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When legged robots impact their environment, they undergo large changes in their velocities in a small amount of time. Measuring and applying feedback to these velocities is challenging, and is further complicated due to uncertainty in the impact model and impact timing. This work proposes a general framework for adapting feedback control during impact by projecting the control objectives to a subspace that is invariant to the impact event. The resultant controller is robust to uncertainties in the impact event while maintaining maximum control authority over the impact invariant subspace. We demonstrate the utility of the projection on a walking controller for a planar five-link-biped and on a jumping controller for a compliant 3D bipedal robot, Cassie. The effectiveness of our method is shown to translate well on hardware.

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We are seeking control design paradigms for legged systems that allow bypassing costly algorithms that depend on heavy on-board computers widely used in these systems and yet being able to match what they can do by using less expensive optimization-free frameworks. In this work, we present our preliminary results in modeling and control design of a quadrupedal robot called \textit{Husky Carbon}, which under development at Northeastern University (NU) in Boston. In our approach, we utilized a supervisory controller and an Explicit Reference Governor (ERG) to enforce ground reaction force constraints. These constraints are usually enforced using costly optimizations. However, in this work, the ERG manipulates the state references applied to the supervisory controller to enforce the ground contact constraints through an updated law based on Lyapunov stability arguments. As a result, the approach is much faster to compute than the widely used optimization-based methods.

This work proposes a force control strategy with prescribed transient performance for the legs of a wheel-legged robotic system to realize the posture adjustment on uneven roads. A dynamic model of the robotic system is established with the body postures as inputs and the leg forces as outputs, such that the desired forces for the wheel-legs are calculated by the posture reference and feedback. Based on the funnel control scheme, the legs realize force tracking with prescribed transient performance. To improve the robustness of the force control system, an event-based mechanism is designed for the online segment of the funnel function. As a result, the force tracking error of the wheel-leg evolves inside the performance funnel with proved convergence. The absence of Zeno behavior for the event-triggering condition is also guaranteed. The proposed control scheme is applied to the wheel-legged physical prototype for the performance of force tracking and posture adjustment. Multiple comparative experimental results are presented to validate the stability and effectiveness of the proposed methodology.

Imitation learning seeks to circumvent the difficulty in designing proper reward functions for training agents by utilizing expert behavior. With environments modeled as Markov Decision Processes (MDP), most of the existing imitation algorithms are contingent on the availability of expert demonstrations in the same MDP as the one in which a new imitation policy is to be learned. In this paper, we study the problem of how to imitate tasks when there exist discrepancies between the expert and agent MDP. These discrepancies across domains could include differing dynamics, viewpoint, or morphology; we present a novel framework to learn correspondences across such domains. Importantly, in contrast to prior works, we use unpaired and unaligned trajectories containing only states in the expert domain, to learn this correspondence. We utilize a cycle-consistency constraint on both the state space and a domain agnostic latent space to do this. In addition, we enforce consistency on the temporal position of states via a normalized position estimator function, to align the trajectories across the two domains. Once this correspondence is found, we can directly transfer the demonstrations on one domain to the other and use it for imitation. Experiments across a wide variety of challenging domains demonstrate the efficacy of our approach.

Efficient exploration remains a major challenge for reinforcement learning. One reason is that the variability of the returns often depends on the current state and action, and is therefore heteroscedastic. Classical exploration strategies such as upper confidence bound algorithms and Thompson sampling fail to appropriately account for heteroscedasticity, even in the bandit setting. Motivated by recent findings that address this issue in bandits, we propose to use Information-Directed Sampling (IDS) for exploration in reinforcement learning. As our main contribution, we build on recent advances in distributional reinforcement learning and propose a novel, tractable approximation of IDS for deep Q-learning. The resulting exploration strategy explicitly accounts for both parametric uncertainty and heteroscedastic observation noise. We evaluate our method on Atari games and demonstrate a significant improvement over alternative approaches.

Most Deep Reinforcement Learning (Deep RL) algorithms require a prohibitively large number of training samples for learning complex tasks. Many recent works on speeding up Deep RL have focused on distributed training and simulation. While distributed training is often done on the GPU, simulation is not. In this work, we propose using GPU-accelerated RL simulations as an alternative to CPU ones. Using NVIDIA Flex, a GPU-based physics engine, we show promising speed-ups of learning various continuous-control, locomotion tasks. With one GPU and CPU core, we are able to train the Humanoid running task in less than 20 minutes, using 10-1000x fewer CPU cores than previous works. We also demonstrate the scalability of our simulator to multi-GPU settings to train more challenging locomotion tasks.

Importance sampling is one of the most widely used variance reduction strategies in Monte Carlo rendering. In this paper, we propose a novel importance sampling technique that uses a neural network to learn how to sample from a desired density represented by a set of samples. Our approach considers an existing Monte Carlo rendering algorithm as a black box. During a scene-dependent training phase, we learn to generate samples with a desired density in the primary sample space of the rendering algorithm using maximum likelihood estimation. We leverage a recent neural network architecture that was designed to represent real-valued non-volume preserving ('Real NVP') transformations in high dimensional spaces. We use Real NVP to non-linearly warp primary sample space and obtain desired densities. In addition, Real NVP efficiently computes the determinant of the Jacobian of the warp, which is required to implement the change of integration variables implied by the warp. A main advantage of our approach is that it is agnostic of underlying light transport effects, and can be combined with many existing rendering techniques by treating them as a black box. We show that our approach leads to effective variance reduction in several practical scenarios.

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.

This paper presents a safety-aware learning framework that employs an adaptive model learning method together with barrier certificates for systems with possibly nonstationary agent dynamics. To extract the dynamic structure of the model, we use a sparse optimization technique, and the resulting model will be used in combination with control barrier certificates which constrain feedback controllers only when safety is about to be violated. Under some mild assumptions, solutions to the constrained feedback-controller optimization are guaranteed to be globally optimal, and the monotonic improvement of a feedback controller is thus ensured. In addition, we reformulate the (action-)value function approximation to make any kernel-based nonlinear function estimation method applicable. We then employ a state-of-the-art kernel adaptive filtering technique for the (action-)value function approximation. The resulting framework is verified experimentally on a brushbot, whose dynamics is unknown and highly complex.

In this work, we present a method for tracking and learning the dynamics of all objects in a large scale robot environment. A mobile robot patrols the environment and visits the different locations one by one. Movable objects are discovered by change detection, and tracked throughout the robot deployment. For tracking, we extend the Rao-Blackwellized particle filter of previous work with birth and death processes, enabling the method to handle an arbitrary number of objects. Target births and associations are sampled using Gibbs sampling. The parameters of the system are then learnt using the Expectation Maximization algorithm in an unsupervised fashion. The system therefore enables learning of the dynamics of one particular environment, and of its objects. The algorithm is evaluated on data collected autonomously by a mobile robot in an office environment during a real-world deployment. We show that the algorithm automatically identifies and tracks the moving objects within 3D maps and infers plausible dynamics models, significantly decreasing the modeling bias of our previous work. The proposed method represents an improvement over previous methods for environment dynamics learning as it allows for learning of fine grained processes.

We propose an Active Learning approach to image segmentation that exploits geometric priors to streamline the annotation process. We demonstrate this for both background-foreground and multi-class segmentation tasks in 2D images and 3D image volumes. Our approach combines geometric smoothness priors in the image space with more traditional uncertainty measures to estimate which pixels or voxels are most in need of annotation. For multi-class settings, we additionally introduce two novel criteria for uncertainty. In the 3D case, we use the resulting uncertainty measure to show the annotator voxels lying on the same planar patch, which makes batch annotation much easier than if they were randomly distributed in the volume. The planar patch is found using a branch-and-bound algorithm that finds a patch with the most informative instances. We evaluate our approach on Electron Microscopy and Magnetic Resonance image volumes, as well as on regular images of horses and faces. We demonstrate a substantial performance increase over state-of-the-art approaches.

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