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Traditional aerial vehicles have limitations in their capabilities due to actuator constraints, such as motor saturation. The hardware components and their arrangement are designed to satisfy specific requirements and are difficult to modify during operation. To address this problem, we introduce a versatile modular multi-rotor vehicle that can change its capabilities by reconfiguration. Our modular robot consists of homogeneous cuboid modules, propelled by quadrotors with tilted rotors. Depending on the number of modules and their configuration, the robot can expand its actuation capabilities. In this paper, we build a mathematical model for the actuation capability of a modular multi-rotor vehicle and develop methods to determine if a vehicle is capable of satisfying a task requirement. Based on this result, we find the optimal configurations for a given task. Our approach is validated in realistic 3D simulations, showing that our modular system can adapt to tasks with varying requirements.

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In autonomous navigation settings, several quantities can be subject to variations. Terrain properties such as friction coefficients may vary over time depending on the location of the robot. Also, the dynamics of the robot may change due to, e.g., different payloads, changing the system's mass, or wear and tear, changing actuator gains or joint friction. An autonomous agent should thus be able to adapt to such variations. In this paper, we develop a novel probabilistic, terrain- and robot-aware forward dynamics model, termed TRADYN, which is able to adapt to the above-mentioned variations. It builds on recent advances in meta-learning forward dynamics models based on Neural Processes. We evaluate our method in a simulated 2D navigation setting with a unicycle-like robot and different terrain layouts with spatially varying friction coefficients. In our experiments, the proposed model exhibits lower prediction error for the task of long-horizon trajectory prediction, compared to non-adaptive ablation models. We also evaluate our model on the downstream task of navigation planning, which demonstrates improved performance in planning control-efficient paths by taking robot and terrain properties into account.

Networked control systems are closed-loop feedback control systems containing system components that may be distributed geographically in different locations and interconnected via a communication network such as the Internet. The quality of network communication is a crucial factor that significantly affects the performance of remote control. This is due to the fact that network uncertainties can occur in the transmission of packets in the forward and backward channels of the system. The two most significant among these uncertainties are network time delay and packet loss. To overcome these challenges, the networked predictive control system has been proposed to provide improved performance and robustness using predictive controllers and compensation strategies. In particular, the model predictive control method is well-suited as an advanced approach compared to conventional methods. In this paper, a networked model predictive control system consisting of a model predictive control method and compensation strategies is implemented to control and stabilize a robot arm as a physical system. In particular, this work aims to analyze the performance of the system under the influence of network time delay and packet loss. Using appropriate performance and robustness metrics, an in-depth investigation of the impacts of these network uncertainties is performed. Furthermore, the forward and backward channels of the network are examined in detail in this study.

We present an algorithm for compressing the radiosity view factor model commonly used in radiation heat transfer and computer graphics. We use a format inspired by the hierarchical off-diagonal low rank format, where elements are recursively partitioned using a quadtree or octree and blocks are compressed using a sparse singular value decomposition -- the hierarchical matrix is assembled using dynamic programming. The motivating application is time-dependent thermal modeling on vast planetary surfaces, with a focus on permanently shadowed craters which receive energy through indirect irradiance. In this setting, shape models are comprised of a large number of triangular facets which conform to a rough surface. At each time step, a quadratic number of triangle-to-triangle scattered fluxes must be summed; that is, as the sun moves through the sky, we must solve the same view factor system of equations for a potentially unlimited number of time-varying righthand sides. We first conduct numerical experiments with a synthetic spherical cap-shaped crater, where the equilibrium temperature is analytically available. We also test our implementation with triangle meshes of planetary surfaces derived from digital elevation models recovered by orbiting spacecrafts. Our results indicate that the compressed view factor matrix can be assembled in quadratic time, which is comparable to the time it takes to assemble the full view matrix itself. Memory requirements during assembly are reduced by a large factor. Finally, for a range of compression tolerances, the size of the compressed view factor matrix and the speed of the resulting matrix vector product both scale linearly (as opposed to quadratically for the full matrix), resulting in orders of magnitude savings in processing time and memory space.

We consider hypergraph network design problems where the goal is to construct a hypergraph satisfying certain properties. In graph network design problems, the number of edges in an arbitrary solution is at most the square of the number of vertices. In contrast, in hypergraph network design problems, the number of hyperedges in an arbitrary solution could be exponential in the number of vertices and hence, additional care is necessary to design polynomial-time algorithms. The central theme of this work is to show that certain hypergraph network design problems admit solutions with polynomial number of hyperedges and moreover, can be solved in strongly polynomial time. Our work improves on the previous fastest pseudo-polynomial run-time for these problems. In addition, we develop algorithms that return (near-)uniform hypergraphs as solutions. The hypergraph network design problems that we focus upon are splitting-off operation in hypergraphs, connectivity augmentation using hyperedges, and covering skew-supermodular functions using hyperedges. Our definition of the splitting-off operation in hypergraphs and our proof showing the existence of the operation using a strongly polynomial-time algorithm to compute it are likely to be of independent graph-theoretical interest.

In the last few decades we have witnessed a significant development in Artificial Intelligence (AI) thanks to the availability of a variety of testbeds, mostly based on simulated environments and video games. Among those, roguelike games offer a very good trade-off in terms of complexity of the environment and computational costs, which makes them perfectly suited to test AI agents generalization capabilities. In this work, we present LuckyMera, a flexible, modular, extensible and configurable AI framework built around NetHack, a popular terminal-based, single-player roguelike video game. This library is aimed at simplifying and speeding up the development of AI agents capable of successfully playing the game and offering a high-level interface for designing game strategies. LuckyMera comes with a set of off-the-shelf symbolic and neural modules (called "skills"): these modules can be either hard-coded behaviors, or neural Reinforcement Learning approaches, with the possibility of creating compositional hybrid solutions. Additionally, LuckyMera comes with a set of utility features to save its experiences in the form of trajectories for further analysis and to use them as datasets to train neural modules, with a direct interface to the NetHack Learning Environment and MiniHack. Through an empirical evaluation we validate our skills implementation and propose a strong baseline agent that can reach state-of-the-art performances in the complete NetHack game. LuckyMera is open-source and available at //github.com/Pervasive-AI-Lab/LuckyMera.

Multi-agent reinforcement learning (MARL) has enjoyed significant recent progress, thanks to deep learning. This is naturally starting to benefit multi-robot systems (MRS) in the form of multi-robot RL (MRRL). However, existing infrastructure to train and evaluate policies predominantly focus on challenges in coordinating virtual agents, and ignore characteristics important to robotic systems. Few platforms support realistic robot dynamics, and fewer still can evaluate Sim2Real performance of learned behavior. To address these issues, we contribute MARBLER: Multi-Agent RL Benchmark and Learning Environment for the Robotarium. MARBLER offers a robust and comprehensive evaluation platform for MRRL by marrying Georgia Tech's Robotarium (which enables rapid prototyping on physical MRS) and OpenAI's Gym framework (which facilitates standardized use of modern learning algorithms). MARBLER offers a highly controllable environment with realistic dynamics, including barrier certificate-based obstacle avoidance. It allows anyone across the world to train and deploy MRRL algorithms on a physical testbed with reproducibility. Further, we introduce five novel scenarios inspired by common challenges in MRS and provide support for new custom scenarios. Finally, we use MARBLER to evaluate popular MARL algorithms and provide insights into their suitability for MRRL. In summary, MARBLER can be a valuable tool to the MRS research community by facilitating comprehensive and standardized evaluation of learning algorithms on realistic simulations and physical hardware. Links to our open-source framework and the videos of real-world experiments can be found at //shubhlohiya.github.io/MARBLER/.

In this paper, we tackle two challenges in multimodal learning for visual recognition: 1) when missing-modality occurs either during training or testing in real-world situations; and 2) when the computation resources are not available to finetune on heavy transformer models. To this end, we propose to utilize prompt learning and mitigate the above two challenges together. Specifically, our modality-missing-aware prompts can be plugged into multimodal transformers to handle general missing-modality cases, while only requiring less than 1% learnable parameters compared to training the entire model. We further explore the effect of different prompt configurations and analyze the robustness to missing modality. Extensive experiments are conducted to show the effectiveness of our prompt learning framework that improves the performance under various missing-modality cases, while alleviating the requirement of heavy model re-training. Code is available.

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.

Recent advances in maximizing mutual information (MI) between the source and target have demonstrated its effectiveness in text generation. However, previous works paid little attention to modeling the backward network of MI (i.e., dependency from the target to the source), which is crucial to the tightness of the variational information maximization lower bound. In this paper, we propose Adversarial Mutual Information (AMI): a text generation framework which is formed as a novel saddle point (min-max) optimization aiming to identify joint interactions between the source and target. Within this framework, the forward and backward networks are able to iteratively promote or demote each other's generated instances by comparing the real and synthetic data distributions. We also develop a latent noise sampling strategy that leverages random variations at the high-level semantic space to enhance the long term dependency in the generation process. Extensive experiments based on different text generation tasks demonstrate that the proposed AMI framework can significantly outperform several strong baselines, and we also show that AMI has potential to lead to a tighter lower bound of maximum mutual information for the variational information maximization problem.

Video captioning is the task of automatically generating a textual description of the actions in a video. Although previous work (e.g. sequence-to-sequence model) has shown promising results in abstracting a coarse description of a short video, it is still very challenging to caption a video containing multiple fine-grained actions with a detailed description. This paper aims to address the challenge by proposing a novel hierarchical reinforcement learning framework for video captioning, where a high-level Manager module learns to design sub-goals and a low-level Worker module recognizes the primitive actions to fulfill the sub-goal. With this compositional framework to reinforce video captioning at different levels, our approach significantly outperforms all the baseline methods on a newly introduced large-scale dataset for fine-grained video captioning. Furthermore, our non-ensemble model has already achieved the state-of-the-art results on the widely-used MSR-VTT dataset.

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