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Andrew Melnik

Publications and source records attributed to Andrew Melnik.

At least 37 records · Page 2Linked to original sources

Benchmarks for Physical Reasoning AI

Physical reasoning is a crucial aspect in the development of general AI systems, given that human learning starts with interacting with the physical world before progressing to more complex concepts. Although researchers have studied and assessed the physical reasoning of AI approaches through various specific benchmarks, there is no comprehensive approach to evaluating and measuring progress. Therefore, we aim to offer an overview of existing benchmarks and their solution approaches and propose a unified perspective for measuring the physical reasoning capacity of AI systems. We select benchmarks that are designed to test algorithmic performance in physical reasoning tasks. While each of the selected benchmarks poses a unique challenge, their ensemble provides a comprehensive proving ground for an AI generalist agent with a measurable skill level for various physical reasoning concepts. This gives an advantage to such an ensemble of benchmarks over other holistic benchmarks that aim to simulate the real world by intertwining its complexity and many concepts. We group the presented set of physical reasoning benchmarks into subcategories so that more narrow generalist AI agents can be tested first on these groups.

cs.AI↗

UniTeam: Open Vocabulary Mobile Manipulation Challenge

This report introduces our UniTeam agent - an improved baseline for the "HomeRobot: Open Vocabulary Mobile Manipulation" challenge. The challenge poses problems of navigation in unfamiliar environments, manipulation of novel objects, and recognition of open-vocabulary object classes. This challenge aims to facilitate cross-cutting research in embodied AI using recent advances in machine learning, computer vision, natural language, and robotics. In this work, we conducted an exhaustive evaluation of the provided baseline agent; identified deficiencies in perception, navigation, and manipulation skills; and improved the baseline agent's performance. Notably, enhancements were made in perception - minimizing misclassifications; navigation - preventing infinite loop commitments; picking - addressing failures due to changing object visibility; and placing - ensuring accurate positioning for successful object placement.

cs.RO↗

Language-Conditioned Semantic Search-Based Policy for Robotic Manipulation Tasks

Reinforcement learning and Imitation Learning approaches utilize policy learning strategies that are difficult to generalize well with just a few examples of a task. In this work, we propose a language-conditioned semantic search-based method to produce an online search-based policy from the available demonstration dataset of state-action trajectories. Here we directly acquire actions from the most similar manipulation trajectories found in the dataset. Our approach surpasses the performance of the baselines on the CALVIN benchmark and exhibits strong zero-shot adaptation capabilities. This holds great potential for expanding the use of our online search-based policy approach to tasks typically addressed by Imitation Learning or Reinforcement Learning-based policies.

cs.RO↗

Face Generation and Editing with StyleGAN: A Survey

Our goal with this survey is to provide an overview of the state of the art deep learning methods for face generation and editing using StyleGAN. The survey covers the evolution of StyleGAN, from PGGAN to StyleGAN3, and explores relevant topics such as suitable metrics for training, different latent representations, GAN inversion to latent spaces of StyleGAN, face image editing, cross-domain face stylization, face restoration, and even Deepfake applications. We aim to provide an entry point into the field for readers that have basic knowledge about the field of deep learning and are looking for an accessible introduction and overview.

cs.CV↗

Behavioral Cloning via Search in Embedded Demonstration Dataset

Behavioural cloning uses a dataset of demonstrations to learn a behavioural policy. To overcome various learning and policy adaptation problems, we propose to use latent space to index a demonstration dataset, instantly access similar relevant experiences, and copy behavior from these situations. Actions from a selected similar situation can be performed by the agent until representations of the agent's current situation and the selected experience diverge in the latent space. Thus, we formulate our control problem as a search problem over a dataset of experts' demonstrations. We test our approach on BASALT MineRL-dataset in the latent representation of a Video PreTraining model. We compare our model to state-of-the-art Minecraft agents. Our approach can effectively recover meaningful demonstrations and show human-like behavior of an agent in the Minecraft environment in a wide variety of scenarios. Experimental results reveal that performance of our search-based approach is comparable to trained models, while allowing zero-shot task adaptation by changing the demonstration examples.

cs.AI↗

Contrastive Language, Action, and State Pre-training for Robot Learning

In this paper, we introduce a method for unifying language, action, and state information in a shared embedding space to facilitate a range of downstream tasks in robot learning. Our method, Contrastive Language, Action, and State Pre-training (CLASP), extends the CLIP formulation by incorporating distributional learning, capturing the inherent complexities and one-to-many relationships in behaviour-text alignment. By employing distributional outputs for both text and behaviour encoders, our model effectively associates diverse textual commands with a single behaviour and vice-versa. We demonstrate the utility of our method for the following downstream tasks: zero-shot text-behaviour retrieval, captioning unseen robot behaviours, and learning a behaviour prior for language-conditioned reinforcement learning. Our distributional encoders exhibit superior retrieval and captioning performance on unseen datasets, and the ability to generate meaningful exploratory behaviours from textual commands, capturing the intricate relationships between language, action, and state. This work represents an initial step towards developing a unified pre-trained model for robotics, with the potential to generalise to a broad range of downstream tasks.

cs.RO↗

Behavioral Cloning via Search in Video PreTraining Latent Space

Our aim is to build autonomous agents that can solve tasks in environments like Minecraft. To do so, we used an imitation learning-based approach. We formulate our control problem as a search problem over a dataset of experts' demonstrations, where the agent copies actions from a similar demonstration trajectory of image-action pairs. We perform a proximity search over the BASALT MineRL-dataset in the latent representation of a Video PreTraining model. The agent copies the actions from the expert trajectory as long as the distance between the state representations of the agent and the selected expert trajectory from the dataset do not diverge. Then the proximity search is repeated. Our approach can effectively recover meaningful demonstration trajectories and show human-like behavior of an agent in the Minecraft environment.

cs.LG↗

Shape complexity estimation using VAE

In this paper, we compare methods for estimating the complexity of two-dimensional shapes and introduce a method that exploits reconstruction loss of Variational Autoencoders with different sizes of latent vectors. Although complexity of a shape is not a well defined attribute, different aspects of it can be estimated. We demonstrate that our methods captures some aspects of shape complexity. Code and training details will be publicly available.

cs.CV↗

Towards Solving Fuzzy Tasks with Human Feedback: A Retrospective of the MineRL BASALT 2022 Competition

To facilitate research in the direction of fine-tuning foundation models from human feedback, we held the MineRL BASALT Competition on Fine-Tuning from Human Feedback at NeurIPS 2022. The BASALT challenge asks teams to compete to develop algorithms to solve tasks with hard-to-specify reward functions in Minecraft. Through this competition, we aimed to promote the development of algorithms that use human feedback as channels to learn the desired behavior. We describe the competition and provide an overview of the top solutions. We conclude by discussing the impact of the competition and future directions for improvement.

cs.AI↗

Stroke-based Rendering: From Heuristics to Deep Learning

In the last few years, artistic image-making with deep learning models has gained a considerable amount of traction. A large number of these models operate directly in the pixel space and generate raster images. This is however not how most humans would produce artworks, for example, by planning a sequence of shapes and strokes to draw. Recent developments in deep learning methods help to bridge the gap between stroke-based paintings and pixel photo generation. With this survey, we aim to provide a structured introduction and understanding of common challenges and approaches in stroke-based rendering algorithms. These algorithms range from simple rule-based heuristics to stroke optimization and deep reinforcement agents, trained to paint images with differentiable vector graphics and neural rendering.

cs.CV↗

A Graph-based U-Net Model for Predicting Traffic in unseen Cities

Accurate traffic prediction is a key ingredient to enable traffic management like rerouting cars to reduce road congestion or regulating traffic via dynamic speed limits to maintain a steady flow. A way to represent traffic data is in the form of temporally changing heatmaps visualizing attributes of traffic, such as speed and volume. In recent works, U-Net models have shown SOTA performance on traffic forecasting from heatmaps. We propose to combine the U-Net architecture with graph layers which improves spatial generalization to unseen road networks compared to a Vanilla U-Net. In particular, we specialize existing graph operations to be sensitive to geographical topology and generalize pooling and upsampling operations to be applicable to graphs.

cs.LG↗

Planning with RL and episodic-memory behavioral priors

The practical application of learning agents requires sample efficient and interpretable algorithms. Learning from behavioral priors is a promising way to bootstrap agents with a better-than-random exploration policy or a safe-guard against the pitfalls of early learning. Existing solutions for imitation learning require a large number of expert demonstrations and rely on hard-to-interpret learning methods like Deep Q-learning. In this work we present a planning-based approach that can use these behavioral priors for effective exploration and learning in a reinforcement learning environment, and we demonstrate that curated exploration policies in the form of behavioral priors can help an agent learn faster.

cs.AI↗

Solving Learn-to-Race Autonomous Racing Challenge by Planning in Latent Space

Learn-to-Race Autonomous Racing Virtual Challenge hosted on www aicrowd com platform consisted of two tracks: Single and Multi Camera. Our UniTeam team was among the final winners in the Single Camera track. The agent is required to pass the previously unknown F1-style track in the minimum time with the least amount of off-road driving violations. In our approach, we used the U-Net architecture for road segmentation, variational autocoder for encoding a road binary mask, and a nearest-neighbor search strategy that selects the best action for a given state. Our agent achieved an average speed of 105 km/h on stage 1 (known track) and 73 km/h on stage 2 (unknown track) without any off-road driving violations. Here we present our solution and results.

cs.AI↗

Faces: AI Blitz XIII Solutions

AI Blitz XIII Faces challenge hosted on www.aicrowd.com platform consisted of five problems: Sentiment Classification, Age Prediction, Mask Prediction, Face Recognition, and Face De-Blurring. Our team GLaDOS took second place. Here we present our solutions and results. Code implementation: https://github.com/ndrwmlnk/ai-blitz-xiii

cs.CV↗

Traffic4cast at NeurIPS 2021 -- Temporal and Spatial Few-Shot Transfer Learning in Gridded Geo-Spatial Processes

The IARAI Traffic4cast competitions at NeurIPS 2019 and 2020 showed that neural networks can successfully predict future traffic conditions 1 hour into the future on simply aggregated GPS probe data in time and space bins. We thus reinterpreted the challenge of forecasting traffic conditions as a movie completion task. U-Nets proved to be the winning architecture, demonstrating an ability to extract relevant features in this complex real-world geo-spatial process. Building on the previous competitions, Traffic4cast 2021 now focuses on the question of model robustness and generalizability across time and space. Moving from one city to an entirely different city, or moving from pre-COVID times to times after COVID hit the world thus introduces a clear domain shift. We thus, for the first time, release data featuring such domain shifts. The competition now covers ten cities over 2 years, providing data compiled from over 10^12 GPS probe data. Winning solutions captured traffic dynamics sufficiently well to even cope with these complex domain shifts. Surprisingly, this seemed to require only the previous 1h traffic dynamic history and static road graph as input.

cs.LG↗

YOLO -- You only look 10647 times

With this work we are explaining the "You Only Look Once" (YOLO) single-stage object detection approach as a parallel classification of 10647 fixed region proposals. We support this view by showing that each of YOLOs output pixel is attentive to a specific sub-region of previous layers, comparable to a local region proposal. This understanding reduces the conceptual gap between YOLO-like single-stage object detection models, RCNN-like two-stage region proposal based models, and ResNet-like image classification models. In addition, we created interactive exploration tools for a better visual understanding of the YOLO information processing streams: https://limchr.github.io/yolo_visualization

cs.CV↗

Critic Guided Segmentation of Rewarding Objects in First-Person Views

This work discusses a learning approach to mask rewarding objects in images using sparse reward signals from an imitation learning dataset. For that, we train an Hourglass network using only feedback from a critic model. The Hourglass network learns to produce a mask to decrease the critic's score of a high score image and increase the critic's score of a low score image by swapping the masked areas between these two images. We trained the model on an imitation learning dataset from the NeurIPS 2020 MineRL Competition Track, where our model learned to mask rewarding objects in a complex interactive 3D environment with a sparse reward signal. This approach was part of the 1st place winning solution in this competition. Video demonstration and code: https://rebrand.ly/critic-guided-segmentation

cs.CV↗

Towards robust and domain agnostic reinforcement learning competitions

Reinforcement learning competitions have formed the basis for standard research benchmarks, galvanized advances in the state-of-the-art, and shaped the direction of the field. Despite this, a majority of challenges suffer from the same fundamental problems: participant solutions to the posed challenge are usually domain-specific, biased to maximally exploit compute resources, and not guaranteed to be reproducible. In this paper, we present a new framework of competition design that promotes the development of algorithms that overcome these barriers. We propose four central mechanisms for achieving this end: submission retraining, domain randomization, desemantization through domain obfuscation, and the limitation of competition compute and environment-sample budget. To demonstrate the efficacy of this design, we proposed, organized, and ran the MineRL 2020 Competition on Sample-Efficient Reinforcement Learning. In this work, we describe the organizational outcomes of the competition and show that the resulting participant submissions are reproducible, non-specific to the competition environment, and sample/resource efficient, despite the difficult competition task.

cs.LG↗