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Learning to solve complex manipulation tasks from visual observations is a dominant challenge for real-world robot learning. Although deep reinforcement learning algorithms have recently demonstrated impressive results in this context, they still require an impractical amount of time-consuming trial-and-error iterations. In this work, we consider the promising alternative paradigm of interactive learning in which a human teacher provides feedback to the policy during execution, as opposed to imitation learning where a pre-collected dataset of perfect demonstrations is used. Our proposed CEILing (Corrective and Evaluative Interactive Learning) framework combines both corrective and evaluative feedback from the teacher to train a stochastic policy in an asynchronous manner, and employs a dedicated mechanism to trade off human corrections with the robot's own experience. We present results obtained with our framework in extensive simulation and real-world experiments to demonstrate that CEILing can effectively solve complex robot manipulation tasks directly from raw images in less than one hour of real-world training.

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IFIP TC13 Conference on Human-Computer Interaction是人機交互領域的研究者和實踐者展示其工作的重要平臺。多年來,這些會議吸引了來自幾個國家和文化的研究人員。官網鏈接: · 估計/估計量 · 塑造 · 講稿 · MoDELS ·
2022 年 4 月 20 日

We present a new data-driven approach with physics-based priors to scene-level normal estimation from a single polarization image. Existing shape from polarization (SfP) works mainly focus on estimating the normal of a single object rather than complex scenes in the wild. A key barrier to high-quality scene-level SfP is the lack of real-world SfP data in complex scenes. Hence, we contribute the first real-world scene-level SfP dataset with paired input polarization images and ground-truth normal maps. Then we propose a learning-based framework with a multi-head self-attention module and viewing encoding, which is designed to handle increasing polarization ambiguities caused by complex materials and non-orthographic projection in scene-level SfP. Our trained model can be generalized to far-field outdoor scenes as the relationship between polarized light and surface normals is not affected by distance. Experimental results demonstrate that our approach significantly outperforms existing SfP models on two datasets. Our dataset and source code will be publicly available at //github.com/ChenyangLEI/sfp-wild

Applications of Reinforcement Learning (RL), in which agents learn to make a sequence of decisions despite lacking complete information about the latent states of the controlled system, that is, they act under partial observability of the states, are ubiquitous. Partially observable RL can be notoriously difficult -- well-known information-theoretic results show that learning partially observable Markov decision processes (POMDPs) requires an exponential number of samples in the worst case. Yet, this does not rule out the existence of large subclasses of POMDPs over which learning is tractable. In this paper we identify such a subclass, which we call weakly revealing POMDPs. This family rules out the pathological instances of POMDPs where observations are uninformative to a degree that makes learning hard. We prove that for weakly revealing POMDPs, a simple algorithm combining optimism and Maximum Likelihood Estimation (MLE) is sufficient to guarantee polynomial sample complexity. To the best of our knowledge, this is the first provably sample-efficient result for learning from interactions in overcomplete POMDPs, where the number of latent states can be larger than the number of observations.

We consider the offline constrained reinforcement learning (RL) problem, in which the agent aims to compute a policy that maximizes expected return while satisfying given cost constraints, learning only from a pre-collected dataset. This problem setting is appealing in many real-world scenarios, where direct interaction with the environment is costly or risky, and where the resulting policy should comply with safety constraints. However, it is challenging to compute a policy that guarantees satisfying the cost constraints in the offline RL setting, since the off-policy evaluation inherently has an estimation error. In this paper, we present an offline constrained RL algorithm that optimizes the policy in the space of the stationary distribution. Our algorithm, COptiDICE, directly estimates the stationary distribution corrections of the optimal policy with respect to returns, while constraining the cost upper bound, with the goal of yielding a cost-conservative policy for actual constraint satisfaction. Experimental results show that COptiDICE attains better policies in terms of constraint satisfaction and return-maximization, outperforming baseline algorithms.

This paper identifies and addresses a serious design bias of existing salient object detection (SOD) datasets, which unrealistically assume that each image should contain at least one clear and uncluttered salient object. This design bias has led to a saturation in performance for state-of-the-art SOD models when evaluated on existing datasets. However, these models are still far from satisfactory when applied to real-world scenes. Based on our analyses, we propose a new high-quality dataset and update the previous saliency benchmark. Specifically, our dataset, called Salient Objects in Clutter~\textbf{(SOC)}, includes images with both salient and non-salient objects from several common object categories. In addition to object category annotations, each salient image is accompanied by attributes that reflect common challenges in common scenes, which can help provide deeper insight into the SOD problem. Further, with a given saliency encoder, e.g., the backbone network, existing saliency models are designed to achieve mapping from the training image set to the training ground-truth set. We, therefore, argue that improving the dataset can yield higher performance gains than focusing only on the decoder design. With this in mind, we investigate several dataset-enhancement strategies, including label smoothing to implicitly emphasize salient boundaries, random image augmentation to adapt saliency models to various scenarios, and self-supervised learning as a regularization strategy to learn from small datasets. Our extensive results demonstrate the effectiveness of these tricks. We also provide a comprehensive benchmark for SOD, which can be found in our repository: //github.com/DengPingFan/SODBenchmark.

Perceiving and interacting with 3D articulated objects, such as cabinets, doors, and faucets, pose particular challenges for future home-assistant robots performing daily tasks in human environments. Besides parsing the articulated parts and joint parameters, researchers recently advocate learning manipulation affordance over the input shape geometry which is more task-aware and geometrically fine-grained. However, taking only passive observations as inputs, these methods ignore many hidden but important kinematic constraints (e.g., joint location and limits) and dynamic factors (e.g., joint friction and restitution), therefore losing significant accuracy for test cases with such uncertainties. In this paper, we propose a novel framework, named AdaAfford, that learns to perform very few test-time interactions for quickly adapting the affordance priors to more accurate instance-specific posteriors. We conduct large-scale experiments using the PartNet-Mobility dataset and prove that our system performs better than baselines.

Imitation learning is a promising approach to help robots acquire dexterous manipulation capabilities without the need for a carefully-designed reward or a significant computational effort. However, existing imitation learning approaches require sophisticated data collection infrastructure and struggle to generalize beyond the training distribution. One way to address this limitation is to gather additional data that better represents the full operating conditions. In this work, we investigate characteristics of such additional demonstrations and their impact on performance. Specifically, we study the effects of corrective and randomly-sampled additional demonstrations on learning a policy that guides a five-fingered robot hand through a pick-and-place task. Our results suggest that corrective demonstrations considerably outperform randomly-sampled demonstrations, when the proportion of additional demonstrations sampled from the full task distribution is larger than the number of original demonstrations sampled from a restrictive training distribution. Conversely, when the number of original demonstrations are higher than that of additional demonstrations, we find no significant differences between corrective and randomly-sampled additional demonstrations. These results provide insights into the inherent trade-off between the effort required to collect corrective demonstrations and their relative benefits over randomly-sampled demonstrations. Additionally, we show that inexpensive vision-based sensors, such as LeapMotion, can be used to dramatically reduce the cost of providing demonstrations for dexterous manipulation tasks. Our code is available at //github.com/GT-STAR-Lab/corrective-demos-dexterous-manipulation.

Semi-supervised object detection (SSOD) aims to facilitate the training and deployment of object detectors with the help of a large amount of unlabeled data. Though various self-training based and consistency-regularization based SSOD methods have been proposed, most of them are anchor-based detectors, ignoring the fact that in many real-world applications anchor-free detectors are more demanded. In this paper, we intend to bridge this gap and propose a DenSe Learning (DSL) based anchor-free SSOD algorithm. Specifically, we achieve this goal by introducing several novel techniques, including an Adaptive Filtering strategy for assigning multi-level and accurate dense pixel-wise pseudo-labels, an Aggregated Teacher for producing stable and precise pseudo-labels, and an uncertainty-consistency-regularization term among scales and shuffled patches for improving the generalization capability of the detector. Extensive experiments are conducted on MS-COCO and PASCAL-VOC, and the results show that our proposed DSL method records new state-of-the-art SSOD performance, surpassing existing methods by a large margin. Codes can be found at \textcolor{blue}{//github.com/chenbinghui1/DSL}.

Deep learning depends on large amounts of labeled training data. Manual labeling is expensive and represents a bottleneck, especially for tasks such as segmentation, where labels must be assigned down to the level of individual points. That challenge is even more daunting for 3D data: 3D point clouds contain millions of points per scene, and their accurate annotation is markedly more time-consuming. The situation is further aggravated by the added complexity of user interfaces for 3D point clouds, which slows down annotation even more. For the case of 2D image segmentation, interactive techniques have become common, where user feedback in the form of a few clicks guides a segmentation algorithm -- nowadays usually a neural network -- to achieve an accurate labeling with minimal effort. Surprisingly, interactive segmentation of 3D scenes has not been explored much. Previous work has attempted to obtain accurate 3D segmentation masks using human feedback from the 2D domain, which is only possible if correctly aligned images are available together with the 3D point cloud, and it involves switching between the 2D and 3D domains. Here, we present an interactive 3D object segmentation method in which the user interacts directly with the 3D point cloud. Importantly, our model does not require training data from the target domain: when trained on ScanNet, it performs well on several other datasets with different data characteristics as well as different object classes. Moreover, our method is orthogonal to supervised (instance) segmentation methods and can be combined with them to refine automatic segmentations with minimal human effort.

This book develops an effective theory approach to understanding deep neural networks of practical relevance. Beginning from a first-principles component-level picture of networks, we explain how to determine an accurate description of the output of trained networks by solving layer-to-layer iteration equations and nonlinear learning dynamics. A main result is that the predictions of networks are described by nearly-Gaussian distributions, with the depth-to-width aspect ratio of the network controlling the deviations from the infinite-width Gaussian description. We explain how these effectively-deep networks learn nontrivial representations from training and more broadly analyze the mechanism of representation learning for nonlinear models. From a nearly-kernel-methods perspective, we find that the dependence of such models' predictions on the underlying learning algorithm can be expressed in a simple and universal way. To obtain these results, we develop the notion of representation group flow (RG flow) to characterize the propagation of signals through the network. By tuning networks to criticality, we give a practical solution to the exploding and vanishing gradient problem. We further explain how RG flow leads to near-universal behavior and lets us categorize networks built from different activation functions into universality classes. Altogether, we show that the depth-to-width ratio governs the effective model complexity of the ensemble of trained networks. By using information-theoretic techniques, we estimate the optimal aspect ratio at which we expect the network to be practically most useful and show how residual connections can be used to push this scale to arbitrary depths. With these tools, we can learn in detail about the inductive bias of architectures, hyperparameters, and optimizers.

Generative Adversarial Networks (GANs) can produce images of surprising complexity and realism, but are generally modeled to sample from a single latent source ignoring the explicit spatial interaction between multiple entities that could be present in a scene. Capturing such complex interactions between different objects in the world, including their relative scaling, spatial layout, occlusion, or viewpoint transformation is a challenging problem. In this work, we propose to model object composition in a GAN framework as a self-consistent composition-decomposition network. Our model is conditioned on the object images from their marginal distributions to generate a realistic image from their joint distribution by explicitly learning the possible interactions. We evaluate our model through qualitative experiments and user evaluations in both the scenarios when either paired or unpaired examples for the individual object images and the joint scenes are given during training. Our results reveal that the learned model captures potential interactions between the two object domains given as input to output new instances of composed scene at test time in a reasonable fashion.

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