Hindsight Experience Replay (HER) is a technique used in reinforcement learning (RL) that has proven to be very efficient for training off-policy RL-based agents to solve goal-based robotic manipulation tasks using sparse rewards. Even though HER improves the sample efficiency of RL-based agents by learning from mistakes made in past experiences, it does not provide any guidance while exploring the environment. This leads to very large training times due to the volume of experience required to train an agent using this replay strategy. In this paper, we propose a method that uses primitive behaviours that have been previously learned to solve simple tasks in order to guide the agent toward more rewarding actions during exploration while learning other more complex tasks. This guidance, however, is not executed by a manually designed curriculum, but rather using a critic network to decide at each timestep whether or not to use the actions proposed by the previously-learned primitive policies. We evaluate our method by comparing its performance against HER and other more efficient variations of this algorithm in several block manipulation tasks. We demonstrate the agents can learn a successful policy faster when using our proposed method, both in terms of sample efficiency and computation time. Code is available at https://github.com/franroldans/qmp-her.
Recent deep learning based visual simultaneous localization and mapping (SLAM) methods have made significant progress. However, how to make full use of visual information as well as better integrate with inertial measurement unit (IMU) in visual SLAM has potential research value. This paper proposes a novel deep SLAM network with dual visual factors. The basic idea is to integrate both photometric factor and re-projection factor into the end-to-end differentiable structure through multi-factor data association module. We show that the proposed network dynamically learns and adjusts the confidence maps of both visual factors and it can be further extended to include the IMU factors as well. Extensive experiments validate that our proposed method significantly outperforms the state-of-the-art methods on several public datasets, including TartanAir, EuRoC and ETH3D-SLAM. Specifically, when dynamically fusing the three factors together, the absolute trajectory error for both monocular and stereo configurations on EuRoC dataset has reduced by 45.3% and 36.2% respectively.
Experimentation on real robots is demanding in terms of time and costs. For this reason, a large part of the reinforcement learning (RL) community uses simulators to develop and benchmark algorithms. However, insights gained in simulation do not necessarily translate to real robots, in particular for tasks involving complex interactions with the environment. The Real Robot Challenge 2022 therefore served as a bridge between the RL and robotics communities by allowing participants to experiment remotely with a real robot - as easily as in simulation. In the last years, offline reinforcement learning has matured into a promising paradigm for learning from pre-collected datasets, alleviating the reliance on expensive online interactions. We therefore asked the participants to learn two dexterous manipulation tasks involving pushing, grasping, and in-hand orientation from provided real-robot datasets. An extensive software documentation and an initial stage based on a simulation of the real set-up made the competition particularly accessible. By giving each team plenty of access budget to evaluate their offline-learned policies on a cluster of seven identical real TriFinger platforms, we organized an exciting competition for machine learners and roboticists alike. In this work we state the rules of the competition, present the methods used by the winning teams and compare their results with a benchmark of state-of-the-art offline RL algorithms on the challenge datasets.
The rapid growth of memory and computation requirements of large language models (LLMs) has outpaced the development of hardware, hindering people who lack large-scale high-end GPUs from training or deploying LLMs. However, consumer-level GPUs, which constitute a larger market share, are typically overlooked in LLM due to their weaker computing performance, smaller storage capacity, and lower communication bandwidth. Additionally, users may have privacy concerns when interacting with remote LLMs. In this paper, we envision a decentralized system unlocking the potential vast untapped consumer-level GPUs in pre-training, inference and fine-tuning of LLMs with privacy protection. However, this system faces critical challenges, including limited CPU and GPU memory, low network bandwidth, the variability of peer and device heterogeneity. To address these challenges, our system design incorporates: 1) a broker with backup pool to implement dynamic join and quit of computing providers; 2) task scheduling with hardware performance to improve system efficiency; 3) abstracting ML procedures into directed acyclic graphs (DAGs) to achieve model and task universality; 4) abstracting intermediate represention and execution planes to ensure compatibility of various devices and deep learning (DL) frameworks. Our performance analysis demonstrates that 50 RTX 3080 GPUs can achieve throughputs comparable to those of 4 H100 GPUs, which are significantly more expensive.
Current diffusion-based image restoration methods feed degraded input images as conditions into the noise estimation network. However, interpreting this diffusion process is challenging since it essentially generates the target image from the noise. To establish a unified and more interpretable model for image generation and restoration, we propose residual denoising diffusion models (RDDM). In contrast to existing diffusion models (e.g., DDPM or DDIM) that focus solely on noise estimation, our RDDM predicts residuals to represent directional diffusion from the target domain to the input domain, while concurrently estimating noise to account for random perturbations in the diffusion process. The introduction of residuals allows us to redefine the forward diffusion process, wherein the target image progressively diffuses into a purely noisy image or a noise-carrying input image, thus unifying image generation and restoration. We demonstrate that our sampling process is consistent with that of DDPM and DDIM through coefficient transformation, and propose a partially path-independent generation process to better understand the reverse process. Notably, with native support for conditional inputs, our RDDM enables a generic UNet, trained with only an $\ell _1$ loss and a batch size of 1, to compete with state-of-the-art image restoration methods. We provide code and pre-trained models to encourage further exploration, application, and development of our innovative framework (https://github.com/nachifur/RDDM).
The Contrastive Language-Image Pre-training (CLIP) has recently shown remarkable generalization on "zero-shot" training and has applied to many downstream tasks. We explore the adaptation of CLIP to achieve a more efficient and generalized action recognition method. We propose that the key lies in explicitly modeling the motion cues flowing in video frames. To that end, we design a two-stream motion modeling block to capture motion and spatial information at the same time. And then, the obtained motion cues are utilized to drive a dynamic prompts learner to generate motion-aware prompts, which contain much semantic information concerning human actions. In addition, we propose a multimodal communication block to achieve a collaborative learning and further improve the performance. We conduct extensive experiments on HMDB-51, UCF-101, and Kinetics-400 datasets. Our method outperforms most existing state-of-the-art methods by a significant margin on "few-shot" and "zero-shot" training. We also achieve competitive performance on "closed-set" training with extremely few trainable parameters and additional computational costs.
This paper proposes a technique for efficiently modeling dynamic humans by explicifying the implicit neural fields via a Neural Explicit Surface (NES). Implicit neural fields have advantages over traditional explicit representations in modeling dynamic 3D content from sparse observations and effectively representing complex geometries and appearances. Implicit neural fields defined in 3D space, however, are expensive to render due to the need for dense sampling during volumetric rendering. Moreover, their memory efficiency can be further optimized when modeling sparse 3D space. To overcome these issues, the paper proposes utilizing Neural Explicit Surface (NES) to explicitly represent implicit neural fields, facilitating memory and computational efficiency. To achieve this, the paper creates a fully differentiable conversion between the implicit neural fields and the explicit rendering interface of NES, leveraging the strengths of both implicit and explicit approaches. This conversion enables effective training of the hybrid representation using implicit methods and efficient rendering by integrating the explicit rendering interface with a newly proposed rasterization-based neural renderer that only incurs a texture color query once for the initial ray interaction with the explicit surface, resulting in improved inference efficiency. NES describes dynamic human geometries with pose-dependent neural implicit surface deformation fields and their dynamic neural textures both in 2D space, which is a more memory-efficient alternative to traditional 3D methods, reducing redundancy and computational load. The comprehensive experiments show that NES performs similarly to previous 3D approaches, with greatly improved rendering speed and reduced memory cost.
The ability to detect slip, particularly incipient slip, enables robotic systems to take corrective measures to prevent a grasped object from being dropped. Therefore, slip detection can enhance the overall security of robotic gripping. However, accurately detecting incipient slip remains a significant challenge. In this paper, we propose a novel learning-based approach to detect incipient slip using the PapillArray (Contactile, Australia) tactile sensor. The resulting model is highly effective in identifying patterns associated with incipient slip, achieving a detection success rate of 95.6% when tested with an offline dataset. Furthermore, we introduce several data augmentation methods to enhance the robustness of our model. When transferring the trained model to a robotic gripping environment distinct from where the training data was collected, our model maintained robust performance, with a success rate of 96.8%, providing timely feedback for stabilizing several practical gripping tasks. Our project website: https://sites.google.com/view/incipient-slip-detection.
Unmanned Aerial Vehicles (UAVs) have been widely used in many areas, including transportation, surveillance, and military. However, their potential for safety and privacy violations is an increasing issue and highly limits their broader applications, underscoring the critical importance of UAV perception and defense (anti-UAV). Still, previous works have simplified such an anti-UAV task as a tracking problem, where the prior information of UAVs is always provided; such a scheme fails in real-world anti-UAV tasks (i.e. complex scenes, indeterminate-appear and -reappear UAVs, and real-time UAV surveillance). In this paper, we first formulate a new and practical anti-UAV problem featuring the UAVs perception in complex scenes without prior UAVs information. To benchmark such a challenging task, we propose the largest UAV dataset dubbed AntiUAV600 and a new evaluation metric. The AntiUAV600 comprises 600 video sequences of challenging scenes with random, fast, and small-scale UAVs, with over 723K thermal infrared frames densely annotated with bounding boxes. Finally, we develop a novel anti-UAV approach via an evidential collaboration of global UAVs detection and local UAVs tracking, which effectively tackles the proposed problem and can serve as a strong baseline for future research. Extensive experiments show our method outperforms SOTA approaches and validate the ability of AntiUAV600 to enhance UAV perception performance due to its large scale and complexity. Our dataset, pretrained models, and source codes will be released publically.