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Jingbin Liu

Publications and source records attributed to Jingbin Liu.

12 recordsLinked to original sources

Mastering the Game of Go with Self-play Experience Replay

The game of Go has long served as a benchmark for artificial intelligence, demanding sophisticated strategic reasoning and long-term planning. Previous approaches such as AlphaGo and its successors, have predominantly relied on model-based Monte-Carlo Tree Search (MCTS). In this work, we present QZero, a novel model-free reinforcement learning algorithm that forgoes search during training and learns a Nash equilibrium policy through self-play and off-policy experience replay. Built upon entropy-regularized Q-learning, QZero utilizes a single Q-value network to unify policy evaluation and improvement. Starting tabula rasa without human data and trained for 5 months with modest compute resources (7 GPUs), QZero achieved a performance level comparable to that of AlphaGo. This demonstrates, for the first time, the efficiency of using model-free reinforcement learning to master the game of Go, as well as the feasibility of off-policy reinforcement learning in solving large-scale and complex environments.

cs.AI

STAG-VIO: Stabilized Prompt-to-Geometry Interface for Robust Dynamic Visual--Inertial Odometry

Dynamic visual-inertial odometry (VIO) requires reliable suppression of motion-corrupted measurements, yet prior semantic-assisted approaches depend on category-limited segmenters and degrade under partial occlusion. Promptable foundation segmentation models offer category-agnostic dynamic parsing, but their effectiveness in VIO depends critically on the temporal stability of input prompts---a factor largely overlooked in existing pipelines. When prompts derived from raw detection are jittery or intermittent under occlusion, the resulting masks flicker across frames, destabilizing geometric estimation. We propose STAG-VIO, which formulates dynamic robustness as a perception-to-geometry interface stabilization problem. We introduce uncertainty-adaptive multi-object tracking that models prompt generation as state estimation with bounded noise adaptation, producing temporally coherent box prompts. These stabilized prompts drive a lightweight foundation segmenter whose masks undergo geometry-oriented morphological refinement to establish conservative safety margins. A constraint-budget-aware feature redistribution strategy preserves well-conditioned static measurements when dynamic regions dominate the view. Experiments on VIODE and OpenLORIS-Scene show consistent gains over state-of-the-art baselines. Ablation confirms that prompt stabilization is the single most impactful component, reducing trajectory error by up to 83%.

cs.CV

Mastering Asymmetrical Multiplayer Game with Multi-Agent Asymmetric-Evolution Reinforcement Learning

Asymmetrical multiplayer (AMP) game is a popular game genre which involves multiple types of agents competing or collaborating with each other in the game. It is difficult to train powerful agents that can defeat top human players in AMP games by typical self-play training method because of unbalancing characteristics in their asymmetrical environments. We propose asymmetric-evolution training (AET), a novel multi-agent reinforcement learning framework that can train multiple kinds of agents simultaneously in AMP game. We designed adaptive data adjustment (ADA) and environment randomization (ER) to optimize the AET process. We tested our method in a complex AMP game named Tom \& Jerry, and our AIs trained without using any human data can achieve a win rate of 98.5% against top human players over 65 matches. The ablation experiments indicated that the proposed modules are beneficial to the framework.

cs.AI

Soft Q Network

Deep Q Network (DQN) is a very successful algorithm, yet the inherent problem of reinforcement learning, i.e. the exploit-explore balance, remains. In this work, we introduce entropy regularization into DQN and propose SQN. We find that the backup equation of soft Q learning can enjoy the corrective feedback if we view the soft backup as policy improvement in the form of Q, instead of policy evaluation. We show that Soft Q Learning with Corrective Feedback (SQL-CF) underlies the on-plicy nature of SQL and the equivalence of SQL and Soft Policy Gradient (SPG). With these insights, we propose an on-policy version of deep Q learning algorithm, i.e. Q On-Policy (QOP). We experiment with QOP on a self-play environment called Google Research Football (GRF). The QOP algorithm exhibits great stability and efficiency in training GRF agents.

cs.LG

CAE-LO: LiDAR Odometry Leveraging Fully Unsupervised Convolutional Auto-Encoder for Interest Point Detection and Feature Description

As an important technology in 3D mapping, autonomous driving, and robot navigation, LiDAR odometry is still a challenging task. Appropriate data structure and unsupervised deep learning are the keys to achieve an easy adjusted LiDAR odometry solution with high performance. Utilizing compact 2D structured spherical ring projection model and voxel model which preserves the original shape of input data, we propose a fully unsupervised Convolutional Auto-Encoder based LiDAR Odometry (CAE-LO) that detects interest points from spherical ring data using 2D CAE and extracts features from multi-resolution voxel model using 3D CAE. We make several key contributions: 1) experiments based on KITTI dataset show that our interest points can capture more local details to improve the matching success rate on unstructured scenarios and our features outperform state-of-the-art by more than 50% in matching inlier ratio; 2) besides, we also propose a keyframe selection method based on matching pairs transferring, an odometry refinement method for keyframes based on extended interest points from spherical rings, and a backward pose update method. The odometry refinement experiments verify the proposed ideas' feasibility and effectiveness.

cs.CV

A Method of Generating Measurable Panoramic Image for Indoor Mobile Measurement System

This paper designs a technique route to generate high-quality panoramic image with depth information, which involves two critical research hotspots: fusion of LiDAR and image data and image stitching. For the fusion of 3D points and image data, since a sparse depth map can be firstly generated by projecting LiDAR point onto the RGB image plane based on our reliable calibrated and synchronized sensors, we adopt a parameter self-adaptive framework to produce 2D dense depth map. For image stitching, optimal seamline for the overlapping area is searched using a graph-cuts-based method to alleviate the geometric influence and image blending based on the pyramid multi-band is utilized to eliminate the photometric effects near the stitching line. Since each pixel is associated with a depth value, we design this depth value as a radius in the spherical projection which can further project the panoramic image to the world coordinate and consequently produces a high-quality measurable panoramic image. The purposed method is tested on the data from our data collection platform and presents a satisfactory application prospects.

cs.CV

A Simple and Efficient Registration of 3D Point Cloud and Image Data for Indoor Mobile Mapping System

Registration of 3D LiDAR point clouds with optical images is critical in the combination of multi-source data. Geometric misalignment originally exists in the pose data between LiDAR point clouds and optical images. To improve the accuracy of the initial pose and the applicability of the integration of 3D points and image data, we develop a simple but efficient registration method. We firstly extract point features from LiDAR point clouds and images: point features is extracted from single-frame LiDAR and point features from images using classical Canny method. Cost map is subsequently built based on Canny image edge detection. The optimization direction is guided by the cost map where low cost represents the the desired direction, and loss function is also considered to improve the robustness of the the purposed method. Experiments show pleasant results.

cs.CV

Reinforcement learning with world model

Nowadays, model-free reinforcement learning algorithms have achieved remarkable performance on many decision making and control tasks, but high sample complexity and low sample efficiency still hinder the wide use of model-free reinforcement learning algorithms. In this paper, we argue that if we intend to design an intelligent agent that learns fast and transfers well, the agent must be able to reflect key elements of intelligence, like intuition, Memory, PredictionandCuriosity. We propose an agent framework that integrates off-policy reinforcement learning with world model learning, so as to embody the important features of intelligence in our algorithm design. We adopt the state-of-art model-free reinforcement learning algorithm, Soft Actor-Critic, as the agent intuition, and world model learning through RNN to endow the agent with memory, curiosity, and the ability to predict. We show that these ideas can work collaboratively with each other and our agent (RMC) can give new state-of-art results while maintaining sample efficiency and training stability. Moreover, our agent framework can be easily extended from MDP to POMDP problems without performance loss.

cs.AI

Policy Optimization Reinforcement Learning with Entropy Regularization

Entropy regularization is an important idea in reinforcement learning, with great success in recent algorithms like Soft Q Network (SQN) and Soft Actor-Critic (SAC1). In this work, we extend this idea into the on-policy realm. We propose the soft policy gradient theorem (SPGT) for on-policy maximum entropy reinforcement learning. With SPGT, a series of new policy optimization algorithms are derived, such as SPG, SA2C, SA3C, SDDPG, STRPO, SPPO, SIMPALA and so on. We find that SDDPG is equivalent to SAC1. For policy gradient, the policy network is often represented as a Gaussian distribution with a global action variance, which damages the representation capacity. We introduce a local action variance for policy network and find it can work collaboratively with the idea of entropy regularization. Our method outperforms prior works on a range of benchmark tasks. Furthermore, our method can be easily extended to large scale experiment with great stability and parallelism.

cs.LG

M^3VSNet: Unsupervised Multi-metric Multi-view Stereo Network

The present Multi-view stereo (MVS) methods with supervised learning-based networks have an impressive performance comparing with traditional MVS methods. However, the ground-truth depth maps for training are hard to be obtained and are within limited kinds of scenarios. In this paper, we propose a novel unsupervised multi-metric MVS network, named M^3VSNet, for dense point cloud reconstruction without any supervision. To improve the robustness and completeness of point cloud reconstruction, we propose a novel multi-metric loss function that combines pixel-wise and feature-wise loss function to learn the inherent constraints from different perspectives of matching correspondences. Besides, we also incorporate the normal-depth consistency in the 3D point cloud format to improve the accuracy and continuity of the estimated depth maps. Experimental results show that M3VSNet establishes the state-of-the-arts unsupervised method and achieves comparable performance with previous supervised MVSNet on the DTU dataset and demonstrates the powerful generalization ability on the Tanks and Temples benchmark with effective improvement. Our code is available at https://github.com/whubaichuan/M3VSNet

cs.CV

M^3VSNet: Unsupervised Multi-metric Multi-view Stereo Network

The present Multi-view stereo (MVS) methods with supervised learning-based networks have an impressive performance comparing with traditional MVS methods. However, the ground-truth depth maps for training are hard to be obtained and are within limited kinds of scenarios. In this paper, we propose a novel unsupervised multi-metric MVS network, named M^3VSNet, for dense point cloud reconstruction without any supervision. To improve the robustness and completeness of point cloud reconstruction, we propose a novel multi-metric loss function that combines pixel-wise and feature-wise loss function to learn the inherent constraints from different perspectives of matching correspondences. Besides, we also incorporate the normal-depth consistency in the 3D point cloud format to improve the accuracy and continuity of the estimated depth maps. Experimental results show that M3VSNet establishes the state-of-the-arts unsupervised method and achieves comparable performance with previous supervised MVSNet on the DTU dataset and demonstrates the powerful generalization ability on the Tanks and Temples benchmark with effective improvement. Our code is available at https://github.com/whubaichuan/M3VSNet.

cs.CV

A Survey of Simultaneous Localization and Mapping with an Envision in 6G Wireless Networks

Simultaneous Localization and Mapping (SLAM) achieves the purpose of simultaneous positioning and map construction based on self-perception. The paper makes an overview in SLAM including Lidar SLAM, visual SLAM, and their fusion. For Lidar or visual SLAM, the survey illustrates the basic type and product of sensors, open source system in sort and history, deep learning embedded, the challenge and future. Additionally, visual inertial odometry is supplemented. For Lidar and visual fused SLAM, the paper highlights the multi-sensors calibration, the fusion in hardware, data, task layer. The open question and forward thinking with an envision in 6G wireless networks end the paper. The contributions of this paper can be summarized as follows: the paper provides a high quality and full-scale overview in SLAM. It's very friendly for new researchers to hold the development of SLAM and learn it very obviously. Also, the paper can be considered as a dictionary for experienced researchers to search and find new interesting orientation.

cs.RO