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Programming robot behavior in a complex world faces challenges on multiple levels, from dextrous low-level skills to high-level planning and reasoning. Recent pre-trained Large Language Models (LLMs) have shown remarkable reasoning ability in few-shot robotic planning. However, it remains challenging to ground LLMs in multimodal sensory input and continuous action output, while enabling a robot to interact with its environment and acquire novel information as its policies unfold. We develop a robot interaction scenario with a partially observable state, which necessitates a robot to decide on a range of epistemic actions in order to sample sensory information among multiple modalities, before being able to execute the task correctly. An interactive perception framework is therefore proposed with an LLM as its backbone, whose ability is exploited to instruct epistemic actions and to reason over the resulting multimodal sensations (vision, sound, haptics, proprioception), as well as to plan an entire task execution based on the interactively acquired information. Our study demonstrates that LLMs can provide high-level planning and reasoning skills and control interactive robot behavior in a multimodal environment, while multimodal modules with the context of the environmental state help ground the LLMs and extend their processing ability. The project website can be found at \href{//matcha-model.github.io}{\textcolor{blue}{//matcha-model.github.io/}}.

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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: · 機器人 · INTERACT · CASES · TEA ·
2023 年 9 月 22 日

In an efficient and flexible human-robot collaborative work environment, a robot team member must be able to recognize both explicit requests and implied actions from human users. Identifying "what to do" in such cases requires an agent to have the ability to construct associations between objects, their actions, and the effect of actions on the environment. In this regard, semantic memory is being introduced to understand the explicit cues and their relationships with available objects and required skills to make "tea" and "sandwich". We have extended our previous hierarchical robot control architecture to add the capability to execute the most appropriate task based on both feedback from the user and the environmental context. To validate this system, two types of skills were implemented in the hierarchical task tree: 1) Tea making skills and 2) Sandwich making skills. During the conversation between the robot and the human, the robot was able to determine the hidden context using ontology and began to act accordingly. For instance, if the person says "I am thirsty" or "It is cold outside" the robot will start to perform the tea-making skill. In contrast, if the person says, "I am hungry" or "I need something to eat", the robot will make the sandwich. A humanoid robot Baxter was used for this experiment. We tested three scenarios with objects at different positions on the table for each skill. We observed that in all cases, the robot used only objects that were relevant to the skill.

Human following is a crucial feature of human-robot interaction, yet it poses numerous challenges to mobile agents in real-world scenarios. Some major hurdles are that the target person may be in a crowd, obstructed by others, or facing away from the agent. To tackle these challenges, we present a novel person re-identification module composed of three parts: a 360-degree visual registration, a neural-based person re-identification using human faces and torsos, and a motion tracker that records and predicts the target person's future position. Our human-following system also addresses other challenges, including identifying fast-moving targets with low latency, searching for targets that move out of the camera's sight, collision avoidance, and adaptively choosing different following mechanisms based on the distance between the target person and the mobile agent. Extensive experiments show that our proposed person re-identification module significantly enhances the human-following feature compared to other baseline variants.

Equipping multi-fingered robots with tactile sensing is crucial for achieving the precise, contact-rich, and dexterous manipulation that humans excel at. However, relying solely on tactile sensing fails to provide adequate cues for reasoning about objects' spatial configurations, limiting the ability to correct errors and adapt to changing situations. In this paper, we present Tactile Adaptation from Visual Incentives (TAVI), a new framework that enhances tactile-based dexterity by optimizing dexterous policies using vision-based rewards. First, we use a contrastive-based objective to learn visual representations. Next, we construct a reward function using these visual representations through optimal-transport based matching on one human demonstration. Finally, we use online reinforcement learning on our robot to optimize tactile-based policies that maximize the visual reward. On six challenging tasks, such as peg pick-and-place, unstacking bowls, and flipping slender objects, TAVI achieves a success rate of 73% using our four-fingered Allegro robot hand. The increase in performance is 108% higher than policies using tactile and vision-based rewards and 135% higher than policies without tactile observational input. Robot videos are best viewed on our project website: //see-to-touch.github.io/.

Federated training of Graph Neural Networks (GNN) has become popular in recent years due to its ability to perform graph-related tasks under data isolation scenarios while preserving data privacy. However, graph heterogeneity issues in federated GNN systems continue to pose challenges. Existing frameworks address the problem by representing local tasks using different statistics and relating them through a simple aggregation mechanism. However, these approaches suffer from limited efficiency from two aspects: low quality of task-relatedness quantification and inefficacy of exploiting the collaboration structure. To address these issues, we propose FedGKD, a novel federated GNN framework that utilizes a novel client-side graph dataset distillation method to extract task features that better describe task-relatedness, and introduces a novel server-side aggregation mechanism that is aware of the global collaboration structure. We conduct extensive experiments on six real-world datasets of different scales, demonstrating our framework's outperformance.

Wireless communications at high-frequency bands with large antenna arrays face challenges in beam management, which can potentially be improved by multimodality sensing information from cameras, LiDAR, radar, and GPS. In this paper, we present a multimodal transformer deep learning framework for sensing-assisted beam prediction. We employ a convolutional neural network to extract the features from a sequence of images, point clouds, and radar raw data sampled over time. At each convolutional layer, we use transformer encoders to learn the hidden relations between feature tokens from different modalities and time instances over abstraction space and produce encoded vectors for the next-level feature extraction. We train the model on a combination of different modalities with supervised learning. We try to enhance the model over imbalanced data by utilizing focal loss and exponential moving average. We also evaluate data processing and augmentation techniques such as image enhancement, segmentation, background filtering, multimodal data flipping, radar signal transformation, and GPS angle calibration. Experimental results show that our solution trained on image and GPS data produces the best distance-based accuracy of predicted beams at 78.44%, with effective generalization to unseen day scenarios near 73% and night scenarios over 84%. This outperforms using other modalities and arbitrary data processing techniques, which demonstrates the effectiveness of transformers with feature fusion in performing radio beam prediction from images and GPS. Furthermore, our solution could be pretrained from large sequences of multimodality wireless data, on fine-tuning for multiple downstream radio network tasks.

Extreme head postures pose a common challenge across a spectrum of facial analysis tasks, including face detection, facial landmark detection (FLD), and head pose estimation (HPE). These tasks are interdependent, where accurate FLD relies on robust face detection, and HPE is intricately associated with these key points. This paper focuses on the integration of these tasks, particularly when addressing the complexities posed by large-angle face poses. The primary contribution of this study is the proposal of a real-time multi-task detection system capable of simultaneously performing joint detection of faces, facial landmarks, and head poses. This system builds upon the widely adopted YOLOv8 detection framework. It extends the original object detection head by incorporating additional landmark regression head, enabling efficient localization of crucial facial landmarks. Furthermore, we conduct optimizations and enhancements on various modules within the original YOLOv8 framework. To validate the effectiveness and real-time performance of our proposed model, we conduct extensive experiments on 300W-LP and AFLW2000-3D datasets. The results obtained verify the capability of our model to tackle large-angle face pose challenges while delivering real-time performance across these interconnected tasks.

The challenge in sourcing attribution for forgery faces has gained widespread attention due to the rapid development of generative techniques. While many recent works have taken essential steps on GAN-generated faces, more threatening attacks related to identity swapping or expression transferring are still overlooked. And the forgery traces hidden in unknown attacks from the open-world unlabeled faces still remain under-explored. To push the related frontier research, we introduce a new benchmark called Open-World DeepFake Attribution (OW-DFA), which aims to evaluate attribution performance against various types of fake faces under open-world scenarios. Meanwhile, we propose a novel framework named Contrastive Pseudo Learning (CPL) for the OW-DFA task through 1) introducing a Global-Local Voting module to guide the feature alignment of forged faces with different manipulated regions, 2) designing a Confidence-based Soft Pseudo-label strategy to mitigate the pseudo-noise caused by similar methods in unlabeled set. In addition, we extend the CPL framework with a multi-stage paradigm that leverages pre-train technique and iterative learning to further enhance traceability performance. Extensive experiments verify the superiority of our proposed method on the OW-DFA and also demonstrate the interpretability of deepfake attribution task and its impact on improving the security of deepfake detection area.

When humans conceive how to perform a particular task, they do so hierarchically: splitting higher-level tasks into smaller sub-tasks. However, in the literature on natural language (NL) command of situated agents, most works have treated the procedures to be executed as flat sequences of simple actions, or any hierarchies of procedures have been shallow at best. In this paper, we propose a formalism of procedures as programs, a powerful yet intuitive method of representing hierarchical procedural knowledge for agent command and control. We further propose a modeling paradigm of hierarchical modular networks, which consist of a planner and reactors that convert NL intents to predictions of executable programs and probe the environment for information necessary to complete the program execution. We instantiate this framework on the IQA and ALFRED datasets for NL instruction following. Our model outperforms reactive baselines by a large margin on both datasets. We also demonstrate that our framework is more data-efficient, and that it allows for fast iterative development.

For a long time, humanity has pursued artificial intelligence (AI) equivalent to or surpassing the human level, with AI agents considered a promising vehicle for this pursuit. AI agents are artificial entities that sense their environment, make decisions, and take actions. Many efforts have been made to develop intelligent AI agents since the mid-20th century. However, these efforts have mainly focused on advancement in algorithms or training strategies to enhance specific capabilities or performance on particular tasks. Actually, what the community lacks is a sufficiently general and powerful model to serve as a starting point for designing AI agents that can adapt to diverse scenarios. Due to the versatile and remarkable capabilities they demonstrate, large language models (LLMs) are regarded as potential sparks for Artificial General Intelligence (AGI), offering hope for building general AI agents. Many research efforts have leveraged LLMs as the foundation to build AI agents and have achieved significant progress. We start by tracing the concept of agents from its philosophical origins to its development in AI, and explain why LLMs are suitable foundations for AI agents. Building upon this, we present a conceptual framework for LLM-based agents, comprising three main components: brain, perception, and action, and the framework can be tailored to suit different applications. Subsequently, we explore the extensive applications of LLM-based agents in three aspects: single-agent scenarios, multi-agent scenarios, and human-agent cooperation. Following this, we delve into agent societies, exploring the behavior and personality of LLM-based agents, the social phenomena that emerge when they form societies, and the insights they offer for human society. Finally, we discuss a range of key topics and open problems within the field.

Effective multi-robot teams require the ability to move to goals in complex environments in order to address real-world applications such as search and rescue. Multi-robot teams should be able to operate in a completely decentralized manner, with individual robot team members being capable of acting without explicit communication between neighbors. In this paper, we propose a novel game theoretic model that enables decentralized and communication-free navigation to a goal position. Robots each play their own distributed game by estimating the behavior of their local teammates in order to identify behaviors that move them in the direction of the goal, while also avoiding obstacles and maintaining team cohesion without collisions. We prove theoretically that generated actions approach a Nash equilibrium, which also corresponds to an optimal strategy identified for each robot. We show through extensive simulations that our approach enables decentralized and communication-free navigation by a multi-robot system to a goal position, and is able to avoid obstacles and collisions, maintain connectivity, and respond robustly to sensor noise.

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