Ghost imaging is a non local imaging technology, which can obtain target information by measuring the second-order intensity correlation between the reference light field and the target detection light field. However, the current imaging environment requires a large number of measurement data, and the imaging results also have the problems of low image resolution and long reconstruction time. Therefore, using orthogonal methods such as QR decomposition, a variety of optimization methods for speckle patterns are designed combined with Kronecker product,which can help to shorten the imaging time, improve the imaging quality and image noise resistance.
Learning highly dynamic behaviors for robots has been a longstanding challenge. Traditional approaches have demonstrated robust locomotion, but the exhibited behaviors lack diversity and agility. They employ approximate models, which lead to compromises in performance. Data-driven approaches have been shown to reproduce agile behaviors of animals, but typically have not been able to learn highly dynamic behaviors. In this paper, we propose a learning-based approach to enable robots to learn highly dynamic behaviors from animal motion data. The learned controller is deployed on a quadrupedal robot and the results show that the controller is able to reproduce highly dynamic behaviors including sprinting, jumping and sharp turning. Various behaviors can be activated through human interaction using a stick with markers attached to it. Based on the motion pattern of the stick, the robot exhibits walking, running, sitting and jumping, much like the way humans interact with a pet.
Summarizing knowledge from animals and human beings inspires robotic innovations. In this work, we propose a framework for driving legged robots act like real animals with lifelike agility and strategy in complex environments. Inspired by large pre-trained models witnessed with impressive performance in language and image understanding, we introduce the power of advanced deep generative models to produce motor control signals stimulating legged robots to act like real animals. Unlike conventional controllers and end-to-end RL methods that are task-specific, we propose to pre-train generative models over animal motion datasets to preserve expressive knowledge of animal behavior. The pre-trained model holds sufficient primitive-level knowledge yet is environment-agnostic. It is then reused for a successive stage of learning to align with the environments by traversing a number of challenging obstacles that are rarely considered in previous approaches, including creeping through narrow spaces, jumping over hurdles, freerunning over scattered blocks, etc. Finally, a task-specific controller is trained to solve complex downstream tasks by reusing the knowledge from previous stages. Enriching the knowledge regarding each stage does not affect the usage of other levels of knowledge. This flexible framework offers the possibility of continual knowledge accumulation at different levels. We successfully apply the trained multi-level controllers to the MAX robot, a quadrupedal robot developed in-house, to mimic animals, traverse complex obstacles, and play in a designed challenging multi-agent Chase Tag Game, where lifelike agility and strategy emerge on the robots. The present research pushes the frontier of robot control with new insights on reusing multi-level pre-trained knowledge and solving highly complex downstream tasks in the real world.
In this paper, we present a general learning framework for controlling a quadruped robot that can mimic the behavior of real animals and traverse challenging terrains. Our method consists of two steps: an imitation learning step to learn from motions of real animals, and a terrain adaptation step to enable generalization to unseen terrains. We capture motions from a Labrador on various terrains to facilitate terrain adaptive locomotion. Our experiments demonstrate that our policy can traverse various terrains and produce a natural-looking behavior. We deployed our method on the real quadruped robot Max via zero-shot simulation-to-reality transfer, achieving a speed of 1.1 m/s on stairs climbing.
We consider the problem of policy transfer between two Markov Decision Processes (MDPs). We introduce a lemma based on existing theoretical results in reinforcement learning (RL) to measure the relativity between two arbitrary MDPs, that is the difference between any two cumulative expected returns defined on different policies and environment dynamics. Based on this lemma, we propose two new algorithms referred to as Relative Policy Optimization (RPO) and Relative Transition Optimization (RTO), which can offer fast policy transfer and dynamics modeling, respectively. RPO updates the policy using the relative policy gradient to transfer the policy evaluated in one environment to maximize the return in another, while RTO updates the parameterized dynamics model (if there exists) using the relative transition gradient to reduce the gap between the dynamics of the two environments. Then, integrating the two algorithms offers the complete algorithm Relative Policy-Transition Optimization (RPTO), in which the policy interacts with the two environments simultaneously, such that data collections from two environments, policy and transition updates are completed in one closed loop to form a principled learning framework for policy transfer. We demonstrate the effectiveness of RPTO in OpenAI gym's classic control tasks by creating policy transfer problems via variant dynamics.
Motion style transfer is highly desired for motion generation systems for gaming. Compared to its offline counterpart, the research on online motion style transfer under interactive control is limited. In this work, we propose an end-to-end neural network that can generate motions with different styles and transfer motion styles in real-time under user control. Our approach eliminates the use of handcrafted phase features, and could be easily trained and directly deployed in game systems. In the experiment part, we evaluate our approach from three aspects that are essential for industrial game design: accuracy, flexibility, and variety, and our model performs a satisfying result.
The traditional methods of action recognition are not specific for the operator, thus results are easy to be disturbed when other actions are operated in videos. The network based on mixed convolutional resnet and RPN is proposed in this paper. The rMC is tested in the data set of UCF-101 to compare with the method of R3D. The result shows that its correct rate reaches 71.07%. Meanwhile, the action recognition network is tested in our gesture and body posture data sets for specific target. The simulation achieves a good performance in which the running speed reaches 200 FPS. Finally, our model is improved by introducing the regression block and performs better, which shows the great potential of this model.
Common target detection is usually based on single frame images, which is vulnerable to affected by the similar targets in the image and not applicable to video images. In this paper , anchor mask is proposed to add the prior knowledge for target detection and an anchor mask net is designed to impove the RPN performance for single target detection. Tested in the VOT2016, the model perform better.
There has been an increasing interest in testing the equality of large Pearson's correlation matrices. However, in many applications it is more important to test the equality of large rank-based correlation matrices since they are more robust to outliers and nonlinearity. Unlike the Pearson's case, testing the equality of large rank-based statistics has not been well explored and requires us to develop new methods and theory. In this paper, we provide a framework for testing the equality of two large U-statistic based correlation matrices, which include the rank-based correlation matrices as special cases. Our approach exploits extreme value statistics and the Jackknife estimator for uncertainty assessment and is valid under a fully nonparametric model. Theoretically, we develop a theory for testing the equality of U-statistic based correlation matrices. We then apply this theory to study the problem of testing large Kendall's tau correlation matrices and demonstrate its optimality. For proving this optimality, a novel construction of least favourable distributions is developed for the correlation matrix comparison.