Traditional reinforcement-learning-based agents rely on sparse rewards that often only use binary values to indicate task completion or failure. The challenge in exploration efficiency makes it difficult to effectively learn complex tasks in Minecraft. To address this, this paper introduces an advanced learning system, named Auto MC-Reward, that leverages Large Language Models (LLMs) to automatically design dense reward functions, thereby enhancing the learning efficiency. Auto MC-Reward consists of three important components: Reward Designer, Reward Critic, and Trajectory Analyzer. Given the environment information and task descriptions, the Reward Designer first design the reward function by coding an executable Python function with predefined observation inputs. Then, our Reward Critic will be responsible for verifying the code, checking whether the code is self-consistent and free of syntax and semantic errors. Further, the Trajectory Analyzer summarizes possible failure causes and provides refinement suggestions according to collected trajectories. In the next round, Reward Designer will take further refine and iterate the dense reward function based on feedback. Experiments demonstrate a significant improvement in the success rate and learning efficiency of our agents in complex tasks in Minecraft, such as obtaining diamond with the efficient ability to avoid lava, and efficiently explore trees and animals that are sparse on the plains biome.
In recent years, there has been remarkable progress in leveraging Language Models (LMs), encompassing Pre-trained Language Models (PLMs) and Large-scale Language Models (LLMs), within the domain of mathematics. This paper conducts a comprehensive survey of mathematical LMs, systematically categorizing pivotal research endeavors from two distinct perspectives: tasks and methodologies. The landscape reveals a large number of proposed mathematical LLMs, which are further delineated into instruction learning, tool-based methods, fundamental CoT techniques, and advanced CoT methodologies. In addition, our survey entails the compilation of over 60 mathematical datasets, including training datasets, benchmark datasets, and augmented datasets. Addressing the primary challenges and delineating future trajectories within the field of mathematical LMs, this survey is positioned as a valuable resource, poised to facilitate and inspire future innovation among researchers invested in advancing this domain.
Recently, several methods have been proposed to estimate 3D human pose from multi-view images and achieved impressive performance on public datasets collected in relatively easy scenarios. However, there are limited approaches for extracting 3D human skeletons from multimodal inputs (e.g., RGB and pointcloud) that can enhance the accuracy of predicting 3D poses in challenging situations. We fill this gap by introducing a pipeline called PointVoxel that fuses multi-view RGB and pointcloud inputs to obtain 3D human poses. We demonstrate that volumetric representation is an effective architecture for integrating these different modalities. Moreover, in order to overcome the challenges of annotating 3D human pose labels in difficult scenarios, we develop a synthetic dataset generator for pretraining and design an unsupervised domain adaptation strategy so that we can obtain a well-trained 3D human pose estimator without using any manual annotations. We evaluate our approach on four datasets (two public datasets, one synthetic dataset, and one challenging dataset named BasketBall collected by ourselves), showing promising results. The code and dataset will be released soon.
Camera-based person re-identification (ReID) systems have been widely applied in the field of public security. However, cameras often lack the perception of 3D morphological information of human and are susceptible to various limitations, such as inadequate illumination, complex background, and personal privacy. In this paper, we propose a LiDAR-based ReID framework, ReID3D, that utilizes pre-training strategy to retrieve features of 3D body shape and introduces Graph-based Complementary Enhancement Encoder for extracting comprehensive features. Due to the lack of LiDAR datasets, we build LReID, the first LiDAR-based person ReID dataset, which is collected in several outdoor scenes with variations in natural conditions. Additionally, we introduce LReID-sync, a simulated pedestrian dataset designed for pre-training encoders with tasks of point cloud completion and shape parameter learning. Extensive experiments on LReID show that ReID3D achieves exceptional performance with a rank-1 accuracy of 94.0, highlighting the significant potential of LiDAR in addressing person ReID tasks. To the best of our knowledge, we are the first to propose a solution for LiDAR-based ReID. The code and datasets will be released soon.
In this paper, we present a novel registration framework, HumanReg, that learns a non-rigid transformation between two human point clouds end-to-end. We introduce body prior into the registration process to efficiently handle this type of point cloud. Unlike most exsisting supervised registration techniques that require expensive point-wise flow annotations, HumanReg can be trained in a self-supervised manner benefiting from a set of novel loss functions. To make our model better converge on real-world data, we also propose a pretraining strategy, and a synthetic dataset (HumanSyn4D) consists of dynamic, sparse human point clouds and their auto-generated ground truth annotations. Our experiments shows that HumanReg achieves state-of-the-art performance on CAPE-512 dataset and gains a qualitative result on another more challenging real-world dataset. Furthermore, our ablation studies demonstrate the effectiveness of our synthetic dataset and novel loss functions. Our code and synthetic dataset is available at https://github.com/chenyifanthu/HumanReg.
Compared to minutia-based fingerprint representations, fixed-length representations are attractive due to simple and efficient matching. However, fixed-length fingerprint representations are limited in accuracy when matching fingerprints with different visible areas, which can occur due to different finger poses or acquisition methods. To address this issue, we propose a localized deep representation of fingerprint, named LDRF. By focusing on the discriminative characteristics within local regions, LDRF provides a more robust and accurate fixed-length representation for fingerprints with variable visible areas. LDRF can be adapted to retain information within any valid area, making it highly flexible. The matching scores produced by LDRF also exhibit intuitive statistical characteristics, which led us to propose a matching score normalization technique to mitigate the uncertainty in the cases of very small overlapping area. With this new technique, we can maintain a high level of accuracy and reliability in our fingerprint matching, even as the size of the database grows rapidly. Our experimental results on 21 datasets containing over 140K fingerprints of various finger poses and impression types show that LDRF outperforms other fixed-length representations and is robust to sensing technologies and impression types. Besides, the proposed matching score normalization effectively reduces the false match rate (FMR) in large-scale identification experiments comprising over 5.11 million fingerprints. Specifically, this technique results in a reduction of two orders of magnitude compared to matching without matching score normalization and five orders of magnitude compared to prior works.
3D occupancy prediction is an important task for the robustness of vision-centric autonomous driving, which aims to predict whether each point is occupied in the surrounding 3D space. Existing methods usually require 3D occupancy labels to produce meaningful results. However, it is very laborious to annotate the occupancy status of each voxel. In this paper, we propose SelfOcc to explore a self-supervised way to learn 3D occupancy using only video sequences. We first transform the images into the 3D space (e.g., bird's eye view) to obtain 3D representation of the scene. We directly impose constraints on the 3D representations by treating them as signed distance fields. We can then render 2D images of previous and future frames as self-supervision signals to learn the 3D representations. We propose an MVS-embedded strategy to directly optimize the SDF-induced weights with multiple depth proposals. Our SelfOcc outperforms the previous best method SceneRF by 58.7% using a single frame as input on SemanticKITTI and is the first self-supervised work that produces reasonable 3D occupancy for surround cameras on nuScenes. SelfOcc produces high-quality depth and achieves state-of-the-art results on novel depth synthesis, monocular depth estimation, and surround-view depth estimation on the SemanticKITTI, KITTI-2015, and nuScenes, respectively. Code: https://github.com/huang-yh/SelfOcc.
Neural networks based on convolutional operations have achieved remarkable results in the field of deep learning, but there are two inherent flaws in standard convolutional operations. On the one hand, the convolution operation be confined to a local window and cannot capture information from other locations, and its sampled shapes is fixed. On the other hand, the size of the convolutional kernel is fixed to k $\times$ k, which is a fixed square shape, and the number of parameters tends to grow squarely with size. It is obvious that the shape and size of targets are various in different datasets and at different locations. Convolutional kernels with fixed sample shapes and squares do not adapt well to changing targets. In response to the above questions, the Alterable Kernel Convolution (AKConv) is explored in this work, which gives the convolution kernel an arbitrary number of parameters and arbitrary sampled shapes to provide richer options for the trade-off between network overhead and performance. In AKConv, we define initial positions for convolutional kernels of arbitrary size by means of a new coordinate generation algorithm. To adapt to changes for targets, we introduce offsets to adjust the shape of the samples at each position. Moreover, we explore the effect of the neural network by using the AKConv with the same size and different initial sampled shapes. AKConv completes the process of efficient feature extraction by irregular convolutional operations and brings more exploration options for convolutional sampling shapes. Object detection experiments on representative datasets COCO2017, VOC 7+12 and VisDrone-DET2021 fully demonstrate the advantages of AKConv. AKConv can be used as a plug-and-play convolutional operation to replace convolutional operations to improve network performance. The code for the relevant tasks can be found at https://github.com/CV-ZhangXin/AKConv.