亚洲男人的天堂2018av,欧美草比,久久久久久免费视频精选,国色天香在线看免费,久久久久亚洲av成人片仓井空

In this paper, we present a system to train driving policies from experiences collected not just from the ego-vehicle, but all vehicles that it observes. This system uses the behaviors of other agents to create more diverse driving scenarios without collecting additional data. The main difficulty in learning from other vehicles is that there is no sensor information. We use a set of supervisory tasks to learn an intermediate representation that is invariant to the viewpoint of the controlling vehicle. This not only provides a richer signal at training time but also allows more complex reasoning during inference. Learning how all vehicles drive helps predict their behavior at test time and can avoid collisions. We evaluate this system in closed-loop driving simulations. Our system outperforms all prior methods on the public CARLA Leaderboard by a wide margin, improving driving score by 25 and route completion rate by 24 points. Our method won the 2021 CARLA Autonomous Driving challenge. Code and data are available at //github.com/dotchen/LAV.

相關內容

In real-world crowdsourcing annotation systems, due to differences in user knowledge and cultural backgrounds, as well as the high cost of acquiring annotation information, the supervision information we obtain might be insufficient and ambiguous. To mitigate the negative impacts, in this paper, we investigate a more general and broadly applicable learning problem, i.e. \emph{semi-supervised partial label learning}, and propose a novel method based on pseudo-labeling and contrastive learning. Following the key inventing principle, our method facilitate the partial label disambiguation process with unlabeled data and at the same time assign reliable pseudo-labels to weakly supervised examples. Specifically, our method learns from the ambiguous labeling information via partial cross-entropy loss. Meanwhile, high-accuracy pseudo-labels are generated for both partial and unlabeled examples through confidence-based thresholding and contrastive learning is performed in a hybrid unsupervised and supervised manner for more discriminative representations, while its supervision increases curriculumly. The two main components systematically work as a whole and reciprocate each other. In experiments, our method consistently outperforms all comparing methods by a significant margin and set up the first state-of-the-art performance for semi-supervised partial label learning on image benchmarks.

A network (CC-Net) based on complementary consistency training is proposed for semi-supervised left atrial image segmentation in this paper. From the perspective of complementary information, CC-Net efficiently utilizes unlabeled data and resolves the problem that semi-supervised segmentation algorithms currently in use have limited capacity to extract information from unlabeled data. A primary model and two complementary auxiliary models are part of the complementary symmetric structure of the CC-Net. The inter-model perturbation is formed between the main model and the auxiliary model to form complementary consistency training. The complementary information between the two auxiliary models helps the main model to focus on the fuzzy region effectively. Additionally, forcing consistency between the main model and the auxiliary models makes it easier to obtain decision boundaries with low uncertainty. CC-Net was validated in the benchmark dataset of the 2018 Atrial Segmentation Challenge. The Dice reached of 89.82% with 10% labeled data training and 91.27% with 20% labeled data training. By comparing with current state-of-the-art algorithms, CC-Net has the best segmentation performance and robustness. Our code is publicly available at //github.com/Cuthbert-Huang/CC-Net.

The task of ranking individuals or teams, based on a set of comparisons between pairs, arises in various contexts, including sporting competitions and the analysis of dominance hierarchies among animals and humans. Given data on which competitors beat which others, the challenge is to rank the competitors from best to worst. Here we study the problem of computing rankings when there are multiple, potentially conflicting modes of comparison, such as multiple types of dominance behaviors among animals. We assume that we do not know a priori what information each behavior conveys about the ranking, or even whether they convey any information at all. Nonetheless we show that it is possible to compute a ranking in this situation and present a fast method for doing so, based on a combination of an expectation-maximization algorithm and a modified Bradley-Terry model. We give a selection of example applications to both animal and human competition.

When robots enter everyday human environments, they need to understand their tasks and how they should perform those tasks. To encode these, reward functions, which specify the objective of a robot, are employed. However, designing reward functions can be extremely challenging for complex tasks and environments. A promising approach is to learn reward functions from humans. Recently, several robot learning works embrace this approach and leverage human demonstrations to learn the reward functions. Known as inverse reinforcement learning, this approach relies on a fundamental assumption: humans can provide near-optimal demonstrations to the robot. Unfortunately, this is rarely the case: human demonstrations to the robot are often suboptimal due to various reasons, e.g., difficulty of teleoperation, robot having high degrees of freedom, or humans' cognitive limitations. This thesis is an attempt towards learning reward functions from human users by using other, more reliable data modalities. Specifically, we study how reward functions can be learned using comparative feedback, in which the human user compares multiple robot trajectories instead of (or in addition to) providing demonstrations. To this end, we first propose various forms of comparative feedback, e.g., pairwise comparisons, best-of-many choices, rankings, scaled comparisons; and describe how a robot can use these various forms of human feedback to infer a reward function, which may be parametric or non-parametric. Next, we propose active learning techniques to enable the robot to ask for comparison feedback that optimizes for the expected information that will be gained from that user feedback. Finally, we demonstrate the applicability of our methods in a wide variety of domains, ranging from autonomous driving simulations to home robotics, from standard reinforcement learning benchmarks to lower-body exoskeletons.

In the past two decades, autonomous driving has been catalyzed into reality by the growing capabilities of machine learning. This paradigm shift possesses significant potential to transform the future of mobility and reshape our society as a whole. With the recent advances in perception, planning, and control capabilities, autonomous driving technologies are being rolled out for public trials, yet we remain far from being able to rigorously ensure the resilient operations of these systems across the long-tailed nature of the driving environment. Given the limitations of real-world testing, autonomous vehicle simulation stands as the critical component in exploring the edge of autonomous driving capabilities, developing the robust behaviors required for successful real-world operation, and enabling the extraction of hidden risks from these complex systems prior to deployment. This paper presents the current state-of-the-art simulation frameworks and methodologies used in the development of autonomous driving systems, with a focus on outlining how simulation is used to build the resiliency required for real-world operation and the methods developed to bridge the gap between simulation and reality. A synthesis of the key challenges surrounding autonomous driving simulation is presented, specifically highlighting the opportunities to further advance the ability to continuously learn in simulation and effectively transfer the learning into the real-world - enabling autonomous vehicles to exit the guardrails of simulation and deliver robust and resilient operations at scale.

A long-term goal of reinforcement learning is to design agents that can autonomously interact and learn in the world. A critical challenge to such autonomy is the presence of irreversible states which require external assistance to recover from, such as when a robot arm has pushed an object off of a table. While standard agents require constant monitoring to decide when to intervene, we aim to design proactive agents that can request human intervention only when needed. To this end, we propose an algorithm that efficiently learns to detect and avoid states that are irreversible, and proactively asks for help in case the agent does enter them. On a suite of continuous control environments with unknown irreversible states, we find that our algorithm exhibits better sample- and intervention-efficiency compared to existing methods. Our code is publicly available at //sites.google.com/view/proactive-interventions

Reinforcement Learning (RL) algorithms are often known for sample inefficiency and difficult generalization. Recently, Unsupervised Environment Design (UED) emerged as a new paradigm for zero-shot generalization by simultaneously learning a task distribution and agent policies on the sampled tasks. This is a non-stationary process where the task distribution evolves along with agent policies, creating an instability over time. While past works demonstrated the potential of such approaches, sampling effectively from the task space remains an open challenge, bottlenecking these approaches. To this end, we introduce CLUTR: a novel curriculum learning algorithm that decouples task representation and curriculum learning into a two-stage optimization. It first trains a recurrent variational autoencoder on randomly generated tasks to learn a latent task manifold. Next, a teacher agent creates a curriculum by maximizing a minimax REGRET-based objective on a set of latent tasks sampled from this manifold. By keeping the task manifold fixed, we show that CLUTR successfully overcomes the non-stationarity problem and improves stability. Our experimental results show CLUTR outperforms PAIRED, a principled and popular UED method, in terms of generalization and sample efficiency in the challenging CarRacing and navigation environments: showing an 18x improvement on the F1 CarRacing benchmark. CLUTR also performs comparably to the non-UED state-of-the-art for CarRacing, outperforming it in nine of the 20 tracks. CLUTR also achieves a 33% higher solved rate than PAIRED on a set of 18 out-of-distribution navigation tasks.

Recently, deep multiagent reinforcement learning (MARL) has become a highly active research area as many real-world problems can be inherently viewed as multiagent systems. A particularly interesting and widely applicable class of problems is the partially observable cooperative multiagent setting, in which a team of agents learns to coordinate their behaviors conditioning on their private observations and commonly shared global reward signals. One natural solution is to resort to the centralized training and decentralized execution paradigm. During centralized training, one key challenge is the multiagent credit assignment: how to allocate the global rewards for individual agent policies for better coordination towards maximizing system-level's benefits. In this paper, we propose a new method called Q-value Path Decomposition (QPD) to decompose the system's global Q-values into individual agents' Q-values. Unlike previous works which restrict the representation relation of the individual Q-values and the global one, we leverage the integrated gradient attribution technique into deep MARL to directly decompose global Q-values along trajectory paths to assign credits for agents. We evaluate QPD on the challenging StarCraft II micromanagement tasks and show that QPD achieves the state-of-the-art performance in both homogeneous and heterogeneous multiagent scenarios compared with existing cooperative MARL algorithms.

Humans and animals have the ability to continually acquire, fine-tune, and transfer knowledge and skills throughout their lifespan. This ability, referred to as lifelong learning, is mediated by a rich set of neurocognitive mechanisms that together contribute to the development and specialization of our sensorimotor skills as well as to long-term memory consolidation and retrieval. Consequently, lifelong learning capabilities are crucial for autonomous agents interacting in the real world and processing continuous streams of information. However, lifelong learning remains a long-standing challenge for machine learning and neural network models since the continual acquisition of incrementally available information from non-stationary data distributions generally leads to catastrophic forgetting or interference. This limitation represents a major drawback for state-of-the-art deep neural network models that typically learn representations from stationary batches of training data, thus without accounting for situations in which information becomes incrementally available over time. In this review, we critically summarize the main challenges linked to lifelong learning for artificial learning systems and compare existing neural network approaches that alleviate, to different extents, catastrophic forgetting. We discuss well-established and emerging research motivated by lifelong learning factors in biological systems such as structural plasticity, memory replay, curriculum and transfer learning, intrinsic motivation, and multisensory integration.

Humans can quickly learn new visual concepts, perhaps because they can easily visualize or imagine what novel objects look like from different views. Incorporating this ability to hallucinate novel instances of new concepts might help machine vision systems perform better low-shot learning, i.e., learning concepts from few examples. We present a novel approach to low-shot learning that uses this idea. Our approach builds on recent progress in meta-learning ("learning to learn") by combining a meta-learner with a "hallucinator" that produces additional training examples, and optimizing both models jointly. Our hallucinator can be incorporated into a variety of meta-learners and provides significant gains: up to a 6 point boost in classification accuracy when only a single training example is available, yielding state-of-the-art performance on the challenging ImageNet low-shot classification benchmark.

北京阿比特科技有限公司