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In large unknown environments, search operations can be much more time-efficient with the use of multi-robot fleets by parallelizing efforts. This means robots must efficiently perform collaborative mapping (exploration) while simultaneously searching an area for victims (coverage). Previous simultaneous mapping and planning techniques treat these problems as separate and do not take advantage of the possibility for a unified approach. We propose a novel exploration-coverage planner which bridges the mapping and search domains by growing sets of random trees rooted upon a pose graph produced through mapping to generate points of interest, or tasks. Furthermore, it is important for the robots to first prioritize high information tasks to locate the greatest number of victims in minimum time by balancing coverage and exploration, which current methods do not address. Towards this goal, we also present a new multi-robot task allocator that formulates a notion of a hierarchical information heuristic for time-critical collaborative search. Our results show that our algorithm produces 20% more coverage efficiency, defined as average covered area per second, compared to the existing state-of-the-art. Our algorithms and the rest of our multi-robot search stack is based in ROS and made open source

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Multi-view image generation attracts particular attention these days due to its promising 3D-related applications, e.g., image viewpoint editing. Most existing methods follow a paradigm where a 3D representation is first synthesized, and then rendered into 2D images to ensure photo-consistency across viewpoints. However, such explicit bias for photo-consistency sacrifices photo-realism, causing geometry artifacts and loss of fine-scale details when these methods are applied to edit real images. To address this issue, we propose ray conditioning, a geometry-free alternative that relaxes the photo-consistency constraint. Our method generates multi-view images by conditioning a 2D GAN on a light field prior. With explicit viewpoint control, state-of-the-art photo-realism and identity consistency, our method is particularly suited for the viewpoint editing task.

Model-based reinforcement learning is a powerful tool, but collecting data to fit an accurate model of the system can be costly. Exploring an unknown environment in a sample-efficient manner is hence of great importance. However, the complexity of dynamics and the computational limitations of real systems make this task challenging. In this work, we introduce FLEX, an exploration algorithm for nonlinear dynamics based on optimal experimental design. Our policy maximizes the information of the next step and results in an adaptive exploration algorithm, compatible with generic parametric learning models and requiring minimal resources. We test our method on a number of nonlinear environments covering different settings, including time-varying dynamics. Keeping in mind that exploration is intended to serve an exploitation objective, we also test our algorithm on downstream model-based classical control tasks and compare it to other state-of-the-art model-based and model-free approaches. The performance achieved by FLEX is competitive and its computational cost is low.

Witnessing the advancing scale and complexity of chip design and benefiting from high-performance computation technologies, the simulation of Very Large Scale Integration (VLSI) Circuits imposes an increasing requirement for acceleration through parallel computing with GPU devices. However, the conventional parallel strategies do not fully align with modern GPU abilities, leading to new challenges in the parallelism of VLSI simulation when using GPU, despite some previous successful demonstrations of significant acceleration. In this paper, we propose a novel approach to accelerate 4-value logic timing-aware gate-level logic simulation using waveform-based GPU parallelism. Our approach utilizes a new strategy that can effectively handle the dependency between tasks during the parallelism, reducing the synchronization requirement between CPU and GPU when parallelizing the simulation on combinational circuits. This approach requires only one round of data transfer and hence achieves one-pass parallelism. Moreover, to overcome the difficulty within the adoption of our strategy in GPU devices, we design a series of data structures and tune them to dynamically allocate and store new-generated output with uncertain scale. Finally, experiments are carried out on industrial-scale open-source benchmarks to demonstrate the performance gain of our approach compared to several state-of-the-art baselines.

Label hierarchy is an important source of external knowledge that can enhance classification performance. However, most existing methods rely on predefined label hierarchies that may not match the data distribution. To address this issue, we propose Simultaneous label hierarchy Exploration And Learning (SEAL), a new framework that explores the label hierarchy by augmenting the observed labels with latent labels that follow a prior hierarchical structure. Our approach uses a 1-Wasserstein metric over the tree metric space as an objective function, which enables us to simultaneously learn a data-driven label hierarchy and perform (semi-)supervised learning. We evaluate our method on several datasets and show that it achieves superior results in both supervised and semi-supervised scenarios and reveals insightful label structures. Our implementation is available at //github.com/tzq1999/SEAL.

The hierarchy of global and local planners is one of the most commonly utilized system designs in robot autonomous navigation. While the global planner generates a reference path from the current to goal locations based on the pre-built static map, the local planner produces a collision-free, kinodynamic trajectory to follow the reference path while avoiding perceived obstacles. The reference path should be replanned regularly to accommodate new obstacles that were absent in the pre-built map, but when to execute replanning remains an open question. In this work, we conduct an extensive simulation experiment to compare various replanning strategies and confirm that effective strategies highly depend on the environment as well as on the global and local planners. We then propose a new adaptive replanning strategy based on deep reinforcement learning, where an agent learns from experiences to decide appropriate replanning timings in the given environment and planning setups. Our experimental results demonstrate that the proposed replanning agent can achieve performance on par or even better than current best-performing strategies across multiple situations in terms of navigation robustness and efficiency.

Given their flexibility and encouraging performance, deep-learning models are becoming standard for motion prediction in autonomous driving. However, with great flexibility comes a lack of interpretability and possible violations of physical constraints. Accompanying these data-driven methods with differentially-constrained motion models to provide physically feasible trajectories is a promising future direction. The foundation for this work is a previously introduced graph-neural-network-based model, MTP-GO. The neural network learns to compute the inputs to an underlying motion model to provide physically feasible trajectories. This research investigates the performance of various motion models in combination with numerical solvers for the prediction task. The study shows that simpler models, such as low-order integrator models, are preferred over more complex, e.g., kinematic models, to achieve accurate predictions. Further, the numerical solver can have a substantial impact on performance, advising against commonly used first-order methods like Euler forward. Instead, a second-order method like Heun's can greatly improve predictions.

This paper considers the problem of learning temporal task specifications, e.g. automata and temporal logic, from expert demonstrations. Task specifications are a class of sparse memory augmented rewards with explicit support for temporal and Boolean composition. Three features make learning temporal task specifications difficult: (1) the (countably) infinite number of tasks under consideration; (2) an a-priori ignorance of what memory is needed to encode the task; and (3) the discrete solution space - typically addressed by (brute force) enumeration. To overcome these hurdles, we propose Demonstration Informed Specification Search (DISS): a family of algorithms requiring only black box access to a maximum entropy planner and a task sampler from labeled examples. DISS then works by alternating between conjecturing labeled examples to make the provided demonstrations less surprising and sampling tasks consistent with the conjectured labeled examples. We provide a concrete implementation of DISS in the context of tasks described by Deterministic Finite Automata, and show that DISS is able to efficiently identify tasks from only one or two expert demonstrations.

Today's robots often assume that their behavior should be transparent. These transparent (e.g., legible, explainable) robots intentionally choose actions that convey their internal state to nearby humans. But while transparent behavior seems beneficial, is it actually optimal? In this paper we consider collaborative settings where the human and robot have the same objective, and the human is uncertain about the robot's type (i.e., the robot's internal state). We extend a recursive combination of Bayesian Nash equilibrium and the Bellman equation to solve for optimal robot policies. Interestingly, we discover that it is not always optimal for collaborative robots to be transparent; instead, human and robot teams can sometimes achieve higher rewards when the robot is opaque. Opaque robots select the same actions regardless of their internal state: because each type of opaque robot behaves in the same way, the human cannot infer the robot's type. Our analysis suggests that opaque behavior becomes optimal when either (a) human-robot interactions have a short time horizon or (b) users are slow to learn from the robot's actions. Across online and in-person user studies with 43 total participants, we find that users reach higher rewards when working with opaque partners, and subjectively rate opaque robots as about equal to transparent robots. See videos of our experiments here: //youtu.be/u8q1Z7WHUuI

Selective inference is the problem of giving valid answers to statistical questions chosen in a data-driven manner. A standard solution to selective inference is simultaneous inference, which delivers valid answers to the set of all questions that could possibly have been asked. However, simultaneous inference can be unnecessarily conservative if this set includes many questions that were unlikely to be asked in the first place. We introduce a less conservative solution to selective inference that we call locally simultaneous inference, which only answers those questions that could plausibly have been asked in light of the observed data, all the while preserving rigorous type I error guarantees. For example, if the objective is to construct a confidence interval for the "winning" treatment effect in a clinical trial with multiple treatments, and it is obvious in hindsight that only one treatment had a chance to win, then our approach will return an interval that is nearly the same as the uncorrected, standard interval. Under mild conditions satisfied by common confidence intervals, locally simultaneous inference strictly dominates simultaneous inference, meaning it can never yield less statistical power but only more. Compared to conditional selective inference, which demands stronger guarantees, locally simultaneous inference is more easily applicable in nonparametric settings and is more numerically stable.

We propose an online planning approach for racing that generates the time-optimal trajectory for the upcoming track section. The resulting trajectory takes the current vehicle state, effects caused by \acl{3D} track geometries, and speed limits dictated by the race rules into account. In each planning step, an optimal control problem is solved, making a quasi-steady-state assumption with a point mass model constrained by gg-diagrams. For its online applicability, we propose an efficient representation of the gg-diagrams and identify negligible terms to reduce the computational effort. We demonstrate that the online planning approach can reproduce the lap times of an offline-generated racing line during single vehicle racing. Moreover, it finds a new time-optimal solution when a deviation from the original racing line is necessary, e.g., during an overtaking maneuver. Motivated by the application in a rule-based race, we also consider the scenario of a speed limit lower than the current vehicle velocity. We introduce an initializable slack variable to generate feasible trajectories despite the constraint violation while reducing the velocity to comply with the rules.

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