Reinforcement Learning (RL) has shown great promise in domains like healthcare and robotics but often struggles with adoption due to its lack of interpretability. Counterfactual explanations, which address ``what if” scenarios, provide a promising avenue for understanding RL decisions but remain underexplored for continuous action spaces. We propose a novel approach for generating counterfactual explanations in continuous action RL by computing alternative action sequences that improve outcomes while minimizing deviations from the original sequence. Our approach leverages a distance metric for continuous actions and accounts for constraints such as adhering to predefined policies in specific states. Evaluations in two RL domains, Diabetes Control and Lunar Lander, demonstrate the effectiveness, efficiency, and generalization of our approach, enabling more interpretable and trustworthy RL applications.
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Improving Efficiency of Answer Set Planning with Rough Solutions from Large Language Models for Robotic Task Planning
PDF ↗Answer Set Programming (ASP) planning can be used to refine the rough solutions generated by Large Language Models (LLMs) to handle specific restrictions of actions, i.e., reconstruct the rough solutions to be executable, for robotic task planning. However, it is still challenging to efficiently solve ASP programs that have multiple variables with large domains, which prevents the above application of ASP planning from real-world task planning problems. In this paper, we consider how to reduce the domains of variables without losing possible solutions for ASP planning, while given these rough solutions from LLMs. Based on the above reduction, we introduce CLMASP, an approach that couples LLMs with ASP for robotic task planning. We evaluate CLMASP on the VirtualHome platform for common indoor tasks, demonstrating a significant improvement in the executable rate from under 10% to nearly 90% and reducing average ASP planning time from over 2 hours to under 5 seconds. Code is available at https://github.com/CLMASP/CLMASP.
As robots' manipulation capabilities improve for pick-and-place tasks (e.g., object packing, sorting, and kitting), methods focused on understanding human-acceptable object configurations remain limited expressively with regard to capturing spatial relationships important to humans. To advance robotic understanding of human rules for object arrangement, we introduce positionally-augmented RCC (PARCC), a formal logic framework based on region connection calculus (RCC) for describing the relative position of objects in space. Additionally, we introduce an inference algorithm for learning PARCC specifications via demonstrations. Finally, we present the results from a human study, which demonstrate our framework's ability to capture a human's intended specification and the benefits of learning from demonstration approaches over human-provided specifications.
Humans' innate ability to decompose scenes into objects allows for efficient understanding, predicting, and planning. In light of this, Object-Centric Learning (OCL) attempts to endow networks with similar capabilities, learning to represent scenes with the composition of objects. However, existing OCL models only learn through reconstructing the input images, which does not assist the model in distinguishing objects, resulting in suboptimal object-centric representations. This flaw limits current object-centric models to relatively simple downstream tasks. To address this issue, we draw on humans’ top-down vision pathway and propose Top-Down Guided Network (TDGNet), which includes a top-down pathway to improve object-centric representations. During training, the top-down pathway constructs guidance with high-level object-centric representations to optimize low-level grid features output by the backbone. While during inference, it refines object-centric representations by detecting and solving conflicts between low- and high-level features. We show that TDGNet outperforms current object-centric models on multiple datasets of varying complexity. In addition, we expand the downstream task scope of object-centric representations by applying TDGNet to the field of robotics, validating its effectiveness in downstream tasks including video prediction and visual planning. Code will be available at https://github.com/zoujunhong/RHGNet.
3D part assembly aims to understand part relationships and predict their 6-DoF poses to construct realistic 3D shapes, addressing the growing demand for autonomous assembly, which is crucial for robots. Existing methods mainly estimate the transformation of each part by training neural networks under supervision, which requires a substantial quantity of manually labeled data. However, the high cost of data collection and the immense variability of real-world shapes and parts make traditional methods impractical for large-scale applications. In this paper, we propose first a zero-shot part assembly method that utilizes pre-trained point cloud diffusion models as discriminators in the assembly process, guiding the manipulation of parts to form realistic shapes. Specifically, we theoretically demonstrate that utilizing a diffusion model for zero-shot part assembly can be transformed into an Iterative Closest Point (ICP) process. Then, we propose a novel pushing-away strategy to address the overlap parts, thereby further enhancing the robustness of the method. To verify our work, we conduct extensive experiments and quantitative comparisons to several strong baseline methods, demonstrating the effectiveness of the proposed approach, which even surpasses the supervised learning method. The code has been released on https://github.com/Ruiyuan-Zhang/Zero-Shot-Assembly.
BRIGHT-VO: Brightness-Guided Hybrid Transformer for Visual Odometry with Multi-modality Refinement Module
PDF ↗Visual odometry (VO) plays a crucial role in autonomous driving, robotic navigation, and other related tasks by estimating the position and orientation of a camera based on visual input. Significant progress has been made in data-driven VO methods, particularly those leveraging deep learning techniques to extract image features and estimate camera poses. However, these methods often struggle in low-light conditions because of the reduced visibility of features and the increased difficulty of matching keypoints. To address this limitation, we introduce BrightVO, a novel VO model based on Transformer architecture, which not only performs front-end visual feature extraction, but also incorporates a multi-modality refinement module in the back-end that integrates Inertial Measurement Unit (IMU) data. Using pose graph optimization, this module iteratively refines pose estimates to reduce errors and improve both accuracy and robustness. Furthermore, we create a synthetic low-light dataset, KiC4R, which includes a variety of lighting conditions to facilitate the training and evaluation of VO frameworks in challenging environments. Experimental results demonstrate that BrightVO achieves state-of-the-art performance on both the KiC4R dataset and the KITTI benchmarks. Specifically, it provides an average improvement of 20% in pose estimation accuracy in normal outdoor environments and 25% in low-light conditions, outperforming existing methods. This work is open-source at https://github.com/Anastasiawd/BrightVO.
This study addresses the challenge of generating online 3D Gaussian Splatting (3DGS) models from RGB-only frames. Previous studies have employed dense SLAM techniques to estimate 3D scenes from keyframes for 3DGS model construction. However, these methods are limited by their reliance solely on keyframes, which are insufficient to capture an entire scene, resulting in incomplete reconstructions. Moreover, building a generalizable model requires incorporating frames from diverse viewpoints to achieve broader scene coverage. However, online processing restricts the use of many frames or extensive training iterations. Therefore, we propose a novel method for high-quality 3DGS modeling that improves model completeness through adaptive view selection. By analyzing reconstruction quality online, our approach selects optimal non-keyframes for additional training. By integrating both keyframes and selected non-keyframes, the method refines incomplete regions from diverse viewpoints, significantly enhancing completeness. We also present a framework that incorporates an online multi-view stereo approach, ensuring consistency in 3D information throughout the 3DGS modeling process. Experimental results demonstrate that our method outperforms state-of-the-art methods, delivering exceptional performance in complex outdoor scenes.
SeqPose: An End-to-End Framework to Unify Single-frame and Video-based RGB Category-Level Pose Estimation
PDF ↗Category-level object pose estimation is a longstanding and fundamental task crucial for augmented reality and robotic manipulation applications. Existing RGB-based approaches struggle with multi-stage settings and heavily rely on off-the-shelf techniques, such as object detectors, depth estimators, non-differentiable NOCS shape alignment, etc. Extra dependencies lead to the accumulation of errors and complicate the whole pipeline, limiting the deployment of these approaches in practical applications. This paper streamlined an end-to-end framework unifying the single-frame and video-based category-level pose estimation. Specifically, instead of explicitly introducing extra dependencies, the DINOv2 encoder and depth decoder, as robust semantic and geometric prior extractors, are leveraged to produce intra-frame hierarchical semantic and geometric features. A spatial-temporal sparse query network is developed to model the implicit correspondence and inter-frame correlations between a set of implicit 3D query anchors and intra-frame features. Finally, a pose prediction head is employed using the bipartite matching algorithm. Experimental results demonstrate that our model achieves state-of-the-art performance compared with RGB-based categorical pose estimation methods on the REAL275 and CAMERA25 datasets. Our code is available at https://andrewchiyz.github.io/vision.3dv.seqpose/.
Egocentric object-interaction anticipation is critical for applications like augmented reality and robotics, but existing methods struggle with misaligned egocentric encoding, insufficient supervision, and underutilized historical context. These limitations stem from a lack of focus on retention, i.e., retaining long-term object-centric interactions, and prediction, i.e., future-centric encoding and future uncertainty modeling. We introduce EgoAnticipator, a novel Retentive and Predictive Learning framework that addresses these challenges. Our approach combines retentive pre-training for domain-specific encoding, predictive pre-training for future uncertainty modeling, and mirror distillation to transfer future-informed knowledge. Additionally, we propose long-term memory prompting to integrate historical interaction cues. We evaluate the effectiveness of our framework using the Ego4D short-term object interaction anticipation benchmark, covering both STAv1 and STAv2. Extensive experiments demonstrate that our framework outperforms existing methods, while ablation studies highlight the effectiveness of each design inside our retentive and predictive learning framework.
Image-to-point cloud (I2P) registration is a fundamental task in computer vision, which aims to align pixels in 2D images with corresponding points in 3D point clouds. While deep learning based methods dominate this field, they often fail to generalize to the open domain. In this paper, we address open-domain I2P registration from the topology relationships perspective. Firstly, we find that topology relationships reflect sparse connections between pixels and points, which shows the significant potential in enhancing cross-modality feature interaction in the open domain. Building on this insight, we develop an I2P registration framework using topology relationships. After that, to construct and leverage the topology relationships between the heterogeneous 2D and 3D spaces, we design a registration network, Top-I2P, with correction-based topology reasoning and fast topology feature interaction modules. Extensive experiments on 7-Scenes, RGBD-V2, ScanNet, and self-collected I2P datasets demonstrate that Top-I2P achieves superior registration performance in open-domain scenarios.
Adversarial attacks on robotic grasping provide valuable insights into evaluating and improving the robustness of these systems. Unlike studies that focus solely on neural network predictions while overlooking the physical principles of grasping, this paper introduces AdvGrasp, a framework for adversarial attacks on robotic grasping from a physical perspective. Specifically, AdvGrasp targets two core aspects: lift capability, which evaluates the ability to lift objects against gravity, and grasp stability, which assesses resistance to external disturbances. By deforming the object's shape to increase gravitational torque and reduce stability margin in the wrench space, our method systematically degrades these two key grasping metrics, generating adversarial objects that compromise grasp performance. Extensive experiments across diverse scenarios validate the effectiveness of AdvGrasp, while real-world validations demonstrate its robustness and practical applicability.
MSMAR-RL: Multi-Step Masked-Attention Recovery Reinforcement Learning for Safe Maneuver Decision in High-Speed Pursuit-Evasion Game
PDF ↗Ensuring the safety of high-speed agent in dynamic adversarial environments, such as pursuit-evasion games with target-purchase and obstacle-avoidance, is a significant challenge. Existing reinforcement learning methods often fail to balance safety and reward under strict safety constraints and diverse environmental conditions. To address these limitations, this paper proposes a novel zero-constraint-violation recovery RL framework tailored for high-speed uav pursuit-evasion combat games. The framework includes three key innovations. (1) An extendable multi-step reach-avoid theory: we provide a zero-constraint-violation safety guarantee for multi-strategy reinforcement learning and enabling early danger detection in high speed game. (2) A masked-attention recovery strategy: we introduce a padding-mask attention architecture to handle spatiotemporal variations in dynamic obstacles with varying threat levels. (3) Experimental validation: we validate the framework in obstacle-rich pursuit-evasion scenarios, demonstrating its superiority through comparison with other algorithm and ablation studies. Our approach also shows potential for extension to other rapid-motion tasks and more complex hazardous scenarios. Details and code could be found at https://msmar-rl.github.io.
In this paper, we propose the Multi-Agent Corridor Generating Algorithm (MACGA) for solving the Multi-agent Pathfinding (MAPF) problem, where a group of agents need to find non-colliding paths to their target locations. Existing approaches struggle to solve dense MAPF instances. In MACGA, the agents build corridors, which are sequences of connected vertices, from current locations towards agents' goals, and evacuate other agents out of the corridors to avoid collisions and deadlocks. We also present the MACGA+PIBT algorithm, which integrates the well-known rule-based PIBT algorithm into MACGA to improve runtime and solution quality. The proposed algorithms run in polynomial time and have a reachability property, i.e., every agent is guaranteed to reach its goal location at some point. We demonstrate experimentally that MACGA and MACGA+PIBT outperform baseline algorithms in terms of success rate, runtime, and makespan across diverse MAPF benchmark grids.
Beyond Winning Strategies: Admissible and Admissible Winning Strategies for Quantitative Reachability Games
PDF ↗Classical reactive synthesis approaches aim to synthesize a reactive system that always satisfies a given specification. These approaches often reduce to playing a two-player zero-sum game where the goal is to synthesize a winning strategy. However, in many pragmatic domains, such as robotics, a winning strategy does not always exist, yet it is desirable for the system to make an effort to satisfy its requirements instead of "giving up." To this end, this paper investigates the notion of admissible strategies, which formalize "doing-your-best", in quantitative reachability games. We show that, unlike the qualitative case, memoryless strategies are not sufficient to capture all admissible strategies, making synthesis a challenging task. In addition, we prove that admissible strategies always exist but may produce undesirable optimistic behaviors. To mitigate this, we propose admissible winning strategies, which enforce the best possible outcome while being admissible. We show that both strategies always exist but are not memoryless. We provide necessary and sufficient conditions for the existence of both strategies and propose synthesis algorithms. Finally, we illustrate the strategies on gridworld and robot manipulator domains.
Deep Learning-Based Pedestrian Simulation with Limited Real-World Training Data: An Evaluation Framework
PDF ↗Simulating pedestrian movement is important for applications such as disaster management, robotics, and game design. While deep learning models have been extensively used on related problems, their use as pedestrian simulators remains relatively unexplored. This paper aims to encourage more research in this direction in two ways. First, it proposes an evaluation framework that is applicable to both traditional and deep learning based simulators. Second, it proposes and evaluates several ideas related to input representation, choice of neural architecture, exploiting knowledge-based simulators in data poor regimes, and repurposing trajectory prediction models. Our extensive experiments provide several useful insights for future research in pedestrian simulation. The code is available at https://github.com/vmahzoon76/DL-Crowd-Sim.
The increasing demand for real-time analysis in video streaming has driven significant advancements in object detection and motion prediction. This paper presents SkelAI, an innovative application that combines YOLOv8, OpenCV, OpenAI API, and our own innovative algorithms to achieve real-time object detection and medial axis skeletonization tailored explicitly for live video streaming environments. In addition, SkelAI integrates AI-generated image capabilities through the DALL-E 3 model, enabling the extraction of skeletons from synthetic content that simulates streaming scenarios. The application supports exporting skeleton data in PyTorch-compatible formats, facilitating the training of sequence predicting deep learning models. Comprehensive evaluations demonstrate SkelAI’s enhanced accuracy, efficiency, and versatility compared to existing tools, underscoring its potential applications in digital animation, biomechanical research and robotics, human-computer interaction, and video compression within streaming platforms.
We propose a 2D simulation system for multi-agent collective construction (MACC) based on simple line-following intelligent machines (SLIM) - small differential drive mobile robots. Our MACC-SLIM system alleviates the high upfront cost of implementing MACC on real hardware. Our system builds upon widely available resources, namely a standard LCD screen and commodity mobile robots, allowing researchers and schools easier access to MACC hardware implementation. We test the system on plans generated by an optimal state-of-the-art MACC algorithm, demonstrating there are still non-insignificant synchronization delays. The MACC-SLIM system allows us to observe bottlenecks, parallelism, and possible execution failures of plans generated by the MACC algorithms.
Autonomous robots are essential for navigating and collecting data in hazardous environments where human intervention is impractical. Current methods often result in inefficiencies, missed high-quality imagery, and inadequate coverage in critical areas such as environmental monitoring, disaster response, and medical diagnostics. The absence of intelligent viewpoint selection leads to redundant data and poor image quality, limiting robotic effectiveness. This research proposes a framework that utilizes reinforcement learning and information-theoretic approaches to optimize viewpoint selection, aiming to enhance data collection efficiency and image quality while ensuring safety. This work has the potential to transform industries reliant on precise visual data and significantly improve medical robotics, enabling better diagnostics and patient care.
Diffusion Models (DMs) offer robust tools for addressing uncertainty and enhancing adaptability in robotics. This work explores their application to trajectory generation, 3D image synthesis, and interpretable scene understanding. For trajectory planning, we propose using colored Gaussian noise to improve robustness and temporal coherence. In 3D image generation, Transfer Entropy enhances information flow between textual and visual modalities for more coherent outputs. Partial Information Decomposition (PID) is leveraged to improve model interpretability and efficiency in scene generation. Rigorous evaluation will assess trajectory quality, robustness, and real-world transferability, aiming to advance autonomous decision-making and scene understanding in robotics.
The lack of personalization in early education can often leave students with weak foundational skills, causing said students to be behind in their studies. Personalized learning, the idea of tailoring a unique lesson plan to a student, has been shown to improve the understanding of content learned. Robots utilizing personalization techniques in educational settings, coined social robots, have been able to form a connection with students, thereby keeping them engaged while learning. This proposal seeks to study the effects of AI-driven social robotic tutors coupled with personalized learning on early childhood education. The study will consist of five groups of K-4 students: two groups learning while utilizing both a social robot and a tablet (one group with personalized learning and the other without), the two groups interacting with only the tablet (with and without personalization), and the last group learning utilizing both a non-personalized learning tablet and a non-social robot. This study aims to determine whether the combination of robotic interaction and personalized learning leads to better outcomes than solely tablet-based or non-personalized methods. This study will focus on teaching mathematics to the participants. Pre and post-tests will measure learning progress, and the influence of robot interaction on student engagement will also be evaluated. It is expected that the students with social robotic tutors and personalized learning tablets will show the greatest knowledge retention, outperforming all other categories. These findings could have significant implications for the integration of AI and robotics in early education, potentially revolutionizing how personalized learning is implemented therefore improving educational outcomes for young learners.