This paper tackles the problem of learning value functions from undirected state-only experience (state transitions without action labels i.e. (s,s',r) tuples). We first theoretically characterize the applicability of Q-learning in this setting. We show that tabular Q-learning in discrete Markov decision processes (MDPs) learns the same value function under any arbitrary refinement of the action space. This theoretical result motivates the design of Latent Action Q-learning or LAQ, an offline RL method that can learn effective value functions from state-only experience. Latent Action Q-learning (LAQ) learns value functions using Q-learning on discrete latent actions obtained through a latent-variable future prediction model. We show that LAQ can recover value functions that have high correlation with value functions learned using ground truth actions. Value functions learned using LAQ lead to sample efficient acquisition of goal-directed behavior, can be used with domain-specific low-level controllers, and facilitate transfer across embodiments. Our experiments in 5 environments ranging from 2D grid world to 3D visual navigation in realistic environments demonstrate the benefits of LAQ over simpler alternatives, imitation learning oracles, and competing methods.
With over 50 million car sales annually and over 1.3 million deaths every year due to motor accidents we have chosen this space. India accounts for 11 per cent of global death in road accidents. Drivers are held responsible for 78% of accidents. Road safety problems in developing countries is a major concern and human behavior is ascribed as one of the main causes and accelerators of road safety problems. Driver distraction has been identified as the main reason for accidents. Distractions can be caused due to reasons such as mobile usage, drinking, operating instruments, facial makeup, social interaction. For the scope of this project, we will focus on building a highly efficient ML model to classify different driver distractions at runtime using computer vision. We would also analyze the overall speed and scalability of the model in order to be able to set it up on an edge device. We use CNN, VGG-16, RestNet50 and ensemble of CNN to predict the classes.
Benchmarks offer a scientific way to compare algorithms using objective performance metrics. Good benchmarks have two features: (a) they should be widely useful for many research groups; (b) and they should produce reproducible findings. In robotic manipulation research, there is a trade-off between reproducibility and broad accessibility. If the benchmark is kept restrictive (fixed hardware, objects), the numbers are reproducible but the setup becomes less general. On the other hand, a benchmark could be a loose set of protocols (e.g. object sets) but the underlying variation in setups make the results non-reproducible. In this paper, we re-imagine benchmarking for robotic manipulation as state-of-the-art algorithmic implementations, alongside the usual set of tasks and experimental protocols. The added baseline implementations will provide a way to easily recreate SOTA numbers in a new local robotic setup, thus providing credible relative rankings between existing approaches and new work. However, these local rankings could vary between different setups. To resolve this issue, we build a mechanism for pooling experimental data between labs, and thus we establish a single global ranking for existing (and proposed) SOTA algorithms. Our benchmark, called Ranking-Based Robotics Benchmark (RB2), is evaluated on tasks that are inspired from clinically validated Southampton Hand Assessment Procedures. Our benchmark was run across two different labs and reveals several surprising findings. For example, extremely simple baselines like open-loop behavior cloning, outperform more complicated models (e.g. closed loop, RNN, Offline-RL, etc.) that are preferred by the field. We hope our fellow researchers will use RB2 to improve their research's quality and rigor.
Interactive object understanding, or what we can do to objects and how is a long-standing goal of computer vision. In this paper, we tackle this problem through observation of human hands in in-the-wild egocentric videos. We demonstrate that observation of what human hands interact with and how can provide both the relevant data and the necessary supervision. Attending to hands, readily localizes and stabilizes active objects for learning and reveals places where interactions with objects occur. Analyzing the hands shows what we can do to objects and how. We apply these basic principles on the EPIC-KITCHENS dataset, and successfully learn state-sensitive features, and object affordances (regions of interaction and afforded grasps), purely by observing hands in egocentric videos.
In this paper, we explore how we can build upon the data and models of Internet images and use them to adapt to robot vision without requiring any extra labels. We present a framework called Self-supervised Embodied Active Learning (SEAL). It utilizes perception models trained on internet images to learn an active exploration policy. The observations gathered by this exploration policy are labelled using 3D consistency and used to improve the perception model. We build and utilize 3D semantic maps to learn both action and perception in a completely self-supervised manner. The semantic map is used to compute an intrinsic motivation reward for training the exploration policy and for labelling the agent observations using spatio-temporal 3D consistency and label propagation. We demonstrate that the SEAL framework can be used to close the action-perception loop: it improves object detection and instance segmentation performance of a pretrained perception model by just moving around in training environments and the improved perception model can be used to improve Object Goal Navigation.
We describe a system for visually guided autonomous navigation of under-canopy farm robots. Low-cost under-canopy robots can drive between crop rows under the plant canopy and accomplish tasks that are infeasible for over-the-canopy drones or larger agricultural equipment. However, autonomously navigating them under the canopy presents a number of challenges: unreliable GPS and LiDAR, high cost of sensing, challenging farm terrain, clutter due to leaves and weeds, and large variability in appearance over the season and across crop types. We address these challenges by building a modular system that leverages machine learning for robust and generalizable perception from monocular RGB images from low-cost cameras, and model predictive control for accurate control in challenging terrain. Our system, CropFollow, is able to autonomously drive 485 meters per intervention on average, outperforming a state-of-the-art LiDAR based system (286 meters per intervention) in extensive field testing spanning over 25 km.
Recent advancements in natural language generation has raised serious concerns. High-performance language models are widely used for language generation tasks because they are able to produce fluent and meaningful sentences. These models are already being used to create fake news. They can also be exploited to generate biased news, which can then be used to attack news aggregators to change their reader's behavior and influence their bias. In this paper, we use a threat model to demonstrate that the publicly available language models can reliably generate biased news content based on an input original news. We also show that a large number of high-quality biased news articles can be generated using controllable text generation. A subjective evaluation with 80 participants demonstrated that the generated biased news is generally fluent, and a bias evaluation with 24 participants demonstrated that the bias (left or right) is usually evident in the generated articles and can be easily identified.
Smart homes require every device inside them to be connected with each other at all times, which leads to a lot of power wastage on a daily basis. As the devices inside a smart home increase, it becomes difficult for the user to control or operate every individual device optimally. Therefore, users generally rely on power management systems for such optimization but often are not satisfied with the results. In this paper, we present a novel multi-objective reinforcement learning framework with two-fold objectives of minimizing power consumption and maximizing user satisfaction. The framework explores the trade-off between the two objectives and converges to a better power management policy when both objectives are considered while finding an optimal policy. We experiment on real-world smart home data, and show that the multi-objective approaches: i) establish trade-off between the two objectives, ii) achieve better combined user satisfaction and power consumption than single-objective approaches. We also show that the devices that are used regularly and have several fluctuations in device modes at regular intervals should be targeted for optimization, and the experiments on data from other smart homes fetch similar results, hence ensuring transfer-ability of the proposed framework.
Generative Adversarial Network (GAN) and its variants have shown promising results in generating synthetic data. However, the issues with GANs are: (i) the learning happens around the training samples and the model often ends up remembering them, consequently, compromising the privacy of individual samples - this becomes a major concern when GANs are applied to training data including personally identifiable information, (ii) the randomness in generated data - there is no control over the specificity of generated samples. To address these issues, we propose imdpGAN - an information maximizing differentially private Generative Adversarial Network. It is an end-to-end framework that simultaneously achieves privacy protection and learns latent representations. With experiments on MNIST dataset, we show that imdpGAN preserves the privacy of the individual data point, and learns latent codes to control the specificity of the generated samples. We perform binary classification on digit pairs to show the utility versus privacy trade-off. The classification accuracy decreases as we increase privacy levels in the framework. We also experimentally show that the training process of imdpGAN is stable but experience a 10-fold time increase as compared with other GAN frameworks. Finally, we extend imdpGAN framework to CelebA dataset to show how the privacy and learned representations can be used to control the specificity of the output.
In this paper, we focus on the task of extracting visual correspondences across videos. Given a query video clip from an action class, we aim to align it with training videos in space and time. Obtaining training data for such a fine-grained alignment task is challenging and often ambiguous. Hence, we propose a novel alignment procedure that learns such correspondence in space and time via cross video cycle-consistency. During training, given a pair of videos, we compute cycles that connect patches in a given frame in the first video by matching through frames in the second video. Cycles that connect overlapping patches together are encouraged to score higher than cycles that connect non-overlapping patches. Our experiments on the Penn Action and Pouring datasets demonstrate that the proposed method can successfully learn to correspond semantically similar patches across videos, and learns representations that are sensitive to object and action states.