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As shown by recent studies, machine intelligence-enabled systems are vulnerable to test cases resulting from either adversarial manipulation or natural distribution shifts. This has raised great concerns about deploying machine learning algorithms for real-world applications, especially in the safety-critical domains such as autonomous driving (AD). On the other hand, traditional AD testing on naturalistic scenarios requires hundreds of millions of driving miles due to the high dimensionality and rareness of the safety-critical scenarios in the real world. As a result, several approaches for autonomous driving evaluation have been explored, which are usually, however, based on different simulation platforms, types of safety-critical scenarios, scenario generation algorithms, and driving route variations. Thus, despite a large amount of effort in autonomous driving testing, it is still challenging to compare and understand the effectiveness and efficiency of different testing scenario generation algorithms and testing mechanisms under similar conditions. In this paper, we aim to provide the first unified platform SafeBench to integrate different types of safety-critical testing scenarios, scenario generation algorithms, and other variations such as driving routes and environments. Meanwhile, we implement 4 deep reinforcement learning-based AD algorithms with 4 types of input (e.g., bird's-eye view, camera) to perform fair comparisons on SafeBench. We find our generated testing scenarios are indeed more challenging and observe the trade-off between the performance of AD agents under benign and safety-critical testing scenarios. We believe our unified platform SafeBench for large-scale and effective autonomous driving testing will motivate the development of new testing scenario generation and safe AD algorithms. SafeBench is available at //safebench.github.io.

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Semantic segmentation is a challenging computer vision task demanding a significant amount of pixel-level annotated data. Producing such data is a time-consuming and costly process, especially for domains with a scarcity of experts, such as medicine or forensic anthropology. While numerous semi-supervised approaches have been developed to make the most from the limited labeled data and ample amount of unlabeled data, domain-specific real-world datasets often have characteristics that both reduce the effectiveness of off-the-shelf state-of-the-art methods and also provide opportunities to create new methods that exploit these characteristics. We propose and evaluate a semi-supervised method that reuses available labels for unlabeled images of a dataset by exploiting existing similarities, while dynamically weighting the impact of these reused labels in the training process. We evaluate our method on a large dataset of human decomposition images and find that our method, while conceptually simple, outperforms state-of-the-art consistency and pseudo-labeling-based methods for the segmentation of this dataset. This paper includes graphic content of human decomposition.

Both in academic and industry-based research, online evaluation methods are seen as the golden standard for interactive applications like recommendation systems. Naturally, the reason for this is that we can directly measure utility metrics that rely on interventions, being the recommendations that are being shown to users. Nevertheless, online evaluation methods are costly for a number of reasons, and a clear need remains for reliable offline evaluation procedures. In industry, offline metrics are often used as a first-line evaluation to generate promising candidate models to evaluate online. In academic work, limited access to online systems makes offline metrics the de facto approach to validating novel methods. Two classes of offline metrics exist: proxy-based methods, and counterfactual methods. The first class is often poorly correlated with the online metrics we care about, and the latter class only provides theoretical guarantees under assumptions that cannot be fulfilled in real-world environments. Here, we make the case that simulation-based comparisons provide ways forward beyond offline metrics, and argue that they are a preferable means of evaluation.

Edge Computing is a promising technology to provide new capabilities in technological fields that require instantaneous data processing. Researchers in areas such as machine and deep learning use extensively edge and cloud computing for their applications, mainly due to the significant computational and storage resources that they provide. Currently, Robotics is seeking to take advantage of these capabilities as well, and with the development of 5G networks, some existing limitations in the field can be overcome. In this context, it is important to know how to utilize the emerging edge architectures, what types of edge architectures and platforms exist today and which of them can and should be used based on each robotic application. In general, Edge platforms can be implemented and used differently, especially since there are several providers offering more or less the same set of services with some essential differences. Thus, this study addresses these discussions for those who work in the development of the next generation robotic systems and will help to understand the advantages and disadvantages of each edge computing architecture in order to choose wisely the right one for each application.

Contemporary deep-learning object detection methods for autonomous driving usually assume prefixed categories of common traffic participants, such as pedestrians and cars. Most existing detectors are unable to detect uncommon objects and corner cases (e.g., a dog crossing a street), which may lead to severe accidents in some situations, making the timeline for the real-world application of reliable autonomous driving uncertain. One main reason that impedes the development of truly reliably self-driving systems is the lack of public datasets for evaluating the performance of object detectors on corner cases. Hence, we introduce a challenging dataset named CODA that exposes this critical problem of vision-based detectors. The dataset consists of 1500 carefully selected real-world driving scenes, each containing four object-level corner cases (on average), spanning more than 30 object categories. On CODA, the performance of standard object detectors trained on large-scale autonomous driving datasets significantly drops to no more than 12.8% in mAR. Moreover, we experiment with the state-of-the-art open-world object detector and find that it also fails to reliably identify the novel objects in CODA, suggesting that a robust perception system for autonomous driving is probably still far from reach. We expect our CODA dataset to facilitate further research in reliable detection for real-world autonomous driving. Our dataset will be released at //coda-dataset.github.io.

Quadruped robots are usually equipped with additional arms for manipulation, negatively impacting price and weight. On the other hand, the requirements of legged locomotion mean that the legs of such robots often possess the needed torque and precision to perform manipulation. In this paper, we present a novel design for a small-scale quadruped robot equipped with two leg-mounted manipulators inspired by crustacean chelipeds and knuckle-walker forelimbs. By making use of the actuators already present in the legs, we can achieve manipulation using only 3 additional motors per limb. The design enables the use of small and inexpensive actuators relative to the leg motors, further reducing cost and weight. The moment of inertia impact on the leg is small thanks to an integrated cable/pulley system. As we show in a suite of tele-operation experiments, the robot is capable of performing single- and dual-limb manipulation, as well as transitioning between manipulation modes. The proposed design performs similarly to an additional arm while weighing and costing 5 times less per manipulator and enabling the completion of tasks requiring 2 manipulators.

This paper offers a comprehensive review of the research on Natural Language Generation (NLG) over the past two decades, especially in relation to data-to-text generation and text-to-text generation deep learning methods, as well as new applications of NLG technology. This survey aims to (a) give the latest synthesis of deep learning research on the NLG core tasks, as well as the architectures adopted in the field; (b) detail meticulously and comprehensively various NLG tasks and datasets, and draw attention to the challenges in NLG evaluation, focusing on different evaluation methods and their relationships; (c) highlight some future emphasis and relatively recent research issues that arise due to the increasing synergy between NLG and other artificial intelligence areas, such as computer vision, text and computational creativity.

In many visual systems, visual tracking often bases on RGB image sequences, in which some targets are invalid in low-light conditions, and tracking performance is thus affected significantly. Introducing other modalities such as depth and infrared data is an effective way to handle imaging limitations of individual sources, but multi-modal imaging platforms usually require elaborate designs and cannot be applied in many real-world applications at present. Near-infrared (NIR) imaging becomes an essential part of many surveillance cameras, whose imaging is switchable between RGB and NIR based on the light intensity. These two modalities are heterogeneous with very different visual properties and thus bring big challenges for visual tracking. However, existing works have not studied this challenging problem. In this work, we address the cross-modal object tracking problem and contribute a new video dataset, including 654 cross-modal image sequences with over 481K frames in total, and the average video length is more than 735 frames. To promote the research and development of cross-modal object tracking, we propose a new algorithm, which learns the modality-aware target representation to mitigate the appearance gap between RGB and NIR modalities in the tracking process. It is plug-and-play and could thus be flexibly embedded into different tracking frameworks. Extensive experiments on the dataset are conducted, and we demonstrate the effectiveness of the proposed algorithm in two representative tracking frameworks against 17 state-of-the-art tracking methods. We will release the dataset for free academic usage, dataset download link and code will be released soon.

Games and simulators can be a valuable platform to execute complex multi-agent, multiplayer, imperfect information scenarios with significant parallels to military applications: multiple participants manage resources and make decisions that command assets to secure specific areas of a map or neutralize opposing forces. These characteristics have attracted the artificial intelligence (AI) community by supporting development of algorithms with complex benchmarks and the capability to rapidly iterate over new ideas. The success of artificial intelligence algorithms in real-time strategy games such as StarCraft II have also attracted the attention of the military research community aiming to explore similar techniques in military counterpart scenarios. Aiming to bridge the connection between games and military applications, this work discusses past and current efforts on how games and simulators, together with the artificial intelligence algorithms, have been adapted to simulate certain aspects of military missions and how they might impact the future battlefield. This paper also investigates how advances in virtual reality and visual augmentation systems open new possibilities in human interfaces with gaming platforms and their military parallels.

Detection and recognition of text in natural images are two main problems in the field of computer vision that have a wide variety of applications in analysis of sports videos, autonomous driving, industrial automation, to name a few. They face common challenging problems that are factors in how text is represented and affected by several environmental conditions. The current state-of-the-art scene text detection and/or recognition methods have exploited the witnessed advancement in deep learning architectures and reported a superior accuracy on benchmark datasets when tackling multi-resolution and multi-oriented text. However, there are still several remaining challenges affecting text in the wild images that cause existing methods to underperform due to there models are not able to generalize to unseen data and the insufficient labeled data. Thus, unlike previous surveys in this field, the objectives of this survey are as follows: first, offering the reader not only a review on the recent advancement in scene text detection and recognition, but also presenting the results of conducting extensive experiments using a unified evaluation framework that assesses pre-trained models of the selected methods on challenging cases, and applies the same evaluation criteria on these techniques. Second, identifying several existing challenges for detecting or recognizing text in the wild images, namely, in-plane-rotation, multi-oriented and multi-resolution text, perspective distortion, illumination reflection, partial occlusion, complex fonts, and special characters. Finally, the paper also presents insight into the potential research directions in this field to address some of the mentioned challenges that are still encountering scene text detection and recognition techniques.

Meta-reinforcement learning algorithms can enable robots to acquire new skills much more quickly, by leveraging prior experience to learn how to learn. However, much of the current research on meta-reinforcement learning focuses on task distributions that are very narrow. For example, a commonly used meta-reinforcement learning benchmark uses different running velocities for a simulated robot as different tasks. When policies are meta-trained on such narrow task distributions, they cannot possibly generalize to more quickly acquire entirely new tasks. Therefore, if the aim of these methods is to enable faster acquisition of entirely new behaviors, we must evaluate them on task distributions that are sufficiently broad to enable generalization to new behaviors. In this paper, we propose an open-source simulated benchmark for meta-reinforcement learning and multi-task learning consisting of 50 distinct robotic manipulation tasks. Our aim is to make it possible to develop algorithms that generalize to accelerate the acquisition of entirely new, held-out tasks. We evaluate 6 state-of-the-art meta-reinforcement learning and multi-task learning algorithms on these tasks. Surprisingly, while each task and its variations (e.g., with different object positions) can be learned with reasonable success, these algorithms struggle to learn with multiple tasks at the same time, even with as few as ten distinct training tasks. Our analysis and open-source environments pave the way for future research in multi-task learning and meta-learning that can enable meaningful generalization, thereby unlocking the full potential of these methods.

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