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Ruihan Yang

Publications and source records attributed to Ruihan Yang.

51 records · Page 3Linked to original sources

Diffusion Probabilistic Modeling for Video Generation

Denoising diffusion probabilistic models are a promising new class of generative models that mark a milestone in high-quality image generation. This paper showcases their ability to sequentially generate video, surpassing prior methods in perceptual and probabilistic forecasting metrics. We propose an autoregressive, end-to-end optimized video diffusion model inspired by recent advances in neural video compression. The model successively generates future frames by correcting a deterministic next-frame prediction using a stochastic residual generated by an inverse diffusion process. We compare this approach against five baselines on four datasets involving natural and simulation-based videos. We find significant improvements in terms of perceptual quality for all datasets. Furthermore, by introducing a scalable version of the Continuous Ranked Probability Score (CRPS) applicable to video, we show that our model also outperforms existing approaches in their probabilistic frame forecasting ability.

cs.CV↗

Vision-Guided Quadrupedal Locomotion in the Wild with Multi-Modal Delay Randomization

Developing robust vision-guided controllers for quadrupedal robots in complex environments, with various obstacles, dynamical surroundings and uneven terrains, is very challenging. While Reinforcement Learning (RL) provides a promising paradigm for agile locomotion skills with vision inputs in simulation, it is still very challenging to deploy the RL policy in the real world. Our key insight is that aside from the discrepancy in the domain gap, in visual appearance between the simulation and the real world, the latency from the control pipeline is also a major cause of difficulty. In this paper, we propose Multi-Modal Delay Randomization (MMDR) to address this issue when training RL agents. Specifically, we simulate the latency of real hardware by using past observations, sampled with randomized periods, for both proprioception and vision. We train the RL policy for end-to-end control in a physical simulator without any predefined controller or reference motion, and directly deploy it on the real A1 quadruped robot running in the wild. We evaluate our method in different outdoor environments with complex terrains and obstacles. We demonstrate the robot can smoothly maneuver at a high speed, avoid the obstacles, and show significant improvement over the baselines. Our project page with videos is at https://mehooz.github.io/mmdr-wild/.

cs.RO↗

DexMV: Imitation Learning for Dexterous Manipulation from Human Videos

While significant progress has been made on understanding hand-object interactions in computer vision, it is still very challenging for robots to perform complex dexterous manipulation. In this paper, we propose a new platform and pipeline DexMV (Dexterous Manipulation from Videos) for imitation learning. We design a platform with: (i) a simulation system for complex dexterous manipulation tasks with a multi-finger robot hand and (ii) a computer vision system to record large-scale demonstrations of a human hand conducting the same tasks. In our novel pipeline, we extract 3D hand and object poses from videos, and propose a novel demonstration translation method to convert human motion to robot demonstrations. We then apply and benchmark multiple imitation learning algorithms with the demonstrations. We show that the demonstrations can indeed improve robot learning by a large margin and solve the complex tasks which reinforcement learning alone cannot solve. More details can be found in the project page: https://yzqin.github.io/dexmv

cs.LG↗

Learning Vision-Guided Quadrupedal Locomotion End-to-End with Cross-Modal Transformers

We propose to address quadrupedal locomotion tasks using Reinforcement Learning (RL) with a Transformer-based model that learns to combine proprioceptive information and high-dimensional depth sensor inputs. While learning-based locomotion has made great advances using RL, most methods still rely on domain randomization for training blind agents that generalize to challenging terrains. Our key insight is that proprioceptive states only offer contact measurements for immediate reaction, whereas an agent equipped with visual sensory observations can learn to proactively maneuver environments with obstacles and uneven terrain by anticipating changes in the environment many steps ahead. In this paper, we introduce LocoTransformer, an end-to-end RL method that leverages both proprioceptive states and visual observations for locomotion control. We evaluate our method in challenging simulated environments with different obstacles and uneven terrain. We transfer our learned policy from simulation to a real robot by running it indoors and in the wild with unseen obstacles and terrain. Our method not only significantly improves over baselines, but also achieves far better generalization performance, especially when transferred to the real robot. Our project page with videos is at https://rchalyang.github.io/LocoTransformer/ .

cs.LG↗

Supervised Compression for Resource-Constrained Edge Computing Systems

There has been much interest in deploying deep learning algorithms on low-powered devices, including smartphones, drones, and medical sensors. However, full-scale deep neural networks are often too resource-intensive in terms of energy and storage. As a result, the bulk part of the machine learning operation is therefore often carried out on an edge server, where the data is compressed and transmitted. However, compressing data (such as images) leads to transmitting information irrelevant to the supervised task. Another popular approach is to split the deep network between the device and the server while compressing intermediate features. To date, however, such split computing strategies have barely outperformed the aforementioned naive data compression baselines due to their inefficient approaches to feature compression. This paper adopts ideas from knowledge distillation and neural image compression to compress intermediate feature representations more efficiently. Our supervised compression approach uses a teacher model and a student model with a stochastic bottleneck and learnable prior for entropy coding (Entropic Student). We compare our approach to various neural image and feature compression baselines in three vision tasks and found that it achieves better supervised rate-distortion performance while maintaining smaller end-to-end latency. We furthermore show that the learned feature representations can be tuned to serve multiple downstream tasks.

cs.CV↗

A large modulation of electron-phonon coupling and an emergent superconducting dome in doped strong ferroelectrics

We use first-principles methods to study doped strong ferroelectrics (taking BaTiO$_3$ as a prototype). Here we find a strong coupling between itinerant electrons and soft polar phonons in doped BaTiO$_3$, contrary to Anderson/Blount's weakly coupled electron mechanism for "ferroelectric-like metals". As a consequence, across a polar-to-centrosymmetric phase transition in doped BaTiO$_3$, the total electron-phonon coupling is increased to about 0.6 around the critical concentration, which is sufficient to induce phonon-mediated superconductivity of about 2 K. Lowering the crystal symmetry of doped BaTiO$_3$ by imposing epitaxial strain can further increase the superconducting temperature via a sizable coupling between itinerant electrons and acoustic phonons. Our work demonstrates a viable approach to modulating electron-phonon coupling and inducing phonon-mediated superconductivity in doped strong ferroelectrics and potentially in polar metals. Our results also show that the weakly coupled electron mechanism for "ferroelectric-like metals" is not necessarily present in doped strong ferroelectrics.

cond-mat.mtrl-sci↗

Multi-Task Reinforcement Learning with Soft Modularization

Multi-task learning is a very challenging problem in reinforcement learning. While training multiple tasks jointly allow the policies to share parameters across different tasks, the optimization problem becomes non-trivial: It remains unclear what parameters in the network should be reused across tasks, and how the gradients from different tasks may interfere with each other. Thus, instead of naively sharing parameters across tasks, we introduce an explicit modularization technique on policy representation to alleviate this optimization issue. Given a base policy network, we design a routing network which estimates different routing strategies to reconfigure the base network for each task. Instead of directly selecting routes for each task, our task-specific policy uses a method called soft modularization to softly combine all the possible routes, which makes it suitable for sequential tasks. We experiment with various robotics manipulation tasks in simulation and show our method improves both sample efficiency and performance over strong baselines by a large margin.

cs.LG↗

PIANOTREE VAE: Structured Representation Learning for Polyphonic Music

The dominant approach for music representation learning involves the deep unsupervised model family variational autoencoder (VAE). However, most, if not all, viable attempts on this problem have largely been limited to monophonic music. Normally composed of richer modality and more complex musical structures, the polyphonic counterpart has yet to be addressed in the context of music representation learning. In this work, we propose the PianoTree VAE, a novel tree-structure extension upon VAE aiming to fit the polyphonic music learning. The experiments prove the validity of the PianoTree VAE via (i)-semantically meaningful latent code for polyphonic segments; (ii)-more satisfiable reconstruction aside of decent geometry learned in the latent space; (iii)-this model's benefits to the variety of the downstream music generation.

eess.AS↗

Suphx: Mastering Mahjong with Deep Reinforcement Learning

Artificial Intelligence (AI) has achieved great success in many domains, and game AI is widely regarded as its beachhead since the dawn of AI. In recent years, studies on game AI have gradually evolved from relatively simple environments (e.g., perfect-information games such as Go, chess, shogi or two-player imperfect-information games such as heads-up Texas hold'em) to more complex ones (e.g., multi-player imperfect-information games such as multi-player Texas hold'em and StartCraft II). Mahjong is a popular multi-player imperfect-information game worldwide but very challenging for AI research due to its complex playing/scoring rules and rich hidden information. We design an AI for Mahjong, named Suphx, based on deep reinforcement learning with some newly introduced techniques including global reward prediction, oracle guiding, and run-time policy adaptation. Suphx has demonstrated stronger performance than most top human players in terms of stable rank and is rated above 99.99% of all the officially ranked human players in the Tenhou platform. This is the first time that a computer program outperforms most top human players in Mahjong.

cs.AI↗

Deep Music Analogy Via Latent Representation Disentanglement

Analogy-making is a key method for computer algorithms to generate both natural and creative music pieces. In general, an analogy is made by partially transferring the music abstractions, i.e., high-level representations and their relationships, from one piece to another; however, this procedure requires disentangling music representations, which usually takes little effort for musicians but is non-trivial for computers. Three sub-problems arise: extracting latent representations from the observation, disentangling the representations so that each part has a unique semantic interpretation, and mapping the latent representations back to actual music. In this paper, we contribute an explicitly-constrained variational autoencoder (EC$^2$-VAE) as a unified solution to all three sub-problems. We focus on disentangling the pitch and rhythm representations of 8-beat music clips conditioned on chords. In producing music analogies, this model helps us to realize the imaginary situation of "what if" a piece is composed using a different pitch contour, rhythm pattern, or chord progression by borrowing the representations from other pieces. Finally, we validate the proposed disentanglement method using objective measurements and evaluate the analogy examples by a subjective study.

cs.SD↗

The complex non-collinear magnetic orderings in Ba2YOsO6: A new approach to tuning spin-lattice interactions and controlling magnetic orderings in frustrated complex oxides

Frustrated magnets are one class of fascinating materials that host many intriguing phases such as spin ice, spin liquid and complex long-range magnetic orderings at low temperatures. In this work we use first-principles calculations to find that in a wide range of magnetically frustrated oxides, at zero temperature a number of non-collinear magnetic orderings are more stable than the type-I collinear ordering that is observed at finite temperatures. The emergence of non-collinear orderings in those complex oxides is due to higher-order exchange interactions that originate from second-row and third-row transition metal elements. This implies a collinear-to-noncollinear spin transition at sufficiently low temperatures in those frustrated complex oxides. Furthermore, we find that in a particular oxide Ba$_2$YOsO$_6$, experimentally feasible uniaxial strain can tune the material between two different non-collinear magnetic orderings. Our work predicts new non-collinear magnetic orderings in frustrated complex oxides at very low temperatures and provides a mechanical route to tuning complex non-collinear magnetic orderings in those materials.

cond-mat.mtrl-sci↗

Learning Efficient and Effective Exploration Policies with Counterfactual Meta Policy

A fundamental issue in reinforcement learning algorithms is the balance between exploration of the environment and exploitation of information already obtained by the agent. Especially, exploration has played a critical role for both efficiency and efficacy of the learning process. However, Existing works for exploration involve task-agnostic design, that is performing well in one environment, but be ill-suited to another. To the purpose of learning an effective and efficient exploration policy in an automated manner. We formalized a feasible metric for measuring the utility of exploration based on counterfactual ideology. Based on that, We proposed an end-to-end algorithm to learn exploration policy by meta-learning. We demonstrate that our method achieves good results compared to previous works in the high-dimensional control tasks in MuJoCo simulator.

cs.LG↗

Inspecting and Interacting with Meaningful Music Representations using VAE

Variational Autoencoders(VAEs) have already achieved great results on image generation and recently made promising progress on music generation. However, the generation process is still quite difficult to control in the sense that the learned latent representations lack meaningful music semantics. It would be much more useful if people can modify certain music features, such as rhythm and pitch contour, via latent representations to test different composition ideas. In this paper, we propose a new method to inspect the pitch and rhythm interpretations of the latent representations and we name it disentanglement by augmentation. Based on the interpretable representations, an intuitive graphical user interface is designed for users to better direct the music creation process by manipulating the pitch contours and rhythmic complexity.

cs.SD↗

Artificial Intelligence for Prosthetics - challenge solutions

In the NeurIPS 2018 Artificial Intelligence for Prosthetics challenge, participants were tasked with building a controller for a musculoskeletal model with a goal of matching a given time-varying velocity vector. Top participants were invited to describe their algorithms. In this work, we describe the challenge and present thirteen solutions that used deep reinforcement learning approaches. Many solutions use similar relaxations and heuristics, such as reward shaping, frame skipping, discretization of the action space, symmetry, and policy blending. However, each team implemented different modifications of the known algorithms by, for example, dividing the task into subtasks, learning low-level control, or by incorporating expert knowledge and using imitation learning.

cs.LG↗

MatchBench: An Evaluation of Feature Matchers

Feature matching is one of the most fundamental and active research areas in computer vision. A comprehensive evaluation of feature matchers is necessary, since it would advance both the development of this field and also high-level applications such as Structure-from-Motion or Visual SLAM. However, to the best of our knowledge, no previous work targets the evaluation of feature matchers while they only focus on evaluating feature detectors and descriptors. This leads to a critical absence in this field that there is no standard datasets and evaluation metrics to evaluate different feature matchers fairly. To this end, we present the first uniform feature matching benchmark to facilitate the evaluation of feature matchers. In the proposed benchmark, matchers are evaluated in different aspects, involving matching ability, correspondence sufficiency, and efficiency. Also, their performances are investigated in different scenes and in different matching types. Subsequently, we carry out an extensive evaluation of different state-of-the-art matchers on the benchmark and make in-depth analyses based on the reported results. This can be used to design practical matching systems in real applications and also advocates the potential future research directions in the field of feature matching.

cs.CV↗