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3,752篇论文匹配“Planning”
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Zhiheng Li, Wenjia Geng, Muheng Li, Lei Chen, Yansong Tang, Jiwen Lu, Jie Zhou

In this paper, we propose Skip-Plan, a condensed action space learning method for procedure planning in instructional videos. Current procedure planning methods all stick to the state-action pair prediction at every timestep and generate actions adjacently. Although it coincides with human intuition, such a methodology consistently struggles with high-dimensional state supervision and error accumulation on action sequences. In this work, we abstract the procedure planning problem as a mathematical chain model. By skipping uncertain nodes and edges in action chains, we transfer long and complex sequence functions into short but reliable ones in two ways. First, we skip all the intermediate state supervision and only focus on action predictions. Second, we decompose relatively long chains into multiple short sub-chains by skipping unreliable intermediate actions. By this means, our model explores all sorts of reliable sub-relations within an action sequence in the condensed action space. Extensive experiments show Skip-Plan achieves state-of-the-art performance on the CrossTask and COIN benchmarks for procedure planning.

Wenwen Tong, Chonghao Sima, Tai Wang, Li Chen, Silei Wu, Hanming Deng, Yi Gu, Lewei Lu, Ping Luo, Dahua Lin 等

Human driver can easily describe the complex traffic scene by visual system. Such an ability of precise perception is essential for driver's planning. To achieve this, a geometry-aware representation that quantizes the physical 3D scene into structured grid map with semantic labels per cell, termed as 3D Occupancy, would be desirable. Compared to the form of bounding box, a key insight behind occupancy is that it could capture the fine-grained details of critical obstacles in the scene, and thereby facilitate subsequent tasks. Prior or concurrent literature mainly concentrate on a single scene completion task, where we might argue that the potential of this occupancy representation might obsess broader impact. In this paper, we propose OccNet, a multi-view vision centric pipeline with a cascade and temporal voxel decoder to reconstruct 3D occupancy. At the core of OccNet is a general occupancy embedding to represent 3D physical world. Such a descriptor could be applied towards a wide span of driving tasks, including detection, segmentation and planning. To validate the effectiveness of this new representation and our proposed algorithm, we propose OpenOcc, the first dense high-quality 3D occupancy benchmark built on top of nuScenes. Empirical experiments show that there are evident performance gain across multiple tasks, e.g., motion planning could witness a collision rate reduction by 15%-58%, demonstrating the superiority of our method.

Wentong Li, Yuqian Yuan, Song Wang, Jianke Zhu, Jianshu Li, Jian Liu, Lei Zhang

Weakly-supervised image segmentation has recently attracted increasing research attentions, aiming to avoid the expensive pixel-wise labeling. In this paper, we present an effective method, namely Point2Mask, to achieve high-quality panoptic prediction using only a single random point annotation per target for training. Specifically, we formulate the panoptic pseudo-mask generation as an Optimal Transport (OT) problem, where each ground-truth (gt) point label and pixel sample are defined as the label supplier and consumer, respectively. The transportation cost is calculated by the introduced task-oriented maps, which focus on the category-wise and instance-wise differences among the various thing and stuff targets. Furthermore, a centroid-based scheme is proposed to set the accurate unit number for each gt point supplier. Hence, the pseudo-mask generation is converted into finding the optimal transport plan at a globally minimal transportation cost, which can be solved via the Sinkhorn-Knopp Iteration. Experimental results on Pascal VOC and COCO demonstrate the promising performance of our proposed Point2Mask approach to point-supervised panoptic segmentation. Source code is available at: https://github.com/LiWentomng/Point2Mask.

Sehwan Choi, Jungho Kim, Junyong Yun, Jun Won Choi

Predicting the future motion of dynamic agents is of paramount importance to ensuring safety and assessing risks in motion planning for autonomous robots. In this study, we propose a two-stage motion prediction method, called R-Pred, designed to effectively utilize both scene and interaction context using a cascade of the initial trajectory proposal and trajectory refinement networks. The initial trajectory proposal network produces M trajectory proposals corresponding to the M modes of the future trajectory distribution. The trajectory refinement network enhances each of the M proposals using 1) tube-query scene attention (TQSA) and 2) proposal-level interaction attention (PIA) mechanisms. TQSA uses tube-queries to aggregate local scene context features pooled from proximity around trajectory proposals of interest. PIA further enhances the trajectory proposals by modeling inter-agent interactions using a group of trajectory proposals selected by their distances from neighboring agents. Our experiments conducted on Argoverse and nuScenes datasets demonstrate that the proposed refinement network provides significant performance improvements compared to the single-stage baseline and that R-Pred achieves state-of-the-art performance in some categories of the benchmarks.

Ari Seff, Brian Cera, Dian Chen, Mason Ng, Aurick Zhou, Nigamaa Nayakanti, Khaled S. Refaat, Rami Al-Rfou, Benjamin Sapp

Reliable forecasting of the future behavior of road agents is a critical component to safe planning in autonomous vehicles. Here, we represent continuous trajectories as sequences of discrete motion tokens and cast multi-agent motion prediction as a language modeling task over this domain. Our model, MotionLM, provides several advantages: First, it does not require anchors or explicit latent variable optimization to learn multimodal distributions. Instead, we leverage a single standard language modeling objective, maximizing the average log probability over sequence tokens. Second, our approach bypasses post-hoc interaction heuristics where individual agent trajectory generation is conducted prior to interactive scoring. Instead, MotionLM produces joint distributions over interactive agent futures in a single autoregressive decoding process. In addition, the model's sequential factorization enables temporally causal conditional rollouts. The proposed approach establishes new state-of-the-art performance for multi-agent motion prediction on the Waymo Open Motion Dataset, ranking 1st on the interactive challenge leaderboard.

Hung Tran, Vuong Le, Svetha Venkatesh, Truyen Tran

Humans are highly adaptable, swiftly switching between different modes to progressively handle different tasks, situations and contexts. In Human-object interaction (HOI) activities, these modes can be attributed to two mechanisms: (1) the large-scale consistent plan for the whole activity and (2) the small-scale children interactive actions that start and end along the timeline. While neuroscience and cognitive science have confirmed this multi-mechanism nature of human behavior, machine modeling approaches for human motion are trailing behind. While attempted to use gradually morphing structures (e.g., graph attention networks) to model the dynamic HOI patterns, they miss the expeditious and discrete mode-switching nature of the human motion. To bridge that gap, this work proposes to model two concurrent mechanisms that jointly control human motion: the Persistent process that runs continually on the global scale, and the Transient sub-processes that operate intermittently on the local context of the human while interacting with objects. These two mechanisms form an interactive Persistent-Transient Duality that synergistically governs the activity sequences. We model this conceptual duality by a parent-child neural network of Persistent and Transient channels with a dedicated neural module for dynamic mechanism switching. The framework is trialed on HOI motion forecasting. On two rich datasets and a wide variety of settings, the model consistently delivers superior performances, proving its suitability for the challenge.

Xiaoyu Huang, Dhruv Batra, Akshara Rai, Andrew Szot

We present Skill Transformer, an approach for solving long-horizon robotic tasks by combining conditional sequence modeling and skill modularity. Conditioned on egocentric and proprioceptive observations of a robot, Skill Transformer is trained end-to-end to predict both a high-level skill (e.g., navigation, picking, placing), and a whole-body low-level action (e.g., base and arm motion), using a transformer architecture and demonstration trajectories that solve the full task. It retains the composability and modularity of the overall task through a skill predictor module while reasoning about low-level actions and avoiding hand-off errors, common in modular approaches. We test Skill Transformer on an embodied rearrangement benchmark and find it performs robust task planning and low-level control in new scenarios, achieving a 2.5x higher success rate than baselines in hard rearrangement problems.

Shengyi Qian, David F. Fouhey

Humans can easily understand a single image as depicting multiple potential objects permitting interaction. We use this skill to plan our interactions with the world and accelerate understanding new objects without engaging in interaction. In this paper, we would like to endow machines with the similar ability, so that intelligent agents can better explore the 3D scene or manipulate objects. Our approach is a transformer-based model that predicts the 3D location, physical properties and affordance of objects. To power this model, we collect a dataset with Internet videos, egocentric videos and indoor images to train and validate our approach. Our model yields strong performance on our data, and generalizes well to robotics data.

Shuxiao Ding, Eike Rehder, Lukas Schneider, Marius Cordts, Juergen Gall

Tracking 3D objects accurately and consistently is crucial for autonomous vehicles, enabling more reliable downstream tasks such as trajectory prediction and motion planning. Based on the substantial progress in object detection in recent years, the tracking-by-detection paradigm has become a popular choice due to its simplicity and efficiency. State-of-the-art 3D multi-object tracking (MOT) approaches typically rely on non-learned model-based algorithms such as Kalman Filter but require many manually tuned parameters. On the other hand, learning-based approaches face the problem of adapting the training to the online setting, leading to inevitable distribution mismatch between training and inference as well as suboptimal performance. In this work, we propose 3DMOTFormer, a learned geometry-based 3D MOT framework building upon the transformer architecture. We use an Edge-Augmented Graph Transformer to reason on the track-detection bipartite graph frame-by-frame and conduct data association via edge classification. To reduce the distribution mismatch between training and inference, we propose a novel online training strategy with an autoregressive and recurrent forward pass as well as sequential batch optimization. Using CenterPoint detections, our approach achieves 71.2% and 68.2% AMOTA on the nuScenes validation and test split, respectively. In addition, a trained 3DMOTFormer model generalizes well across different object detectors. Code is available at: https://github.com/dsx0511/3DMOTFormer.

Sruthi Sudhakar, Jon Hanzelka, Josh Bobillot, Tanmay Randhavane, Neel Joshi, Vibhav Vineet

It is very time consuming to create datasets for training computer vision models. An emerging alternative is to use synthetic data, but if the synthetic data is not similar enough to the real data, the performance is typically below that of training with real data. Thus using synthetic data still requires a large amount of time, money, and skill as one needs to author the data carefully. In this paper, we seek to understand which aspects of this authoring process are most critical. We present an analysis of which factors of variation between simulated and real data are most important. We capture images of YCB objects to create a novel YCB-Real dataset. We then create a novel synthetic "digital twin" dataset, YCB-Synthetic, which matches the YCB-Real dataset and includes variety of artifacts added to the synthetic data. We study the affects of these artifacts on our dataset and two existing published datasets on two different computer vision tasks: object detection and instance segmentation. We provide an analysis of the cost-benefit trade-offs between artist time for fixing artifacts and trained model accuracy. We plan to release this dataset (images and 3D assets) so they can be further used by the community.

Sivabalan Manivasagam, Ioan Andrei Bârsan, Jingkang Wang, Ze Yang, Raquel Urtasun

Testing the full autonomy system in simulation is the safest and most scalable way to evaluate autonomous vehicle performance before deployment. This requires simulating sensor inputs such as LiDAR. To be effective, it is essential that the simulation has low domain gap with the real world. That is, the autonomy system in simulation should perform exactly the same way it would in the real world for the same scenario. To date, there has been limited analysis into what aspects of LiDAR phenomena affect autonomy performance. It is also difficult to evaluate the domain gap of existing LiDAR simulators, as they operate on fully synthetic scenes. In this paper, we propose a novel "paired-scenario" approach to evaluating the domain gap of a LiDAR simulator by reconstructing digital twins of real world scenarios. We can then simulate LiDAR in the scene and compare it to the real LiDAR. We leverage this setting to analyze what aspects of LiDAR simulation, such as pulse phenomena, scanning effects, and asset quality, affect the domain gap with respect to the autonomy system, including perception, prediction, and motion planning, and analyze how modifications to the simulated LiDAR influence each part. We identify key aspects that are important to model, such as motion blur, material reflectance, and the accurate geometric reconstruction of traffic participants. This helps provide research directions for improving LiDAR simulation and autonomy robustness to these effects. For more information, please visit the project website: https://waabi.ai/lidar-dg

Lei Wang, Min Dai, Jianan He, Jingwei Huang

Large-scale vector mapping is the foundation for transportation and urban planning. Most existing mapping methods are tailored to one specific mapping task, due to task-specific requirements on shape regularization and topology reconstruction. We propose GraphMapper, a unified framework for end-to-end vector map extraction from satellite images. Our key idea is using primitive graph as a unified representation of vector maps and formulating shape regularization and topology reconstruction as primitive graph reconstruction problems that can be solved in the same framework. Specifically, shape regularization is modeled as the consistency between primitive directions and their pairwise relationship. Based on the primitive graph, we design a learning approach to reconstruct primitive graphs in multiple stages. GraphMapper can fully explore primitive-wise and pairwise information for shape regularization and topology reconstruction, resulting improved primitive graph learning capabilities. We empirically demonstrate the effectiveness of GraphMapper on two challenging mapping tasks for building footprints and road networks. With the premise of sharing the majority design of the architecture and a few task-specific designs, our model outperforms state-of-the-art methods in both tasks on public benchmarks. Our code will be publicly available.

Hanqing Wang, Wei Liang, Luc Van Gool, Wenguan Wang

VLN-CE is a recently released embodied task, where AI agents need to navigate a freely traversable environment to reach a distant target location, given language instructions. It poses great challenges due to the huge space of possible strategies. Driven by the belief that the ability to anticipate the consequences of future actions is crucial for the emergence of intelligent and interpretable planning behavior, we propose Dreamwalker --- a world model based VLN-CE agent. The world model is built to summarize the visual, topological, and dynamic properties of the complicated continuous environment into a discrete, structured, and compact representation. Dreamwalker can simulate and evaluate possible plans entirely in such internal abstract world, before executing costly actions. As opposed to existing model-free VLN-CE agents simply making greedy decisions in the real world, which easily results in shortsighted behaviors, Dreamwalker is able to make strategic planning through large amounts of "mental experiments." Moreover, the imagined future scenarios reflect our agent's intention, making its decision-making process more transparent. Extensive experiments and ablation studies on VLN-CE dataset confirm the effectiveness of the proposed approach and outline fruitful directions for future work. Our code will be released.

Byeonghwi Kim, Jinyeon Kim, Yuyeong Kim, Cheolhong Min, Jonghyun Choi

Accomplishing household tasks such as 'bringing a cup of water' requires to plan step-by-step actions by maintaining the knowledge about the spatial arrangement of objects and consequences of previous actions. Perception models of current embodied AI agents, however, often make mistakes due to lack of such knowledge but rely on imperfect learning of imitating agents or an algorithmic planner without the knowledge about the changed environment by the previous actions. To address the issue, we propose the CPEM (Context-aware Planner and Environment-aware Memory) embodied agent to incorporate the contextual information of previous actions for planning and maintaining spatial arrangement of objects with their states (e.g., if an object has been already moved or not) in the environment to the perception model for improving both visual navigation and object interactions. We observe that the proposed model achieves state-of-the-art task success performance in various metrics using a challenging interactive instruction following benchmark both in seen and unseen environments by large margins (up to +10.70% in unseen env.).

Zhiyu Huang, Haochen Liu, Chen Lv

Autonomous vehicles operating in complex real-world environments require accurate predictions of interactive behaviors between traffic participants. This paper tackles the interaction prediction problem by formulating it with hierarchical game theory and proposing the GameFormer model for its implementation. The model incorporates a Transformer encoder, which effectively models the relationships between scene elements, alongside a novel hierarchical Transformer decoder structure. At each decoding level, the decoder utilizes the prediction outcomes from the previous level, in addition to the shared environmental context, to iteratively refine the interaction process. Moreover, we propose a learning process that regulates an agent's behavior at the current level to respond to other agents' behaviors from the preceding level. Through comprehensive experiments on large-scale real-world driving datasets, we demonstrate the state-of-the-art accuracy of our model on the Waymo interaction prediction task. Additionally, we validate the model's capacity to jointly reason about the motion plan of the ego agent and the behaviors of multiple agents in both open-loop and closed-loop planning tests, outperforming various baseline methods. Furthermore, we evaluate the efficacy of our model on the nuPlan planning benchmark, where it achieves leading performance.

Aaron Keesing, Yun Sing Koh, Vithya Yogarajan, Michael Witbrock

Many software packages and toolkits have been developed for machine learning, in particular for natural language processing and automatic speech recognition. However, there are few software packages designed for emotion recognition. Emotion datasets have diverse structures and annotations, and feature extractors often have different interfaces, which requires writing code specific to each interface. To improve the standardisation and reproducibility of emotion recognition research, we present the Emotion Recognition ToolKit (ERTK), a Python library for emotion recognition. ERTK comprises processing scripts for emotion datasets, standard interfaces to feature extractors, and a framework for defining experiments with declarative configuration files. ERTK is modular and extensible, which allows for easily incorporating additional models and processors. The current version of ERTK focuses on emotional speech, however, the library is modular and can be easily extended to other modalities, which we plan for future releases. ERTK is open-source and available from GitHub: https://github.com/Strong-AI-Lab/emotion.

Lingxiao He, Xingyu Liao, Wu Liu 0005, Xinchen Liu, Peng Cheng 0002, Tao Mei 0001

General Instance Re-identification is a very important task in computer vision, which can be widely used in many practical applications, such as person/vehicle re-identification, face recognition, wildlife protection, commodity tracing, snapshots, and so on. To meet the increasing application demand for general instance re-identification, we present FastReID as a widely used software system. In FastReID, the highly modular and extensible design makes it easy for the researcher to achieve new research ideas. Friendly manageable system configuration and engineering deployment functions allow practitioners to quickly deploy models into productions. We have implemented some state-of-the-art projects, including person re-id, partial re-id, cross-domain re-id, and vehicle re-id. Moreover, we plan to release these pre-trained models on multiple benchmark datasets. FastReID is by far the most general and high-performance toolbox that supports single and multiple GPU servers, it can reproduce our project results very easily. The source codes and models have been released at https://github.com/JDAI-CV/fast-reid.

Yuhang Zhao, Shanchen Pang, Zhihan Lv, Sheng Miao

In this paper, Digital Twins(DT) is combined with the sewage plant. Through Digital Twins, the actual needs are analyzed to solve the problems existing in the sewage plant. Combined with Augmented Reality(AR), Machine Learning(ML) and automatic control algorithms, various functions of sewage plant can be achieved. The system uses Long Short Term Memory(LSTM), Gate Recurrent Unit(GRU) and Fuzzy Neural Network(FNN) to predict the Chemical Oxygen Demand(COD) concentration in water quality. By using these algorithms, the Digital Twins Sewage Plant(DTSP) can be better interacted with workers. Through remote control, fault alarm, automatic regulation and prediction, Digital Twins can improve the efficiency of sewage treatment.

Yutong Wang, Hongteng Xu, Dixin Luo

Video summarization is a critical task in video analysis that aims to create a brief yet informative summary of the original video (i.e., a set of keyframes) while retaining its primary content. Supervised summarization methods rely on time-consuming keyframe labeling and thus often suffer from the insufficiency issue of training data. In contrast, the performance of unsupervised summarization methods is often unsatisfactory due to the lack of semantically-meaningful guidance on the keyframe selection. In this study, we propose a novel self-supervised video summarization framework with the help of computational optimal transport techniques. Specifically, we generate textual descriptions from video shots and learn the projection from the textual embeddings to the visual ones together with an optimal transport plan between them via solving an inverse optimal transport problem. We propose an alternating optimization algorithm to solve this problem efficiently and design an effective mechanism in the algorithm to avoid trivial solutions. Given the optimal transport plan and the underlying distance between the projected textual embeddings and the visual ones, we synthesize pseudo-significance scores for video frames and leverage the scores as offline supervision to train a keyframe selector. Without subjective and error-prone manual annotations, the proposed framework surpasses previous unsupervised methods in producing high-quality results for generic and instructional video summarization tasks, whose performance even is comparable to those supervised competitors. The code is available at https://github.com/Dixin-s-Lab/Video-Summary-IOT.

He Zhang 0030, Ying Sun 0006, Weiyu Guo, Yafei Liu, Haonan Lu, Xiaodong Lin 0004, Hui Xiong 0001

Personalized interior decoration design often incurs high labor costs. Recent efforts in developing intelligent interior design systems have focused on generating textual requirement-based decoration designs while neglecting the problem of how to mine homeowner's hidden preferences and choose the proper initial design. To fill this gap, we propose an Interactive Interior Design Recommendation System (IIDRS) based on reinforcement learning (RL). IIDRS aims to find an ideal plan by interacting with the user, who provides feedback on the gap between the recommended plan and their ideal one. To improve decision-making efficiency and effectiveness in large decoration spaces, we propose a Decoration Recommendation Coarse-to-Fine Policy Network (DecorRCFN). Additionally, to enhance generalization in online scenarios, we propose an object-aware feedback generation method that augments model training with diversified and dynamic textual feedback. Extensive experiments on a real-world dataset demonstrate our method outperforms traditional methods by a large margin in terms of recommendation accuracy. Further user studies demonstrate that our method reaches higher real-world user satisfaction than baseline methods.