Humanoid-Gym is an easy-to-use reinforcement learning (RL) framework based on Nvidia Isaac Gym, designed to train locomotion skills for humanoid robots, emphasizing zero-shot transfer from simulation to the real-world environment. Humanoid-Gym also integrates a sim-to-sim framework from Isaac Gym to Mujoco that allows users to verify the trained policies in different physical simulations to ensure the robustness and generalization of the policies. This framework is verified by RobotEra's XBot-S (1.2-meter tall humanoid robot) and XBot-L (1.65-meter tall humanoid robot) in a real-world environment with zero-shot sim-to-real transfer. The project website and source code can be found at: //sites.google.com/view/humanoid-gym/.
This research introduces Procedural Artificial Narrative using Generative AI (PANGeA), a structured approach for leveraging large language models (LLMs), guided by a game designer's high-level criteria, to generate narrative content for turn-based role-playing video games (RPGs). Distinct from prior applications of LLMs used for video game design, PANGeA innovates by not only generating game level data (which includes, but is not limited to, setting, key items, and non-playable characters (NPCs)), but by also fostering dynamic, free-form interactions between the player and the environment that align with the procedural game narrative. The NPCs generated by PANGeA are personality-biased and express traits from the Big 5 Personality Model in their generated responses. PANGeA addresses challenges behind ingesting free-form text input, which can prompt LLM responses beyond the scope of the game narrative. A novel validation system that uses the LLM's intelligence evaluates text input and aligns generated responses with the unfolding narrative. Making these interactions possible, PANGeA is supported by a server that hosts a custom memory system that supplies context for augmenting generated responses thus aligning them with the procedural narrative. For its broad application, the server has a REST interface enabling any game engine to integrate directly with PANGeA, as well as an LLM interface adaptable with local or private LLMs. PANGeA's ability to foster dynamic narrative generation by aligning responses with the procedural narrative is demonstrated through an empirical study and ablation test of two versions of a demo game. These are, a custom, browser-based GPT and a Unity demo. As the results show, PANGeA holds potential to assist game designers in using LLMs to generate narrative-consistent content even when provided varied and unpredictable, free-form text input.
Back-translation (BT) is an effective semi-supervised learning framework in neural machine translation (NMT). A pre-trained NMT model translates monolingual sentences and makes synthetic bilingual sentence pairs for the training of the other NMT model, and vice versa. Understanding the two NMT models as inference and generation models, respectively, the training method of variational auto-encoder (VAE) was applied in previous works, which is a mainstream framework of generative models. However, the discrete property of translated sentences prevents gradient information from flowing between the two NMT models. In this paper, we propose the categorical reparameterization trick (CRT) that makes NMT models generate differentiable sentences so that the VAE's training framework can work in an end-to-end fashion. Our BT experiment conducted on a WMT benchmark dataset demonstrates the superiority of our proposed CRT compared to the Gumbel-softmax trick, which is a popular reparameterization method for categorical variable. Moreover, our experiments conducted on multiple WMT benchmark datasets demonstrate that our proposed end-to-end training framework is effective in terms of BLEU scores not only compared to its counterpart baseline which is not trained in an end-to-end fashion, but also compared to other previous BT works. The code is available at the web.
The training of deep learning-based multichannel speech enhancement and source localization systems relies heavily on the simulation of room impulse response and multichannel diffuse noise, due to the lack of large-scale real-recorded datasets. However, the acoustic mismatch between simulated and real-world data could degrade the model performance when applying in real-world scenarios. To bridge this simulation-to-real gap, this paper presents a new relatively large-scale Real-recorded and annotated Microphone Array speech&Noise (RealMAN) dataset. The proposed dataset is valuable in two aspects: 1) benchmarking speech enhancement and localization algorithms in real scenarios; 2) offering a substantial amount of real-world training data for potentially improving the performance of real-world applications. Specifically, a 32-channel array with high-fidelity microphones is used for recording. A loudspeaker is used for playing source speech signals. A total of 83-hour speech signals (48 hours for static speaker and 35 hours for moving speaker) are recorded in 32 different scenes, and 144 hours of background noise are recorded in 31 different scenes. Both speech and noise recording scenes cover various common indoor, outdoor, semi-outdoor and transportation environments, which enables the training of general-purpose speech enhancement and source localization networks. To obtain the task-specific annotations, the azimuth angle of the loudspeaker is annotated with an omni-direction fisheye camera by automatically detecting the loudspeaker. The direct-path signal is set as the target clean speech for speech enhancement, which is obtained by filtering the source speech signal with an estimated direct-path propagation filter.
Automatic vessel segmentation is paramount for developing next-generation interventional navigation systems. However, current approaches suffer from suboptimal segmentation performances due to significant challenges in intraoperative images (i.e., low signal-to-noise ratio, small or slender vessels, and strong interference). In this paper, a novel spatial-frequency learning and topological channel interaction network (SPIRONet) is proposed to address the above issues. Specifically, dual encoders are utilized to comprehensively capture local spatial and global frequency vessel features. Then, a cross-attention fusion module is introduced to effectively fuse spatial and frequency features, thereby enhancing feature discriminability. Furthermore, a topological channel interaction module is designed to filter out task-irrelevant responses based on graph neural networks. Extensive experimental results on several challenging datasets (CADSA, CAXF, DCA1, and XCAD) demonstrate state-of-the-art performances of our method. Moreover, the inference speed of SPIRONet is 21 FPS with a 512x512 input size, surpassing clinical real-time requirements (6~12FPS). These promising outcomes indicate SPIRONet's potential for integration into vascular interventional navigation systems. Code is available at //github.com/Dxhuang-CASIA/SPIRONet.
Federated Learning (FL) is a distributed machine learning approach that enables training on decentralized data while preserving privacy. However, FL systems often involve resource-constrained client devices with limited computational power, memory, storage, and bandwidth. This paper introduces FedMap, a novel method that aims to enhance the communication efficiency of FL deployments by collaboratively learning an increasingly sparse global model through iterative, unstructured pruning. Importantly, FedMap trains a global model from scratch, unlike other methods reported in the literature, making it ideal for privacy-critical use cases such as in the medical and finance domains, where suitable pre-training data is often limited. FedMap adapts iterative magnitude-based pruning to the FL setting, ensuring all clients prune and refine the same subset of the global model parameters, therefore gradually reducing the global model size and communication overhead. The iterative nature of FedMap, forming subsequent models as subsets of predecessors, avoids parameter reactivation issues seen in prior work, resulting in stable performance. In this paper we provide an extensive evaluation of FedMap across diverse settings, datasets, model architectures, and hyperparameters, assessing performance in both IID and non-IID environments. Comparative analysis against the baseline approach demonstrates FedMap's ability to achieve more stable client model performance. For IID scenarios, FedMap achieves over $90$\% pruning without significant performance degradation. In non-IID settings, it achieves at least $~80$\% pruning while maintaining accuracy. FedMap offers a promising solution to alleviate communication bottlenecks in FL systems while retaining model accuracy.
Utilizing Vision-Language Models (VLMs) for robotic manipulation represents a novel paradigm, aiming to enhance the model's ability to generalize to new objects and instructions. However, due to variations in camera specifications and mounting positions, existing methods exhibit significant performance disparities across different robotic platforms. To address this challenge, we propose RoboUniView in this paper, an innovative approach that decouples visual feature extraction from action learning. We first learn a unified view representation from multi-perspective views by pre-training on readily accessible data, and then derive actions from this unified view representation to control robotic manipulation. This unified view representation more accurately mirrors the physical world and is not constrained by the robotic platform's camera parameters. Thanks to this methodology, we achieve state-of-the-art performance on the demanding CALVIN benchmark, enhancing the success rate in the $D \to D$ setting from 88.7% to 96.2%, and in the $ABC \to D$ setting from 82.4% to 94.2%. Moreover, our model exhibits outstanding adaptability and flexibility: it maintains high performance under unseen camera parameters, can utilize multiple datasets with varying camera parameters, and is capable of joint cross-task learning across datasets. Code is provided for re-implementation. //github.com/liufanfanlff/RoboUniview
Recent advances in prompt optimization have notably enhanced the performance of pre-trained language models (PLMs) on downstream tasks. However, the potential of optimized prompts on domain generalization has been under-explored. To explore the nature of prompt generalization on unknown domains, we conduct pilot experiments and find that (i) Prompts gaining more attention weight from PLMs' deep layers are more generalizable and (ii) Prompts with more stable attention distributions in PLMs' deep layers are more generalizable. Thus, we offer a fresh objective towards domain-generalizable prompts optimization named "Concentration", which represents the "lookback" attention from the current decoding token to the prompt tokens, to increase the attention strength on prompts and reduce the fluctuation of attention distribution. We adapt this new objective to popular soft prompt and hard prompt optimization methods, respectively. Extensive experiments demonstrate that our idea improves comparison prompt optimization methods by 1.42% for soft prompt generalization and 2.16% for hard prompt generalization in accuracy on the multi-source domain generalization setting, while maintaining satisfying in-domain performance. The promising results validate the effectiveness of our proposed prompt optimization objective and provide key insights into domain-generalizable prompts.
The problem of answering questions using knowledge from pre-trained language models (LMs) and knowledge graphs (KGs) presents two challenges: given a QA context (question and answer choice), methods need to (i) identify relevant knowledge from large KGs, and (ii) perform joint reasoning over the QA context and KG. In this work, we propose a new model, QA-GNN, which addresses the above challenges through two key innovations: (i) relevance scoring, where we use LMs to estimate the importance of KG nodes relative to the given QA context, and (ii) joint reasoning, where we connect the QA context and KG to form a joint graph, and mutually update their representations through graph neural networks. We evaluate QA-GNN on the CommonsenseQA and OpenBookQA datasets, and show its improvement over existing LM and LM+KG models, as well as its capability to perform interpretable and structured reasoning, e.g., correctly handling negation in questions.
Meta reinforcement learning (meta-RL) extracts knowledge from previous tasks and achieves fast adaptation to new tasks. Despite recent progress, efficient exploration in meta-RL remains a key challenge in sparse-reward tasks, as it requires quickly finding informative task-relevant experiences in both meta-training and adaptation. To address this challenge, we explicitly model an exploration policy learning problem for meta-RL, which is separated from exploitation policy learning, and introduce a novel empowerment-driven exploration objective, which aims to maximize information gain for task identification. We derive a corresponding intrinsic reward and develop a new off-policy meta-RL framework, which efficiently learns separate context-aware exploration and exploitation policies by sharing the knowledge of task inference. Experimental evaluation shows that our meta-RL method significantly outperforms state-of-the-art baselines on various sparse-reward MuJoCo locomotion tasks and more complex sparse-reward Meta-World tasks.
State-of-the-art Convolutional Neural Network (CNN) benefits a lot from multi-task learning (MTL), which learns multiple related tasks simultaneously to obtain shared or mutually related representations for different tasks. The most widely-used MTL CNN structure is based on an empirical or heuristic split on a specific layer (e.g., the last convolutional layer) to minimize different task-specific losses. However, this heuristic sharing/splitting strategy may be harmful to the final performance of one or multiple tasks. In this paper, we propose a novel CNN structure for MTL, which enables automatic feature fusing at every layer. Specifically, we first concatenate features from different tasks according to their channel dimension, and then formulate the feature fusing problem as discriminative dimensionality reduction. We show that this discriminative dimensionality reduction can be done by 1x1 Convolution, Batch Normalization, and Weight Decay in one CNN, which we refer to as Neural Discriminative Dimensionality Reduction (NDDR). We perform ablation analysis in details for different configurations in training the network. The experiments carried out on different network structures and different task sets demonstrate the promising performance and desirable generalizability of our proposed method.