ترغب بنشر مسار تعليمي؟ اضغط هنا

Visual Perspective Taking for Opponent Behavior Modeling

144   0   0.0 ( 0 )
 نشر من قبل Boyuan Chen
 تاريخ النشر 2021
  مجال البحث الهندسة المعلوماتية
والبحث باللغة English




اسأل ChatGPT حول البحث

In order to engage in complex social interaction, humans learn at a young age to infer what others see and cannot see from a different point-of-view, and learn to predict others plans and behaviors. These abilities have been mostly lacking in robots, sometimes making them appear awkward and socially inept. Here we propose an end-to-end long-term visual prediction framework for robots to begin to acquire both these critical cognitive skills, known as Visual Perspective Taking (VPT) and Theory of Behavior (TOB). We demonstrate our approach in the context of visual hide-and-seek - a game that represents a cognitive milestone in human development. Unlike traditional visual predictive model that generates new frames from immediate past frames, our agent can directly predict to multiple future timestamps (25s), extrapolating by 175% beyond the training horizon. We suggest that visual behavior modeling and perspective taking skills will play a critical role in the ability of physical robots to fully integrate into real-world multi-agent activities. Our website is at http://www.cs.columbia.edu/~bchen/vpttob/.

قيم البحث

اقرأ أيضاً

When one agent interacts with a multi-agent environment, it is challenging to deal with various opponents unseen before. Modeling the behaviors, goals, or beliefs of opponents could help the agent adjust its policy to adapt to different opponents. In addition, it is also important to consider opponents who are learning simultaneously or capable of reasoning. However, existing work usually tackles only one of the aforementioned types of opponent. In this paper, we propose model-based opponent modeling (MBOM), which employs the environment model to adapt to all kinds of opponent. MBOM simulates the recursive reasoning process in the environment model and imagines a set of improving opponent policies. To effectively and accurately represent the opponent policy, MBOM further mixes the imagined opponent policies according to the similarity with the real behaviors of opponents. Empirically, we show that MBOM achieves more effective adaptation than existing methods in competitive and cooperative environments, respectively with different types of opponent, i.e., fixed policy, naive learner, and reasoning learner.
Manipulation and assembly tasks require non-trivial planning of actions depending on the environment and the final goal. Previous work in this domain often assembles particular instances of objects from known sets of primitives. In contrast, we aim t o handle varying sets of primitives and to construct different objects of a shape category. Given a single object instance of a category, e.g. an arch, and a binary shape classifier, we learn a visual policy to assemble other instances of the same category. In particular, we propose a disassembly procedure and learn a state policy that discovers new object instances and their assembly plans in state space. We then render simulated states in the observation space and learn a heatmap representation to predict alternative actions from a given input image. To validate our approach, we first demonstrate its efficiency for building object categories in state space. We then show the success of our visual policies for building arches from different primitives. Moreover, we demonstrate (i) the reactive ability of our method to re-assemble objects using additional primitives and (ii) the robust performance of our policy for unseen primitives resembling building blocks used during training. Our visual assembly policies are trained with no real images and reach up to 95% success rate when evaluated on a real robot.
Deep reinforcement learning (RL) algorithms can learn complex robotic skills from raw sensory inputs, but have yet to achieve the kind of broad generalization and applicability demonstrated by deep learning methods in supervised domains. We present a deep RL method that is practical for real-world robotics tasks, such as robotic manipulation, and generalizes effectively to never-before-seen tasks and objects. In these settings, ground truth reward signals are typically unavailable, and we therefore propose a self-supervised model-based approach, where a predictive model learns to directly predict the future from raw sensory readings, such as camera images. At test time, we explore three distinct goal specification methods: designated pixels, where a user specifies desired object manipulation tasks by selecting particular pixels in an image and corresponding goal positions, goal images, where the desired goal state is specified with an image, and image classifiers, which define spaces of goal states. Our deep predictive models are trained using data collected autonomously and continuously by a robot interacting with hundreds of objects, without human supervision. We demonstrate that visual MPC can generalize to never-before-seen objects---both rigid and deformable---and solve a range of user-defined object manipulation tasks using the same model.
We introduce BEHAVIOR, a benchmark for embodied AI with 100 activities in simulation, spanning a range of everyday household chores such as cleaning, maintenance, and food preparation. These activities are designed to be realistic, diverse, and compl ex, aiming to reproduce the challenges that agents must face in the real world. Building such a benchmark poses three fundamental difficulties for each activity: definition (it can differ by time, place, or person), instantiation in a simulator, and evaluation. BEHAVIOR addresses these with three innovations. First, we propose an object-centric, predicate logic-based description language for expressing an activitys initial and goal conditions, enabling generation of diverse instances for any activity. Second, we identify the simulator-agnostic features required by an underlying environment to support BEHAVIOR, and demonstrate its realization in one such simulator. Third, we introduce a set of metrics to measure task progress and efficiency, absolute and relative to human demonstrators. We include 500 human demonstrations in virtual reality (VR) to serve as the human ground truth. Our experiments demonstrate that even state of the art embodied AI solutions struggle with the level of realism, diversity, and complexity imposed by the activities in our benchmark. We make BEHAVIOR publicly available at behavior.stanford.edu to facilitate and calibrate the development of new embodied AI solutions.
204 - Xin Ye , Yezhou Yang 2020
Visual Indoor Navigation (VIN) task has drawn increasing attention from the data-driven machine learning communities especially with the recently reported success from learning-based methods. Due to the innate complexity of this task, researchers hav e tried approaching the problem from a variety of different angles, the full scope of which has not yet been captured within an overarching report. This survey first summarizes the representative work of learning-based approaches for the VIN task and then identifies and discusses lingering issues impeding the VIN performance, as well as motivates future research in these key areas worth exploring for the community.

الأسئلة المقترحة

التعليقات
جاري جلب التعليقات جاري جلب التعليقات
سجل دخول لتتمكن من متابعة معايير البحث التي قمت باختيارها
mircosoft-partner

هل ترغب بارسال اشعارات عن اخر التحديثات في شمرا-اكاديميا