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Boyuan Chen

Publications and source records attributed to Boyuan Chen.

At least 127 records · Page 7Linked to original sources

AR.S.Space: An AR Casual Game for Social Engagement in Work Environments

In social situations, individuals often encounter communication challenges, particularly when adapting to new environments. While some studies have acknowledged the potential of AR social games to aid in effective socialization to some extent, little attention has been given to AR HMD-based games specifically designed to facilitate social interactions. In response, we propose AR.S.Space, an AR HMD-based social game that employs augmented reality features to engage users with virtual social agents through asynchronous communication. The game aims to mitigate the unease associated with initial social interactions and foster long-term connections. To assess its efficacy, a user study was conducted within a specific scenario (an office space), gathering quantitative data and qualitative feedback through questionnaires and interviews. The findings highlight the game's potential to enhance socialization in small-scale environments. Moreover, the study offers valuable design guidelines for future research and the application of AR social games in similar settings.

cs.HC↗

Self-Supervised Reinforcement Learning that Transfers using Random Features

Model-free reinforcement learning algorithms have exhibited great potential in solving single-task sequential decision-making problems with high-dimensional observations and long horizons, but are known to be hard to generalize across tasks. Model-based RL, on the other hand, learns task-agnostic models of the world that naturally enables transfer across different reward functions, but struggles to scale to complex environments due to the compounding error. To get the best of both worlds, we propose a self-supervised reinforcement learning method that enables the transfer of behaviors across tasks with different rewards, while circumventing the challenges of model-based RL. In particular, we show self-supervised pre-training of model-free reinforcement learning with a number of random features as rewards allows implicit modeling of long-horizon environment dynamics. Then, planning techniques like model-predictive control using these implicit models enable fast adaptation to problems with new reward functions. Our method is self-supervised in that it can be trained on offline datasets without reward labels, but can then be quickly deployed on new tasks. We validate that our proposed method enables transfer across tasks on a variety of manipulation and locomotion domains in simulation, opening the door to generalist decision-making agents.

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Extraneousness-Aware Imitation Learning

Visual imitation learning provides an effective framework to learn skills from demonstrations. However, the quality of the provided demonstrations usually significantly affects the ability of an agent to acquire desired skills. Therefore, the standard visual imitation learning assumes near-optimal demonstrations, which are expensive or sometimes prohibitive to collect. Previous works propose to learn from noisy demonstrations; however, the noise is usually assumed to follow a context-independent distribution such as a uniform or gaussian distribution. In this paper, we consider another crucial yet underexplored setting -- imitation learning with task-irrelevant yet locally consistent segments in the demonstrations (e.g., wiping sweat while cutting potatoes in a cooking tutorial). We argue that such noise is common in real world data and term them "extraneous" segments. To tackle this problem, we introduce Extraneousness-Aware Imitation Learning (EIL), a self-supervised approach that learns visuomotor policies from third-person demonstrations with extraneous subsequences. EIL learns action-conditioned observation embeddings in a self-supervised manner and retrieves task-relevant observations across visual demonstrations while excluding the extraneous ones. Experimental results show that EIL outperforms strong baselines and achieves comparable policies to those trained with perfect demonstration on both simulated and real-world robot control tasks. The project page can be found at https://sites.google.com/view/eil-website.

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Understanding Why ViT Trains Badly on Small Datasets: An Intuitive Perspective

Vision transformer (ViT) is an attention neural network architecture that is shown to be effective for computer vision tasks. However, compared to ResNet-18 with a similar number of parameters, ViT has a significantly lower evaluation accuracy when trained on small datasets. To facilitate studies in related fields, we provide a visual intuition to help understand why it is the case. We first compare the performance of the two models and confirm that ViT has less accuracy than ResNet-18 when trained on small datasets. We then interpret the results by showing attention map visualization for ViT and feature map visualization for ResNet-18. The difference is further analyzed through a representation similarity perspective. We conclude that the representation of ViT trained on small datasets is hugely different from ViT trained on large datasets, which may be the reason why the performance drops a lot on small datasets.

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Open-vocabulary Queryable Scene Representations for Real World Planning

Large language models (LLMs) have unlocked new capabilities of task planning from human instructions. However, prior attempts to apply LLMs to real-world robotic tasks are limited by the lack of grounding in the surrounding scene. In this paper, we develop NLMap, an open-vocabulary and queryable scene representation to address this problem. NLMap serves as a framework to gather and integrate contextual information into LLM planners, allowing them to see and query available objects in the scene before generating a context-conditioned plan. NLMap first establishes a natural language queryable scene representation with Visual Language models (VLMs). An LLM based object proposal module parses instructions and proposes involved objects to query the scene representation for object availability and location. An LLM planner then plans with such information about the scene. NLMap allows robots to operate without a fixed list of objects nor executable options, enabling real robot operation unachievable by previous methods. Project website: https://nlmap-saycan.github.io

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Force-Aware Interface via Electromyography for Natural VR/AR Interaction

While tremendous advances in visual and auditory realism have been made for virtual and augmented reality (VR/AR), introducing a plausible sense of physicality into the virtual world remains challenging. Closing the gap between real-world physicality and immersive virtual experience requires a closed interaction loop: applying user-exerted physical forces to the virtual environment and generating haptic sensations back to the users. However, existing VR/AR solutions either completely ignore the force inputs from the users or rely on obtrusive sensing devices that compromise user experience. By identifying users' muscle activation patterns while engaging in VR/AR, we design a learning-based neural interface for natural and intuitive force inputs. Specifically, we show that lightweight electromyography sensors, resting non-invasively on users' forearm skin, inform and establish a robust understanding of their complex hand activities. Fuelled by a neural-network-based model, our interface can decode finger-wise forces in real-time with 3.3% mean error, and generalize to new users with little calibration. Through an interactive psychophysical study, we show that human perception of virtual objects' physical properties, such as stiffness, can be significantly enhanced by our interface. We further demonstrate that our interface enables ubiquitous control via finger tapping. Ultimately, we envision our findings to push forward research towards more realistic physicality in future VR/AR.

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On the Origins of Self-Modeling

Self-Modeling is the process by which an agent, such as an animal or machine, learns to create a predictive model of its own dynamics. Once captured, this self-model can then allow the agent to plan and evaluate various potential behaviors internally using the self-model, rather than using costly physical experimentation. Here, we quantify the benefits of such self-modeling against the complexity of the robot. We find a R2 =0.90 correlation between the number of degrees of freedom a robot has, and the added value of self-modeling as compared to a direct learning baseline. This result may help motivate self modeling in increasingly complex robotic systems, as well as shed light on the origins of self-modeling, and ultimately self-awareness, in animals and humans.

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Can I use this publicly available dataset to build commercial AI software? -- A Case Study on Publicly Available Image Datasets

Publicly available datasets are one of the key drivers for commercial AI software. The use of publicly available datasets is governed by dataset licenses. These dataset licenses outline the rights one is entitled to on a given dataset and the obligations that one must fulfil to enjoy such rights without any license compliance violations. Unlike standardized Open Source Software (OSS) licenses, existing dataset licenses are defined in an ad-hoc manner and do not clearly outline the rights and obligations associated with their usage. Further, a public dataset may be hosted in multiple locations and created from multiple data sources each of which may have different licenses. Hence, existing approaches on checking OSS license compliance cannot be used. In this paper, we propose a new approach to assessing the potential license compliance violations if a given publicly available dataset were to be used for building commercial AI software. We conduct a case study with our approach on 6 commonly used publicly available image datasets. Our results show that there exists potential risks of license violations associated with all of the studied datasets if they were used for commercial purposes.

cs.LG↗

Towards Build Verifiability for Java-based Systems

Build verifiability refers to the property that the build of a software system can be verified by independent third parties and it is crucial for the trustworthiness of a software system. Various efforts towards build verifiability have been made to C/C++-based systems, yet the techniques for Java-based systems are not systematic and are often specific to a particular build tool (e.g., Maven). In this study, we present a systematic approach towards build verifiability on Java-based systems. Our approach consists of three parts: a unified build process, a tool that dynamically controls non-determinism during the build process, and another tool that eliminates non-equivalences by post-processing the build artifacts. We apply our approach on 46 unverified open source projects from Reproducible Central and 13 open source projects that are widely used by Huawei commercial products. As a result, 91% of the unverified Reproducible Central projects and 100% of the commercially adopted OSS projects are successfully verified with our approach. In addition, based on our experience in analyzing thousands of builds for both commercial and open source Java-based systems, we present 14 patterns that introduce non-equivalences in generated build artifacts and their respective mitigation strategies. Among these patterns, 11 (78%) are unique for Java-based system, whereas the remaining 3 (22%) are common with C/C++-based systems. The approach and the findings of this paper are useful for both practitioners and researchers who are interested in build verifiability.

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Towards a consistent interpretation of AIOps models

Artificial Intelligence for IT Operations (AIOps) has been adopted in organizations in various tasks, including interpreting models to identify indicators of service failures. To avoid misleading practitioners, AIOps model interpretations should be consistent (i.e., different AIOps models on the same task agree with one another on feature importance). However, many AIOps studies violate established practices in the machine learning community when deriving interpretations, such as interpreting models with suboptimal performance, though the impact of such violations on the interpretation consistency has not been studied. In this paper, we investigate the consistency of AIOps model interpretation along three dimensions: internal consistency, external consistency, and time consistency. We conduct a case study on two AIOps tasks: predicting Google cluster job failures, and Backblaze hard drive failures. We find that the randomness from learners, hyperparameter tuning, and data sampling should be controlled to generate consistent interpretations. AIOps models with AUCs greater than 0.75 yield more consistent interpretation compared to low-performing models. Finally, AIOps models that are constructed with the Sliding Window or Full History approaches have the most consistent interpretation with the trends presented in the entire datasets. Our study provides valuable guidelines for practitioners to derive consistent AIOps model interpretation.

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Towards Training Reproducible Deep Learning Models

Reproducibility is an increasing concern in Artificial Intelligence (AI), particularly in the area of Deep Learning (DL). Being able to reproduce DL models is crucial for AI-based systems, as it is closely tied to various tasks like training, testing, debugging, and auditing. However, DL models are challenging to be reproduced due to issues like randomness in the software (e.g., DL algorithms) and non-determinism in the hardware (e.g., GPU). There are various practices to mitigate some of the aforementioned issues. However, many of them are either too intrusive or can only work for a specific usage context. In this paper, we propose a systematic approach to training reproducible DL models. Our approach includes three main parts: (1) a set of general criteria to thoroughly evaluate the reproducibility of DL models for two different domains, (2) a unified framework which leverages a record-and-replay technique to mitigate software-related randomness and a profile-and-patch technique to control hardware-related non-determinism, and (3) a reproducibility guideline which explains the rationales and the mitigation strategies on conducting a reproducible training process for DL models. Case study results show our approach can successfully reproduce six open source and one commercial DL models.

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Discovering State Variables Hidden in Experimental Data

All physical laws are described as relationships between state variables that give a complete and non-redundant description of the relevant system dynamics. However, despite the prevalence of computing power and AI, the process of identifying the hidden state variables themselves has resisted automation. Most data-driven methods for modeling physical phenomena still assume that observed data streams already correspond to relevant state variables. A key challenge is to identify the possible sets of state variables from scratch, given only high-dimensional observational data. Here we propose a new principle for determining how many state variables an observed system is likely to have, and what these variables might be, directly from video streams. We demonstrate the effectiveness of this approach using video recordings of a variety of physical dynamical systems, ranging from elastic double pendulums to fire flames. Without any prior knowledge of the underlying physics, our algorithm discovers the intrinsic dimension of the observed dynamics and identifies candidate sets of state variables. We suggest that this approach could help catalyze the understanding, prediction and control of increasingly complex systems. Project website is at: https://www.cs.columbia.edu/~bchen/neural-state-variables

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Full-Body Visual Self-Modeling of Robot Morphologies

Internal computational models of physical bodies are fundamental to the ability of robots and animals alike to plan and control their actions. These "self-models" allow robots to consider outcomes of multiple possible future actions, without trying them out in physical reality. Recent progress in fully data-driven self-modeling has enabled machines to learn their own forward kinematics directly from task-agnostic interaction data. However, forward-kinema\-tics models can only predict limited aspects of the morphology, such as the position of end effectors or velocity of joints and masses. A key challenge is to model the entire morphology and kinematics, without prior knowledge of what aspects of the morphology will be relevant to future tasks. Here, we propose that instead of directly modeling forward-kinematics, a more useful form of self-modeling is one that could answer space occupancy queries, conditioned on the robot's state. Such query-driven self models are continuous in the spatial domain, memory efficient, fully differentiable and kinematic aware. In physical experiments, we demonstrate how a visual self-model is accurate to about one percent of the workspace, enabling the robot to perform various motion planning and control tasks. Visual self-modeling can also allow the robot to detect, localize and recover from real-world damage, leading to improved machine resiliency. Our project website is at: https://robot-morphology.cs.columbia.edu/

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The Boombox: Visual Reconstruction from Acoustic Vibrations

Interacting with bins and containers is a fundamental task in robotics, making state estimation of the objects inside the bin critical. While robots often use cameras for state estimation, the visual modality is not always ideal due to occlusions and poor illumination. We introduce The Boombox, a container that uses sound to estimate the state of the contents inside a box. Based on the observation that the collision between objects and its containers will cause an acoustic vibration, we present a convolutional network for learning to reconstruct visual scenes. Although we use low-cost and low-power contact microphones to detect the vibrations, our results show that learning from multimodal data enables state estimation from affordable audio sensors. Due to the many ways that robots use containers, we believe the box will have a number of applications in robotics. Our project website is at: boombox.cs.columbia.edu

cs.CV↗

Unsupervised Learning of Visual 3D Keypoints for Control

Learning sensorimotor control policies from high-dimensional images crucially relies on the quality of the underlying visual representations. Prior works show that structured latent space such as visual keypoints often outperforms unstructured representations for robotic control. However, most of these representations, whether structured or unstructured are learned in a 2D space even though the control tasks are usually performed in a 3D environment. In this work, we propose a framework to learn such a 3D geometric structure directly from images in an end-to-end unsupervised manner. The input images are embedded into latent 3D keypoints via a differentiable encoder which is trained to optimize both a multi-view consistency loss and downstream task objective. These discovered 3D keypoints tend to meaningfully capture robot joints as well as object movements in a consistent manner across both time and 3D space. The proposed approach outperforms prior state-of-art methods across a variety of reinforcement learning benchmarks. Code and videos at https://buoyancy99.github.io/unsup-3d-keypoints/

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Smile Like You Mean It: Driving Animatronic Robotic Face with Learned Models

Ability to generate intelligent and generalizable facial expressions is essential for building human-like social robots. At present, progress in this field is hindered by the fact that each facial expression needs to be programmed by humans. In order to adapt robot behavior in real time to different situations that arise when interacting with human subjects, robots need to be able to train themselves without requiring human labels, as well as make fast action decisions and generalize the acquired knowledge to diverse and new contexts. We addressed this challenge by designing a physical animatronic robotic face with soft skin and by developing a vision-based self-supervised learning framework for facial mimicry. Our algorithm does not require any knowledge of the robot's kinematic model, camera calibration or predefined expression set. By decomposing the learning process into a generative model and an inverse model, our framework can be trained using a single motor babbling dataset. Comprehensive evaluations show that our method enables accurate and diverse face mimicry across diverse human subjects. The project website is at http://www.cs.columbia.edu/~bchen/aiface/

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Visual Perspective Taking for Opponent Behavior Modeling

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/.

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Beyond Categorical Label Representations for Image Classification

We find that the way we choose to represent data labels can have a profound effect on the quality of trained models. For example, training an image classifier to regress audio labels rather than traditional categorical probabilities produces a more reliable classification. This result is surprising, considering that audio labels are more complex than simpler numerical probabilities or text. We hypothesize that high dimensional, high entropy label representations are generally more useful because they provide a stronger error signal. We support this hypothesis with evidence from various label representations including constant matrices, spectrograms, shuffled spectrograms, Gaussian mixtures, and uniform random matrices of various dimensionalities. Our experiments reveal that high dimensional, high entropy labels achieve comparable accuracy to text (categorical) labels on the standard image classification task, but features learned through our label representations exhibit more robustness under various adversarial attacks and better effectiveness with a limited amount of training data. These results suggest that label representation may play a more important role than previously thought. The project website is at \url{https://www.creativemachineslab.com/label-representation.html}.

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