach on larger and more crowded testing environments than those used in training, allowing for more meaningful measurements of model performance.
Autonomous robots deployed in the real world will need control policies that rapidly adapt to environmental changes. To this end, we propose AutoRobotics-Zero (ARZ), a method based on AutoML-Zero that discovers zero-shot adaptable policies from scratch. In contrast to neural network adaptation policies, where only model parameters are optimized, ARZ can build control algorithms with the full expressive power of a linear register machine. We evolve modular policies that tune their model parameters and alter their inference algorithm on-the-fly to adapt to sudden environmental changes. We demonstrate our method on a realistic simulated quadruped robot, for which we evolve safe control policies that avoid falling when individual limbs suddenly break. This is a challenging task in which two popular neural network baselines fail. Finally, we conduct a detailed analysis of our method on a novel and challenging non-stationary control task dubbed Cataclysmic Cartpole. Results confirm our findings that ARZ is significantly more robust to sudden environmental changes and can build simple, interpretable control policies.
In this work, a local Fourier analysis is presented to study the convergence of multigrid methods based on additive Schwarz smoothers. This analysis is presented as a general framework which allows us to study these smoothers for any type of discretization and problem. The presented framework is crucial in practice since it allows one to know a priori the answer to questions such as what is the size of the patch to use within these relaxations, the size of the overlapping, or even the optimal values for the weights involved in the smoother. Results are shown for a class of additive and restricted additive Schwarz relaxations used within a multigrid framework applied to high-order finite-element discretizations and saddle point problems, which are two of the contexts in which these type of relaxations are widely used.
Community detection techniques are useful tools for social media platforms to discover tightly connected groups of users who share common interests. However, this functionality often comes at the expense of potentially exposing individuals to privacy breaches by inadvertently revealing their tastes or preferences. Therefore, some users may wish to safeguard their anonymity and opt out of community detection for various reasons, such as affiliation with political or religious organizations. In this study, we address the challenge of community membership hiding, which involves strategically altering the structural properties of a network graph to prevent one or more nodes from being identified by a given community detection algorithm. We tackle this problem by formulating it as a constrained counterfactual graph objective, and we solve it via deep reinforcement learning. We validate the effectiveness of our method through two distinct tasks: node and community deception. Extensive experiments show that our approach overall outperforms existing baselines in both tasks.
We introduce an online variant of mobile facility location (MFL) (introduced by Demaine et al. [SODA' 07]). We call this new problem online mobile facility location (OMFL). In the OMFL problem, initially, we are given a set of $k$ mobile facilities with their starting locations. One by one, requests are added. After each request arrives, one can make some changes to the facility locations before the subsequent request arrives. Each request is always assigned to the nearest facility. The cost of this assignment is the distance from the request to the facility. The objective is to minimize the total cost, which consists of the relocation cost of facilities and the distance cost of requests to their nearest facilities. We provide a lower bound for the OMFL problem that even holds on uniform metrics. A natural approach to solve the OMFL problem for general metric spaces is to utilize hierarchically well-separated trees (HSTs) and directly solve the OMFL problem on HSTs. In this paper, we provide the first step in this direction by solving a generalized variant of the OMFL problem on uniform metrics that we call G-OMFL. We devise a simple deterministic online algorithm and provide a tight analysis for the algorithm. The second step remains an open question. Inspired by the $k$-server problem, we introduce a new variant of the OMFL problem that focuses solely on minimizing movement cost. We refer to this variant as M-OMFL. Additionally, we provide a lower bound for M-OMFL that is applicable even on uniform metrics.
In this work we propose to combine the advantages of learning-based and combinatorial formalisms for 3D shape matching. While learning-based shape matching solutions lead to state-of-the-art matching performance, they do not ensure geometric consistency, so that obtained matchings are locally unsmooth. On the contrary, axiomatic methods allow to take geometric consistency into account by explicitly constraining the space of valid matchings. However, existing axiomatic formalisms are impractical since they do not scale to practically relevant problem sizes, or they require user input for the initialisation of non-convex optimisation problems. In this work we aim to close this gap by proposing a novel combinatorial solver that combines a unique set of favourable properties: our approach is (i) initialisation free, (ii) massively parallelisable powered by a quasi-Newton method, (iii) provides optimality gaps, and (iv) delivers decreased runtime and globally optimal results for many instances.
High resolution tactile sensing has great potential in autonomous mobile robotics, particularly for legged robots. One particular area where it has significant promise is the traversal of challenging, varied terrain. Depending on whether an environment is slippery, soft, hard or dry, a robot must adapt its method of locomotion accordingly. Currently many multi-legged robots, such as Boston Dynamic's Spot robot, have preset gaits for different surface types, but struggle over terrains where the surface type changes frequently. Being able to automatically detect changes within an environment would allow a robot to autonomously adjust its method of locomotion to better suit conditions, without requiring a human user to manually set the change in surface type. In this paper we report on the first detailed investigation of the properties of a particular bio-inspired tactile sensor, the TacTip, to test its suitability for this kind of automatic detection of surface conditions. We explored different processing techniques and a regression model, using a custom made rig for data collection to determine how a robot could sense directional and general force on the sensor in a variety of conditions. This allowed us to successfully demonstrate how the sensor can be used to distinguish between soft, hard, dry and (wet) slippery surfaces. We further explored a neural model to classify specific surface textures. Pin movement (the movement of optical markers within the sensor) was key to sensing this information, and all models relied on some form of temporal information. Our final trained models could successfully determine the direction the sensor is heading in, the amount of force acting on it, and determine differences in the surface texture such as Lego vs smooth hard surface, or concrete vs smooth hard surface.
The mobile robot relies on SLAM (Simultaneous Localization and Mapping) to provide autonomous navigation and task execution in complex and unknown environments. However, it is hard to develop a dedicated algorithm for mobile robots due to dynamic and challenging situations, such as poor lighting conditions and motion blur. To tackle this issue, we propose a tightly-coupled LiDAR-visual SLAM based on geometric features, which includes two sub-systems (LiDAR and monocular visual SLAM) and a fusion framework. The fusion framework associates the depth and semantics of the multi-modal geometric features to complement the visual line landmarks and to add direction optimization in Bundle Adjustment (BA). This further constrains visual odometry. On the other hand, the entire line segment detected by the visual subsystem overcomes the limitation of the LiDAR subsystem, which can only perform the local calculation for geometric features. It adjusts the direction of linear feature points and filters out outliers, leading to a higher accurate odometry system. Finally, we employ a module to detect the subsystem's operation, providing the LiDAR subsystem's output as a complementary trajectory to our system while visual subsystem tracking fails. The evaluation results on the public dataset M2DGR, gathered from ground robots across various indoor and outdoor scenarios, show that our system achieves more accurate and robust pose estimation compared to current state-of-the-art multi-modal methods.
The application of artificial intelligence to simulate air-to-air combat scenarios is attracting increasing attention. To date the high-dimensional state and action spaces, the high complexity of situation information (such as imperfect and filtered information, stochasticity, incomplete knowledge about mission targets) and the nonlinear flight dynamics pose significant challenges for accurate air combat decision-making. These challenges are exacerbated when multiple heterogeneous agents are involved. We propose a hierarchical multi-agent reinforcement learning framework for air-to-air combat with multiple heterogeneous agents. In our framework, the decision-making process is divided into two stages of abstraction, where heterogeneous low-level policies control the action of individual units, and a high-level commander policy issues macro commands given the overall mission targets. Low-level policies are trained for accurate unit combat control. Their training is organized in a learning curriculum with increasingly complex training scenarios and league-based self-play. The commander policy is trained on mission targets given pre-trained low-level policies. The empirical validation advocates the advantages of our design choices.
Relation prediction for knowledge graphs aims at predicting missing relationships between entities. Despite the importance of inductive relation prediction, most previous works are limited to a transductive setting and cannot process previously unseen entities. The recent proposed subgraph-based relation reasoning models provided alternatives to predict links from the subgraph structure surrounding a candidate triplet inductively. However, we observe that these methods often neglect the directed nature of the extracted subgraph and weaken the role of relation information in the subgraph modeling. As a result, they fail to effectively handle the asymmetric/anti-symmetric triplets and produce insufficient embeddings for the target triplets. To this end, we introduce a \textbf{C}\textbf{o}mmunicative \textbf{M}essage \textbf{P}assing neural network for \textbf{I}nductive re\textbf{L}ation r\textbf{E}asoning, \textbf{CoMPILE}, that reasons over local directed subgraph structures and has a vigorous inductive bias to process entity-independent semantic relations. In contrast to existing models, CoMPILE strengthens the message interactions between edges and entitles through a communicative kernel and enables a sufficient flow of relation information. Moreover, we demonstrate that CoMPILE can naturally handle asymmetric/anti-symmetric relations without the need for explosively increasing the number of model parameters by extracting the directed enclosing subgraphs. Extensive experiments show substantial performance gains in comparison to state-of-the-art methods on commonly used benchmark datasets with variant inductive settings.
Graph convolutional neural networks have recently shown great potential for the task of zero-shot learning. These models are highly sample efficient as related concepts in the graph structure share statistical strength allowing generalization to new classes when faced with a lack of data. However, multi-layer architectures, which are required to propagate knowledge to distant nodes in the graph, dilute the knowledge by performing extensive Laplacian smoothing at each layer and thereby consequently decrease performance. In order to still enjoy the benefit brought by the graph structure while preventing dilution of knowledge from distant nodes, we propose a Dense Graph Propagation (DGP) module with carefully designed direct links among distant nodes. DGP allows us to exploit the hierarchical graph structure of the knowledge graph through additional connections. These connections are added based on a node's relationship to its ancestors and descendants. A weighting scheme is further used to weigh their contribution depending on the distance to the node to improve information propagation in the graph. Combined with finetuning of the representations in a two-stage training approach our method outperforms state-of-the-art zero-shot learning approaches.