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Bart Dhoedt

Publications and source records attributed to Bart Dhoedt.

At least 37 records · Page 2Linked to original sources

Object-Centric Scene Representations using Active Inference

Representing a scene and its constituent objects from raw sensory data is a core ability for enabling robots to interact with their environment. In this paper, we propose a novel approach for scene understanding, leveraging a hierarchical object-centric generative model that enables an agent to infer object category and pose in an allocentric reference frame using active inference, a neuro-inspired framework for action and perception. For evaluating the behavior of an active vision agent, we also propose a new benchmark where, given a target viewpoint of a particular object, the agent needs to find the best matching viewpoint given a workspace with randomly positioned objects in 3D. We demonstrate that our active inference agent is able to balance epistemic foraging and goal-driven behavior, and outperforms both supervised and reinforcement learning baselines by a large margin.

cs.RO↗

FMCW Radar Sensing for Indoor Drones Using Learned Representations

Frequency-modulated continuous-wave (FMCW) radar is a promising sensor technology for indoor drones as it provides range, angular as well as Doppler-velocity information about obstacles in the environment. Recently, deep learning approaches have been proposed for processing FMCW data, outperforming traditional detection techniques on range-Doppler or range-azimuth maps. However, these techniques come at a cost; for each novel task a deep neural network architecture has to be trained on high-dimensional input data, stressing both data bandwidth and processing budget. In this paper, we investigate unsupervised learning techniques that generate low-dimensional representations from FMCW radar data, and evaluate to what extent these representations can be reused for multiple downstream tasks. To this end, we introduce a novel dataset of raw radar ADC data recorded from a radar mounted on a flying drone platform in an indoor environment, together with ground truth detection targets. We show with real radar data that, utilizing our learned representations, we match the performance of conventional radar processing techniques and that our model can be trained on different input modalities such as raw ADC samples of only two consecutively transmitted chirps.

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Disentangling Shape and Pose for Object-Centric Deep Active Inference Models

Active inference is a first principles approach for understanding the brain in particular, and sentient agents in general, with the single imperative of minimizing free energy. As such, it provides a computational account for modelling artificial intelligent agents, by defining the agent's generative model and inferring the model parameters, actions and hidden state beliefs. However, the exact specification of the generative model and the hidden state space structure is left to the experimenter, whose design choices influence the resulting behaviour of the agent. Recently, deep learning methods have been proposed to learn a hidden state space structure purely from data, alleviating the experimenter from this tedious design task, but resulting in an entangled, non-interpreteable state space. In this paper, we hypothesize that such a learnt, entangled state space does not necessarily yield the best model in terms of free energy, and that enforcing different factors in the state space can yield a lower model complexity. In particular, we consider the problem of 3D object representation, and focus on different instances of the ShapeNet dataset. We propose a model that factorizes object shape, pose and category, while still learning a representation for each factor using a deep neural network. We show that models, with best disentanglement properties, perform best when adopted by an active agent in reaching preferred observations.

cs.CV↗

Learning Generative Models for Active Inference using Tensor Networks

Active inference provides a general framework for behavior and learning in autonomous agents. It states that an agent will attempt to minimize its variational free energy, defined in terms of beliefs over observations, internal states and policies. Traditionally, every aspect of a discrete active inference model must be specified by hand, i.e. by manually defining the hidden state space structure, as well as the required distributions such as likelihood and transition probabilities. Recently, efforts have been made to learn state space representations automatically from observations using deep neural networks. In this paper, we present a novel approach of learning state spaces using quantum physics-inspired tensor networks. The ability of tensor networks to represent the probabilistic nature of quantum states as well as to reduce large state spaces makes tensor networks a natural candidate for active inference. We show how tensor networks can be used as a generative model for sequential data. Furthermore, we show how one can obtain beliefs from such a generative model and how an active inference agent can use these to compute the expected free energy. Finally, we demonstrate our method on the classic T-maze environment.

cs.LG↗

Home Run: Finding Your Way Home by Imagining Trajectories

When studying unconstrained behaviour and allowing mice to leave their cage to navigate a complex labyrinth, the mice exhibit foraging behaviour in the labyrinth searching for rewards, returning to their home cage now and then, e.g. to drink. Surprisingly, when executing such a ``home run'', the mice do not follow the exact reverse path, in fact, the entry path and home path have very little overlap. Recent work proposed a hierarchical active inference model for navigation, where the low level model makes inferences about hidden states and poses that explain sensory inputs, whereas the high level model makes inferences about moving between locations, effectively building a map of the environment. However, using this ``map'' for planning, only allows the agent to find trajectories that it previously explored, far from the observed mice's behaviour. In this paper, we explore ways of incorporating before-unvisited paths in the planning algorithm, by using the low level generative model to imagine potential, yet undiscovered paths. We demonstrate a proof of concept in a grid-world environment, showing how an agent can accurately predict a new, shorter path in the map leading to its starting point, using a generative model learnt from pixel-based observations.

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Audio-guided Album Cover Art Generation with Genetic Algorithms

Over 60,000 songs are released on Spotify every day, and the competition for the listener's attention is immense. In that regard, the importance of captivating and inviting cover art cannot be underestimated, because it is deeply entangled with a song's character and the artist's identity, and remains one of the most important gateways to lead people to discover music. However, designing cover art is a highly creative, lengthy and sometimes expensive process that can be daunting, especially for non-professional artists. For this reason, we propose a novel deep-learning framework to generate cover art guided by audio features. Inspired by VQGAN-CLIP, our approach is highly flexible because individual components can easily be replaced without the need for any retraining. This paper outlines the architectural details of our models and discusses the optimization challenges that emerge from them. More specifically, we will exploit genetic algorithms to overcome bad local minima and adversarial examples. We find that our framework can generate suitable cover art for most genres, and that the visual features adapt themselves to audio feature changes. Given these results, we believe that our framework paves the road for extensions and more advanced applications in audio-guided visual generation tasks.

cs.SD↗

The Free Energy Principle for Perception and Action: A Deep Learning Perspective

The free energy principle, and its corollary active inference, constitute a bio-inspired theory that assumes biological agents act to remain in a restricted set of preferred states of the world, i.e., they minimize their free energy. Under this principle, biological agents learn a generative model of the world and plan actions in the future that will maintain the agent in an homeostatic state that satisfies its preferences. This framework lends itself to being realized in silico, as it comprehends important aspects that make it computationally affordable, such as variational inference and amortized planning. In this work, we investigate the tool of deep learning to design and realize artificial agents based on active inference, presenting a deep-learning oriented presentation of the free energy principle, surveying works that are relevant in both machine learning and active inference areas, and discussing the design choices that are involved in the implementation process. This manuscript probes newer perspectives for the active inference framework, grounding its theoretical aspects into more pragmatic affairs, offering a practical guide to active inference newcomers and a starting point for deep learning practitioners that would like to investigate implementations of the free energy principle.

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Curiosity-Driven Exploration via Latent Bayesian Surprise

The human intrinsic desire to pursue knowledge, also known as curiosity, is considered essential in the process of skill acquisition. With the aid of artificial curiosity, we could equip current techniques for control, such as Reinforcement Learning, with more natural exploration capabilities. A promising approach in this respect has consisted of using Bayesian surprise on model parameters, i.e. a metric for the difference between prior and posterior beliefs, to favour exploration. In this contribution, we propose to apply Bayesian surprise in a latent space representing the agent's current understanding of the dynamics of the system, drastically reducing the computational costs. We extensively evaluate our method by measuring the agent's performance in terms of environment exploration, for continuous tasks, and looking at the game scores achieved, for video games. Our model is computationally cheap and compares positively with current state-of-the-art methods on several problems. We also investigate the effects caused by stochasticity in the environment, which is often a failure case for curiosity-driven agents. In this regime, the results suggest that our approach is resilient to stochastic transitions.

cs.LG↗

Disentangling What and Where for 3D Object-Centric Representations Through Active Inference

Although modern object detection and classification models achieve high accuracy, these are typically constrained in advance on a fixed train set and are therefore not flexible to deal with novel, unseen object categories. Moreover, these models most often operate on a single frame, which may yield incorrect classifications in case of ambiguous viewpoints. In this paper, we propose an active inference agent that actively gathers evidence for object classifications, and can learn novel object categories over time. Drawing inspiration from the human brain, we build object-centric generative models composed of two information streams, a what- and a where-stream. The what-stream predicts whether the observed object belongs to a specific category, while the where-stream is responsible for representing the object in its internal 3D reference frame. We show that our agent (i) is able to learn representations for many object categories in an unsupervised way, (ii) achieves state-of-the-art classification accuracies, actively resolving ambiguity when required and (iii) identifies novel object categories. Furthermore, we validate our system in an end-to-end fashion where the agent is able to search for an object at a given pose from a pixel-based rendering. We believe that this is a first step towards building modular, intelligent systems that can be used for a wide range of tasks involving three dimensional objects.

cs.AI↗

Towards bio-inspired unsupervised representation learning for indoor aerial navigation

Aerial navigation in GPS-denied, indoor environments, is still an open challenge. Drones can perceive the environment from a richer set of viewpoints, while having more stringent compute and energy constraints than other autonomous platforms. To tackle that problem, this research displays a biologically inspired deep-learning algorithm for simultaneous localization and mapping (SLAM) and its application in a drone navigation system. We propose an unsupervised representation learning method that yields low-dimensional latent state descriptors, that mitigates the sensitivity to perceptual aliasing, and works on power-efficient, embedded hardware. The designed algorithm is evaluated on a dataset collected in an indoor warehouse environment, and initial results show the feasibility for robust indoor aerial navigation.

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LatentSLAM: unsupervised multi-sensor representation learning for localization and mapping

Biologically inspired algorithms for simultaneous localization and mapping (SLAM) such as RatSLAM have been shown to yield effective and robust robot navigation in both indoor and outdoor environments. One drawback however is the sensitivity to perceptual aliasing due to the template matching of low-dimensional sensory templates. In this paper, we propose an unsupervised representation learning method that yields low-dimensional latent state descriptors that can be used for RatSLAM. Our method is sensor agnostic and can be applied to any sensor modality, as we illustrate for camera images, radar range-doppler maps and lidar scans. We also show how combining multiple sensors can increase the robustness, by reducing the number of false matches. We evaluate on a dataset captured with a mobile robot navigating in a warehouse-like environment, moving through different aisles with similar appearance, making it hard for the SLAM algorithms to disambiguate locations.

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A learning gap between neuroscience and reinforcement learning

Historically, artificial intelligence has drawn much inspiration from neuroscience to fuel advances in the field. However, current progress in reinforcement learning is largely focused on benchmark problems that fail to capture many of the aspects that are of interest in neuroscience today. We illustrate this point by extending a T-maze task from neuroscience for use with reinforcement learning algorithms, and show that state-of-the-art algorithms are not capable of solving this problem. Finally, we point out where insights from neuroscience could help explain some of the issues encountered.

cs.LG↗

Dynamic Narrowing of VAE Bottlenecks Using GECO and L0 Regularization

When designing variational autoencoders (VAEs) or other types of latent space models, the dimensionality of the latent space is typically defined upfront. In this process, it is possible that the number of dimensions is under- or overprovisioned for the application at hand. In case the dimensionality is not predefined, this parameter is usually determined using time- and resource-consuming cross-validation. For these reasons we have developed a technique to shrink the latent space dimensionality of VAEs automatically and on-the-fly during training using Generalized ELBO with Constrained Optimization (GECO) and the $L_0$-Augment-REINFORCE-Merge ($L_0$-ARM) gradient estimator. The GECO optimizer ensures that we are not violating a predefined upper bound on the reconstruction error. This paper presents the algorithmic details of our method along with experimental results on five different datasets. We find that our training procedure is stable and that the latent space can be pruned effectively without violating the GECO constraints.

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Deep Active Inference for Autonomous Robot Navigation

Active inference is a theory that underpins the way biological agent's perceive and act in the real world. At its core, active inference is based on the principle that the brain is an approximate Bayesian inference engine, building an internal generative model to drive agents towards minimal surprise. Although this theory has shown interesting results with grounding in cognitive neuroscience, its application remains limited to simulations with small, predefined sensor and state spaces. In this paper, we leverage recent advances in deep learning to build more complex generative models that can work without a predefined states space. State representations are learned end-to-end from real-world, high-dimensional sensory data such as camera frames. We also show that these generative models can be used to engage in active inference. To the best of our knowledge this is the first application of deep active inference for a real-world robot navigation task.

cs.AI↗

Learning Perception and Planning with Deep Active Inference

Active inference is a process theory of the brain that states that all living organisms infer actions in order to minimize their (expected) free energy. However, current experiments are limited to predefined, often discrete, state spaces. In this paper we use recent advances in deep learning to learn the state space and approximate the necessary probability distributions to engage in active inference.

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Rhythm, Chord and Melody Generation for Lead Sheets using Recurrent Neural Networks

Music that is generated by recurrent neural networks often lacks a sense of direction and coherence. We therefore propose a two-stage LSTM-based model for lead sheet generation, in which the harmonic and rhythmic templates of the song are produced first, after which, in a second stage, a sequence of melody notes is generated conditioned on these templates. A subjective listening test shows that our approach outperforms the baselines and increases perceived musical coherence.

cs.SD↗

Learning to Catch Piglets in Flight

Catching objects in-flight is an outstanding challenge in robotics. In this paper, we present a closed-loop control system fusing data from two sensor modalities: an RGB-D camera and a radar. To develop and test our method, we start with an easy to identify object: a stuffed Piglet. We implement and compare two approaches to detect and track the object, and to predict the interception point. A baseline model uses colour filtering for locating the thrown object in the environment, while the interception point is predicted using a least squares regression over the physical ballistic trajectory equations. A deep learning based method uses artificial neural networks for both object detection and interception point prediction. We show that we are able to successfully catch Piglet in 80% of the cases with our deep learning approach.

cs.RO↗

Bayesian policy selection using active inference

Learning to take actions based on observations is a core requirement for artificial agents to be able to be successful and robust at their task. Reinforcement Learning (RL) is a well-known technique for learning such policies. However, current RL algorithms often have to deal with reward shaping, have difficulties generalizing to other environments and are most often sample inefficient. In this paper, we explore active inference and the free energy principle, a normative theory from neuroscience that explains how self-organizing biological systems operate by maintaining a model of the world and casting action selection as an inference problem. We apply this concept to a typical problem known to the RL community, the mountain car problem, and show how active inference encompasses both RL and learning from demonstrations.

cs.LG↗