153 research outputs found
Study of the Effects of Ionic Liquids as Electrolyte Addictive for Redox Flow Batteries
Master'sMASTER OF SCIENC
Open-World Multi-Task Control Through Goal-Aware Representation Learning and Adaptive Horizon Prediction
We study the problem of learning goal-conditioned policies in Minecraft, a
popular, widely accessible yet challenging open-ended environment for
developing human-level multi-task agents. We first identify two main challenges
of learning such policies: 1) the indistinguishability of tasks from the state
distribution, due to the vast scene diversity, and 2) the non-stationary nature
of environment dynamics caused by partial observability. To tackle the first
challenge, we propose Goal-Sensitive Backbone (GSB) for the policy to encourage
the emergence of goal-relevant visual state representations. To tackle the
second challenge, the policy is further fueled by an adaptive horizon
prediction module that helps alleviate the learning uncertainty brought by the
non-stationary dynamics. Experiments on 20 Minecraft tasks show that our method
significantly outperforms the best baseline so far; in many of them, we double
the performance. Our ablation and exploratory studies then explain how our
approach beat the counterparts and also unveil the surprising bonus of
zero-shot generalization to new scenes (biomes). We hope our agent could help
shed some light on learning goal-conditioned, multi-task agents in challenging,
open-ended environments like Minecraft.Comment: This paper is accepted by CVPR202
Making Sense of Audio Vibration for Liquid Height Estimation in Robotic Pouring
In this paper, we focus on the challenging perception problem in robotic
pouring. Most of the existing approaches either leverage visual or haptic
information. However, these techniques may suffer from poor generalization
performances on opaque containers or concerning measuring precision. To tackle
these drawbacks, we propose to make use of audio vibration sensing and design a
deep neural network PouringNet to predict the liquid height from the audio
fragment during the robotic pouring task. PouringNet is trained on our
collected real-world pouring dataset with multimodal sensing data, which
contains more than 3000 recordings of audio, force feedback, video and
trajectory data of the human hand that performs the pouring task. Each record
represents a complete pouring procedure. We conduct several evaluations on
PouringNet with our dataset and robotic hardware. The results demonstrate that
our PouringNet generalizes well across different liquid containers, positions
of the audio receiver, initial liquid heights and types of liquid, and
facilitates a more robust and accurate audio-based perception for robotic
pouring.Comment: Checkout project page for video, code and dataset:
https://lianghongzhuo.github.io/AudioPourin
GROOT: Learning to Follow Instructions by Watching Gameplay Videos
We study the problem of building a controller that can follow open-ended
instructions in open-world environments. We propose to follow reference videos
as instructions, which offer expressive goal specifications while eliminating
the need for expensive text-gameplay annotations. A new learning framework is
derived to allow learning such instruction-following controllers from gameplay
videos while producing a video instruction encoder that induces a structured
goal space. We implement our agent GROOT in a simple yet effective
encoder-decoder architecture based on causal transformers. We evaluate GROOT
against open-world counterparts and human players on a proposed Minecraft
SkillForge benchmark. The Elo ratings clearly show that GROOT is closing the
human-machine gap as well as exhibiting a 70% winning rate over the best
generalist agent baseline. Qualitative analysis of the induced goal space
further demonstrates some interesting emergent properties, including the goal
composition and complex gameplay behavior synthesis. The project page is
available at https://craftjarvis-groot.github.io
Describe, Explain, Plan and Select: Interactive Planning with Large Language Models Enables Open-World Multi-Task Agents
We investigate the challenge of task planning for multi-task embodied agents
in open-world environments. Two main difficulties are identified: 1) executing
plans in an open-world environment (e.g., Minecraft) necessitates accurate and
multi-step reasoning due to the long-term nature of tasks, and 2) as vanilla
planners do not consider how easy the current agent can achieve a given
sub-task when ordering parallel sub-goals within a complicated plan, the
resulting plan could be inefficient or even infeasible. To this end, we propose
"escribe, xplain, lan and
elect" (), an interactive planning approach based
on Large Language Models (LLMs). DEPS facilitates better error correction on
initial LLM-generated by integrating of
the plan execution process and providing self- of
feedback when encountering failures during the extended planning phases.
Furthermore, it includes a goal , which is a trainable
module that ranks parallel candidate sub-goals based on the estimated steps of
completion, consequently refining the initial plan. Our experiments mark the
milestone of the first zero-shot multi-task agent that can robustly accomplish
70+ Minecraft tasks and nearly double the overall performances. Further testing
reveals our method's general effectiveness in popularly adopted non-open-ended
domains as well (i.e., ALFWorld and tabletop manipulation). The ablation and
exploratory studies detail how our design beats the counterparts and provide a
promising update on the grand challenge with our
approach. The code is released at https://github.com/CraftJarvis/MC-Planner.Comment: NeurIPS 202
Interferometric inverse synthetic aperture radar experiment using an interferometric linear frequency modulated continuous wave millimetre-wave radar
D. Felguera-Martín,1 J.-T. González-Partida,1 P. Almorox-González,1 M. Burgos-García,1 and B.-P. Dorta-Naranjo2
1Universidad Politécnica de Madrid, Ciudad Universitaria s/n, Grupo de Microondas y Radar. Departamento de Señales, Sistemas y Radiocomunicaciones, Madrid, Spain
2Universidad de Las Palmas de Gran Canaria, Departamento de Señales y Comunicaciones, Las Palmas de Gran Canaria, Spain
An interferometric linear frequency modulated continuous wave (LFMCW) millimetre-wave radar is presented, along with the results of an experiment conducted to study the feasibility of using it in a future millimetre-wave interferometric inverse synthetic aperture radar (InISAR) system. First, a description of the radar is given. Then, the signal processing chain is described, with special attention to the phase unwrapping technique. The interferometric phase is obtained by unwrapping the prominent target's phase in each antenna using a sliding frame processing technique. Cell migration issues in this method are also addressed. Simulations were carried out to illustrate and assess the processing chain and to show the effects of multipath echoes on the height measurement. In the real experiment, the range, speed and height of a moving target were tracked over consecutive inverse synthetic aperture radar (ISAR) image frames, verifying the performance of the whole system
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