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Tianyu Wang

Publications and source records attributed to Tianyu Wang.

At least 199 records · Page 11Linked to original sources

Gait design for limbless obstacle aided locomotion using geometric mechanics

Limbless robots have the potential to maneuver through cluttered environments that conventional robots cannot traverse. As illustrated in their biological counterparts such as snakes and nematodes, limbless locomotors can benefit from interactions with obstacles, yet such obstacle-aided locomotion (OAL) requires properly coordinated high-level self-deformation patterns (gait templates) as well as low-level body adaptation to environments. Most prior work on OAL utilized stereotyped traveling-wave gait templates and relied on local body deformations (e.g., passive body mechanics or decentralized controller parameter adaptation based on force feedback) for obstacle navigation, while gait template design for OAL remains less studied. In this paper, we explore novel gait templates for OAL based on tools derived from geometric mechanics (GM), which thus far has been limited to homogeneous environments. Here, we expand the scope of GM to obstacle-rich environments. Specifically, we establish a model that maps the presence of an obstacle to directional constraints in optimization. In doing so, we identify novel gait templates suitable for sparsely and densely distributed obstacle-rich environments respectively. Open-loop robophysical experiments verify the effectiveness of our identified OAL gaits in obstacle-rich environments. We posit that when such OAL gait templates are augmented with appropriate sensing and feedback controls, limbless locomotors will gain robust function in obstacle rich environments.

cs.RO↗

Geometry of contact: contact planning for multi-legged robots via spin models duality

Contact planning is crucial in locomoting systems.Specifically, appropriate contact planning can enable versatile behaviors (e.g., sidewinding in limbless locomotors) and facilitate speed-dependent gait transitions (e.g., walk-trot-gallop in quadrupedal locomotors). The challenges of contact planning include determining not only the sequence by which contact is made and broken between the locomotor and the environments, but also the sequence of internal shape changes (e.g., body bending and limb shoulder joint oscillation). Most state-of-art contact planning algorithms focused on conventional robots (e.g.biped and quadruped) and conventional tasks (e.g. forward locomotion), and there is a lack of study on general contact planning in multi-legged robots. In this paper, we show that using geometric mechanics framework, we can obtain the global optimal contact sequence given the internal shape changes sequence. Therefore, we simplify the contact planning problem to a graph optimization problem to identify the internal shape changes. Taking advantages of the spatio-temporal symmetry in locomotion, we map the graph optimization problem to special cases of spin models, which allows us to obtain the global optima in polynomial time. We apply our approach to develop new forward and sidewinding behaviors in a hexapod and a 12-legged centipede. We verify our predictions using numerical and robophysical models, and obtain novel and effective locomotion behaviors.

cs.RO↗

Sparse2Dense: Learning to Densify 3D Features for 3D Object Detection

LiDAR-produced point clouds are the major source for most state-of-the-art 3D object detectors. Yet, small, distant, and incomplete objects with sparse or few points are often hard to detect. We present Sparse2Dense, a new framework to efficiently boost 3D detection performance by learning to densify point clouds in latent space. Specifically, we first train a dense point 3D detector (DDet) with a dense point cloud as input and design a sparse point 3D detector (SDet) with a regular point cloud as input. Importantly, we formulate the lightweight plug-in S2D module and the point cloud reconstruction module in SDet to densify 3D features and train SDet to produce 3D features, following the dense 3D features in DDet. So, in inference, SDet can simulate dense 3D features from regular (sparse) point cloud inputs without requiring dense inputs. We evaluate our method on the large-scale Waymo Open Dataset and the Waymo Domain Adaptation Dataset, showing its high performance and efficiency over the state of the arts.

cs.CV↗

Fast GPU-Based Two-Way Continuous Collision Handling

Step-and-project is a popular way to simulate non-penetrated deformable bodies in physically-based animation. First integrating the system in time regardless of contacts and post resolving potential intersections practically strike a good balance between plausibility and efficiency. However, existing methods could be defective and unsafe when the time step is large, taking risks of failures or demands of repetitive collision testing and resolving that severely degrade performance. In this paper, we propose a novel two-way method for fast and reliable continuous collision handling. Our method launches the optimization at both ends of the intermediate time-integrated state and the previous intersection-free state, progressively generating a piecewise-linear path and finally reaching a feasible solution for the next time step. Technically, our method interleaves between a forward step and a backward step at a low cost, until the result is conditionally converged. Due to a set of unified volume-based contact constraints, our method can flexibly and reliably handle a variety of codimensional deformable bodies, including volumetric bodies, cloth, hair and sand. The experiments show that our method is safe, robust, physically faithful and numerically efficient, especially suitable for large deformations or large time steps.

cs.GR↗

Composite Resource Scheduling for Networked Control Systems

Real-time end-to-end task scheduling in networked control systems (NCSs) requires the joint consideration of both network and computing resources to guarantee the desired quality of service (QoS). This paper introduces a new model for composite resource scheduling (CRS) in real-time networked control systems, which considers a strict execution order of sensing, computing, and actuating segments based on the control loop of the target NCS. We prove that the general CRS problem is NP-hard and study two special cases of the CRS problem. The first case restricts the computing and actuating segments to have unit-size execution time while the second case assumes that both sensing and actuating segments have unit-size execution time. We propose an optimal algorithm to solve the first case by checking the intervals with 100% network resource utilization and modify the deadlines of the tasks within those intervals to prune the search. For the second case, we propose another optimal algorithm based on a novel backtracking strategy to check the time intervals with the network resource utilization larger than 100% and modify the timing parameters of tasks based on these intervals. For the general case, we design a greedy strategy to modify the timing parameters of both network segments and computing segments within the time intervals that have network and computing resource utilization larger than 100%, respectively. The correctness and effectiveness of the proposed algorithms are verified through extensive experiments.

cs.NI↗

A Direct Approximation of AIXI Using Logical State Abstractions

We propose a practical integration of logical state abstraction with AIXI, a Bayesian optimality notion for reinforcement learning agents, to significantly expand the model class that AIXI agents can be approximated over to complex history-dependent and structured environments. The state representation and reasoning framework is based on higher-order logic, which can be used to define and enumerate complex features on non-Markovian and structured environments. We address the problem of selecting the right subset of features to form state abstractions by adapting the $Φ$-MDP optimisation criterion from state abstraction theory. Exact Bayesian model learning is then achieved using a suitable generalisation of Context Tree Weighting over abstract state sequences. The resultant architecture can be integrated with different planning algorithms. Experimental results on controlling epidemics on large-scale contact networks validates the agent's performance.

cs.AI↗

On Sharp Stochastic Zeroth Order Hessian Estimators over Riemannian Manifolds

We study Hessian estimators for functions defined over an $n$-dimensional complete analytic Riemannian manifold. We introduce new stochastic zeroth-order Hessian estimators using $O (1)$ function evaluations. We show that, for an analytic real-valued function $f$, our estimator achieves a bias bound of order $ O \left( γδ^2 \right) $, where $ γ$ depends on both the Levi-Civita connection and function $f$, and $δ$ is the finite difference step size. To the best of our knowledge, our results provide the first bias bound for Hessian estimators that explicitly depends on the geometry of the underlying Riemannian manifold. We also study downstream computations based on our Hessian estimators. The supremacy of our method is evidenced by empirical evaluations.

stat.ML↗

WFA-IRL: Inverse Reinforcement Learning of Autonomous Behaviors Encoded as Weighted Finite Automata

This paper presents a method for learning logical task specifications and cost functions from demonstrations. Constructing specifications by hand is challenging for complex objectives and constraints in autonomous systems. Instead, we consider demonstrated task executions, whose logic structure and transition costs need to be inferred by an autonomous agent. We employ a spectral learning approach to extract a weighted finite automaton (WFA), approximating the unknown task logic. Thereafter, we define a product between the WFA for high-level task guidance and a labeled Markov decision process for low-level control. An inverse reinforcement learning (IRL) problem is considered to learn a cost function by backpropagating the loss between agent and expert behaviors through the planning algorithm. Our proposed model, termed WFA-IRL, is capable of generalizing the execution of the inferred task specification in a suite of MiniGrid environments.

cs.LG↗

Self-propulsion via slipping: frictional swimming in multi-legged locomotors

Locomotion is typically studied either in continuous media where bodies and legs experience forces generated by the flowing medium, or on solid substrates dominated by friction. In the former, centralized coordination is believed to facilitate appropriate slipping through the medium for propulsion. In the latter, slip is often assumed minimal and thus avoided via decentralized controls. We discover in laboratory experiments that terrestrial locomotion of a meter scale multi-segmented/legged robophysical model resembles undulatory fluid swimming. Experiments varying waves of limb stepping and body bending reveal how these parameters result in effective terrestrial locomotion despite seemingly ineffective isotropic frictional contacts. Dissipation dominates over inertial effects in this macroscopic-scaled regime, resulting in essentially geometric locomotion akin to microscopic-scale swimming. Theoretical analysis demonstrates that the high-dimensional multi-segmented/legged dynamics can be simplified to a centralized low-dimensional model, which reveals an effective Resistive Force Theory with an acquired viscous drag anisotropy. We extend our low-dimensional, geometric analysis to illustrate how body undulation can aid performance in non-flat obstacle-rich terrains and also use the scheme to quantitatively model how body undulation affects performance of biological centipede locomotion (the desert centipede S. polymorpha) moving at relatively high speeds (~0.5 body lengths/sec). Our results could facilitate control of multilegged robots in complex terradynamic scenarios.

physics.bio-ph↗

Image sensing with multilayer, nonlinear optical neural networks

Optical imaging is commonly used for both scientific and technological applications across industry and academia. In image sensing, a measurement, such as of an object's position, is performed by computational analysis of a digitized image. An emerging image-sensing paradigm breaks this delineation between data collection and analysis by designing optical components to perform not imaging, but encoding. By optically encoding images into a compressed, low-dimensional latent space suitable for efficient post-analysis, these image sensors can operate with fewer pixels and fewer photons, allowing higher-throughput, lower-latency operation. Optical neural networks (ONNs) offer a platform for processing data in the analog, optical domain. ONN-based sensors have however been limited to linear processing, but nonlinearity is a prerequisite for depth, and multilayer NNs significantly outperform shallow NNs on many tasks. Here, we realize a multilayer ONN pre-processor for image sensing, using a commercial image intensifier as a parallel optoelectronic, optical-to-optical nonlinear activation function. We demonstrate that the nonlinear ONN pre-processor can achieve compression ratios of up to 800:1 while still enabling high accuracy across several representative computer-vision tasks, including machine-vision benchmarks, flow-cytometry image classification, and identification of objects in real scenes. In all cases we find that the ONN's nonlinearity and depth allowed it to outperform a purely linear ONN encoder. Although our experiments are specialized to ONN sensors for incoherent-light images, alternative ONN platforms should facilitate a range of ONN sensors. These ONN sensors may surpass conventional sensors by pre-processing optical information in spatial, temporal, and/or spectral dimensions, potentially with coherent and quantum qualities, all natively in the optical domain.

physics.optics↗

Spatially Invariant Unsupervised 3D Object-Centric Learning and Scene Decomposition

We tackle the problem of object-centric learning on point clouds, which is crucial for high-level relational reasoning and scalable machine intelligence. In particular, we introduce a framework, SPAIR3D, to factorize a 3D point cloud into a spatial mixture model where each component corresponds to one object. To model the spatial mixture model on point clouds, we derive the Chamfer Mixture Loss, which fits naturally into our variational training pipeline. Moreover, we adopt an object-specification scheme that describes each object's location relative to its local voxel grid cell. Such a scheme allows SPAIR3D to model scenes with an arbitrary number of objects. We evaluate our method on the task of unsupervised scene decomposition. Experimental results demonstrate that SPAIR3D has strong scalability and is capable of detecting and segmenting an unknown number of objects from a point cloud in an unsupervised manner.

cs.CV↗

Instance Shadow Detection with A Single-Stage Detector

This paper formulates a new problem, instance shadow detection, which aims to detect shadow instance and the associated object instance that cast each shadow in the input image. To approach this task, we first compile a new dataset with the masks for shadow instances, object instances, and shadow-object associations. We then design an evaluation metric for quantitative evaluation of the performance of instance shadow detection. Further, we design a single-stage detector to perform instance shadow detection in an end-to-end manner, where the bidirectional relation learning module and the deformable maskIoU head are proposed in the detector to directly learn the relation between shadow instances and object instances and to improve the accuracy of the predicted masks. Finally, we quantitatively and qualitatively evaluate our method on the benchmark dataset of instance shadow detection and show the applicability of our method on light direction estimation and photo editing.

cs.CV↗

Towards Fundamental Limits of Multi-armed Bandits with Random Walk Feedback

In this paper, we consider a new Multi-Armed Bandit (MAB) problem where arms are nodes in an unknown and possibly changing graph, and the agent (i) initiates random walks over the graph by pulling arms, (ii) observes the random walk trajectories, and (iii) receives rewards equal to the lengths of the walks. We provide a comprehensive understanding of this problem by studying both the stochastic and the adversarial setting. We show that this problem is not easier than a standard MAB in an information theoretical sense, although additional information is available through random walk trajectories. Behaviors of bandit algorithms on this problem are also studied.

cs.LG↗

Latent Policies for Adversarial Imitation Learning

This paper considers learning robot locomotion and manipulation tasks from expert demonstrations. Generative adversarial imitation learning (GAIL) trains a discriminator that distinguishes expert from agent transitions, and in turn use a reward defined by the discriminator output to optimize a policy generator for the agent. This generative adversarial training approach is very powerful but depends on a delicate balance between the discriminator and the generator training. In high-dimensional problems, the discriminator training may easily overfit or exploit associations with task-irrelevant features for transition classification. A key insight of this work is that performing imitation learning in a suitable latent task space makes the training process stable, even in challenging high-dimensional problems. We use an action encoder-decoder model to obtain a low-dimensional latent action space and train a LAtent Policy using Adversarial imitation Learning (LAPAL). The encoder-decoder model can be trained offline from state-action pairs to obtain a task-agnostic latent action representation or online, simultaneously with the discriminator and generator training, to obtain a task-aware latent action representation. We demonstrate that LAPAL training is stable, with near-monotonic performance improvement, and achieves expert performance in most locomotion and manipulation tasks, while a GAIL baseline converges slower and does not achieve expert performance in high-dimensional environments.

cs.LG↗

Generalized Omega Turn Gait Enables Agile Limbless Robot Turning in Complex Environments

Reorientation (turning in plane) plays a critical role for all robots in any field application, especially those that in confined spaces. While important, reorientation remains a relatively unstudied problem for robots, including limbless mechanisms, often called snake robots. Instead of looking at snakes, we take inspiration from observations of the turning behavior of tiny nematode worms C. elegans. Our previous work presented an in-place and in-plane turning gait for limbless robots, called an omega turn, and prescribed it using a novel two-wave template. In this work, we advance omega turn-inspired controllers in three aspects: 1) we use geometric methods to vary joint angle amplitudes and forward wave spatial frequency in our turning equation to establish a wide and precise amplitude modulation and frequency modulation on omega turn; 2) we use this new relationship to enable robots with fewer internal degrees of freedom (i.e., fewer joints in the body) to achieve desirable performance, and 3) we apply compliant control methods to this relationship to handle unmodelled effects in the environment. We experimentally validate our approach on a limbless robot that the omega turn can produce effective and robust turning motion in various types of environments, such as granular media and rock pile.

cs.RO↗

A general locomotion control framework for multi-legged locomotors

Serially connected robots are promising candidates for performing tasks in confined spaces such as search-and-rescue in large-scale disasters. Such robots are typically limbless, and we hypothesize that the addition of limbs could improve mobility. However, a challenge in designing and controlling such devices lies in the coordination of high-dimensional redundant modules in a way that improves mobility. Here we develop a general framework to control serially connected multi-legged robots. Specifically, we combine two approaches to build a general shape control scheme which can provide baseline patterns of self-deformation ("gaits") for effective locomotion in diverse robot morphologies. First, we take inspiration from a dimensionality reduction and a biological gait classification scheme to generate cyclic patterns of body deformation and foot lifting/lowering, which facilitate generation of arbitrary substrate contact patterns. Second, we use geometric mechanics methods to facilitates identification of optimal phasing of these undulations to maximize speed and/or stability. Our scheme allows the development of effective gaits in multi-legged robots locomoting on flat frictional terrain with diverse number of limbs (4, 6, 16, and even 0 limbs) and body actuation capabilities (including sidewinding gaits on limbless devices). By properly coordinating the body undulation and the leg placement, our framework combines the advantages of both limbless robots (modularity) and legged robots (mobility). We expect that our framework can provide general control schemes for the rapid deployment of general multi-legged robots, paving the ways toward machines that can traverse complex environments under real-life conditions.

cs.RO↗

Coordinating tiny limbs and long bodies: geometric mechanics of diverse undulatory lizard locomotion

Although typically possessing four limbs and short bodies, lizards have evolved a diversity of body plans, from short-bodied and fully-limbed to elongate and nearly limbless. Such diversity in body morphology is hypothesized as adaptations to locomotion cluttered terrestrial environments, but the mode of propulsion -- e.g., the use of body and/or limbs to interact with the substrate -- and potential body/limb coordination remain unstudied. Here, we use biological experiments, a geometric theory of locomotion, and robophysical experiments to comparatively and systematically investigate such dynamics in a diverse sample of lizard morphologies. Locomotor field studies in short-limb, elongated lizards (Brachymeles) and laboratory studies of full-limbed lizards (Uma scoparia and Sceloporus olivaceus) and a limbless laterally undulating organism (Chionactis occipitalis) reveal that the body wave dynamics can be described by a combination of traveling and standing waves; the ratio of the amplitudes of these components is inversely related to limb length. We use geometric theory to analyze and explain the wave dynamics and body-leg coordination observations; the theory predicts that leg thrust modulates the body weight distribution and self-propulsion generation mechanism, which in turn facilitates the choice of body waves. We test our hypothesis in biological experiments by inducing the use of traveling wave in stereotyped lizards by modulating the ground penetration resistance, as well as in controlled non-biological experiments involving an undulating limbed robophysical model. Our models could be valuable in understanding functional constraints on the evolutionary process of elongation and limb reduction in lizards, as well as advancing robot designs.

physics.bio-ph↗

From the Greene--Wu Convolution to Gradient Estimation over Riemannian Manifolds

Over a complete Riemannian manifold of finite dimension, Greene and Wu introduced a convolution, known as Greene-Wu (GW) convolution. In this paper, we study properties of the GW convolution and apply it to non-Euclidean machine learning problems. In particular, we derive a new formula for how the curvature of the space would affect the curvature of the function through the GW convolution. Also, following the study of the GW convolution, a new method for gradient estimation over Riemannian manifolds is introduced.

cs.LG↗