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Alexey Dosovitskiy

Publications and source records attributed to Alexey Dosovitskiy.

At least 37 records · Page 2Linked to original sources

Frequency-Aware Model Predictive Control

Transferring solutions found by trajectory optimization to robotic hardware remains a challenging task. When the optimization fully exploits the provided model to perform dynamic tasks, the presence of unmodeled dynamics renders the motion infeasible on the real system. Model errors can be a result of model simplifications, but also naturally arise when deploying the robot in unstructured and nondeterministic environments. Predominantly, compliant contacts and actuator dynamics lead to bandwidth limitations. While classical control methods provide tools to synthesize controllers that are robust to a class of model errors, such a notion is missing in modern trajectory optimization, which is solved in the time domain. We propose frequency-shaped cost functions to achieve robust solutions in the context of optimal control for legged robots. Through simulation and hardware experiments we show that motion plans can be made compatible with bandwidth limits set by actuators and contact dynamics. The smoothness of the model predictive solutions can be continuously tuned without compromising the feasibility of the problem. Experiments with the quadrupedal robot ANYmal, which is driven by highly-compliant series elastic actuators, showed significantly improved tracking performance of the planned motion, torque, and force trajectories and enabled the machine to walk robustly on terrain with unmodeled compliance.

cs.RO↗

Motion Perception in Reinforcement Learning with Dynamic Objects

In dynamic environments, learned controllers are supposed to take motion into account when selecting the action to be taken. However, in existing reinforcement learning works motion is rarely treated explicitly; it is rather assumed that the controller learns the necessary motion representation from temporal stacks of frames implicitly. In this paper, we show that for continuous control tasks learning an explicit representation of motion improves the quality of the learned controller in dynamic scenarios. We demonstrate this on common benchmark tasks (Walker, Swimmer, Hopper), on target reaching and ball catching tasks with simulated robotic arms, and on a dynamic single ball juggling task. Moreover, we find that when equipped with an appropriate network architecture, the agent can, on some tasks, learn motion features also with pure reinforcement learning, without additional supervision. Further we find that using an image difference between the current and the previous frame as an additional input leads to better results than a temporal stack of frames.

cs.LG↗

Learning agile and dynamic motor skills for legged robots

Legged robots pose one of the greatest challenges in robotics. Dynamic and agile maneuvers of animals cannot be imitated by existing methods that are crafted by humans. A compelling alternative is reinforcement learning, which requires minimal craftsmanship and promotes the natural evolution of a control policy. However, so far, reinforcement learning research for legged robots is mainly limited to simulation, and only few and comparably simple examples have been deployed on real systems. The primary reason is that training with real robots, particularly with dynamically balancing systems, is complicated and expensive. In the present work, we introduce a method for training a neural network policy in simulation and transferring it to a state-of-the-art legged system, thereby leveraging fast, automated, and cost-effective data generation schemes. The approach is applied to the ANYmal robot, a sophisticated medium-dog-sized quadrupedal system. Using policies trained in simulation, the quadrupedal machine achieves locomotion skills that go beyond what had been achieved with prior methods: ANYmal is capable of precisely and energy-efficiently following high-level body velocity commands, running faster than before, and recovering from falling even in complex configurations.

cs.RO↗

Driving Policy Transfer via Modularity and Abstraction

End-to-end approaches to autonomous driving have high sample complexity and are difficult to scale to realistic urban driving. Simulation can help end-to-end driving systems by providing a cheap, safe, and diverse training environment. Yet training driving policies in simulation brings up the problem of transferring such policies to the real world. We present an approach to transferring driving policies from simulation to reality via modularity and abstraction. Our approach is inspired by classic driving systems and aims to combine the benefits of modular architectures and end-to-end deep learning approaches. The key idea is to encapsulate the driving policy such that it is not directly exposed to raw perceptual input or low-level vehicle dynamics. We evaluate the presented approach in simulated urban environments and in the real world. In particular, we transfer a driving policy trained in simulation to a 1/5-scale robotic truck that is deployed in a variety of conditions, with no finetuning, on two continents. The supplementary video can be viewed at https://youtu.be/BrMDJqI6H5U

cs.RO↗

Unsupervised Learning of Shape and Pose with Differentiable Point Clouds

We address the problem of learning accurate 3D shape and camera pose from a collection of unlabeled category-specific images. We train a convolutional network to predict both the shape and the pose from a single image by minimizing the reprojection error: given several views of an object, the projections of the predicted shapes to the predicted camera poses should match the provided views. To deal with pose ambiguity, we introduce an ensemble of pose predictors which we then distill to a single "student" model. To allow for efficient learning of high-fidelity shapes, we represent the shapes by point clouds and devise a formulation allowing for differentiable projection of these. Our experiments show that the distilled ensemble of pose predictors learns to estimate the pose accurately, while the point cloud representation allows to predict detailed shape models. The supplementary video can be found at https://www.youtube.com/watch?v=LuIGovKeo60

cs.CV↗

Deep Drone Racing: Learning Agile Flight in Dynamic Environments

Autonomous agile flight brings up fundamental challenges in robotics, such as coping with unreliable state estimation, reacting optimally to dynamically changing environments, and coupling perception and action in real time under severe resource constraints. In this paper, we consider these challenges in the context of autonomous, vision-based drone racing in dynamic environments. Our approach combines a convolutional neural network (CNN) with a state-of-the-art path-planning and control system. The CNN directly maps raw images into a robust representation in the form of a waypoint and desired speed. This information is then used by the planner to generate a short, minimum-jerk trajectory segment and corresponding motor commands to reach the desired goal. We demonstrate our method in autonomous agile flight scenarios, in which a vision-based quadrotor traverses drone-racing tracks with possibly moving gates. Our method does not require any explicit map of the environment and runs fully onboard. We extensively test the precision and robustness of the approach in simulation and in the physical world. We also evaluate our method against state-of-the-art navigation approaches and professional human drone pilots.

cs.RO↗

On Offline Evaluation of Vision-based Driving Models

Autonomous driving models should ideally be evaluated by deploying them on a fleet of physical vehicles in the real world. Unfortunately, this approach is not practical for the vast majority of researchers. An attractive alternative is to evaluate models offline, on a pre-collected validation dataset with ground truth annotation. In this paper, we investigate the relation between various online and offline metrics for evaluation of autonomous driving models. We find that offline prediction error is not necessarily correlated with driving quality, and two models with identical prediction error can differ dramatically in their driving performance. We show that the correlation of offline evaluation with driving quality can be significantly improved by selecting an appropriate validation dataset and suitable offline metrics. The supplementary video can be viewed at https://www.youtube.com/watch?v=P8K8Z-iF0cY

cs.CV↗

Artistic style transfer for videos and spherical images

Manually re-drawing an image in a certain artistic style takes a professional artist a long time. Doing this for a video sequence single-handedly is beyond imagination. We present two computational approaches that transfer the style from one image (for example, a painting) to a whole video sequence. In our first approach, we adapt to videos the original image style transfer technique by Gatys et al. based on energy minimization. We introduce new ways of initialization and new loss functions to generate consistent and stable stylized video sequences even in cases with large motion and strong occlusion. Our second approach formulates video stylization as a learning problem. We propose a deep network architecture and training procedures that allow us to stylize arbitrary-length videos in a consistent and stable way, and nearly in real time. We show that the proposed methods clearly outperform simpler baselines both qualitatively and quantitatively. Finally, we propose a way to adapt these approaches also to 360 degree images and videos as they emerge with recent virtual reality hardware.

cs.CV↗

On Evaluation of Embodied Navigation Agents

Skillful mobile operation in three-dimensional environments is a primary topic of study in Artificial Intelligence. The past two years have seen a surge of creative work on navigation. This creative output has produced a plethora of sometimes incompatible task definitions and evaluation protocols. To coordinate ongoing and future research in this area, we have convened a working group to study empirical methodology in navigation research. The present document summarizes the consensus recommendations of this working group. We discuss different problem statements and the role of generalization, present evaluation measures, and provide standard scenarios that can be used for benchmarking.

cs.AI↗

TD or not TD: Analyzing the Role of Temporal Differencing in Deep Reinforcement Learning

Our understanding of reinforcement learning (RL) has been shaped by theoretical and empirical results that were obtained decades ago using tabular representations and linear function approximators. These results suggest that RL methods that use temporal differencing (TD) are superior to direct Monte Carlo estimation (MC). How do these results hold up in deep RL, which deals with perceptually complex environments and deep nonlinear models? In this paper, we re-examine the role of TD in modern deep RL, using specially designed environments that control for specific factors that affect performance, such as reward sparsity, reward delay, and the perceptual complexity of the task. When comparing TD with infinite-horizon MC, we are able to reproduce classic results in modern settings. Yet we also find that finite-horizon MC is not inferior to TD, even when rewards are sparse or delayed. This makes MC a viable alternative to TD in deep RL.

cs.LG↗

What Makes Good Synthetic Training Data for Learning Disparity and Optical Flow Estimation?

The finding that very large networks can be trained efficiently and reliably has led to a paradigm shift in computer vision from engineered solutions to learning formulations. As a result, the research challenge shifts from devising algorithms to creating suitable and abundant training data for supervised learning. How to efficiently create such training data? The dominant data acquisition method in visual recognition is based on web data and manual annotation. Yet, for many computer vision problems, such as stereo or optical flow estimation, this approach is not feasible because humans cannot manually enter a pixel-accurate flow field. In this paper, we promote the use of synthetically generated data for the purpose of training deep networks on such tasks.We suggest multiple ways to generate such data and evaluate the influence of dataset properties on the performance and generalization properties of the resulting networks. We also demonstrate the benefit of learning schedules that use different types of data at selected stages of the training process.

cs.CV↗

End-to-end Driving via Conditional Imitation Learning

Deep networks trained on demonstrations of human driving have learned to follow roads and avoid obstacles. However, driving policies trained via imitation learning cannot be controlled at test time. A vehicle trained end-to-end to imitate an expert cannot be guided to take a specific turn at an upcoming intersection. This limits the utility of such systems. We propose to condition imitation learning on high-level command input. At test time, the learned driving policy functions as a chauffeur that handles sensorimotor coordination but continues to respond to navigational commands. We evaluate different architectures for conditional imitation learning in vision-based driving. We conduct experiments in realistic three-dimensional simulations of urban driving and on a 1/5 scale robotic truck that is trained to drive in a residential area. Both systems drive based on visual input yet remain responsive to high-level navigational commands. The supplementary video can be viewed at https://youtu.be/cFtnflNe5fM

cs.RO↗

Semi-parametric Topological Memory for Navigation

We introduce a new memory architecture for navigation in previously unseen environments, inspired by landmark-based navigation in animals. The proposed semi-parametric topological memory (SPTM) consists of a (non-parametric) graph with nodes corresponding to locations in the environment and a (parametric) deep network capable of retrieving nodes from the graph based on observations. The graph stores no metric information, only connectivity of locations corresponding to the nodes. We use SPTM as a planning module in a navigation system. Given only 5 minutes of footage of a previously unseen maze, an SPTM-based navigation agent can build a topological map of the environment and use it to confidently navigate towards goals. The average success rate of the SPTM agent in goal-directed navigation across test environments is higher than the best-performing baseline by a factor of three. A video of the agent is available at https://youtu.be/vRF7f4lhswo

cs.LG↗

MINOS: Multimodal Indoor Simulator for Navigation in Complex Environments

We present MINOS, a simulator designed to support the development of multisensory models for goal-directed navigation in complex indoor environments. The simulator leverages large datasets of complex 3D environments and supports flexible configuration of multimodal sensor suites. We use MINOS to benchmark deep-learning-based navigation methods, to analyze the influence of environmental complexity on navigation performance, and to carry out a controlled study of multimodality in sensorimotor learning. The experiments show that current deep reinforcement learning approaches fail in large realistic environments. The experiments also indicate that multimodality is beneficial in learning to navigate cluttered scenes. MINOS is released open-source to the research community at http://minosworld.org . A video that shows MINOS can be found at https://youtu.be/c0mL9K64q84

cs.LG↗

CARLA: An Open Urban Driving Simulator

We introduce CARLA, an open-source simulator for autonomous driving research. CARLA has been developed from the ground up to support development, training, and validation of autonomous urban driving systems. In addition to open-source code and protocols, CARLA provides open digital assets (urban layouts, buildings, vehicles) that were created for this purpose and can be used freely. The simulation platform supports flexible specification of sensor suites and environmental conditions. We use CARLA to study the performance of three approaches to autonomous driving: a classic modular pipeline, an end-to-end model trained via imitation learning, and an end-to-end model trained via reinforcement learning. The approaches are evaluated in controlled scenarios of increasing difficulty, and their performance is examined via metrics provided by CARLA, illustrating the platform's utility for autonomous driving research. The supplementary video can be viewed at https://youtu.be/Hp8Dz-Zek2E

cs.LG↗

Octree Generating Networks: Efficient Convolutional Architectures for High-resolution 3D Outputs

We present a deep convolutional decoder architecture that can generate volumetric 3D outputs in a compute- and memory-efficient manner by using an octree representation. The network learns to predict both the structure of the octree, and the occupancy values of individual cells. This makes it a particularly valuable technique for generating 3D shapes. In contrast to standard decoders acting on regular voxel grids, the architecture does not have cubic complexity. This allows representing much higher resolution outputs with a limited memory budget. We demonstrate this in several application domains, including 3D convolutional autoencoders, generation of objects and whole scenes from high-level representations, and shape from a single image.

cs.CV↗

Learning to Generate Chairs, Tables and Cars with Convolutional Networks

We train generative 'up-convolutional' neural networks which are able to generate images of objects given object style, viewpoint, and color. We train the networks on rendered 3D models of chairs, tables, and cars. Our experiments show that the networks do not merely learn all images by heart, but rather find a meaningful representation of 3D models allowing them to assess the similarity of different models, interpolate between given views to generate the missing ones, extrapolate views, and invent new objects not present in the training set by recombining training instances, or even two different object classes. Moreover, we show that such generative networks can be used to find correspondences between different objects from the dataset, outperforming existing approaches on this task.

cs.CV↗

Plug & Play Generative Networks: Conditional Iterative Generation of Images in Latent Space

Generating high-resolution, photo-realistic images has been a long-standing goal in machine learning. Recently, Nguyen et al. (2016) showed one interesting way to synthesize novel images by performing gradient ascent in the latent space of a generator network to maximize the activations of one or multiple neurons in a separate classifier network. In this paper we extend this method by introducing an additional prior on the latent code, improving both sample quality and sample diversity, leading to a state-of-the-art generative model that produces high quality images at higher resolutions (227x227) than previous generative models, and does so for all 1000 ImageNet categories. In addition, we provide a unified probabilistic interpretation of related activation maximization methods and call the general class of models "Plug and Play Generative Networks". PPGNs are composed of 1) a generator network G that is capable of drawing a wide range of image types and 2) a replaceable "condition" network C that tells the generator what to draw. We demonstrate the generation of images conditioned on a class (when C is an ImageNet or MIT Places classification network) and also conditioned on a caption (when C is an image captioning network). Our method also improves the state of the art of Multifaceted Feature Visualization, which generates the set of synthetic inputs that activate a neuron in order to better understand how deep neural networks operate. Finally, we show that our model performs reasonably well at the task of image inpainting. While image models are used in this paper, the approach is modality-agnostic and can be applied to many types of data.

cs.CV↗