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Pei Xu

Publications and source records attributed to Pei Xu.

34 records · Page 2Linked to original sources

Synchronize Dual Hands for Physics-Based Dexterous Guitar Playing

We present a novel approach to synthesize dexterous motions for physically simulated hands in tasks that require coordination between the control of two hands with high temporal precision. Instead of directly learning a joint policy to control two hands, our approach performs bimanual control through cooperative learning where each hand is treated as an individual agent. The individual policies for each hand are first trained separately, and then synchronized through latent space manipulation in a centralized environment to serve as a joint policy for two-hand control. By doing so, we avoid directly performing policy learning in the joint state-action space of two hands with higher dimensions, greatly improving the overall training efficiency. We demonstrate the effectiveness of our proposed approach in the challenging guitar-playing task. The virtual guitarist trained by our approach can synthesize motions from unstructured reference data of general guitar-playing practice motions, and accurately play diverse rhythms with complex chord pressing and string picking patterns based on the input guitar tabs that do not exist in the references. Along with this paper, we provide the motion capture data that we collected as the reference for policy training. Code is available at: https://pei-xu.github.io/guitar.

cs.GR↗

Signal Observation Models and Historical Information Integration in Poker Hand Abstraction

Hand abstraction has been instrumental in developing powerful AI for Texas Hold'em poker, a widely studied testbed for imperfect information games (IIGs). Despite its success, the hand abstraction task lacks robust theoretical tools, limiting both algorithmic innovation and theoretical progress. To address this, we extend the IIG framework with the \textbf{signal observation ordered game} model and introduce \textbf{signal observation abstraction} to formalize the hand abstraction task. We further propose a novel evaluation metric, the \textbf{resolution bound}, to assess the performance of signal observation abstraction algorithms. Using this metric, we uncover critical limitations in current state-of-the-art algorithms, particularly the significant information loss caused by the enforced omission of historical information. To resolve these issues, we present the \textbf{KrwEmd} algorithm, which effectively incorporates historical information into the abstraction process. Experiments in the Numeral211 hold'em environment demonstrate that KrwEmd addresses these limitations and significantly outperforms existing algorithms.

cs.GT↗

Physically Constrained 3D Diffusion for Inverse Design of Fiber-reinforced Polymer Composite Materials

Designing fiber-reinforced polymer composites (FRPCs) with a tailored nonlinear stress-strain response can enable innovative applications across various industries. Currently, no efforts have achieved the inverse design of FRPCs that target the entire stress-strain curve. Here, we develop PC3D_Diffusion, a 3D spatial diffusion model designed for the inverse design of FRPCs. We generate 1.35 million FRPCs and calculate their stress-strain curves for training. Although the vanilla PC3D_Diffusion can generate visually appealing results, less than 10% of FRPCs generated by the vanilla model are collision-free, in which fibers do not intersect with each other. We then propose a loss-guided, learning-free approach to apply physical constraints during generation. As a result, PC3D_Diffusion can generate high-quality designs with tailored mechanical behaviors while guaranteeing to satisfy the physical constraints. PC3D_Diffusion advances FRPC inverse design and may facilitate the inverse design of other 3D materials, offering potential applications in industries reliant on materials with custom mechanical properties.

cond-mat.soft↗

FürElise: Capturing and Physically Synthesizing Hand Motions of Piano Performance

Piano playing requires agile, precise, and coordinated hand control that stretches the limits of dexterity. Hand motion models with the sophistication to accurately recreate piano playing have a wide range of applications in character animation, embodied AI, biomechanics, and VR/AR. In this paper, we construct a first-of-its-kind large-scale dataset that contains approximately 10 hours of 3D hand motion and audio from 15 elite-level pianists playing 153 pieces of classical music. To capture natural performances, we designed a markerless setup in which motions are reconstructed from multi-view videos using state-of-the-art pose estimation models. The motion data is further refined via inverse kinematics using the high-resolution MIDI key-pressing data obtained from sensors in a specialized Yamaha Disklavier piano. Leveraging the collected dataset, we developed a pipeline that can synthesize physically-plausible hand motions for musical scores outside of the dataset. Our approach employs a combination of imitation learning and reinforcement learning to obtain policies for physics-based bimanual control involving the interaction between hands and piano keys. To solve the sampling efficiency problem with the large motion dataset, we use a diffusion model to generate natural reference motions, which provide high-level trajectory and fingering (finger order and placement) information. However, the generated reference motion alone does not provide sufficient accuracy for piano performance modeling. We then further augmented the data by using musical similarity to retrieve similar motions from the captured dataset to boost the precision of the RL policy. With the proposed method, our model generates natural, dexterous motions that generalize to music from outside the training dataset.

cs.GR↗

AdaptNet: Policy Adaptation for Physics-Based Character Control

Motivated by humans' ability to adapt skills in the learning of new ones, this paper presents AdaptNet, an approach for modifying the latent space of existing policies to allow new behaviors to be quickly learned from like tasks in comparison to learning from scratch. Building on top of a given reinforcement learning controller, AdaptNet uses a two-tier hierarchy that augments the original state embedding to support modest changes in a behavior and further modifies the policy network layers to make more substantive changes. The technique is shown to be effective for adapting existing physics-based controllers to a wide range of new styles for locomotion, new task targets, changes in character morphology and extensive changes in environment. Furthermore, it exhibits significant increase in learning efficiency, as indicated by greatly reduced training times when compared to training from scratch or using other approaches that modify existing policies. Code is available at https://motion-lab.github.io/AdaptNet.

cs.GR↗

Human-Inspired Multi-Agent Navigation using Knowledge Distillation

Despite significant advancements in the field of multi-agent navigation, agents still lack the sophistication and intelligence that humans exhibit in multi-agent settings. In this paper, we propose a framework for learning a human-like general collision avoidance policy for agent-agent interactions in fully decentralized, multi-agent environments. Our approach uses knowledge distillation with reinforcement learning to shape the reward function based on expert policies extracted from human trajectory demonstrations through behavior cloning. We show that agents trained with our approach can take human-like trajectories in collision avoidance and goal-directed steering tasks not provided by the demonstrations, outperforming the experts as well as learning-based agents trained without knowledge distillation.

cs.RO↗

Context-Aware Timewise VAEs for Real-Time Vehicle Trajectory Prediction

Real-time, accurate prediction of human steering behaviors has wide applications, from developing intelligent traffic systems to deploying autonomous driving systems in both real and simulated worlds. In this paper, we present ContextVAE, a context-aware approach for multi-modal vehicle trajectory prediction. Built upon the backbone architecture of a timewise variational autoencoder, ContextVAE observation encoding employs a dual attention mechanism that accounts for the environmental context and the dynamic agents' states, in a unified way. By utilizing features extracted from semantic maps during agent state encoding, our approach takes into account both the social features exhibited by agents on the scene and the physical environment constraints to generate map-compliant and socially-aware trajectories. We perform extensive testing on the nuScenes prediction challenge, Lyft Level 5 dataset and Waymo Open Motion Dataset to show the effectiveness of our approach and its state-of-the-art performance. In all tested datasets, ContextVAE models are fast to train and provide high-quality multi-modal predictions in real-time. Our code is available at: https://github.com/xupei0610/ContextVAE.

cs.CV↗

Composite Motion Learning with Task Control

We present a deep learning method for composite and task-driven motion control for physically simulated characters. In contrast to existing data-driven approaches using reinforcement learning that imitate full-body motions, we learn decoupled motions for specific body parts from multiple reference motions simultaneously and directly by leveraging the use of multiple discriminators in a GAN-like setup. In this process, there is no need of any manual work to produce composite reference motions for learning. Instead, the control policy explores by itself how the composite motions can be combined automatically. We further account for multiple task-specific rewards and train a single, multi-objective control policy. To this end, we propose a novel framework for multi-objective learning that adaptively balances the learning of disparate motions from multiple sources and multiple goal-directed control objectives. In addition, as composite motions are typically augmentations of simpler behaviors, we introduce a sample-efficient method for training composite control policies in an incremental manner, where we reuse a pre-trained policy as the meta policy and train a cooperative policy that adapts the meta one for new composite tasks. We show the applicability of our approach on a variety of challenging multi-objective tasks involving both composite motion imitation and multiple goal-directed control.

cs.GR↗

SocialVAE: Human Trajectory Prediction using Timewise Latents

Predicting pedestrian movement is critical for human behavior analysis and also for safe and efficient human-agent interactions. However, despite significant advancements, it is still challenging for existing approaches to capture the uncertainty and multimodality of human navigation decision making. In this paper, we propose SocialVAE, a novel approach for human trajectory prediction. The core of SocialVAE is a timewise variational autoencoder architecture that exploits stochastic recurrent neural networks to perform prediction, combined with a social attention mechanism and a backward posterior approximation to allow for better extraction of pedestrian navigation strategies. We show that SocialVAE improves current state-of-the-art performance on several pedestrian trajectory prediction benchmarks, including the ETH/UCY benchmark, Stanford Drone Dataset, and SportVU NBA movement dataset. Code is available at: https://github.com/xupei0610/SocialVAE.

cs.CV↗

A GAN-Like Approach for Physics-Based Imitation Learning and Interactive Character Control

We present a simple and intuitive approach for interactive control of physically simulated characters. Our work builds upon generative adversarial networks (GAN) and reinforcement learning, and introduces an imitation learning framework where an ensemble of classifiers and an imitation policy are trained in tandem given pre-processed reference clips. The classifiers are trained to discriminate the reference motion from the motion generated by the imitation policy, while the policy is rewarded for fooling the discriminators. Using our GAN-based approach, multiple motor control policies can be trained separately to imitate different behaviors. In runtime, our system can respond to external control signal provided by the user and interactively switch between different policies. Compared to existing methods, our proposed approach has the following attractive properties: 1) achieves state-of-the-art imitation performance without manually designing and fine tuning a reward function; 2) directly controls the character without having to track any target reference pose explicitly or implicitly through a phase state; and 3) supports interactive policy switching without requiring any motion generation or motion matching mechanism. We highlight the applicability of our approach in a range of imitation and interactive control tasks, while also demonstrating its ability to withstand external perturbations as well as to recover balance. Overall, our approach generates high-fidelity motion, has low runtime cost, and can be easily integrated into interactive applications and games.

cs.GR↗

PFPN: Continuous Control of Physically Simulated Characters using Particle Filtering Policy Network

Data-driven methods for physics-based character control using reinforcement learning have been successfully applied to generate high-quality motions. However, existing approaches typically rely on Gaussian distributions to represent the action policy, which can prematurely commit to suboptimal actions when solving high-dimensional continuous control problems for highly-articulated characters. In this paper, to improve the learning performance of physics-based character controllers, we propose a framework that considers a particle-based action policy as a substitute for Gaussian policies. We exploit particle filtering to dynamically explore and discretize the action space, and track the posterior policy represented as a mixture distribution. The resulting policy can replace the unimodal Gaussian policy which has been the staple for character control problems, without changing the underlying model architecture of the reinforcement learning algorithm used to perform policy optimization. We demonstrate the applicability of our approach on various motion capture imitation tasks. Baselines using our particle-based policies achieve better imitation performance and speed of convergence as compared to corresponding implementations using Gaussians, and are more robust to external perturbations during character control. Related code is available at: https://motion-lab.github.io/PFPN.

cs.LG↗

Robot Navigation with Map-Based Deep Reinforcement Learning

This paper proposes an end-to-end deep reinforcement learning approach for mobile robot navigation with dynamic obstacles avoidance. Using experience collected in a simulation environment, a convolutional neural network (CNN) is trained to predict proper steering actions of a robot from its egocentric local occupancy maps, which accommodate various sensors and fusion algorithms. The trained neural network is then transferred and executed on a real-world mobile robot to guide its local path planning. The new approach is evaluated both qualitatively and quantitatively in simulation and real-world robot experiments. The results show that the map-based end-to-end navigation model is easy to be deployed to a robotic platform, robust to sensor noise and outperforms other existing DRL-based models in many indicators.

cs.RO↗

A Multi-oriented Chinese Keyword Spotter Guided by Text Line Detection

Chinese keyword spotting is a challenging task as there is no visual blank for Chinese words. Different from English words which are split naturally by visual blanks, Chinese words are generally split only by semantic information. In this paper, we propose a new Chinese keyword spotter for natural images, which is inspired by Mask R-CNN. We propose to predict the keyword masks guided by text line detection. Firstly, proposals of text lines are generated by Faster R-CNN;Then, text line masks and keyword masks are predicted by segmentation in the proposals. In this way, the text lines and keywords are predicted in parallel. We create two Chinese keyword datasets based on RCTW-17 and ICPR MTWI2018 to verify the effectiveness of our method.

cs.CV↗

ICDAR2017 Competition on Reading Chinese Text in the Wild (RCTW-17)

Chinese is the most widely used language in the world. Algorithms that read Chinese text in natural images facilitate applications of various kinds. Despite the large potential value, datasets and competitions in the past primarily focus on English, which bares very different characteristics than Chinese. This report introduces RCTW, a new competition that focuses on Chinese text reading. The competition features a large-scale dataset with 12,263 annotated images. Two tasks, namely text localization and end-to-end recognition, are set up. The competition took place from January 20 to May 31, 2017. 23 valid submissions were received from 19 teams. This report includes dataset description, task definitions, evaluation protocols, and results summaries and analysis. Through this competition, we call for more future research on the Chinese text reading problem. The official website for the competition is http://rctw.vlrlab.net

cs.CV↗

Gesture-based Human-robot Interaction for Field Programmable Autonomous Underwater Robots

The uncertainty and variability of underwater environment propose the request to control underwater robots in real time and dynamically, especially in the scenarios where human and robots need to work collaboratively in the field. However, the underwater environment imposes harsh restrictions on the application of typical control and communication methods. Considering that gestures are a natural and efficient interactive way for human, we, utilizing convolution neural network, implement a real-time gesture-based recognition system, who can recognize 50 kinds of gestures from images captured by one normal monocular camera, and apply this recognition system in human and underwater robot interaction. We design A Flexible and Extendable Interaction Scheme (AFEIS) through which underwater robots can be programmed in situ underwater by human operators using customized gesture-based sign language. This paper elaborates the design of gesture recognition system and AFEIS, and presents our field trial results when applying this system and scheme on underwater robots.

cs.HC↗

A Real-time Hand Gesture Recognition and Human-Computer Interaction System

In this project, we design a real-time human-computer interaction system based on hand gesture. The whole system consists of three components: hand detection, gesture recognition and human-computer interaction (HCI) based on recognition; and realizes the robust control of mouse and keyboard events with a higher accuracy of gesture recognition. Specifically, we use the convolutional neural network (CNN) to recognize gestures and makes it attainable to identify relatively complex gestures using only one cheap monocular camera. We introduce the Kalman filter to estimate the hand position based on which the mouse cursor control is realized in a stable and smooth way. During the HCI stage, we develop a simple strategy to avoid the false recognition caused by noises - mostly transient, false gestures, and thus to improve the reliability of interaction. The developed system is highly extendable and can be used in human-robotic or other human-machine interaction scenarios with more complex command formats rather than just mouse and keyboard events.

cs.CV↗