Human hands possess the dexterity to interact with diverse objects such as grasping specific parts of the objects and/or approaching them from desired directions. More importantly, humans can grasp objects of any shape without object-specific skills. Recent works synthesize grasping motions following single objectives such as a desired approach heading direction or a grasping area. Moreover, they usually rely on expensive 3D hand-object data during training and inference, which limits their capability to synthesize grasping motions for unseen objects at scale. In this paper, we unify the generation of hand-object grasping motions across multiple motion objectives, diverse object shapes and dexterous hand morphologies in a policy learning framework GraspXL. The objectives are composed of the graspable area, heading direction during approach, wrist rotation, and hand position. Without requiring any 3D hand-object interaction data, our policy trained with 58 objects can robustly synthesize diverse grasping motions for more than 500k unseen objects with a success rate of 82.2%. At the same time, the policy adheres to objectives, which enables the generation of diverse grasps per object. Moreover, we show that our framework can be deployed to different dexterous hands and work with reconstructed or generated objects. We quantitatively and qualitatively evaluate our method to show the efficacy of our approach. Our model and code will be available.
Navigating multi-robot systems in complex terrains has always been a challenging task. This is due to the inherent limitations of traditional robots in collision avoidance, adaptation to unknown environments, and sustained energy efficiency. In order to overcome these limitations, this research proposes a solution by integrating living insects with miniature electronic controllers to enable robotic-like programmable control, and proposing a novel control algorithm for swarming. Although these creatures, called cyborg insects, have the ability to instinctively avoid collisions with neighbors and obstacles while adapting to complex terrains, there is a lack of literature on the control of multi-cyborg systems. This research gap is due to the difficulty in coordinating the movements of a cyborg system under the presence of insects' inherent individual variability in their reactions to control input. In response to this issue, we propose a novel swarm navigation algorithm addressing these challenges. The effectiveness of the algorithm is demonstrated through an experimental validation in which a cyborg swarm was successfully navigated through an unknown sandy field with obstacles and hills. This research contributes to the domain of swarm robotics and showcases the potential of integrating biological organisms with robotics and control theory to create more intelligent autonomous systems with real-world applications.
Concept Bottleneck Models (CBMs), which break down the reasoning process into the input-to-concept mapping and the concept-to-label prediction, have garnered significant attention due to their remarkable interpretability achieved by the interpretable concept bottleneck. However, despite the transparency of the concept-to-label prediction, the mapping from the input to the intermediate concept remains a black box, giving rise to concerns about the trustworthiness of the learned concepts (i.e., these concepts may be predicted based on spurious cues). The issue of concept untrustworthiness greatly hampers the interpretability of CBMs, thereby hindering their further advancement. To conduct a comprehensive analysis on this issue, in this study we establish a benchmark to assess the trustworthiness of concepts in CBMs. A pioneering metric, referred to as concept trustworthiness score, is proposed to gauge whether the concepts are derived from relevant regions. Additionally, an enhanced CBM is introduced, enabling concept predictions to be made specifically from distinct parts of the feature map, thereby facilitating the exploration of their related regions. Besides, we introduce three modules, namely the cross-layer alignment (CLA) module, the cross-image alignment (CIA) module, and the prediction alignment (PA) module, to further enhance the concept trustworthiness within the elaborated CBM. The experiments on five datasets across ten architectures demonstrate that without using any concept localization annotations during training, our model improves the concept trustworthiness by a large margin, meanwhile achieving superior accuracy to the state-of-the-arts. Our code is available at https://github.com/hqhQAQ/ProtoCBM.
Recently, model merging techniques have surfaced as a solution to combine multiple single-talent models into a single multi-talent model. However, previous endeavors in this field have either necessitated additional training or fine-tuning processes, or require that the models possess the same pre-trained initialization. In this work, we identify a common drawback in prior works w.r.t. the inconsistency of unit similarity in the weight space and the activation space. To address this inconsistency, we propose an innovative model merging framework, coined as merging under dual-space constraints (MuDSC). Specifically, instead of solely maximizing the objective of a single space, we advocate for the exploration of permutation matrices situated in a region with a unified high similarity in the dual space, achieved through the linear combination of activation and weight similarity matrices. In order to enhance usability, we have also incorporated adaptations for group structure, including Multi-Head Attention and Group Normalization. Comprehensive experimental comparisons demonstrate that MuDSC can significantly boost the performance of merged models with various task combinations and architectures. Furthermore, the visualization of the merged model within the multi-task loss landscape reveals that MuDSC enables the merged model to reside in the overlapping segment, featuring a unified lower loss for each task. Our code is publicly available at https://github.com/zju-vipa/training_free_model_merging.
As a fundamental problem in transfer learning, model selection aims to rank off-the-shelf pre-trained models and select the most suitable one for the new target task. Existing model selection techniques are often constrained in their scope and tend to overlook the nuanced relationships between models and tasks. In this paper, we present a pragmatic framework \textbf{Fennec}, delving into a diverse, large-scale model repository while meticulously considering the intricate connections between tasks and models. The key insight is to map all models and historical tasks into a transfer-related subspace, where the distance between model vectors and task vectors represents the magnitude of transferability. A large vision model, as a proxy, infers a new task's representation in the transfer space, thereby circumventing the computational burden of extensive forward passes. We also investigate the impact of the inherent inductive bias of models on transfer results and propose a novel method called \textbf{archi2vec} to encode the intricate structures of models. The transfer score is computed through straightforward vector arithmetic with a time complexity of $\mathcal{O}(1)$. Finally, we make a substantial contribution to the field by releasing a comprehensive benchmark. We validate the effectiveness of our framework through rigorous testing on two benchmarks. The benchmark and the code will be publicly available in the near future.
In this paper, we present a novel transformer architecture tailored for learning robust power system state representations, which strives to optimize power dispatch for the power flow adjustment across different transmission sections. Specifically, our proposed approach, named Powerformer, develops a dedicated section-adaptive attention mechanism, separating itself from the self-attention used in conventional transformers. This mechanism effectively integrates power system states with transmission section information, which facilitates the development of robust state representations. Furthermore, by considering the graph topology of power system and the electrical attributes of bus nodes, we introduce two customized strategies to further enhance the expressiveness: graph neural network propagation and multi-factor attention mechanism. Extensive evaluations are conducted on three power system scenarios, including the IEEE 118-bus system, a realistic 300-bus system in China, and a large-scale European system with 9241 buses, where Powerformer demonstrates its superior performance over several baseline methods.
Action advising endeavors to leverage supplementary guidance from expert teachers to alleviate the issue of sampling inefficiency in Deep Reinforcement Learning (DRL). Previous agent-specific action advising methods are hindered by imperfections in the agent itself, while agent-agnostic approaches exhibit limited adaptability to the learning agent. In this study, we propose a novel framework called Agent-Aware trAining yet Agent-Agnostic Action Advising (A7) to strike a balance between the two. The underlying concept of A7 revolves around utilizing the similarity of state features as an indicator for soliciting advice. However, unlike prior methodologies, the measurement of state feature similarity is performed by neither the error-prone learning agent nor the agent-agnostic advisor. Instead, we employ a proxy model to extract state features that are both discriminative (adaptive to the agent) and generally applicable (robust to agent noise). Furthermore, we utilize behavior cloning to train a model for reusing advice and introduce an intrinsic reward for the advised samples to incentivize the utilization of expert guidance. Experiments are conducted on the GridWorld, LunarLander, and six prominent scenarios from Atari games. The results demonstrate that A7 significantly accelerates the learning process and surpasses existing methods (both agent-specific and agent-agnostic) by a substantial margin. Our code will be made publicly available.
A long-standing goal of 3D human reconstruction is to create lifelike and fully detailed 3D humans from single images. The main challenge lies in inferring unknown human shapes, clothing, and texture information in areas not visible in the images. To address this, we propose SiTH, a novel pipeline that uniquely integrates an image-conditioned diffusion model into a 3D mesh reconstruction workflow. At the core of our method lies the decomposition of the ill-posed single-view reconstruction problem into hallucination and reconstruction subproblems. For the former, we employ a powerful generative diffusion model to hallucinate back appearances from the input images. For the latter, we leverage skinned body meshes as guidance to recover full-body texture meshes from the input and back-view images. Our designs enable training of the pipeline with only about 500 3D human scans while maintaining its generality and robustness. Extensive experiments and user studies on two 3D reconstruction benchmarks demonstrated the efficacy of our method in generating realistic, fully textured 3D humans from a diverse range of unseen images.
Vision-based human-to-robot handover is an important and challenging task in human-robot interaction. Recent work has attempted to train robot policies by interacting with dynamic virtual humans in simulated environments, where the policies can later be transferred to the real world. However, a major bottleneck is the reliance on human motion capture data, which is expensive to acquire and difficult to scale to arbitrary objects and human grasping motions. In this paper, we introduce a framework that can generate plausible human grasping motions suitable for training the robot. To achieve this, we propose a hand-object synthesis method that is designed to generate handover-friendly motions similar to humans. This allows us to generate synthetic training and testing data with 100x more objects than previous work. In our experiments, we show that our method trained purely with synthetic data is competitive with state-of-the-art methods that rely on real human motion data both in simulation and on a real system. In addition, we can perform evaluations on a larger scale compared to prior work. With our newly introduced test set, we show that our model can better scale to a large variety of unseen objects and human motions compared to the baselines. Project page: https://eth-ait.github.io/synthetic-handovers/