3,308 research outputs found

    Mobile graphics: SIGGRAPH Asia 2017 course

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    Past, Present, and Future of Simultaneous Localization And Mapping: Towards the Robust-Perception Age

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    Simultaneous Localization and Mapping (SLAM)consists in the concurrent construction of a model of the environment (the map), and the estimation of the state of the robot moving within it. The SLAM community has made astonishing progress over the last 30 years, enabling large-scale real-world applications, and witnessing a steady transition of this technology to industry. We survey the current state of SLAM. We start by presenting what is now the de-facto standard formulation for SLAM. We then review related work, covering a broad set of topics including robustness and scalability in long-term mapping, metric and semantic representations for mapping, theoretical performance guarantees, active SLAM and exploration, and other new frontiers. This paper simultaneously serves as a position paper and tutorial to those who are users of SLAM. By looking at the published research with a critical eye, we delineate open challenges and new research issues, that still deserve careful scientific investigation. The paper also contains the authors' take on two questions that often animate discussions during robotics conferences: Do robots need SLAM? and Is SLAM solved

    Autonomous Navigation in Complex Indoor and Outdoor Environments with Micro Aerial Vehicles

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    Micro aerial vehicles (MAVs) are ideal platforms for surveillance and search and rescue in confined indoor and outdoor environments due to their small size, superior mobility, and hover capability. In such missions, it is essential that the MAV is capable of autonomous flight to minimize operator workload. Despite recent successes in commercialization of GPS-based autonomous MAVs, autonomous navigation in complex and possibly GPS-denied environments gives rise to challenging engineering problems that require an integrated approach to perception, estimation, planning, control, and high level situational awareness. Among these, state estimation is the first and most critical component for autonomous flight, especially because of the inherently fast dynamics of MAVs and the possibly unknown environmental conditions. In this thesis, we present methodologies and system designs, with a focus on state estimation, that enable a light-weight off-the-shelf quadrotor MAV to autonomously navigate complex unknown indoor and outdoor environments using only onboard sensing and computation. We start by developing laser and vision-based state estimation methodologies for indoor autonomous flight. We then investigate fusion from heterogeneous sensors to improve robustness and enable operations in complex indoor and outdoor environments. We further propose estimation algorithms for on-the-fly initialization and online failure recovery. Finally, we present planning, control, and environment coverage strategies for integrated high-level autonomy behaviors. Extensive online experimental results are presented throughout the thesis. We conclude by proposing future research opportunities

    Automated Game Design Learning

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    While general game playing is an active field of research, the learning of game design has tended to be either a secondary goal of such research or it has been solely the domain of humans. We propose a field of research, Automated Game Design Learning (AGDL), with the direct purpose of learning game designs directly through interaction with games in the mode that most people experience games: via play. We detail existing work that touches the edges of this field, describe current successful projects in AGDL and the theoretical foundations that enable them, point to promising applications enabled by AGDL, and discuss next steps for this exciting area of study. The key moves of AGDL are to use game programs as the ultimate source of truth about their own design, and to make these design properties available to other systems and avenues of inquiry.Comment: 8 pages, 2 figures. Accepted for CIG 201

    Markov Equilibrium in Models of Dynamic Endogenous Political Institutions

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    This paper examines existence of Markov equilibria in the class of dynamic political games (DPGs). DPGs are dynamic games in which political institutions are endogenously determined each period. The process of change is both recursive and instrumental: the rules for political aggregation at date t+1 are decided by the rules at date t, and the resulting institutional choices do not affect payoffs or technology directly. Equilibrium existence in dynamic political games requires a resolution to a political fixed point problemin which a current political rule (e.g., majority voting) admits a solution only if all feasible political rules in the future admit solutions in all states. If the class of political rules is dynamically consistent, then DPGs are shown to admit political fixed points. This result is used to prove two equilibrium existence theorems, one of which implies that equilibrium strategies, public and private, are smooth functions of the economic state. We discuss practical applications that require existence of smooth equilibria.Recursive, dynamic political games, political fixed points, dynamically consistent rules

    Supermodular mechanism design

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    This paper introduces a mechanism design approach that allows dealing with the multiple equilibrium problem, using mechanisms that are robust to bounded rationality. This approach is a tool for constructing supermodular mechanisms, i.e. mechanisms that induce games with strategic complementarities. In quasilinear environments, I prove that if a social choice function can be implemented by a mechanism that generates bounded strategic substitutes - as opposed to strategic complementarities - then this mechanism can be converted into a supermodular mechanism that implements the social choice function. If the social choice function also satisfies some efficiency criterion, then it admits a supermodular mechanism that balances the budget. Building on these results, I address the multiple equilibrium problem. I provide sufficient conditions for a social choice function to be implementable with a supermodular mechanism whose equilibria are contained in the smallest interval among all supermodular mechanisms. This is followed by conditions for supermodular implementability in unique equilibrium. Finally, I provide a revelation principle for supermodular implementation in environments with general preferences.Implementation, mechanisms, learning, strategic complementarities, supermodular games
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