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Planning multi-contact motions in a receding horizon fashion requires a value function to guide the planning with respect to the future, e.g., building momentum to traverse large obstacles. Traditionally, the value function is approximated by computing trajectories in a prediction horizon (never executed) that foresees the future beyond the execution horizon. However, given the non-convex dynamics of multi-contact motions, this approach is computationally expensive. To enable online Receding Horizon Planning (RHP) of multi-contact motions, we find efficient approximations of the value function. Specifically, we propose a trajectory-based and a learning-based approach. In the former, namely RHP with Multiple Levels of Model Fidelity, we approximate the value function by computing the prediction horizon with a convex relaxed model. In the latter, namely Locally-Guided RHP, we learn an oracle to predict local objectives for locomotion tasks, and we use these local objectives to construct local value functions for guiding a short-horizon RHP. We evaluate both approaches in simulation by planning centroidal trajectories of a humanoid robot walking on moderate slopes, and on large slopes where the robot cannot maintain static balance. Our results show that locally-guided RHP achieves the best computation efficiency (95\%-98.6\% cycles converge online). This computation advantage enables us to demonstrate online receding horizon planning of our real-world humanoid robot Talos walking in dynamic environments that change on-the-fly.

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A key challenge in off-road navigation is that even visually similar terrains or ones from the same semantic class may have substantially different traction properties. Existing work typically assumes no wheel slip or uses the expected traction for motion planning, where the predicted trajectories provide a poor indication of the actual performance if the terrain traction has high uncertainty. In contrast, this work proposes to analyze terrain traversability with the empirical distribution of traction parameters in unicycle dynamics, which can be learned by a neural network in a self-supervised fashion. The probabilistic traction model leads to two risk-aware cost formulations that account for the worst-case expected cost and traction. To help the learned model generalize to unseen environment, terrains with features that lead to unreliable predictions are detected via a density estimator fit to the trained network's latent space and avoided via auxiliary penalties during planning. Simulation results demonstrate that the proposed approach outperforms existing work that assumes no slip or uses the expected traction in both navigation success rate and completion time. Furthermore, avoiding terrains with low density-based confidence score achieves up to 30% improvement in success rate when the learned traction model is used in a novel environment.

Trajectory guidance requires a leader robotic agent to assist a follower robotic agent to cooperatively reach the target destination. However, planning cooperation becomes difficult when the leader serves a family of different followers and has incomplete information about the followers. There is a need for learning and fast adaptation of different cooperation plans. We develop a Stackelberg meta-learning approach to address this challenge. We first formulate the guided trajectory planning problem as a dynamic Stackelberg game to capture the leader-follower interactions. Then, we leverage meta-learning to develop cooperative strategies for different followers. The leader learns a meta-best-response model from a prescribed set of followers. When a specific follower initiates a guidance query, the leader quickly adapts to the follower-specific model with a small amount of learning data and uses it to perform trajectory guidance. We use simulations to elaborate that our method provides a better generalization and adaptation performance on learning followers' behavior than other learning approaches. The value and the effectiveness of guidance are also demonstrated by the comparison with zero guidance scenarios.

In this paper, we investigate the problem of controlling multiple unmanned aerial vehicles (UAVs) to enclose a moving target in a distributed fashion based on a relative distance and self-displacement measurements. A relative localization technique is developed based on the recursive least square estimation (RLSE) technique with a forgetting factor to estimates both the ``UAV-UAV'' and ``UAV-target'' relative positions. The formation enclosing motion is planned using a coupled oscillator model, which generates desired motion for UAVs to distribute evenly on a circle. The coupled-oscillator-based motion can also facilitate the exponential convergence of relative localization due to its persistent excitation nature. Based on the generation strategy of desired formation pattern and relative localization estimates, a cooperative formation tracking control scheme is proposed, which enables the formation geometric center to asymptotically converge to the moving target. The asymptotic convergence performance is analyzed theoretically for both the relative localization technique and the formation control algorithm. Numerical simulations are provided to show the efficiency of the proposed algorithm. Experiments with three quadrotors tracking one target are conducted to evaluate the proposed target enclosing method in real platforms.

The use of Dynamic Epistemic Logic (DEL) in multi-agent planning has led to a widely adopted action formalism that can handle nondeterminism, partial observability and arbitrary knowledge nesting. As such expressive power comes at the cost of undecidability, several decidable fragments have been isolated, mainly based on syntactic restrictions of the action formalism. In this paper, we pursue a novel semantic approach to achieve decidability. Namely, rather than imposing syntactical constraints, the semantic approach focuses on the axioms of the logic for epistemic planning. Specifically, we augment the logic of knowledge S5$_n$ and with an interaction axiom called (knowledge) commutativity, which controls the ability of agents to unboundedly reason on the knowledge of other agents. We then provide a threefold contribution. First, we show that the resulting epistemic planning problem is decidable. In doing so, we prove that our framework admits a finitary non-fixpoint characterization of common knowledge, which is of independent interest. Second, we study different generalizations of the commutativity axiom, with the goal of obtaining decidability for more expressive fragments of DEL. Finally, we show that two well-known epistemic planning systems based on action templates, when interpreted under the setting of knowledge, conform to the commutativity axiom, hence proving their decidability.

Dynamic Epistemic Logic (DEL) provides a framework for epistemic planning that is capable of representing non-deterministic actions, partial observability, higher-order knowledge and both factual and epistemic change. The high expressivity of DEL challenges existing epistemic planners, which typically can handle only restricted fragments of the whole framework. The goal of this work is to push the envelop of practical DEL planning, ultimately aiming for epistemic planners to be able to deal with the full range of features offered by DEL. Towards this goal, we question the traditional semantics of DEL, defined in terms on Kripke models. In particular, we propose an equivalent semantics defined using, as main building block, so-called possibilities: non well-founded objects representing both factual properties of the world, and what agents consider to be possible. We call the resulting framework DELPHIC. We argue that DELPHIC indeed provides a more compact representation of epistemic states. To substantiate this claim, we implement both approaches in ASP and we set up an experimental evaluation to compare DELPHIC with the traditional, Kripke-based approach. The evaluation confirms that DELPHIC outperforms the traditional approach in space and time.

We propose the Thinker algorithm, a novel approach that enables reinforcement learning agents to autonomously interact with and utilize a learned world model. The Thinker algorithm wraps the environment with a world model and introduces new actions designed for interacting with the world model. These model-interaction actions enable agents to perform planning by proposing alternative plans to the world model before selecting a final action to execute in the environment. This approach eliminates the need for hand-crafted planning algorithms by enabling the agent to learn how to plan autonomously and allows for easy interpretation of the agent's plan with visualization. We demonstrate the algorithm's effectiveness through experimental results in the game of Sokoban and the Atari 2600 benchmark, where the Thinker algorithm achieves state-of-the-art performance and competitive results, respectively. Visualizations of agents trained with the Thinker algorithm demonstrate that they have learned to plan effectively with the world model to select better actions. The algorithm's generality opens a new research direction on how a world model can be used in reinforcement learning and how planning can be seamlessly integrated into an agent's decision-making process.

Complex interactions between two opposing agents frequently occur in domains of machine learning, game theory, and other application domains. Quantitatively analyzing the strategies involved can provide an objective basis for decision-making. One such critical scenario is shot-taking in football, where decisions, such as whether the attacker should shoot or pass the ball and whether the defender should attempt to block the shot, play a crucial role in the outcome of the game. However, there are currently no effective data-driven and/or theory-based approaches to analyzing such situations. To address this issue, we proposed a novel framework to analyze such scenarios based on game theory, where we estimate the expected payoff with machine learning (ML) models, and additional features for ML models were extracted with a theory-based shot block model. Conventionally, successes or failures (1 or 0) are used as payoffs, while a success shot (goal) is extremely rare in football. Therefore, we proposed the Expected Probability of Shot On Target (xSOT) metric to evaluate players' actions even if the shot results in no goal; this allows for effective differentiation and comparison between different shots and even enables counterfactual shot situation analysis. In our experiments, we have validated the framework by comparing it with baseline and ablated models. Furthermore, we have observed a high correlation between the xSOT and existing metrics. This alignment of information suggests that xSOT provides valuable insights. Lastly, as an illustration, we studied optimal strategies in the World Cup 2022 and analyzed a shot situation in EURO 2020.

We explore algorithmic aspects of a simply transitive commutative group action coming from the class field theory of imaginary hyperelliptic function fields. Namely, the Jacobian of an imaginary hyperelliptic curve defined over $\mathbb F_q$ acts on a subset of isomorphism classes of Drinfeld modules. We describe an algorithm to compute the group action efficiently. This is a function field analog of the Couveignes-Rostovtsev-Stolbunov group action. We report on an explicit computation done with our proof-of-concept C++/NTL implementation; it took a fraction of a second on a standard computer. We prove that the problem of inverting the group action reduces to the problem of finding isogenies of fixed $\tau$-degree between Drinfeld $\mathbb F_q[X]$-modules, which is solvable in polynomial time thanks to an algorithm by Wesolowski. We give asymptotic complexity bounds for all algorithms presented in this paper.

In large-scale systems there are fundamental challenges when centralised techniques are used for task allocation. The number of interactions is limited by resource constraints such as on computation, storage, and network communication. We can increase scalability by implementing the system as a distributed task-allocation system, sharing tasks across many agents. However, this also increases the resource cost of communications and synchronisation, and is difficult to scale. In this paper we present four algorithms to solve these problems. The combination of these algorithms enable each agent to improve their task allocation strategy through reinforcement learning, while changing how much they explore the system in response to how optimal they believe their current strategy is, given their past experience. We focus on distributed agent systems where the agents' behaviours are constrained by resource usage limits, limiting agents to local rather than system-wide knowledge. We evaluate these algorithms in a simulated environment where agents are given a task composed of multiple subtasks that must be allocated to other agents with differing capabilities, to then carry out those tasks. We also simulate real-life system effects such as networking instability. Our solution is shown to solve the task allocation problem to 6.7% of the theoretical optimal within the system configurations considered. It provides 5x better performance recovery over no-knowledge retention approaches when system connectivity is impacted, and is tested against systems up to 100 agents with less than a 9% impact on the algorithms' performance.

Multi-Task Learning (MTL) is a learning paradigm in machine learning and its aim is to leverage useful information contained in multiple related tasks to help improve the generalization performance of all the tasks. In this paper, we give a survey for MTL from the perspective of algorithmic modeling, applications and theoretical analyses. For algorithmic modeling, we give a definition of MTL and then classify different MTL algorithms into five categories, including feature learning approach, low-rank approach, task clustering approach, task relation learning approach and decomposition approach as well as discussing the characteristics of each approach. In order to improve the performance of learning tasks further, MTL can be combined with other learning paradigms including semi-supervised learning, active learning, unsupervised learning, reinforcement learning, multi-view learning and graphical models. When the number of tasks is large or the data dimensionality is high, we review online, parallel and distributed MTL models as well as dimensionality reduction and feature hashing to reveal their computational and storage advantages. Many real-world applications use MTL to boost their performance and we review representative works in this paper. Finally, we present theoretical analyses and discuss several future directions for MTL.

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