Appropriate weight initialization settings, along with the ReLU activation function, have been a cornerstone of modern deep learning, making it possible to train and deploy highly effective and efficient neural network models across diverse artificial intelligence. The problem of dying ReLU, where ReLU neurons become inactive and yield zero output, presents a significant challenge in the training of deep neural networks with ReLU activation function. Theoretical research and various methods have been introduced to address the problem. However, even with these methods and research, training remains challenging for extremely deep and narrow feedforward networks with ReLU activation function. In this paper, we propose a new weight initialization method to address this issue. We prove the properties of the proposed initial weight matrix and demonstrate how these properties facilitate the effective propagation of signal vectors. Through a series of experiments and comparisons with existing methods, we demonstrate the effectiveness of the new initialization method.
Several earlier studies have shown impressive control performance in complex robotic systems by designing the controller using a neural network and training it with model-free reinforcement learning. However, these outstanding controllers with natural motion style and high task performance are developed through extensive reward engineering, which is a highly laborious and time-consuming process of designing numerous reward terms and determining suitable reward coefficients. In this work, we propose a novel reinforcement learning framework for training neural network controllers for complex robotic systems consisting of both rewards and constraints. To let the engineers appropriately reflect their intent to constraints and handle them with minimal computation overhead, two constraint types and an efficient policy optimization algorithm are suggested. The learning framework is applied to train locomotion controllers for several legged robots with different morphology and physical attributes to traverse challenging terrains. Extensive simulation and real-world experiments demonstrate that performant controllers can be trained with significantly less reward engineering, by tuning only a single reward coefficient. Furthermore, a more straightforward and intuitive engineering process can be utilized, thanks to the interpretability and generalizability of constraints. The summary video is available at https://youtu.be/KAlm3yskhvM.
In this paper, we propose a diffusion-based face swapping framework for the first time, called DiffFace, composed of training ID conditional DDPM, sampling with facial guidance, and a target-preserving blending. In specific, in the training process, the ID conditional DDPM is trained to generate face images with the desired identity. In the sampling process, we use the off-the-shelf facial expert models to make the model transfer source identity while preserving target attributes faithfully. During this process, to preserve the background of the target image and obtain the desired face swapping result, we additionally propose a target-preserving blending strategy. It helps our model to keep the attributes of the target face from noise while transferring the source facial identity. In addition, without any re-training, our model can flexibly apply additional facial guidance and adaptively control the ID-attributes trade-off to achieve the desired results. To the best of our knowledge, this is the first approach that applies the diffusion model in face swapping task. Compared with previous GAN-based approaches, by taking advantage of the diffusion model for the face swapping task, DiffFace achieves better benefits such as training stability, high fidelity, diversity of the samples, and controllability. Extensive experiments show that our DiffFace is comparable or superior to the state-of-the-art methods on several standard face swapping benchmarks.
For autonomous quadruped robot navigation in various complex environments, a typical SOTA system is composed of four main modules -- mapper, global planner, local planner, and command-tracking controller -- in a hierarchical manner. In this paper, we build a robust and safe local planner which is designed to generate a velocity plan to track a coarsely planned path from the global planner. Previous works used waypoint-based methods (e.g. Proportional-Differential control and pure pursuit) which simplify the path tracking problem to local point-goal navigation. However, they suffer from frequent collisions in geometrically complex and narrow environments because of two reasons; the global planner uses a coarse and inaccurate model and the local planner is unable to track the global plan sufficiently well. Currently, deep learning methods are an appealing alternative because they can learn safety and path feasibility from experience more accurately. However, existing deep learning methods are not capable of planning for a long horizon. In this work, we propose a learning-based fully autonomous navigation framework composed of three innovative elements: a learned forward dynamics model (FDM), an online sampling-based model-predictive controller, and an informed trajectory sampler (ITS). Using our framework, a quadruped robot can autonomously navigate in various complex environments without a collision and generate a smoother command plan compared to the baseline method. Furthermore, our method can reactively handle unexpected obstacles on the planned path and avoid them. Project page https://awesomericky.github.io/projects/FDM_ITS_navigation/.
There is a growing interest in learning a velocity command tracking controller of quadruped robot using reinforcement learning due to its robustness and scalability. However, a single policy, trained end-to-end, usually shows a single gait regardless of the command velocity. This could be a suboptimal solution considering the existence of optimal gait according to the velocity for quadruped animals. In this work, we propose a hierarchical controller for quadruped robot that could generate multiple gaits (i.e. pace, trot, bound) while tracking velocity command. Our controller is composed of two policies, each working as a central pattern generator and local feedback controller, and trained with hierarchical reinforcement learning. Experiment results show 1) the existence of optimal gait for specific velocity range 2) the efficiency of our hierarchical controller compared to a controller composed of a single policy, which usually shows a single gait. Codes are publicly available.