Scheduling distributed applications modeled as directed, acyclic task graphs to run on heterogeneous compute networks is a fundamental (NP-Hard) problem in distributed computing for which many heuristic algorithms have been proposed over the past decades. Many of these algorithms fall under the list-scheduling paradigm, whereby the algorithm first computes priorities for the tasks and then schedules them greedily to the compute node that minimizes some cost function. Thus, many algorithms differ from each other only in a few key components (e.g., the way they prioritize tasks, their cost functions, where the algorithms consider inserting tasks into a partially complete schedule, etc.). In this paper, we propose a generalized parametric list-scheduling algorithm that allows mixing and matching different algorithmic components to produce 72 unique algorithms. We benchmark these algorithms on four datasets to study the individual and combined effects of different algorithmic components on performance and runtime.
Embodied reasoning systems integrate robotic hardware and cognitive processes to perform complex tasks typically in response to a natural language query about a specific physical environment. This usually involves changing the belief about the scene or physically interacting and changing the scene (e.g. 'Sort the objects from lightest to heaviest'). In order to facilitate the development of such systems we introduce a new simulating environment that makes use of MuJoCo physics engine and high-quality renderer Blender to provide realistic visual observations that are also accurate to the physical state of the scene. Together with the simulator we propose a new benchmark composed of 10 classes of multi-step reasoning scenarios that require simultaneous visual and physical measurements. Finally, we develop a new modular Closed Loop Interactive Reasoning (CLIER) approach that takes into account the measurements of non-visual object properties, changes in the scene caused by external disturbances as well as uncertain outcomes of robotic actions. We extensively evaluate our reasoning approach in simulation and in the real world manipulation tasks with a success rate above 76% and 64%, respectively.
We present a novel character control framework that effectively utilizes motion diffusion probabilistic models to generate high-quality and diverse character animations, responding in real-time to a variety of dynamic user-supplied control signals. At the heart of our method lies a transformer-based Conditional Autoregressive Motion Diffusion Model (CAMDM), which takes as input the character's historical motion and can generate a range of diverse potential future motions conditioned on high-level, coarse user control. To meet the demands for diversity, controllability, and computational efficiency required by a real-time controller, we incorporate several key algorithmic designs. These include separate condition tokenization, classifier-free guidance on past motion, and heuristic future trajectory extension, all designed to address the challenges associated with taming motion diffusion probabilistic models for character control. As a result, our work represents the first model that enables real-time generation of high-quality, diverse character animations based on user interactive control, supporting animating the character in multiple styles with a single unified model. We evaluate our method on a diverse set of locomotion skills, demonstrating the merits of our method over existing character controllers. Project page and source codes: //aiganimation.github.io/CAMDM/
The ability of the foundation models heavily relies on large-scale, diverse, and high-quality pretraining data. In order to improve data quality, researchers and practitioners often have to manually curate datasets from difference sources and develop dedicated data cleansing pipeline for each data repository. Lacking a unified data processing framework, this process is repetitive and cumbersome. To mitigate this issue, we propose a data processing framework that integrates a Processing Module which consists of a series of operators at different granularity levels, and an Analyzing Module which supports probing and evaluation of the refined data. The proposed framework is easy to use and highly flexible. In this demo paper, we first introduce how to use this framework with some example use cases and then demonstrate its effectiveness in improving the data quality with an automated evaluation with ChatGPT and an end-to-end evaluation in pretraining the GPT-2 model. The code and demonstration videos are accessible on GitHub.
This study explores the application of deep learning technologies in software development processes, particularly in automating code reviews, error prediction, and test generation to enhance code quality and development efficiency. Through a series of empirical studies, experimental groups using deep learning tools and control groups using traditional methods were compared in terms of code error rates and project completion times. The results demonstrated significant improvements in the experimental group, validating the effectiveness of deep learning technologies. The research also discusses potential optimization points, methodologies, and technical challenges of deep learning in software development, as well as how to integrate these technologies into existing software development workflows.
In dynamic motion generation tasks, including contact and collisions, small changes in policy parameters can lead to extremely different returns. For example, in soccer, the ball can fly in completely different directions with a similar heading motion by slightly changing the hitting position or the force applied to the ball or when the friction of the ball varies. However, it is difficult to imagine that completely different skills are needed for heading a ball in different directions. In this study, we proposed a multitask reinforcement learning algorithm for adapting a policy to implicit changes in goals or environments in a single motion category with different reward functions or physical parameters of the environment. We evaluated the proposed method on the ball heading task using a monopod robot model. The results showed that the proposed method can adapt to implicit changes in the goal positions or the coefficients of restitution of the ball, whereas the standard domain randomization approach cannot cope with different task settings.
Recent technological innovations in the areas of additive manufacturing and collaborative robotics have paved the way toward realizing the concept of on-demand, personalized production on the shop floor. Additive manufacturing process can provide the capability of printing highly customized parts based on various customer requirements. Autonomous, mobile systems provide the flexibility to move custom parts around the shop floor to various manufacturing operations, as needed by product requirements. In this work, we proposed a mobile additive manufacturing robot framework for merging an additive manufacturing process system with an autonomous mobile base. Two case studies showcase the potential benefits of the proposed mobile additive manufacturing framework. The first case study overviews the effect that a mobile system can have on a fused deposition modeling process. The second case study showcases how integrating a mobile additive manufacturing machine can improve the throughput of the manufacturing system. The major findings of this study are that the proposed mobile robotic AM has increased throughput by taking advantage of the travel time between operations/processing sites. It is particularly suited to perform intermittent operations (e.g., preparing feedstock) during the travel time of the robotic AM. One major implication of this study is its application in manufacturing structural components (e.g., concrete construction, and feedstock preparation during reconnaissance missions) in remote or extreme terrains with on-site or on-demand feedstocks.
With the uptake of intelligent data-driven applications, edge computing infrastructures necessitate a new generation of admission control algorithms to maximize system performance under limited and highly heterogeneous resources. In this paper, we study how to optimally select information flows which belong to different classes and dispatch them to multiple edge servers where deployed applications perform flow analytic tasks. The optimal policy is obtained via constrained Markov decision process (CMDP) theory accounting for the demand of each edge application for specific classes of flows, the constraints on computing capacity of edge servers and of the access network. We develop DR-CPO, a specialized primal-dual Safe Reinforcement Learning (SRL) method which solves the resulting optimal admission control problem by reward decomposition. DR-CPO operates optimal decentralized control and mitigates effectively state-space explosion while preserving optimality. Compared to existing Deep Reinforcement Learning (DRL) solutions, extensive results show that DR-CPO achieves 15\% higher reward on a wide variety of environments, while requiring on average only 50\% of the amount of learning episodes to converge. Finally, we show how to match DR-CPO and load-balancing to dispatch optimally information streams to available edge servers and further improve system performance.
Recent contrastive representation learning methods rely on estimating mutual information (MI) between multiple views of an underlying context. E.g., we can derive multiple views of a given image by applying data augmentation, or we can split a sequence into views comprising the past and future of some step in the sequence. Contrastive lower bounds on MI are easy to optimize, but have a strong underestimation bias when estimating large amounts of MI. We propose decomposing the full MI estimation problem into a sum of smaller estimation problems by splitting one of the views into progressively more informed subviews and by applying the chain rule on MI between the decomposed views. This expression contains a sum of unconditional and conditional MI terms, each measuring modest chunks of the total MI, which facilitates approximation via contrastive bounds. To maximize the sum, we formulate a contrastive lower bound on the conditional MI which can be approximated efficiently. We refer to our general approach as Decomposed Estimation of Mutual Information (DEMI). We show that DEMI can capture a larger amount of MI than standard non-decomposed contrastive bounds in a synthetic setting, and learns better representations in a vision domain and for dialogue generation.
Graph neural networks (GNNs) are a popular class of machine learning models whose major advantage is their ability to incorporate a sparse and discrete dependency structure between data points. Unfortunately, GNNs can only be used when such a graph-structure is available. In practice, however, real-world graphs are often noisy and incomplete or might not be available at all. With this work, we propose to jointly learn the graph structure and the parameters of graph convolutional networks (GCNs) by approximately solving a bilevel program that learns a discrete probability distribution on the edges of the graph. This allows one to apply GCNs not only in scenarios where the given graph is incomplete or corrupted but also in those where a graph is not available. We conduct a series of experiments that analyze the behavior of the proposed method and demonstrate that it outperforms related methods by a significant margin.
We advocate the use of implicit fields for learning generative models of shapes and introduce an implicit field decoder for shape generation, aimed at improving the visual quality of the generated shapes. An implicit field assigns a value to each point in 3D space, so that a shape can be extracted as an iso-surface. Our implicit field decoder is trained to perform this assignment by means of a binary classifier. Specifically, it takes a point coordinate, along with a feature vector encoding a shape, and outputs a value which indicates whether the point is outside the shape or not. By replacing conventional decoders by our decoder for representation learning and generative modeling of shapes, we demonstrate superior results for tasks such as shape autoencoding, generation, interpolation, and single-view 3D reconstruction, particularly in terms of visual quality.