A key aspect of the precision of a mobile robots localization is the quality and aptness of the map it is using. A variety of mapping approaches are available that can be employed to create such maps with varying degrees of effort, hardware requirements and quality of the resulting maps. To create a better understanding of the applicability of these different approaches to specific applications, this paper evaluates and compares three different mapping approaches based on simultaneous localization and mapping, terrestrial laser scanning as well as publicly accessible building contours.
Semantic navigation is necessary to deploy mobile robots in uncontrolled environments like our homes, schools, and hospitals. Many learning-based approaches have been proposed in response to the lack of semantic understanding of the classical pipeline for spatial navigation, which builds a geometric map using depth sensors and plans to reach point goals. Broadly, end-to-end learning approaches reactively map sensor inputs to actions with deep neural networks, while modular learning approaches enrich the classical pipeline with learning-based semantic sensing and exploration. But learned visual navigation policies have predominantly been evaluated in simulation. How well do different classes of methods work on a robot? We present a large-scale empirical study of semantic visual navigation methods comparing representative methods from classical, modular, and end-to-end learning approaches across six homes with no prior experience, maps, or instrumentation. We find that modular learning works well in the real world, attaining a 90% success rate. In contrast, end-to-end learning does not, dropping from 77% simulation to 23% real-world success rate due to a large image domain gap between simulation and reality. For practitioners, we show that modular learning is a reliable approach to navigate to objects: modularity and abstraction in policy design enable Sim-to-Real transfer. For researchers, we identify two key issues that prevent today's simulators from being reliable evaluation benchmarks - (A) a large Sim-to-Real gap in images and (B) a disconnect between simulation and real-world error modes - and propose concrete steps forward.
In many applications, we want to influence the decisions of independent agents by designing incentives for their actions. We revisit a fundamental problem in this area, called GAME IMPLEMENTATION: Given a game in standard form and a set of desired strategies, can we design a set of payment promises such that if the players take the payment promises into account, then all undominated strategies are desired? Furthermore, we aim to minimize the cost, that is, the worst-case amount of payments. We study the tractability of computing such payment promises and determine more closely what obstructions we may have to overcome in doing so. We show that GAME IMPLEMENTATION is NP-hard even for two players, solving in particular a long open question (Eidenbenz et al. 2011) and suggesting more restrictions are necessary to obtain tractability results. We thus study the regime in which players have only a small constant number of strategies and obtain the following. First, this case remains NP-hard even if each player's utility depends only on three others. Second, we repair a flawed efficient algorithm for the case of both small number of strategies and small number of players. Among further results, we characterize sets of desired strategies that can be implemented at zero cost as a kind of stable core of the game.
The performance of individual evolutionary optimization algorithms is mostly measured in terms of statistics such as mean, median and standard deviation etc., computed over the best solutions obtained with few trails of the algorithm. To compare the performance of two algorithms, the values of these statistics are compared instead of comparing the solutions directly. This kind of comparison lacks direct comparison of solutions obtained with different algorithms. For instance, the comparison of best solutions (or worst solution) of two algorithms simply not possible. Moreover, ranking of algorithms is mostly done in terms of solution quality only, despite the fact that the convergence of algorithm is also an important factor. In this paper, a direct comparison approach is proposed to analyze the performance of evolutionary optimization algorithms. A direct comparison matrix called \emph{Prasatul Matrix} is prepared, which accounts direct comparison outcome of best solutions obtained with two algorithms for a specific number of trials. Five different performance measures are designed based on the prasatul matrix to evaluate the performance of algorithms in terms of Optimality and Comparability of solutions. These scores are utilized to develop a score-driven approach for comparing performance of multiple algorithms as well as for ranking both in the grounds of solution quality and convergence analysis. Proposed approach is analyzed with six evolutionary optimization algorithms on 25 benchmark functions. A non-parametric statistical analysis, namely Wilcoxon paired sum-rank test is also performed to verify the outcomes of proposed direct comparison approach.
Information Retrieval evaluation has traditionally focused on defining principled ways of assessing the relevance of a ranked list of documents with respect to a query. Several methods extend this type of evaluation beyond relevance, making it possible to evaluate different aspects of a document ranking (e.g., relevance, usefulness, or credibility) using a single measure (multi-aspect evaluation). However, these methods either are (i) tailor-made for specific aspects and do not extend to other types or numbers of aspects, or (ii) have theoretical anomalies, e.g. assign maximum score to a ranking where all documents are labelled with the lowest grade with respect to all aspects (e.g., not relevant, not credible, etc.). We present a theoretically principled multi-aspect evaluation method that can be used for any number, and any type, of aspects. A thorough empirical evaluation using up to 5 aspects and a total of 425 runs officially submitted to 10 TREC tracks shows that our method is more discriminative than the state-of-the-art and overcomes theoretical limitations of the state-of-the-art.
For saving cost, many deep neural networks (DNNs) are trained on third-party datasets downloaded from internet, which enables attacker to implant backdoor into DNNs. In 2D domain, inherent structures of different image formats are similar. Hence, backdoor attack designed for one image format will suite for others. However, when it comes to 3D world, there is a huge disparity among different 3D data structures. As a result, backdoor pattern designed for one certain 3D data structure will be disable for other data structures of the same 3D scene. Therefore, this paper designs a uniform backdoor pattern: NRBdoor (Noisy Rotation Backdoor) which is able to adapt for heterogeneous 3D data structures. Specifically, we start from the unit rotation and then search for the optimal pattern by noise generation and selection process. The proposed NRBdoor is natural and imperceptible, since rotation is a common operation which usually contains noise due to both the miss match between a pair of points and the sensor calibration error for real-world 3D scene. Extensive experiments on 3D mesh and point cloud show that the proposed NRBdoor achieves state-of-the-art performance, with negligible shape variation.
Graph machine learning has been extensively studied in both academic and industry. However, as the literature on graph learning booms with a vast number of emerging methods and techniques, it becomes increasingly difficult to manually design the optimal machine learning algorithm for different graph-related tasks. To tackle the challenge, automated graph machine learning, which aims at discovering the best hyper-parameter and neural architecture configuration for different graph tasks/data without manual design, is gaining an increasing number of attentions from the research community. In this paper, we extensively discuss automated graph machine approaches, covering hyper-parameter optimization (HPO) and neural architecture search (NAS) for graph machine learning. We briefly overview existing libraries designed for either graph machine learning or automated machine learning respectively, and further in depth introduce AutoGL, our dedicated and the world's first open-source library for automated graph machine learning. Last but not least, we share our insights on future research directions for automated graph machine learning. This paper is the first systematic and comprehensive discussion of approaches, libraries as well as directions for automated graph machine learning.
Autonomous driving is regarded as one of the most promising remedies to shield human beings from severe crashes. To this end, 3D object detection serves as the core basis of such perception system especially for the sake of path planning, motion prediction, collision avoidance, etc. Generally, stereo or monocular images with corresponding 3D point clouds are already standard layout for 3D object detection, out of which point clouds are increasingly prevalent with accurate depth information being provided. Despite existing efforts, 3D object detection on point clouds is still in its infancy due to high sparseness and irregularity of point clouds by nature, misalignment view between camera view and LiDAR bird's eye of view for modality synergies, occlusions and scale variations at long distances, etc. Recently, profound progress has been made in 3D object detection, with a large body of literature being investigated to address this vision task. As such, we present a comprehensive review of the latest progress in this field covering all the main topics including sensors, fundamentals, and the recent state-of-the-art detection methods with their pros and cons. Furthermore, we introduce metrics and provide quantitative comparisons on popular public datasets. The avenues for future work are going to be judiciously identified after an in-deep analysis of the surveyed works. Finally, we conclude this paper.
Domain generalization (DG), i.e., out-of-distribution generalization, has attracted increased interests in recent years. Domain generalization deals with a challenging setting where one or several different but related domain(s) are given, and the goal is to learn a model that can generalize to an unseen test domain. For years, great progress has been achieved. This paper presents the first review for recent advances in domain generalization. First, we provide a formal definition of domain generalization and discuss several related fields. Next, we thoroughly review the theories related to domain generalization and carefully analyze the theory behind generalization. Then, we categorize recent algorithms into three classes and present them in detail: data manipulation, representation learning, and learning strategy, each of which contains several popular algorithms. Third, we introduce the commonly used datasets and applications. Finally, we summarize existing literature and present some potential research topics for the future.
We propose the idea of transferring common-sense knowledge from source categories to target categories for scalable object detection. In our setting, the training data for the source categories have bounding box annotations, while those for the target categories only have image-level annotations. Current state-of-the-art approaches focus on image-level visual or semantic similarity to adapt a detector trained on the source categories to the new target categories. In contrast, our key idea is to (i) use similarity not at image-level, but rather at region-level, as well as (ii) leverage richer common-sense (based on attribute, spatial, etc.,) to guide the algorithm towards learning the correct detections. We acquire such common-sense cues automatically from readily-available knowledge bases without any extra human effort. On the challenging MS COCO dataset, we find that using common-sense knowledge substantially improves detection performance over existing transfer-learning baselines.
Text in natural images is of arbitrary orientations, requiring detection in terms of oriented bounding boxes. Normally, a multi-oriented text detector often involves two key tasks: 1) text presence detection, which is a classification problem disregarding text orientation; 2) oriented bounding box regression, which concerns about text orientation. Previous methods rely on shared features for both tasks, resulting in degraded performance due to the incompatibility of the two tasks. To address this issue, we propose to perform classification and regression on features of different characteristics, extracted by two network branches of different designs. Concretely, the regression branch extracts rotation-sensitive features by actively rotating the convolutional filters, while the classification branch extracts rotation-invariant features by pooling the rotation-sensitive features. The proposed method named Rotation-sensitive Regression Detector (RRD) achieves state-of-the-art performance on three oriented scene text benchmark datasets, including ICDAR 2015, MSRA-TD500, RCTW-17 and COCO-Text. Furthermore, RRD achieves a significant improvement on a ship collection dataset, demonstrating its generality on oriented object detection.