The rise of deep learning has greatly transformed the pipeline of robotic grasping from model-based approach to data-driven stream. Along this line, a large scale of grasping data either collected from simulation or from real world examples become extremely important. In this paper, we present our recent work on data generation in simulation for a bin-picking scene. 77 objects from the YCB object data sets are used to generate the dataset with PyBullet, where different environment conditions are taken into account including lighting, camera pose, sensor noise and so on. In all, 100K data samples are collected in terms of ground truth segmentation, RGB, 6D pose and point cloud. All the data examples including the source code are made available online.
The ability to segment unknown objects in cluttered scenes has a profound impact on robot grasping. The rise of deep learning has greatly transformed the pipeline of robotic grasping from model-based approach to data-driven stream, which generally requires a large scale of grasping data either collected in simulation or from real-world examples. In this paper, we proposed a sim-to-real framework to transfer the object segmentation model learned in simulation to the real-world. First, data samples are collected in simulation, including RGB, 6D pose, and point cloud. Second, we also present a GAN-based unknown object segmentation method through domain adaptation, which consists of an image translation module and an image segmentation module. The image translation module is used to shorten the reality gap and the segmentation module is responsible for the segmentation mask generation. We used the above method to perform segmentation experiments on unknown objects in a bin-picking scenario. Finally, the experimental result shows that the segmentation model learned in simulation can be used for real-world data segmentation.
Deep learning has achieved tremendous success with independent and identically distributed (i.i.d.) data. However, the performance of neural networks often degenerates drastically when encountering out-of-distribution (OoD) data, i.e., training and test data are sampled from different distributions. While a plethora of algorithms has been proposed to deal with OoD generalization, our understanding of the data used to train and evaluate these algorithms remains stagnant. In this work, we position existing datasets and algorithms from various research areas (e.g., domain generalization, stable learning, invariant risk minimization) seemingly unconnected into the same coherent picture. First, we identify and measure two distinct kinds of distribution shifts that are ubiquitous in various datasets. Next, we compare various OoD generalization algorithms with a new benchmark dominated by the two distribution shifts. Through extensive experiments, we show that existing OoD algorithms that outperform empirical risk minimization on one distribution shift usually have limitations on the other distribution shift. The new benchmark may serve as a strong foothold that can be resorted to by future OoD generalization research.
This paper aims to understand adversarial attacks and defense from a new perspecitve, i.e., the signal-processing behavior of DNNs. We novelly define the multi-order interaction in game theory, which satisfies six properties. With the multi-order interaction, we discover that adversarial attacks mainly affect high-order interactions to fool the DNN. Furthermore, we find that the robustness of adversarially trained DNNs comes from category-specific low-order interactions. Our findings provide more insights into and make a revision of previous understanding for the shape bias of adversarially learned features. Besides, the multi-order interaction can also explain the recoverability of adversarial examples.
In this study, we define interaction components of different orders between two input variables based on game theory. We further prove that interaction components of different orders satisfy several desirable properties.
In order to prevent leaking input information from intermediate-layer features, this paper proposes a method to revise the traditional neural network into the rotation-equivariant neural network (RENN). Compared to the traditional neural network, the RENN uses d-ary vectors/tensors as features, in which each element is a d-ary number. These d-ary features can be rotated (analogous to the rotation of a d-dimensional vector) with a random angle as the encryption process. Input information is hidden in this target phase of d-ary features for attribute obfuscation. Even if attackers have obtained network parameters and intermediate-layer features, they cannot extract input information without knowing the target phase. Hence, the input privacy can be effectively protected by the RENN. Besides, the output accuracy of RENNs only degrades mildly compared to traditional neural networks, and the computational cost is significantly less than the homomorphic encryption.
We propose a method to revise the neural network to construct the quaternion-valued neural network (QNN), in order to prevent intermediate-layer features from leaking input information. The QNN uses quaternion-valued features, where each element is a quaternion. The QNN hides input information into a random phase of quaternion-valued features. Even if attackers have obtained network parameters and intermediate-layer features, they cannot extract input information without knowing the target phase. In this way, the QNN can effectively protect the input privacy. Besides, the output accuracy of QNNs only degrades mildly compared to traditional neural networks, and the computational cost is much less than other privacy-preserving methods.