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Claire Tomlin

Publications and source records attributed to Claire Tomlin.

At least 37 records · Page 2Linked to original sources

Effects of dynamic power electronic load models on power systems analysis using ZIP-E loads

Power grids are seeing more devices connected at the load level in the form of power electronics: e.g., data centers, electric vehicle chargers, and battery storage facilities. Therefore it is necessary to perform power system analyses with load models that capture these loads' behavior, which has historically not been done. To this end, we propose ZIP-E loads, a composite load model that has a ZIP load with a dynamic power electronic, or E, load model. We perform small signal and transient analysis of the IEEE WSCC 9 Bus test case with ZIP and ZIP-E load models. For small signals, we conclude that ZIP loads destabalize networks significantly faster than corresponding ZIP-E loads. In stable cases, transient results showed significantly larger oscillations for ZIP loads. Further, we find that a higher network loading condition is correlated with a higher sensitivity to load model choice. These results suggests that the constant power portion of the ZIP load has a large destabilizing effect and can generally overestimate instability, and that attention should be drawn to load model choice if operating near a stability boundary.

eess.SY↗

Understanding the Dependence of Perception Model Competency on Regions in an Image

While deep neural network (DNN)-based perception models are useful for many applications, these models are black boxes and their outputs are not yet well understood. To confidently enable a real-world, decision-making system to utilize such a perception model without human intervention, we must enable the system to reason about the perception model's level of competency and respond appropriately when the model is incompetent. In order for the system to make an intelligent decision about the appropriate action when the model is incompetent, it would be useful for the system to understand why the model is incompetent. We explore five novel methods for identifying regions in the input image contributing to low model competency, which we refer to as image cropping, segment masking, pixel perturbation, competency gradients, and reconstruction loss. We assess the ability of these five methods to identify unfamiliar objects, recognize regions associated with unseen classes, and identify unexplored areas in an environment. We find that the competency gradients and reconstruction loss methods show great promise in identifying regions associated with low model competency, particularly when aspects of the image that are unfamiliar to the perception model are causing this reduction in competency. Both of these methods boast low computation times and high levels of accuracy in detecting image regions that are unfamiliar to the model, allowing them to provide potential utility in decision-making pipelines. The code for reproducing our methods and results is available on GitHub: https://github.com/sarapohland/explainable-competency.

cs.CV↗

Stranger Danger! Identifying and Avoiding Unpredictable Pedestrians in RL-based Social Robot Navigation

Reinforcement learning (RL) methods for social robot navigation show great success navigating robots through large crowds of people, but the performance of these learning-based methods tends to degrade in particularly challenging or unfamiliar situations due to the models' dependency on representative training data. To ensure human safety and comfort, it is critical that these algorithms handle uncommon cases appropriately, but the low frequency and wide diversity of such situations present a significant challenge for these data-driven methods. To overcome this challenge, we propose modifications to the learning process that encourage these RL policies to maintain additional caution in unfamiliar situations. Specifically, we improve the Socially Attentive Reinforcement Learning (SARL) policy by (1) modifying the training process to systematically introduce deviations into a pedestrian model, (2) updating the value network to estimate and utilize pedestrian-unpredictability features, and (3) implementing a reward function to learn an effective response to pedestrian unpredictability. Compared to the original SARL policy, our modified policy maintains similar navigation times and path lengths, while reducing the number of collisions by 82% and reducing the proportion of time spent in the pedestrians' personal space by up to 19 percentage points for the most difficult cases. We also describe how to apply these modifications to other RL policies and demonstrate that some key high-level behaviors of our approach transfer to a physical robot.

cs.RO↗

Unfamiliar Finetuning Examples Control How Language Models Hallucinate

Large language models are known to hallucinate when faced with unfamiliar queries, but the underlying mechanism that govern how models hallucinate are not yet fully understood. In this work, we find that unfamiliar examples in the models' finetuning data -- those that introduce concepts beyond the base model's scope of knowledge -- are crucial in shaping these errors. In particular, we find that an LLM's hallucinated predictions tend to mirror the responses associated with its unfamiliar finetuning examples. This suggests that by modifying how unfamiliar finetuning examples are supervised, we can influence a model's responses to unfamiliar queries (e.g., say ``I don't know''). We empirically validate this observation in a series of controlled experiments involving SFT, RL, and reward model finetuning on TriviaQA and MMLU. Our work further investigates RL finetuning strategies for improving the factuality of long-form model generations. We find that, while hallucinations from the reward model can significantly undermine the effectiveness of RL factuality finetuning, strategically controlling how reward models hallucinate can minimize these negative effects. Leveraging our previous observations on controlling hallucinations, we propose an approach for learning more reliable reward models, and show that they improve the efficacy of RL factuality finetuning in long-form biography and book/movie plot generation tasks.

cs.LG↗

Hacking Predictors Means Hacking Cars: Using Sensitivity Analysis to Identify Trajectory Prediction Vulnerabilities for Autonomous Driving Security

Adversarial attacks on learning-based multi-modal trajectory predictors have already been demonstrated. However, there are still open questions about the effects of perturbations on inputs other than state histories, and how these attacks impact downstream planning and control. In this paper, we conduct a sensitivity analysis on two trajectory prediction models, Trajectron++ and AgentFormer. The analysis reveals that between all inputs, almost all of the perturbation sensitivities for both models lie only within the most recent position and velocity states. We additionally demonstrate that, despite dominant sensitivity on state history perturbations, an undetectable image map perturbation made with the Fast Gradient Sign Method can induce large prediction error increases in both models, revealing that these trajectory predictors are, in fact, susceptible to image-based attacks. Using an optimization-based planner and example perturbations crafted from sensitivity results, we show how these attacks can cause a vehicle to come to a sudden stop from moderate driving speeds.

cs.CR↗

Deep Neural Networks Tend To Extrapolate Predictably

Conventional wisdom suggests that neural network predictions tend to be unpredictable and overconfident when faced with out-of-distribution (OOD) inputs. Our work reassesses this assumption for neural networks with high-dimensional inputs. Rather than extrapolating in arbitrary ways, we observe that neural network predictions often tend towards a constant value as input data becomes increasingly OOD. Moreover, we find that this value often closely approximates the optimal constant solution (OCS), i.e., the prediction that minimizes the average loss over the training data without observing the input. We present results showing this phenomenon across 8 datasets with different distributional shifts (including CIFAR10-C and ImageNet-R, S), different loss functions (cross entropy, MSE, and Gaussian NLL), and different architectures (CNNs and transformers). Furthermore, we present an explanation for this behavior, which we first validate empirically and then study theoretically in a simplified setting involving deep homogeneous networks with ReLU activations. Finally, we show how one can leverage our insights in practice to enable risk-sensitive decision-making in the presence of OOD inputs.

cs.LG↗

Multi-Agent Reachability Calibration with Conformal Prediction

We investigate methods to provide safety assurances for autonomous agents that incorporate predictions of other, uncontrolled agents' behavior into their own trajectory planning. Given a learning-based forecasting model that predicts agents' trajectories, we introduce a method for providing probabilistic assurances on the model's prediction error with calibrated confidence intervals. Through quantile regression, conformal prediction, and reachability analysis, our method generates probabilistically safe and dynamically feasible prediction sets. We showcase their utility in certifying the safety of planning algorithms, both in simulations using actual autonomous driving data and in an experiment with Boeing vehicles.

eess.SY↗

The Computation of Approximate Generalized Feedback Nash Equilibria

We present the concept of a Generalized Feedback Nash Equilibrium (GFNE) in dynamic games, extending the Feedback Nash Equilibrium concept to games in which players are subject to state and input constraints. We formalize necessary and sufficient conditions for (local) GFNE solutions at the trajectory level, which enable the development of efficient numerical methods for their computation. Specifically, we propose a Newton-style method for finding game trajectories which satisfy necessary conditions for an equilibrium, which can then be checked against sufficiency conditions. We show that the evaluation of the necessary conditions in general requires computing a series of nested, implicitly-defined derivatives, which quickly becomes intractable. To this end, we introduce an approximation to the necessary conditions which is amenable to efficient evaluation, and in turn, computation of solutions. We term the solutions to the approximate necessary conditions Generalized Feedback Quasi-Nash Equilibria (GFQNE), and we introduce numerical methods for their computation. In particular, we develop a Sequential Linear-Quadratic Game approach, in which a LQ local approximation of the game is solved at each iteration. The development of this method relies on the ability to compute a GFNE to inequality- and equality-constrained LQ games, and therefore specific methods for the solution of these special cases are developed in detail. We demonstrate the effectiveness of the proposed solution approach on a dynamic game arising in an autonomous driving application.

math.OC↗

Multi-Task Imitation Learning for Linear Dynamical Systems

We study representation learning for efficient imitation learning over linear systems. In particular, we consider a setting where learning is split into two phases: (a) a pre-training step where a shared $k$-dimensional representation is learned from $H$ source policies, and (b) a target policy fine-tuning step where the learned representation is used to parameterize the policy class. We find that the imitation gap over trajectories generated by the learned target policy is bounded by $\tilde{O}\left( \frac{k n_x}{HN_{\mathrm{shared}}} + \frac{k n_u}{N_{\mathrm{target}}}\right)$, where $n_x > k$ is the state dimension, $n_u$ is the input dimension, $N_{\mathrm{shared}}$ denotes the total amount of data collected for each policy during representation learning, and $N_{\mathrm{target}}$ is the amount of target task data. This result formalizes the intuition that aggregating data across related tasks to learn a representation can significantly improve the sample efficiency of learning a target task. The trends suggested by this bound are corroborated in simulation.

cs.LG↗

Inverse Power Flow Problem

This paper formulates an inverse power flow problem which is to infer a nodal admittance matrix (hence the network structure of a power system) from voltage and current phasors measured at a number of buses. We show that the admittance matrix can be uniquely identified from a sequence of measurements corresponding to different steady states when every node in the system is equipped with a measurement device, and a Kron-reduced admittance matrix can be determined even if some nodes in the system are not monitored (hidden nodes). Furthermore, we propose effective algorithms based on graph theory to uncover the actual admittance matrix of radial systems with hidden nodes. We provide theoretical guarantees for the recovered admittance matrix and demonstrate that the actual admittance matrix can be fully recovered even from the Kron-reduced admittance matrix under some mild assumptions. Simulations on standard test systems confirm that these algorithms are capable of providing accurate estimates of the admittance matrix from noisy sensor data.

eess.SY↗

Linking vision and motion for self-supervised object-centric perception

Object-centric representations enable autonomous driving algorithms to reason about interactions between many independent agents and scene features. Traditionally these representations have been obtained via supervised learning, but this decouples perception from the downstream driving task and could harm generalization. In this work we adapt a self-supervised object-centric vision model to perform object decomposition using only RGB video and the pose of the vehicle as inputs. We demonstrate that our method obtains promising results on the Waymo Open perception dataset. While object mask quality lags behind supervised methods or alternatives that use more privileged information, we find that our model is capable of learning a representation that fuses multiple camera viewpoints over time and successfully tracks many vehicles and pedestrians in the dataset. Code for our model is available at https://github.com/wayveai/SOCS.

cs.CV↗

Cost Inference for Feedback Dynamic Games from Noisy Partial State Observations and Incomplete Trajectories

In multi-agent dynamic games, the Nash equilibrium state trajectory of each agent is determined by its cost function and the information pattern of the game. However, the cost and trajectory of each agent may be unavailable to the other agents. Prior work on using partial observations to infer the costs in dynamic games assumes an open-loop information pattern. In this work, we demonstrate that the feedback Nash equilibrium concept is more expressive and encodes more complex behavior. It is desirable to develop specific tools for inferring players' objectives in feedback games. Therefore, we consider the dynamic game cost inference problem under the feedback information pattern, using only partial state observations and incomplete trajectory data. To this end, we first propose an inverse feedback game loss function, whose minimizer yields a feedback Nash equilibrium state trajectory closest to the observation data. We characterize the landscape and differentiability of the loss function. Given the difficulty of obtaining the exact gradient, our main contribution is an efficient gradient approximator, which enables a novel inverse feedback game solver that minimizes the loss using first-order optimization. In thorough empirical evaluations, we demonstrate that our algorithm converges reliably and has better robustness and generalization performance than the open-loop baseline method when the observation data reflects a group of players acting in a feedback Nash game.

cs.MA↗

Navigation between initial and desired community states using shortcuts

Ecological management problems often involve navigating from an initial to a desired community state. We ask whether navigation is possible without brute-force additions and deletions of species, using actions of varying costs: adding/deleting a small number of individuals of a species, changing the environment, and waiting. Navigation can yield direct paths (single sequence of actions) or shortcut paths (multiple sequences of actions with lower cost than a direct path). We ask (1) when is non-brute-force navigation possible?; (2) do shortcuts exist and what are their properties?; and (3) what heuristics predict shortcut existence? Using several empirical datasets, we show that (1) non-brute-force navigation is only possible between some state pairs, (2) shortcuts exist between many state pairs; and (3) changes in abundance and richness are the strongest predictors of shortcut existence, independent of dataset and algorithm choices. State diagrams thus unveil hidden strategies for efficiently shifting between states.

q-bio.PE↗

Lyapunov Density Models: Constraining Distribution Shift in Learning-Based Control

Learned models and policies can generalize effectively when evaluated within the distribution of the training data, but can produce unpredictable and erroneous outputs on out-of-distribution inputs. In order to avoid distribution shift when deploying learning-based control algorithms, we seek a mechanism to constrain the agent to states and actions that resemble those that it was trained on. In control theory, Lyapunov stability and control-invariant sets allow us to make guarantees about controllers that stabilize the system around specific states, while in machine learning, density models allow us to estimate the training data distribution. Can we combine these two concepts, producing learning-based control algorithms that constrain the system to in-distribution states using only in-distribution actions? In this work, we propose to do this by combining concepts from Lyapunov stability and density estimation, introducing Lyapunov density models: a generalization of control Lyapunov functions and density models that provides guarantees on an agent's ability to stay in-distribution over its entire trajectory.

cs.LG↗

Inducing Structure in Reward Learning by Learning Features

Reward learning enables robots to learn adaptable behaviors from human input. Traditional methods model the reward as a linear function of hand-crafted features, but that requires specifying all the relevant features a priori, which is impossible for real-world tasks. To get around this issue, recent deep Inverse Reinforcement Learning (IRL) methods learn rewards directly from the raw state but this is challenging because the robot has to implicitly learn the features that are important and how to combine them, simultaneously. Instead, we propose a divide and conquer approach: focus human input specifically on learning the features separately, and only then learn how to combine them into a reward. We introduce a novel type of human input for teaching features and an algorithm that utilizes it to learn complex features from the raw state space. The robot can then learn how to combine them into a reward using demonstrations, corrections, or other reward learning frameworks. We demonstrate our method in settings where all features have to be learned from scratch, as well as where some of the features are known. By first focusing human input specifically on the feature(s), our method decreases sample complexity and improves generalization of the learned reward over a deepIRL baseline. We show this in experiments with a physical 7DOF robot manipulator, as well as in a user study conducted in a simulated environment.

cs.RO↗

Learning from learning machines: a new generation of AI technology to meet the needs of science

We outline emerging opportunities and challenges to enhance the utility of AI for scientific discovery. The distinct goals of AI for industry versus the goals of AI for science create tension between identifying patterns in data versus discovering patterns in the world from data. If we address the fundamental challenges associated with "bridging the gap" between domain-driven scientific models and data-driven AI learning machines, then we expect that these AI models can transform hypothesis generation, scientific discovery, and the scientific process itself.

cs.LG↗

Incorporating Data Uncertainty in Object Tracking Algorithms

Methodologies for incorporating the uncertainties characteristic of data-driven object detectors into object tracking algorithms are explored. Object tracking methods rely on measurement error models, typically in the form of measurement noise, false positive rates, and missed detection rates. Each of these quantities, in general, can be dependent on object or measurement location. However, for detections generated from neural-network processed camera inputs, these measurement error statistics are not sufficient to represent the primary source of errors, namely a dissimilarity between run-time sensor input and the training data upon which the detector was trained. To this end, we investigate incorporating data uncertainty into object tracking methods such as to improve the ability to track objects, and particularly those which out-of-distribution w.r.t. training data. The proposed methodologies are validated on an object tracking benchmark as well on experiments with a real autonomous aircraft.

eess.SY↗

Multi-Task Learning with Sequence-Conditioned Transporter Networks

Enabling robots to solve multiple manipulation tasks has a wide range of industrial applications. While learning-based approaches enjoy flexibility and generalizability, scaling these approaches to solve such compositional tasks remains a challenge. In this work, we aim to solve multi-task learning through the lens of sequence-conditioning and weighted sampling. First, we propose a new suite of benchmark specifically aimed at compositional tasks, MultiRavens, which allows defining custom task combinations through task modules that are inspired by industrial tasks and exemplify the difficulties in vision-based learning and planning methods. Second, we propose a vision-based end-to-end system architecture, Sequence-Conditioned Transporter Networks, which augments Goal-Conditioned Transporter Networks with sequence-conditioning and weighted sampling and can efficiently learn to solve multi-task long horizon problems. Our analysis suggests that not only the new framework significantly improves pick-and-place performance on novel 10 multi-task benchmark problems, but also the multi-task learning with weighted sampling can vastly improve learning and agent performances on individual tasks.

cs.LG↗