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The pursuit of long-term autonomy mandates that robotic agents must continuously adapt to their changing environments and learn to solve new tasks. Continual learning seeks to overcome the challenge of catastrophic forgetting, where learning to solve new tasks causes a model to forget previously learnt information. Prior-based continual learning methods are appealing for robotic applications as they are space efficient and typically do not increase in computational complexity as the number of tasks grows. Despite these desirable properties, prior-based approaches typically fail on important benchmarks and consequently are limited in their potential applications compared to their memory-based counterparts. We introduce Bayesian adaptive moment regularization (BAdam), a novel prior-based method that better constrains parameter growth, leading to lower catastrophic forgetting. Our method boasts a range of desirable properties for robotic applications such as being lightweight and task label-free, converging quickly, and offering calibrated uncertainty that is important for safe real-world deployment. Results show that BAdam achieves state-of-the-art performance for prior-based methods on challenging single-headed class-incremental experiments such as Split MNIST and Split FashionMNIST, and does so without relying on task labels or discrete task boundaries.

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讓 iOS 8 和 OS X Yosemite 無縫切換的一個新特性。 > Apple products have always been designed to work together beautifully. But now they may really surprise you. With iOS 8 and OS X Yosemite, you’ll be able to do more wonderful things than ever before.

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Gaze tracking devices have the potential to greatly expand interactivity, yet miscalibration remains a significant barrier to use. As devices miscalibrate, people tend to compensate by intentionally offsetting their gaze, which makes detecting miscalibration from eye signals difficult. To help address this problem, we propose a novel approach to seamless calibration based on the insight that the system's model of eye gaze can be updated during reading (user does not compensate) to improve calibration for typing (user might compensate). To explore this approach, we built an auto-calibrating gaze typing prototype called EyeO, ran a user study with 20 participants, and conducted a semi-structured interview with 6 ALS community stakeholders. Our user study results suggest that seamless autocalibration can significantly improve typing efficiency and user experience. Findings from the semi-structured interview validate the need for autocalibration, and shed light on the prototype's potential usefulness, desired algorithmic and design improvements for users.

Researchers in explainable artificial intelligence have developed numerous methods for helping users understand the predictions of complex supervised learning models. By contrast, explaining the $\textit{uncertainty}$ of model outputs has received relatively little attention. We adapt the popular Shapley value framework to explain various types of predictive uncertainty, quantifying each feature's contribution to the conditional entropy of individual model outputs. We consider games with modified characteristic functions and find deep connections between the resulting Shapley values and fundamental quantities from information theory and conditional independence testing. We outline inference procedures for finite sample error rate control with provable guarantees, and implement efficient algorithms that perform well in a range of experiments on real and simulated data. Our method has applications to covariate shift detection, active learning, feature selection, and active feature-value acquisition.

Reducing the cost and delay and improving quality are major issues for product and software development, especially in the automotive domain. Product line engineering is a wellknown approach to engineer systems with the aim to reduce costs and development time as well as to improve the product quality. Feature models enable to make logical selection of features and obtain a filtered set of assets that compose the product. We propose to use a color code in feature models to make possible decisions visual in the feature tree. The color code is explained and its use is illustrated. The completeness of the approach is discussed.

During in-hand manipulation, robots must be able to continuously estimate the pose of the object in order to generate appropriate control actions. The performance of algorithms for pose estimation hinges on the robot's sensors being able to detect discriminative geometric object features, but previous sensing modalities are unable to make such measurements robustly. The robot's fingers can occlude the view of environment- or robot-mounted image sensors, and tactile sensors can only measure at the local areas of contact. Motivated by fingertip-embedded proximity sensors' robustness to occlusion and ability to measure beyond the local areas of contact, we present the first evaluation of proximity sensor based pose estimation for in-hand manipulation. We develop a novel two-fingered hand with fingertip-embedded optical time-of-flight proximity sensors as a testbed for pose estimation during planar in-hand manipulation. Here, the in-hand manipulation task consists of the robot moving a cylindrical object from one end of its workspace to the other. We demonstrate, with statistical significance, that proximity-sensor based pose estimation via particle filtering during in-hand manipulation: a) exhibits 50% lower average pose error than a tactile-sensor based baseline; b) empowers a model predictive controller to achieve 30% lower final positioning error compared to when using tactile-sensor based pose estimates.

Advances in artificial intelligence are driven by technologies inspired by the brain, but these technologies are orders of magnitude less powerful and energy efficient than biological systems. Inspired by the nonlinear dynamics of neural networks, new unconventional computing hardware has emerged with the potential to exploit natural phenomena and gain efficiency, in a similar manner to biological systems. Physical reservoir computing demonstrates this with a variety of unconventional systems, from optical-based to memristive systems. Reservoir computers provide a nonlinear projection of the task input into a high-dimensional feature space by exploiting the system's internal dynamics. A trained readout layer then combines features to perform tasks, such as pattern recognition and time-series analysis. Despite progress, achieving state-of-the-art performance without external signal processing to the reservoir remains challenging. Here we perform an initial exploration of three magnetic materials in thin-film geometries via microscale simulation. Our results reveal that basic spin properties of magnetic films generate the required nonlinear dynamics and memory to solve machine learning tasks (although there would be practical challenges in exploiting these particular materials in physical implementations). The method of exploration can be applied to other materials, so this work opens up the possibility of testing different materials, from relatively simple (alloys) to significantly complex (antiferromagnetic reservoirs).

Contrastive Learning (CL) has achieved impressive performance in self-supervised learning tasks, showing superior generalization ability. Inspired by the success, adopting CL into collaborative filtering (CF) is prevailing in semi-supervised top-K recommendations. The basic idea is to routinely conduct heuristic-based data augmentation and apply contrastive losses (e.g., InfoNCE) on the augmented views. Yet, some CF-tailored challenges make this adoption suboptimal, such as the issue of out-of-distribution, the risk of false negatives, and the nature of top-K evaluation. They necessitate the CL-based CF scheme to focus more on mining hard negatives and distinguishing false negatives from the vast unlabeled user-item interactions, for informative contrast signals. Worse still, there is limited understanding of contrastive loss in CF methods, especially w.r.t. its generalization ability. To bridge the gap, we delve into the reasons underpinning the success of contrastive loss in CF, and propose a principled Adversarial InfoNCE loss (AdvInfoNCE), which is a variant of InfoNCE, specially tailored for CF methods. AdvInfoNCE adaptively explores and assigns hardness to each negative instance in an adversarial fashion and further utilizes a fine-grained hardness-aware ranking criterion to empower the recommender's generalization ability. Training CF models with AdvInfoNCE, we validate the effectiveness of AdvInfoNCE on both synthetic and real-world benchmark datasets, thus showing its generalization ability to mitigate out-of-distribution problems. Given the theoretical guarantees and empirical superiority of AdvInfoNCE over most contrastive loss functions, we advocate its adoption as a standard loss in recommender systems, particularly for the out-of-distribution tasks. Codes are available at //github.com/LehengTHU/AdvInfoNCE.

Robots performing human-scale manipulation tasks require an extensive amount of knowledge about their surroundings in order to perform their actions competently and human-like. In this work, we investigate the use of virtual reality technology as an implementation for robot environment modeling, and present a technique for translating scene graphs into knowledge bases. To this end, we take advantage of the Universal Scene Description (USD) format which is an emerging standard for the authoring, visualization and simulation of complex environments. We investigate the conversion of USD-based environment models into Knowledge Graph (KG) representations that facilitate semantic querying and integration with additional knowledge sources.

Many practically relevant robot grasping problems feature a target object for which all grasps are occluded, e.g., by the environment. Single-shot grasp planning invariably fails in such scenarios. Instead, it is necessary to first manipulate the object into a configuration that affords a grasp. We solve this problem by learning a sequence of actions that utilize the environment to change the object's pose. Concretely, we employ hierarchical reinforcement learning to combine a sequence of learned parameterized manipulation primitives. By learning the low-level manipulation policies, our approach can control the object's state through exploiting interactions between the object, the gripper, and the environment. Designing such a complex behavior analytically would be infeasible under uncontrolled conditions, as an analytic approach requires accurate physical modeling of the interaction and contact dynamics. In contrast, we learn a hierarchical policy model that operates directly on depth perception data, without the need for object detection, pose estimation, or manual design of controllers. We evaluate our approach on picking box-shaped objects of various weight, shape, and friction properties from a constrained table-top workspace. Our method transfers to a real robot and is able to successfully complete the object picking task in 98\% of experimental trials.

Aspect based sentiment analysis (ABSA) can provide more detailed information than general sentiment analysis, because it aims to predict the sentiment polarities of the given aspects or entities in text. We summarize previous approaches into two subtasks: aspect-category sentiment analysis (ACSA) and aspect-term sentiment analysis (ATSA). Most previous approaches employ long short-term memory and attention mechanisms to predict the sentiment polarity of the concerned targets, which are often complicated and need more training time. We propose a model based on convolutional neural networks and gating mechanisms, which is more accurate and efficient. First, the novel Gated Tanh-ReLU Units can selectively output the sentiment features according to the given aspect or entity. The architecture is much simpler than attention layer used in the existing models. Second, the computations of our model could be easily parallelized during training, because convolutional layers do not have time dependency as in LSTM layers, and gating units also work independently. The experiments on SemEval datasets demonstrate the efficiency and effectiveness of our models.

Detecting carried objects is one of the requirements for developing systems to reason about activities involving people and objects. We present an approach to detect carried objects from a single video frame with a novel method that incorporates features from multiple scales. Initially, a foreground mask in a video frame is segmented into multi-scale superpixels. Then the human-like regions in the segmented area are identified by matching a set of extracted features from superpixels against learned features in a codebook. A carried object probability map is generated using the complement of the matching probabilities of superpixels to human-like regions and background information. A group of superpixels with high carried object probability and strong edge support is then merged to obtain the shape of the carried object. We applied our method to two challenging datasets, and results show that our method is competitive with or better than the state-of-the-art.

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