Generative Adversarial Networks (GAN) have demonstrated the potential to recover realistic details for single image super-resolution (SISR). To further improve the visual quality of super-resolved results, PIRM2018-SR Challenge employed perceptual metrics to assess the perceptual quality, such as PI, NIQE, and Ma. However, existing methods cannot directly optimize these indifferentiable perceptual metrics, which are shown to be highly correlated with human ratings. To address the problem, we propose Super-Resolution Generative Adversarial Networks with Ranker (RankSRGAN) to optimize generator in the direction of different perceptual metrics. Specifically, we first train a Ranker which can learn the behaviour of perceptual metrics and then introduce a novel rank-content loss to optimize the perceptual quality. The most appealing part is that the proposed method can combine the strengths of different SR methods to generate better results. Furthermore, we extend our method to multiple Rankers to provide multi-dimension constraints for the generator. Extensive experiments show that RankSRGAN achieves visually pleasing results and reaches state-of-the-art performance in perceptual metrics and quality. Project page: https://wenlongzhang0517.github.io/Projects/RankSRGAN
Autonomous missions of small unmanned aerial vehicles (UAVs) are prone to collisions owing to environmental disturbances and localization errors. Consequently, a UAV that can endure collisions and perform recovery control in critical aerial missions is desirable to prevent loss of the vehicle and/or payload. We address this problem by proposing a novel foldable quadrotor system which can sustain collisions and recover safely. The quadrotor is designed with integrated mechanical compliance using a torsional spring such that the impact time is increased and the net impact force on the main body is decreased. The post-collision dynamics is analysed and a recovery controller is proposed which stabilizes the system to a hovering location without additional collisions. Flight test results on the proposed and a conventional quadrotor demonstrate that for the former, integrated spring-damper characteristics reduce the rebound velocity and lead to simple recovery control algorithms in the event of unintended collisions as compared to a rigid quadrotor of the same dimension.
Human-robot interactions (HRI) can be modeled as dynamic or differential games with incomplete information, where each agent holds private reward parameters. Due to the open challenge in finding perfect Bayesian equilibria of such games, existing studies often consider approximated solutions composed of parameter estimation and motion planning steps, in order to decouple the belief and physical dynamics. In parameter estimation, current approaches often assume that the reward parameters of the robot are known by the humans. We argue that by falsely conditioning on this assumption, the robot performs non-empathetic estimation of the humans' parameters, leading to undesirable values even in the simplest interactions. We test this argument by studying a two-vehicle uncontrolled intersection case with short reaction time. Results show that when both agents are unknowingly aggressive (or non-aggressive), empathy leads to more effective parameter estimation and higher reward values, suggesting that empathy is necessary when the true parameters of agents mismatch with their common belief. The proposed estimation and planning algorithms are therefore more robust than the existing approaches, by fully acknowledging the nature of information asymmetry in HRI. Lastly, we introduce value approximation techniques for real-time execution of the proposed algorithms.
This paper presents the design and control of a novel quadrotor with a variable geometry to physically interact with cluttered environments and fly through narrow gaps and passageways. This compliant quadrotor with passive morphing capabilities is designed using torsional springs at every arm hinge to allow for rotation driven by external forces. We derive the dynamic model of this variable geometry quadrotor (SQUEEZE), and develop an adaptive controller for trajectory tracking. The corresponding Lyapunov stability proof of attitude tracking is also presented. Further, an admittance controller is designed to account for changes in yaw due to physical interactions with the environment. Finally, the proposed design is validated in flight tests with two setups: a small gap and a passageway. The experimental results demonstrate the unique capability of the SQUEEZE in navigating through constrained narrow spaces.
We propose in this paper Periodic Interaction Primitives - a probabilistic framework that can be used to learn compact models of periodic behavior. Our approach extends existing formulations of Interaction Primitives to periodic movement regimes, i.e., walking. We show that this model is particularly well-suited for learning data-driven, customized models of human walking, which can then be used for generating predictions over future states or for inferring latent, biomechanical variables. We also demonstrate how the same framework can be used to learn controllers for a robotic prosthesis using an imitation learning approach. Results in experiments with human participants indicate that Periodic Interaction Primitives efficiently generate predictions and ankle angle control signals for a robotic prosthetic ankle, with MAE of 2.21 degrees in 0.0008s per inference. Performance degrades gracefully in the presence of noise or sensor fall outs. Compared to alternatives, this algorithm functions 20 times faster and performed 4.5 times more accurately on test subjects.
Generative Adversarial Networks (GAN) have demonstrated the potential to recover realistic details for single image super-resolution (SISR). To further improve the visual quality of super-resolved results, PIRM2018-SR Challenge employed perceptual metrics to assess the perceptual quality, such as PI, NIQE, and Ma. However, existing methods cannot directly optimize these indifferentiable perceptual metrics, which are shown to be highly correlated with human ratings. To address the problem, we propose Super-Resolution Generative Adversarial Networks with Ranker (RankSRGAN) to optimize generator in the direction of perceptual metrics. Specifically, we first train a Ranker which can learn the behavior of perceptual metrics and then introduce a novel rank-content loss to optimize the perceptual quality. The most appealing part is that the proposed method can combine the strengths of different SR methods to generate better results. Extensive experiments show that RankSRGAN achieves visually pleasing results and reaches state-of-the-art performance in perceptual metrics. Project page: https://wenlongzhang0724.github.io/Projects/RankSRGAN
This paper presents the design and development of a highly articulated, continuum, wearable, fabric-based Soft Poly-Limb (fSPL). This fabric soft arm acts as an additional limb that provides the wearer with mobile manipulation assistance through the use of soft actuators made with high-strength inflatable fabrics. In this work, a set of systematic design rules is presented for the creation of highly compliant soft robotic limbs through an understanding of the fabric based components behavior as a function of input pressure. These design rules are generated by investigating a range of parameters through computational finite-element method (FEM) models focusing on the fSPL's articulation capabilities and payload capacity in 3D space. The theoretical motion and payload outputs of the fSPL and its components are experimentally validated as well as additional evaluations verify its capability to safely carry loads 10.1x its body weight, by wrapping around the object. Finally, we demonstrate how the fully collapsible fSPL can comfortably be stored in a soft-waist belt and interact with the wearer through spatial mobility and preliminary pick-and-place control experiments.
While intelligence of autonomous vehicles (AVs) has significantly advanced in recent years, accidents involving AVs suggest that these autonomous systems lack gracefulness in driving when interacting with human drivers. In the setting of a two-player game, we propose model predictive control based on social gracefulness, which is measured by the discrepancy between the actions taken by the AV and those that could have been taken in favor of the human driver. We define social awareness as the ability of an agent to infer such favorable actions based on knowledge about the other agent's intent, and further show that empathy, i.e., the ability to understand others' intent by simultaneously inferring others' understanding of the agent's self intent, is critical to successful intent inference. Lastly, through an intersection case, we show that the proposed gracefulness objective allows an AV to learn more sophisticated behavior, such as passive-aggressive motions that gently force the other agent to yield.