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Jim Torresen

Publications and source records attributed to Jim Torresen.

At least 19 recordsLinked to original sources

Memory-Efficient Policy Libraries with Low-Rank Adaptation in Reinforcement Learning

When fine-tuning Large Language Models (LLMs), there has been success in minimizing both memory usage and computation with Parameter-Efficient Fine-Tuning (PEFT), like Low Rank Adaptation (LoRA). In this article, we have explored whether this approach is transferable to the world of robotics and Reinforcement Learning (RL), allowing learning with reduced memory usage and improved computational performance. Specifically, we focused on a version of multi-task robotics, where a library of specialist policies are created. In such a library memory efficiency is especially important. We used a Proximal Policy Optimization (PPO) algorithm and fine-tuned a baseline model to different tasks using LoRA. Our results demonstrate that, depending on the hyperparameters, LoRA can minimize memory usage by a factor of 20-160 compared to full fine-tuning of all layers. This implies a 90-95% storage saving when deploying a library of many (10-50) specialized policies, which can be the differentiating factor between being able to store the entire library in memory or having to use swap-memory in an applied robotics setting. At the same time, our results indicate that there is no significant difference in the success-rate between full fine-tuning and LoRA fine-tuning for the selected tasks.

cs.LG

Enhancing the Quality of 3D Lunar Maps Using JAXA's Kaguya Imagery

As global efforts to explore the Moon intensify, the need for high-quality 3D lunar maps becomes increasingly critical-particularly for long-distance missions such as NASA's Endurance mission concept, in which a rover aims to traverse 2,000 km across the South Pole-Aitken basin. Kaguya TC (Terrain Camera) images, though globally available at 10 m/pixel, suffer from altitude inaccuracies caused by stereo matching errors and JPEG-based compression artifacts. This paper presents a method to improve the quality of 3D maps generated from Kaguya TC images, focusing on mitigating the effects of compression-induced noise in disparity maps. We analyze the compression behavior of Kaguya TC imagery, and identify systematic disparity noise patterns, especially in darker regions. In this paper, we propose an approach to enhance 3D map quality by reducing residual noise in disparity images derived from compressed images. Our experimental results show that the proposed approach effectively reduces elevation noise, enhancing the safety and reliability of terrain data for future lunar missions.

cs.CV

A comparative study on machine learning approaches for rock mass classification using drilling data

Current rock engineering design in drill and blast tunnelling primarily relies on engineers' observational assessments. Measure While Drilling (MWD) data, a high-resolution sensor dataset collected during tunnel excavation, is underutilised, mainly serving for geological visualisation. This study aims to automate the translation of MWD data into actionable metrics for rock engineering. It seeks to link data to specific engineering actions, thus providing critical decision support for geological challenges ahead of the tunnel face. Leveraging a large and geologically diverse dataset of 500,000 drillholes from 15 tunnels, the research introduces models for accurate rock mass quality classification in a real-world tunnelling context. Both conventional machine learning and image-based deep learning are explored to classify MWD data into Q-classes and Q-values, examples of metrics describing the stability of the rock mass, using both tabular and image data. The results indicate that the K-nearest neighbours algorithm in an ensemble with tree-based models using tabular data, effectively classifies rock mass quality. It achieves a cross-validated balanced accuracy of 0.86 in classifying rock mass into the Q-classes A, B, C, D, E1, E2, and 0.95 for a binary classification with E versus the rest. Classification using a CNN with MWD-images for each blasting round resulted in a balanced accuracy of 0.82 for binary classification. Regressing the Q-value from tabular MWD-data achieved cross-validated R2 and MSE scores of 0.80 and 0.18 for a similar ensemble model as in classification. High performance in regression and classification boosts confidence in automated rock mass assessment. Applying advanced modelling on a unique dataset demonstrates MWD data's value in improving rock mass classification accuracy and advancing data-driven rock engineering design, reducing manual intervention.

cs.LG

Rafting Towards Consensus: Formation Control of Distributed Dynamical Systems

In this paper, we introduce a novel adaptation of the Raft consensus algorithm for achieving emergent formation control in multi-agent systems with a single integrator dynamics. This strategy, dubbed "Rafting," enables robust cooperation between distributed nodes, thereby facilitating the achievement of desired geometric configurations. Our framework takes advantage of the Raft algorithm's inherent fault tolerance and strong consistency guarantees to extend its applicability to distributed formation control tasks. Following the introduction of a decentralized mechanism for aggregating agent states, a synchronization protocol for information exchange and consensus formation is proposed. The Raft consensus algorithm combines leader election, log replication, and state machine application to steer agents toward a common, collaborative goal. A series of detailed simulations validate the efficacy and robustness of our method under various conditions, including partial network failures and disturbances. The outcomes demonstrate the algorithm's potential and open up new possibilities in swarm robotics, autonomous transportation, and distributed computation. The implementation of the algorithms presented in this paper is available at https://github.com/abbas-tari/raft.git.

cs.MA

Robotics in Elderly Healthcare: A Review of 20 Recent Research Projects

Studies show dramatic increase in elderly population of Western Europe over the next few decades, which will put pressure on healthcare systems. Measures must be taken to meet these social challenges. Healthcare robots investigated to facilitate independent living for elderly. This paper aims to review recent projects in robotics for healthcare from 2008 to 2021. We provide an overview of the focus in this area and a roadmap for upcoming research. Our study was initiated with a literature search using three digital databases. Searches were performed for articles, including research projects containing the words elderly care, assisted aging, health monitoring, or elderly health, and any word including the root word robot. The resulting 20 recent research projects are described and categorized in this paper. Then, these projects were analyzed using thematic analysis. Our findings can be summarized in common themes: most projects have a strong focus on care robots functionalities; robots are often seen as products in care settings; there is an emphasis on robots as commercial products; and there is some limited focus on the design and ethical aspects of care robots. The paper concludes with five key points representing a roadmap for future research addressing robotic for elderly people.

cs.RO

Adherence Forecasting for Guided Internet-Delivered Cognitive Behavioral Therapy: A Minimally Data-Sensitive Approach

Internet-delivered psychological treatments (IDPT) are seen as an effective and scalable pathway to improving the accessibility of mental healthcare. Within this context, treatment adherence is an especially pertinent challenge to address due to the reduced interaction between healthcare professionals and patients. In parallel, the increase in regulations surrounding the use of personal data, such as the General Data Protection Regulation (GDPR), makes data minimization a core consideration for real-world implementation of IDPTs. Consequently, this work proposes a Self-Attention-based deep learning approach to perform automatic adherence forecasting, while only relying on minimally sensitive login/logout-timestamp data. This approach was tested on a dataset containing 342 patients undergoing Guided Internet-delivered Cognitive Behavioral Therapy (G-ICBT) treatment. Of these 342 patients, 101 (~30%) were considered non-adherent (dropout) based on the adherence definition used in this work (i.e. at least eight connections to the platform lasting more than a minute over 56 days). The proposed model achieved over 70% average balanced accuracy, after only 20 out of the 56 days (~1/3) of the treatment had elapsed. This study demonstrates that automatic adherence forecasting for G-ICBT, is achievable using only minimally sensitive data, thus facilitating the implementation of such tools within real-world IDPT platforms.

cs.LG

A Lower Bound on Latency Spikes for Capacity-Seeking Network Traffic

Most Internet traffic is carried by capacity-seeking protocols such as TCP and QUIC. Capacity-seeking protocols probe to find the maximum available throughput from sender to receiver, and, once they converge, attempt to keep sending traffic at this maximum rate. Achieving reliable low latency with capacity-seeking end-to-end methods is not yet entirely solved. We contribute a theoretical analysis to this ongoing discussion. In this work, we derive an expression for the minimum size of the spike in latency caused by a sudden drop in network capacity. Our results highlight a quantifiable and fundamental constraint on capacity-seeking network traffic. When end-to-end capacity is suddenly reduced, capacity-seeking traffic inevitably produces a latency spike. A lower bound on this latency spike can be calculated by multiplying the round-trip delay from the network bottleneck to the source of capacity-seeking traffic by the magnitude of the end-to-end capacity reduction. Testbed experiments show that this bound holds for the DCTCP, BBR, and Cubic congestion control algorithms. Our results have implications for the design of low-latency PHY and MAC-layer technologies because we quantify an important transport-layer consequence of unstable traffic rates.

cs.NI

Long-Short Ensemble Network for Bipolar Manic-Euthymic State Recognition Based on Wrist-worn Sensors

Manic episodes of bipolar disorder can lead to uncritical behaviour and delusional psychosis, often with destructive consequences for those affected and their surroundings. Early detection and intervention of a manic episode are crucial to prevent escalation, hospital admission and premature death. However, people with bipolar disorder may not recognize that they are experiencing a manic episode and symptoms such as euphoria and increased productivity can also deter affected individuals from seeking help. This work proposes to perform user-independent, automatic mood-state detection based on actigraphy and electrodermal activity acquired from a wrist-worn device during mania and after recovery (euthymia). This paper proposes a new deep learning-based ensemble method leveraging long (20h) and short (5 minutes) time-intervals to discriminate between the mood-states. When tested on 47 bipolar patients, the proposed classification scheme achieves an average accuracy of 91.59% in euthymic/manic mood-state recognition.

cs.LG

A Model of WiFi Performance With Bounded Latency

In September 2020, the Broadband Forum published a new industry standard for measuring network quality. The standard centers on the notion of quality attenuation. Quality attenuation is a measure of the distribution of latency and packet loss between two points connected by a network path. A vital feature of the quality attenuation idea is that we can express detailed application requirements and network performance measurements in the same mathematical framework. Performance requirements and measurements are both modeled as latency distributions. To the best of our knowledge, existing models of the 802.11 WiFi protocol do not permit the calculation of complete latency distributions without assuming steady-state operation. We present a novel model of the WiFi protocol. Instead of computing throughput numbers from a steady-state analysis of a Markov chain, we explicitly model latency and packet loss. Explicitly modeling latency and loss allows for both transient and steady-state analysis of latency distributions, and we can derive throughput numbers from the latency results. Our model is, therefore, more general than the standard Markov chain methods. We reproduce several known results with this method. Using transient analysis, we derive bounds on WiFi throughput under the requirement that latency and packet loss must be bounded.

cs.NI

Composing an Ensemble Standstill Work for Myo and Bela

This paper describes the process of developing a standstill performance work using the Myo gesture control armband and the Bela embedded computing platform. The combination of Myo and Bela allows a portable and extensible version of the standstill performance concept while introducing muscle tension as an additional control parameter. We describe the technical details of our setup and introduce Myo-to-Bela and Myo-to-OSC software bridges that assist with prototyping compositions using the Myo controller.

cs.HC

Towards Movement Generation with Audio Features

Sound and movement are closely coupled, particularly in dance. Certain audio features have been found to affect the way we move to music. Is this relationship between sound and movement something which can be modelled using machine learning? This work presents initial experiments wherein high-level audio features calculated from a set of music pieces are included in a movement generation model trained on motion capture recordings of improvised dance. Our results indicate that the model learns to generate realistic dance movements which vary depending on the audio features.

cs.SD

Environmental Adaptation of Robot Morphology and Control through Real-world Evolution

Robots operating in the real world will experience a range of different environments and tasks. It is essential for the robot to have the ability to adapt to its surroundings to work efficiently in changing conditions. Evolutionary robotics aims to solve this by optimizing both the control and body (morphology) of a robot, allowing adaptation to internal, as well as external factors. Most work in this field has been done in physics simulators, which are relatively simple and not able to replicate the richness of interactions found in the real world. Solutions that rely on the complex interplay between control, body, and environment are therefore rarely found. In this paper, we rely solely on real-world evaluations and apply evolutionary search to yield combinations of morphology and control for our mechanically self-reconfiguring quadruped robot. We evolve solutions on two distinct physical surfaces and analyze the results in terms of both control and morphology. We then transition to two previously unseen surfaces to demonstrate the generality of our method. We find that the evolutionary search finds high-performing and diverse morphology-controller configurations by adapting both control and body to the different properties of the physical environments. We additionally find that morphology and control vary with statistical significance between the environments. Moreover, we observe that our method allows for morphology and control parameters to transfer to previously-unseen terrains, demonstrating the generality of our approach.

cs.RO

Differences of Human Perceptions of a Robot Moving using Linear or Slow in, Slow out Velocity Profiles When Performing a Cleaning Task

We investigated how a robot moving with different velocity profiles affects a person's perception of it when working together on a task. The two profiles are the common linear profile and a profile based on the animation principles of slow in, slow out. The investigation was accomplished by running an experiment in a home context where people and the robot cooperated on a clean-up task. We used the Godspeed series of questionnaires to gather people's perception of the robot. Average scores for each series appear not to be different enough to reject the null hypotheses, but looking at the component items provides paths to future areas of research. We also discuss the scenario for the experiment and how it may be used for future research into using animation techniques for moving robots and improving the legibility of a robot's locomotion.

cs.RO

Self-Modifying Morphology Experiments with DyRET: Dynamic Robot for Embodied Testing

If robots are to become ubiquitous, they will need to be able to adapt to complex and dynamic environments. Robots that can adapt their bodies while deployed might be flexible and robust enough to meet this challenge. Previous work on dynamic robot morphology has focused on simulation, combining simple modules, or switching between locomotion modes. Here, we present an alternative approach: a self-reconfigurable morphology that allows a single four-legged robot to actively adapt the length of its legs to different environments. We report the design of our robot, as well as the results of a study that verifies the performance impact of self-reconfiguration. This study compares three different control and morphology pairs under different levels of servo supply voltage in the lab. We also performed preliminary tests in different uncontrolled outdoor environments to see if changes to the external environment supports our findings in the lab. Our results show better performance with an adaptable body, lending evidence to the value of self-reconfiguration for quadruped robots.

cs.RO

Self-Adapting Goals Allow Transfer of Predictive Models to New Tasks

A long-standing challenge in Reinforcement Learning is enabling agents to learn a model of their environment which can be transferred to solve other problems in a world with the same underlying rules. One reason this is difficult is the challenge of learning accurate models of an environment. If such a model is inaccurate, the agent's plans and actions will likely be sub-optimal, and likely lead to the wrong outcomes. Recent progress in model-based reinforcement learning has improved the ability for agents to learn and use predictive models. In this paper, we extend a recent deep learning architecture which learns a predictive model of the environment that aims to predict only the value of a few key measurements, which are be indicative of an agent's performance. Predicting only a few measurements rather than the entire future state of an environment makes it more feasible to learn a valuable predictive model. We extend this predictive model with a small, evolving neural network that suggests the best goals to pursue in the current state. We demonstrate that this allows the predictive model to transfer to new scenarios where goals are different, and that the adaptive goals can even adjust agent behavior on-line, changing its strategy to fit the current context.

cs.LG

Animation Techniques in Human-Robot Interaction User Studies: a Systematic Literature Review

There are many different ways a robot can move in Human-Robot Interaction. One way is to use techniques from film animation to instruct the robot to move. This article is a systematic literature review of human-robot trials, pilots, and evaluations that have applied techniques from animation to move a robot. Through 27 articles, we find that animation techniques improves individual's interaction with robots, improving individual's perception of qualities of a robot, understanding what a robot intends to do, and showing the robot's state, or possible emotion. Animation techniques also help people relate to robots that do not resemble a human or robot. The studies in the articles show further areas for research, such as applying animation principles in other types of robots and situations, combining animation techniques with other modalities, and testing robots moving with animation techniques over the long term.

cs.RO

Guiding Neuroevolution with Structural Objectives

The structure and performance of neural networks are intimately connected, and by use of evolutionary algorithms, neural network structures optimally adapted to a given task can be explored. Guiding such neuroevolution with additional objectives related to network structure has been shown to improve performance in some cases, especially when modular neural networks are beneficial. However, apart from objectives aiming to make networks more modular, such structural objectives have not been widely explored. We propose two new structural objectives and test their ability to guide evolving neural networks on two problems which can benefit from decomposition into subtasks. The first structural objective guides evolution to align neural networks with a user-recommended decomposition pattern. Intuitively, this should be a powerful guiding target for problems where human users can easily identify a structure. The second structural objective guides evolution towards a population with a high diversity in decomposition patterns. This results in exploration of many different ways to decompose a problem, allowing evolution to find good decompositions faster. Tests on our target problems reveal that both methods perform well on a problem with a very clear and decomposable structure. However, on a problem where the optimal decomposition is less obvious, the structural diversity objective is found to outcompete other structural objectives -- and this technique can even increase performance on problems without any decomposable structure at all.

cs.NE

An Interactive Musical Prediction System with Mixture Density Recurrent Neural Networks

This paper is about creating digital musical instruments where a predictive neural network model is integrated into the interactive system. Rather than predicting symbolic music (e.g., MIDI notes), we suggest that predicting future control data from the user and precise temporal information can lead to new and interesting interactive possibilities. We propose that a mixture density recurrent neural network (MDRNN) is an appropriate model for this task. The predictions can be used to fill-in control data when the user stops performing, or as a kind of filter on the user's own input. We present an interactive MDRNN prediction server that allows rapid prototyping of new NIMEs featuring predictive musical interaction by recording datasets, training MDRNN models, and experimenting with interaction modes. We illustrate our system with several example NIMEs applying this idea. Our evaluation shows that real-time predictive interaction is viable even on single-board computers and that small models are appropriate for small datasets.

cs.SD