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Wei Zhan

Publications and source records attributed to Wei Zhan.

At least 109 records · Page 6Linked to original sources

Generalizability Analysis of Graph-based Trajectory Predictor with Vectorized Representation

Trajectory prediction is one of the essential tasks for autonomous vehicles. Recent progress in machine learning gave birth to a series of advanced trajectory prediction algorithms. Lately, the effectiveness of using graph neural networks (GNNs) with vectorized representations for trajectory prediction has been demonstrated by many researchers. Nonetheless, these algorithms either pay little attention to models' generalizability across various scenarios or simply assume training and test data follow similar statistics. In fact, when test scenarios are unseen or Out-of-Distribution (OOD), the resulting train-test domain shift usually leads to significant degradation in prediction performance, which will impact downstream modules and eventually lead to severe accidents. Therefore, it is of great importance to thoroughly investigate the prediction models in terms of their generalizability, which can not only help identify their weaknesses but also provide insights on how to improve these models. This paper proposes a generalizability analysis framework using feature attribution methods to help interpret black-box models. For the case study, we provide an in-depth generalizability analysis of one of the state-of-the-art graph-based trajectory predictors that utilize vectorized representation. Results show significant performance degradation due to domain shift, and feature attribution provides insights to identify potential causes of these problems. Finally, we conclude the common prediction challenges and how weighting biases induced by the training process can deteriorate the accuracy.

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Interventional Behavior Prediction: Avoiding Overly Confident Anticipation in Interactive Prediction

Conditional behavior prediction (CBP) builds up the foundation for a coherent interactive prediction and planning framework that can enable more efficient and less conservative maneuvers in interactive scenarios. In CBP task, we train a prediction model approximating the posterior distribution of target agents' future trajectories conditioned on the future trajectory of an assigned ego agent. However, we argue that CBP may provide overly confident anticipation on how the autonomous agent may influence the target agents' behavior. Consequently, it is risky for the planner to query a CBP model. Instead, we should treat the planned trajectory as an intervention and let the model learn the trajectory distribution under intervention. We refer to it as the interventional behavior prediction (IBP) task. Moreover, to properly evaluate an IBP model with offline datasets, we propose a Shapley-value-based metric to verify if the prediction model satisfies the inherent temporal independence of an interventional distribution. We show that the proposed metric can effectively identify a CBP model violating the temporal independence, which plays an important role when establishing IBP benchmarks.

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What Matters for 3D Scene Flow Network

3D scene flow estimation from point clouds is a low-level 3D motion perception task in computer vision. Flow embedding is a commonly used technique in scene flow estimation, and it encodes the point motion between two consecutive frames. Thus, it is critical for the flow embeddings to capture the correct overall direction of the motion. However, previous works only search locally to determine a soft correspondence, ignoring the distant points that turn out to be the actual matching ones. In addition, the estimated correspondence is usually from the forward direction of the adjacent point clouds, and may not be consistent with the estimated correspondence acquired from the backward direction. To tackle these problems, we propose a novel all-to-all flow embedding layer with backward reliability validation during the initial scene flow estimation. Besides, we investigate and compare several design choices in key components of the 3D scene flow network, including the point similarity calculation, input elements of predictor, and predictor & refinement level design. After carefully choosing the most effective designs, we are able to present a model that achieves the state-of-the-art performance on FlyingThings3D and KITTI Scene Flow datasets. Our proposed model surpasses all existing methods by at least 38.2% on FlyingThings3D dataset and 24.7% on KITTI Scene Flow dataset for EPE3D metric. We release our codes at https://github.com/IRMVLab/3DFlow.

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Efficient Game-Theoretic Planning with Prediction Heuristic for Socially-Compliant Autonomous Driving

Planning under social interactions with other agents is an essential problem for autonomous driving. As the actions of the autonomous vehicle in the interactions affect and are also affected by other agents, autonomous vehicles need to efficiently infer the reaction of the other agents. Most existing approaches formulate the problem as a generalized Nash equilibrium problem solved by optimization-based methods. However, they demand too much computational resource and easily fall into the local minimum due to the non-convexity. Monte Carlo Tree Search (MCTS) successfully tackles such issues in game-theoretic problems. However, as the interaction game tree grows exponentially, the general MCTS still requires a huge amount of iterations to reach the optima. In this paper, we introduce an efficient game-theoretic trajectory planning algorithm based on general MCTS by incorporating a prediction algorithm as a heuristic. On top of it, a social-compliant reward and a Bayesian inference algorithm are designed to generate diverse driving behaviors and identify the other driver's driving preference. Results demonstrate the effectiveness of the proposed framework with datasets containing naturalistic driving behavior in highly interactive scenarios.

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SST-Calib: Simultaneous Spatial-Temporal Parameter Calibration between LIDAR and Camera

With information from multiple input modalities, sensor fusion-based algorithms usually out-perform their single-modality counterparts in robotics. Camera and LIDAR, with complementary semantic and depth information, are the typical choices for detection tasks in complicated driving environments. For most camera-LIDAR fusion algorithms, however, the calibration of the sensor suite will greatly impact the performance. More specifically, the detection algorithm usually requires an accurate geometric relationship among multiple sensors as the input, and it is often assumed that the contents from these sensors are captured at the same time. Preparing such sensor suites involves carefully designed calibration rigs and accurate synchronization mechanisms, and the preparation process is usually done offline. In this work, a segmentation-based framework is proposed to jointly estimate the geometrical and temporal parameters in the calibration of a camera-LIDAR suite. A semantic segmentation mask is first applied to both sensor modalities, and the calibration parameters are optimized through pixel-wise bidirectional loss. We specifically incorporated the velocity information from optical flow for temporal parameters. Since supervision is only performed at the segmentation level, no calibration label is needed within the framework. The proposed algorithm is tested on the KITTI dataset, and the result shows an accurate real-time calibration of both geometric and temporal parameters.

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Socially-Compatible Behavior Design of Autonomous Vehicles with Verification on Real Human Data

As more and more autonomous vehicles (AVs) are being deployed on public roads, designing socially compatible behaviors for them is becoming increasingly important. In order to generate safe and efficient actions, AVs need to not only predict the future behaviors of other traffic participants, but also be aware of the uncertainties associated with such behavior prediction. In this paper, we propose an uncertain-aware integrated prediction and planning (UAPP) framework. It allows the AVs to infer the characteristics of other road users online and generate behaviors optimizing not only their own rewards, but also their courtesy to others, and their confidence regarding the prediction uncertainties. We first propose the definitions for courtesy and confidence. Based on that, their influences on the behaviors of AVs in interactive driving scenarios are explored. Moreover, we evaluate the proposed algorithm on naturalistic human driving data by comparing the generated behavior against ground truth. Results show that the online inference can significantly improve the human-likeness of the generated behaviors. Furthermore, we find that human drivers show great courtesy to others, even for those without right-of-way. We also find that such driving preferences vary significantly in different cultures.

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Hierarchical Planning Through Goal-Conditioned Offline Reinforcement Learning

Offline Reinforcement learning (RL) has shown potent in many safe-critical tasks in robotics where exploration is risky and expensive. However, it still struggles to acquire skills in temporally extended tasks. In this paper, we study the problem of offline RL for temporally extended tasks. We propose a hierarchical planning framework, consisting of a low-level goal-conditioned RL policy and a high-level goal planner. The low-level policy is trained via offline RL. We improve the offline training to deal with out-of-distribution goals by a perturbed goal sampling process. The high-level planner selects intermediate sub-goals by taking advantages of model-based planning methods. It plans over future sub-goal sequences based on the learned value function of the low-level policy. We adopt a Conditional Variational Autoencoder to sample meaningful high-dimensional sub-goal candidates and to solve the high-level long-term strategy optimization problem. We evaluate our proposed method in long-horizon driving and robot navigation tasks. Experiments show that our method outperforms baselines with different hierarchical designs and other regular planners without hierarchy in these complex tasks.

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Image2Point: 3D Point-Cloud Understanding with 2D Image Pretrained Models

3D point-clouds and 2D images are different visual representations of the physical world. While human vision can understand both representations, computer vision models designed for 2D image and 3D point-cloud understanding are quite different. Our paper explores the potential of transferring 2D model architectures and weights to understand 3D point-clouds, by empirically investigating the feasibility of the transfer, the benefits of the transfer, and shedding light on why the transfer works. We discover that we can indeed use the same architecture and pretrained weights of a neural net model to understand both images and point-clouds. Specifically, we transfer the image-pretrained model to a point-cloud model by copying or inflating the weights. We find that finetuning the transformed image-pretrained models (FIP) with minimal efforts -- only on input, output, and normalization layers -- can achieve competitive performance on 3D point-cloud classification, beating a wide range of point-cloud models that adopt task-specific architectures and use a variety of tricks. When finetuning the whole model, the performance improves even further. Meanwhile, FIP improves data efficiency, reaching up to 10.0 top-1 accuracy percent on few-shot classification. It also speeds up the training of point-cloud models by up to 11.1x for a target accuracy (e.g., 90 % accuracy). Lastly, we provide an explanation of the image to point-cloud transfer from the aspect of neural collapse. The code is available at: \url{https://github.com/chenfengxu714/image2point}.

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PreTraM: Self-Supervised Pre-training via Connecting Trajectory and Map

Deep learning has recently achieved significant progress in trajectory forecasting. However, the scarcity of trajectory data inhibits the data-hungry deep-learning models from learning good representations. While mature representation learning methods exist in computer vision and natural language processing, these pre-training methods require large-scale data. It is hard to replicate these approaches in trajectory forecasting due to the lack of adequate trajectory data (e.g., 34K samples in the nuScenes dataset). To work around the scarcity of trajectory data, we resort to another data modality closely related to trajectories-HD-maps, which is abundantly provided in existing datasets. In this paper, we propose PreTraM, a self-supervised pre-training scheme via connecting trajectories and maps for trajectory forecasting. Specifically, PreTraM consists of two parts: 1) Trajectory-Map Contrastive Learning, where we project trajectories and maps to a shared embedding space with cross-modal contrastive learning, and 2) Map Contrastive Learning, where we enhance map representation with contrastive learning on large quantities of HD-maps. On top of popular baselines such as AgentFormer and Trajectron++, PreTraM boosts their performance by 5.5% and 6.9% relatively in FDE-10 on the challenging nuScenes dataset. We show that PreTraM improves data efficiency and scales well with model size.

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Polynomial Bounds On Parallel Repetition For All 3-Player Games With Binary Inputs

We prove that for every 3-player (3-prover) game $\mathcal G$ with value less than one, whose query distribution has the support $\mathcal S = \{(1,0,0), (0,1,0), (0,0,1)\}$ of hamming weight one vectors, the value of the $n$-fold parallel repetition $\mathcal G^{\otimes n}$ decays polynomially fast to zero; that is, there is a constant $c = c(\mathcal G)>0$ such that the value of the game $\mathcal G^{\otimes n}$ is at most $n^{-c}$. Following the recent work of Girish, Holmgren, Mittal, Raz and Zhan (STOC 2022), our result is the missing piece that implies a similar bound for a much more general class of multiplayer games: For $\textbf{every}$ 3-player game $\mathcal G$ over $\textit{binary questions}$ and $\textit{arbitrary answer lengths}$, with value less than 1, there is a constant $c = c(\mathcal G)>0$ such that the value of the game $\mathcal G^{\otimes n}$ is at most $n^{-c}$. Our proof technique is new and requires many new ideas. For example, we make use of the Level-$k$ inequalities from Boolean Fourier Analysis, which, to the best of our knowledge, have not been explored in this context prior to our work.

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Towards General and Efficient Active Learning

Active learning selects the most informative samples to exploit limited annotation budgets. Existing work follows a cumbersome pipeline that repeats the time-consuming model training and batch data selection multiple times. In this paper, we challenge this status quo by proposing a novel general and efficient active learning (GEAL) method following our designed new pipeline. Utilizing a publicly available pretrained model, our method selects data from different datasets with a single-pass inference of the same model without extra training or supervision. To capture subtle local information, we propose knowledge clusters extracted from intermediate features. Free from the troublesome batch selection strategy, all data samples are selected in one-shot through a distance-based sampling in the fine-grained knowledge cluster level. This whole process is faster than prior arts by hundreds of times. Extensive experiments verify the effectiveness of our method on object detection, image classification, and semantic segmentation. Our code is publicly available in https://github.com/yichen928/GEAL_active_learning.

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DetMatch: Two Teachers are Better Than One for Joint 2D and 3D Semi-Supervised Object Detection

While numerous 3D detection works leverage the complementary relationship between RGB images and point clouds, developments in the broader framework of semi-supervised object recognition remain uninfluenced by multi-modal fusion. Current methods develop independent pipelines for 2D and 3D semi-supervised learning despite the availability of paired image and point cloud frames. Observing that the distinct characteristics of each sensor cause them to be biased towards detecting different objects, we propose DetMatch, a flexible framework for joint semi-supervised learning on 2D and 3D modalities. By identifying objects detected in both sensors, our pipeline generates a cleaner, more robust set of pseudo-labels that both demonstrates stronger performance and stymies single-modality error propagation. Further, we leverage the richer semantics of RGB images to rectify incorrect 3D class predictions and improve localization of 3D boxes. Evaluating on the challenging KITTI and Waymo datasets, we improve upon strong semi-supervised learning methods and observe higher quality pseudo-labels. Code will be released at https://github.com/Divadi/DetMatch

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Parallel Repetition For All 3-Player Games Over Binary Alphabet

We prove that for every 3-player game with binary questions and answers and value $<1$, the value of the $n$-fold parallel repetition of the game decays polynomially fast to 0. That is, for every such game, there exists a constant $c>0$, such that the value of the $n$-fold parallel repetition of the game is at most $n^{-c}$. Along the way to proving this theorem, we prove two additional parallel repetition theorems for multiplayer games, that may be of independent interest: Playerwise Connected Games (with any number of players and any Alphabet size): We identify a large class of multiplayer games and prove that for every game with value $<1$ in that class, the value of the $n$-fold parallel repetition of the game decays polynomially fast to 0. More precisely, our result applies for playerwise connected games, with any number of players and any alphabet size. The class of playerwise connected games is strictly larger than the class of connected games that was defined in [DHVY17] and for which exponentially fast decay bounds are known [DHVY17]. For playerwise connected games that are not connected, only inverse Ackermann decay bounds were previously known [Ver96]. Exponential Bounds for the Anti-Correlation Game: In the 3-player anti-correlation game, two out of three players are given $1$ as input, and the remaining player is given $0$. The two players who were given $1$ must produce different outputs in $\{0,1\}$. We prove that the value of the $n$-fold parallel repetition of that game decays exponentially fast to 0. Only inverse Ackermann decay bounds were previously known [Ver96]. This game was studied and motivated in several previous works. In particular, Holmgren and Yang gave it as an example for a 3-player game whose non-signaling value (is smaller than 1 and yet) does not decrease at all under parallel repetition [HY19].

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Transferable and Adaptable Driving Behavior Prediction

While autonomous vehicles still struggle to solve challenging situations during on-road driving, humans have long mastered the essence of driving with efficient, transferable, and adaptable driving capability. By mimicking humans' cognition model and semantic understanding during driving, we propose HATN, a hierarchical framework to generate high-quality, transferable, and adaptable predictions for driving behaviors in multi-agent dense-traffic environments. Our hierarchical method consists of a high-level intention identification policy and a low-level trajectory generation policy. We introduce a novel semantic sub-task definition and generic state representation for each sub-task. With these techniques, the hierarchical framework is transferable across different driving scenarios. Besides, our model is able to capture variations of driving behaviors among individuals and scenarios by an online adaptation module. We demonstrate our algorithms in the task of trajectory prediction for real traffic data at intersections and roundabouts from the INTERACTION dataset. Through extensive numerical studies, it is evident that our method significantly outperformed other methods in terms of prediction accuracy, transferability, and adaptability. Pushing the state-of-the-art performance by a considerable margin, we also provide a cognitive view of understanding the driving behavior behind such improvement. We highlight that in the future, more research attention and effort are deserved for transferability and adaptability. It is not only due to the promising performance elevation of prediction and planning algorithms, but more fundamentally, they are crucial for the scalable and general deployment of autonomous vehicles.

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Hierarchical Adaptable and Transferable Networks (HATN) for Driving Behavior Prediction

When autonomous vehicles still struggle to solve challenging situations during on-road driving, humans have long mastered the essence of driving with efficient transferable and adaptable driving capability. By mimicking humans' cognition model and semantic understanding during driving, we present HATN, a hierarchical framework to generate high-quality driving behaviors in multi-agent dense-traffic environments. Our method hierarchically consists of a high-level intention identification and low-level action generation policy. With the semantic sub-task definition and generic state representation, the hierarchical framework is transferable across different driving scenarios. Besides, our model is also able to capture variations of driving behaviors among individuals and scenarios by an online adaptation module. We demonstrate our algorithms in the task of trajectory prediction for real traffic data at intersections and roundabouts, where we conducted extensive studies of the proposed method and demonstrated how our method outperformed other methods in terms of prediction accuracy and transferability.

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Causal-based Time Series Domain Generalization for Vehicle Intention Prediction

Accurately predicting possible behaviors of traffic participants is an essential capability for autonomous vehicles. Since autonomous vehicles need to navigate in dynamically changing environments, they are expected to make accurate predictions regardless of where they are and what driving circumstances they encountered. Therefore, generalization capability to unseen domains is crucial for prediction models when autonomous vehicles are deployed in the real world. In this paper, we aim to address the domain generalization problem for vehicle intention prediction tasks and a causal-based time series domain generalization (CTSDG) model is proposed. We construct a structural causal model for vehicle intention prediction tasks to learn an invariant representation of input driving data for domain generalization. We further integrate a recurrent latent variable model into our structural causal model to better capture temporal latent dependencies from time-series input data. The effectiveness of our approach is evaluated via real-world driving data. We demonstrate that our proposed method has consistent improvement on prediction accuracy compared to other state-of-the-art domain generalization and behavior prediction methods.

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Exploring Social Posterior Collapse in Variational Autoencoder for Interaction Modeling

Multi-agent behavior modeling and trajectory forecasting are crucial for the safe navigation of autonomous agents in interactive scenarios. Variational Autoencoder (VAE) has been widely applied in multi-agent interaction modeling to generate diverse behavior and learn a low-dimensional representation for interacting systems. However, existing literature did not formally discuss if a VAE-based model can properly encode interaction into its latent space. In this work, we argue that one of the typical formulations of VAEs in multi-agent modeling suffers from an issue we refer to as social posterior collapse, i.e., the model is prone to ignoring historical social context when predicting the future trajectory of an agent. It could cause significant prediction errors and poor generalization performance. We analyze the reason behind this under-explored phenomenon and propose several measures to tackle it. Afterward, we implement the proposed framework and experiment on real-world datasets for multi-agent trajectory prediction. In particular, we propose a novel sparse graph attention message-passing (sparse-GAMP) layer, which helps us detect social posterior collapse in our experiments. In the experiments, we verify that social posterior collapse indeed occurs. Also, the proposed measures are effective in alleviating the issue. As a result, the model attains better generalization performance when historical social context is informative for prediction.

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Dealing with the Unknown: Pessimistic Offline Reinforcement Learning

Reinforcement Learning (RL) has been shown effective in domains where the agent can learn policies by actively interacting with its operating environment. However, if we change the RL scheme to offline setting where the agent can only update its policy via static datasets, one of the major issues in offline reinforcement learning emerges, i.e. distributional shift. We propose a Pessimistic Offline Reinforcement Learning (PessORL) algorithm to actively lead the agent back to the area where it is familiar by manipulating the value function. We focus on problems caused by out-of-distribution (OOD) states, and deliberately penalize high values at states that are absent in the training dataset, so that the learned pessimistic value function lower bounds the true value anywhere within the state space. We evaluate the PessORL algorithm on various benchmark tasks, where we show that our method gains better performance by explicitly handling OOD states, when compared to those methods merely considering OOD actions.

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