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Wei Zhan

Publications and source records attributed to Wei Zhan.

At least 127 records · Page 7Linked to original sources

AutoScale: Learning to Scale for Crowd Counting and Localization

Recent works on crowd counting mainly leverage CNNs to count by regressing density maps, and have achieved great progress. In the density map, each person is represented by a Gaussian blob, and the final count is obtained from the integration of the whole map. However, it is difficult to accurately predict the density map on dense regions. A major issue is that the density map on dense regions usually accumulates density values from a number of nearby Gaussian blobs, yielding different large density values on a small set of pixels. This makes the density map present variant patterns with significant pattern shifts and brings a long-tailed distribution of pixel-wise density values. We propose a simple and effective Learning to Scale (L2S) module, which automatically scales dense regions into reasonable closeness levels (reflecting image-plane distance between neighboring people). L2S directly normalizes the closeness in different patches such that it dynamically separates the overlapped blobs, decomposes the accumulated values in the ground-truth density map, and thus alleviates the pattern shifts and long-tailed distribution of density values. This helps the model to better learn the density map. We also explore the effectiveness of L2S in localizing people by finding the local minima of the quantized distance (w.r.t. person location map). To the best of our knowledge, such a localization method is also novel in localization-based crowd counting. We further introduce a customized dynamic cross-entropy loss, significantly improving the localization-based model optimization. Extensive experiments demonstrate that the proposed framework termed AutoScale improves upon some state-of-the-art methods in both regression and localization benchmarks on three crowded datasets and achieves very competitive performance on two sparse datasets.

cs.CV↗

Iterative Imitation Policy Improvement for Interactive Autonomous Driving

We propose an imitation learning system for autonomous driving in urban traffic with interactions. We train a Behavioral Cloning~(BC) policy to imitate driving behavior collected from the real urban traffic, and apply the data aggregation algorithm to improve its performance iteratively. Applying data aggregation in this setting comes with two challenges. The first challenge is that it is expensive and dangerous to collect online rollout data in the real urban traffic. Creating similar traffic scenarios in simulator like CARLA for online rollout collection can also be difficult. Instead, we propose to create a weak simulator from the training dataset, in which all the surrounding vehicles follow the data trajectory provided by the dataset. We find that the collected online data in such a simulator can still be used to improve BC policy's performance. The second challenge is the tedious and time-consuming process of human labelling process during online rollout. To solve this problem, we use an A$^*$ planner as a pseudo-expert to provide expert-like demonstration. We validate our proposed imitation learning system in the real urban traffic scenarios. The experimental results show that our system can significantly improve the performance of baseline BC policy.

cs.RO↗

Constrained Iterative LQG for Real-Time Chance-Constrained Gaussian Belief Space Planning

Motion planning under uncertainty is of significant importance for safety-critical systems such as autonomous vehicles. Such systems have to satisfy necessary constraints (e.g., collision avoidance) with potential uncertainties coming from either disturbed system dynamics or noisy sensor measurements. However, existing motion planning methods cannot efficiently find the robust optimal solutions under general nonlinear and non-convex settings. In this paper, we formulate such problem as chance-constrained Gaussian belief space planning and propose the constrained iterative Linear Quadratic Gaussian (CILQG) algorithm as a real-time solution. In this algorithm, we iteratively calculate a Gaussian approximation of the belief and transform the chance-constraints. We evaluate the effectiveness of our method in simulations of autonomous driving planning tasks with static and dynamic obstacles. Results show that CILQG can handle uncertainties more appropriately and has faster computation time than baseline methods.

cs.RO↗

A Microscopic Pandemic Simulator for Pandemic Prediction Using Scalable Million-Agent Reinforcement Learning

Microscopic epidemic models are powerful tools for government policy makers to predict and simulate epidemic outbreaks, which can capture the impact of individual behaviors on the macroscopic phenomenon. However, existing models only consider simple rule-based individual behaviors, limiting their applicability. This paper proposes a deep-reinforcement-learning-powered microscopic model named Microscopic Pandemic Simulator (MPS). By replacing rule-based agents with rational agents whose behaviors are driven to maximize rewards, the MPS provides a better approximation of real world dynamics. To efficiently simulate with massive amounts of agents in MPS, we propose Scalable Million-Agent DQN (SMADQN). The MPS allows us to efficiently evaluate the impact of different government strategies. This paper first calibrates the MPS against real-world data in Allegheny, US, then demonstratively evaluates two government strategies: information disclosure and quarantine. The results validate the effectiveness of the proposed method. As a broad impact, this paper provides novel insights for the application of DRL in large scale agent-based networks such as economic and social networks.

cs.LG↗

Automatic Construction of Lane-level HD Maps for Urban Scenes

High definition (HD) maps have demonstrated their essential roles in enabling full autonomy, especially in complex urban scenarios. As a crucial layer of the HD map, lane-level maps are particularly useful: they contain geometrical and topological information for both lanes and intersections. However, large scale construction of HD maps is limited by tedious human labeling and high maintenance costs, especially for urban scenarios with complicated road structures and irregular markings. This paper proposes an approach based on semantic-particle filter to tackle the automatic lane-level mapping problem in urban scenes. The map skeleton is firstly structured as a directed cyclic graph from online mapping database OpenStreetMap. Our proposed method then performs semantic segmentation on 2D front-view images from ego vehicles and explores the lane semantics on a birds-eye-view domain with true topographical projection. Exploiting OpenStreetMap, we further infer lane topology and reference trajectory at intersections with the aforementioned lane semantics. The proposed algorithm has been tested in densely urbanized areas, and the results demonstrate accurate and robust reconstruction of the lane-level HD map.

cs.RO↗

Parallel Repetition for the GHZ Game: A Simpler Proof

We give a new proof of the fact that the parallel repetition of the (3-player) GHZ game reduces the value of the game to zero polynomially quickly. That is, we show that the value of the $n$-fold GHZ game is at most $n^{-Ω(1)}$. This was first established by Holmgren and Raz [HR20]. We present a new proof of this theorem that we believe to be simpler and more direct. Unlike most previous works on parallel repetition, our proof makes no use of information theory, and relies on the use of Fourier analysis. The GHZ game [GHZ89] has played a foundational role in the understanding of quantum information theory, due in part to the fact that quantum strategies can win the GHZ game with probability 1. It is possible that improved parallel repetition bounds may find applications in this setting. Recently, Dinur, Harsha, Venkat, and Yuen [DHVY17] highlighted the GHZ game as a simple three-player game, which is in some sense maximally far from the class of multi-player games whose behavior under parallel repetition is well understood. Dinur et al. conjectured that parallel repetition decreases the value of the GHZ game exponentially quickly, and speculated that progress on proving this would shed light on parallel repetition for general multi-player (multi-prover) games.

cs.CC↗

A Safe Hierarchical Planning Framework for Complex Driving Scenarios based on Reinforcement Learning

Autonomous vehicles need to handle various traffic conditions and make safe and efficient decisions and maneuvers. However, on the one hand, a single optimization/sampling-based motion planner cannot efficiently generate safe trajectories in real time, particularly when there are many interactive vehicles near by. On the other hand, end-to-end learning methods cannot assure the safety of the outcomes. To address this challenge, we propose a hierarchical behavior planning framework with a set of low-level safe controllers and a high-level reinforcement learning algorithm (H-CtRL) as a coordinator for the low-level controllers. Safety is guaranteed by the low-level optimization/sampling-based controllers, while the high-level reinforcement learning algorithm makes H-CtRL an adaptive and efficient behavior planner. To train and test our proposed algorithm, we built a simulator that can reproduce traffic scenes using real-world datasets. The proposed H-CtRL is proved to be effective in various realistic simulation scenarios, with satisfying performance in terms of both safety and efficiency.

cs.RO↗

Prediction-Based Reachability for Collision Avoidance in Autonomous Driving

Safety is an important topic in autonomous driving since any collision may cause serious injury to people and damage to property. Hamilton-Jacobi (HJ) Reachability is a formal method that verifies safety in multi-agent interaction and provides a safety controller for collision avoidance. However, due to the worst-case assumption on the cars future behaviours, reachability might result in too much conservatism such that the normal operation of the vehicle is badly hindered. In this paper, we leverage the power of trajectory prediction and propose a prediction-based reachability framework to compute safety controllers. Instead of always assuming the worst case, we cluster the car's behaviors into multiple driving modes, e.g. left turn or right turn. Under each mode, a reachability-based safety controller is designed based on a less conservative action set. For online implementation, we first utilize the trajectory prediction and our proposed mode classifier to predict the possible modes, and then deploy the corresponding safety controller. Through simulations in a T-intersection and an 8-way roundabout, we demonstrate that our prediction-based reachability method largely avoids collision between two interacting cars and reduces the conservatism that the safety controller brings to the car's original operation.

cs.RO↗

Quantum Logspace Algorithm for Powering Matrices with Bounded Norm

We give a quantum logspace algorithm for powering contraction matrices, that is, matrices with spectral norm at most~1. The algorithm gets as an input an arbitrary $n\times n$ contraction matrix $A$, and a parameter $T \leq \mathrm{poly}(n)$ and outputs the entries of $A^T$, up to (arbitrary) polynomially small additive error. The algorithm applies only unitary operators, without intermediate measurements. We show various implications and applications of this result: First, we use this algorithm to show that the class of quantum logspace algorithms with only quantum memory and with intermediate measurements is equivalent to the class of quantum logspace algorithms with only quantum memory without intermediate measurements. This shows that the deferred-measurement principle, a fundamental principle of quantum computing, applies also for quantum logspace algorithms (without classical memory). More generally, we give a quantum algorithm with space $O(S + \log T)$ that takes as an input the description of a quantum algorithm with quantum space $S$ and time $T$, with intermediate measurements (without classical memory), and simulates it unitarily with polynomially small error, without intermediate measurements. Since unitary transformations are reversible (while measurements are irreversible) an interesting aspect of this result is that it shows that any quantum logspace algorithm (without classical memory) can be simulated by a reversible quantum logspace algorithm. This proves a quantum analogue of the result of Lange, McKenzie and Tapp that deterministic logspace is equal to reversible logspace [LMT00]. Finally, we use our results to show non-trivial classical simulations of quantum logspace learning algorithms.

cs.CC↗

Sparse R-CNN: End-to-End Object Detection with Learnable Proposals

We present Sparse R-CNN, a purely sparse method for object detection in images. Existing works on object detection heavily rely on dense object candidates, such as $k$ anchor boxes pre-defined on all grids of image feature map of size $H\times W$. In our method, however, a fixed sparse set of learned object proposals, total length of $N$, are provided to object recognition head to perform classification and location. By eliminating $HWk$ (up to hundreds of thousands) hand-designed object candidates to $N$ (e.g. 100) learnable proposals, Sparse R-CNN completely avoids all efforts related to object candidates design and many-to-one label assignment. More importantly, final predictions are directly output without non-maximum suppression post-procedure. Sparse R-CNN demonstrates accuracy, run-time and training convergence performance on par with the well-established detector baselines on the challenging COCO dataset, e.g., achieving 45.0 AP in standard $3\times$ training schedule and running at 22 fps using ResNet-50 FPN model. We hope our work could inspire re-thinking the convention of dense prior in object detectors. The code is available at: https://github.com/PeizeSun/SparseR-CNN.

cs.CV↗

SqueezeSegV3: Spatially-Adaptive Convolution for Efficient Point-Cloud Segmentation

LiDAR point-cloud segmentation is an important problem for many applications. For large-scale point cloud segmentation, the \textit{de facto} method is to project a 3D point cloud to get a 2D LiDAR image and use convolutions to process it. Despite the similarity between regular RGB and LiDAR images, we discover that the feature distribution of LiDAR images changes drastically at different image locations. Using standard convolutions to process such LiDAR images is problematic, as convolution filters pick up local features that are only active in specific regions in the image. As a result, the capacity of the network is under-utilized and the segmentation performance decreases. To fix this, we propose Spatially-Adaptive Convolution (SAC) to adopt different filters for different locations according to the input image. SAC can be computed efficiently since it can be implemented as a series of element-wise multiplications, im2col, and standard convolution. It is a general framework such that several previous methods can be seen as special cases of SAC. Using SAC, we build SqueezeSegV3 for LiDAR point-cloud segmentation and outperform all previous published methods by at least 3.7% mIoU on the SemanticKITTI benchmark with comparable inference speed.

cs.CV↗

Universality for Doubly Stochastic Matrices

We show that the set of entries generated by any finite set of doubly stochastic matrices is nowhere dense, in contrast to the cases of stochastic matrices or unitary matrices. In other words, there is no finite universal set of doubly stochastic matrices, even with the weakest notion of universality. Our proof is based on a theorem for topological semigroups with the convergent property. A topological semigroup is convergent if every infinite product converges. We show that in a compact and convergent semigroup, under some restrictions, the closure of every finitely generated subsemigroup can be instead generated directly by the generating set and the limits of infinite products.

math.FA↗

You Only Group Once: Efficient Point-Cloud Processing with Token Representation and Relation Inference Module

3D point-cloud-based perception is a challenging but crucial computer vision task. A point-cloud consists of a sparse, unstructured, and unordered set of points. To understand a point-cloud, previous point-based methods, such as PointNet++, extract visual features through hierarchically aggregation of local features. However, such methods have several critical limitations: 1) Such methods require several sampling and grouping operations, which slow down the inference speed. 2) Such methods spend an equal amount of computation on each points in a point-cloud, though many of points are redundant. 3) Such methods aggregate local features together through downsampling, which leads to information loss and hurts the perception performance. To overcome these challenges, we propose a novel, simple, and elegant deep learning model called YOGO (You Only Group Once). Compared with previous methods, YOGO only needs to sample and group a point-cloud once, so it is very efficient. Instead of operating on points, YOGO operates on a small number of tokens, each of which summarizes the point features in a sub-region. This allows us to avoid computing on the redundant points and thus boosts efficiency.Moreover, YOGO preserves point-wise features by projecting token features to point features although the computation is performed on tokens. This avoids information loss and can improve point-wise perception performance. We conduct thorough experiments to demonstrate that YOGO achieves at least 3.0x speedup over point-based baselines while delivering competitive classification and segmentation performance on the ModelNet, ShapeNetParts and S3DIS datasets.

cs.RO↗

A Simple and Efficient Multi-task Network for 3D Object Detection and Road Understanding

Detecting dynamic objects and predicting static road information such as drivable areas and ground heights are crucial for safe autonomous driving. Previous works studied each perception task separately, and lacked a collective quantitative analysis. In this work, we show that it is possible to perform all perception tasks via a simple and efficient multi-task network. Our proposed network, LidarMTL, takes raw LiDAR point cloud as inputs, and predicts six perception outputs for 3D object detection and road understanding. The network is based on an encoder-decoder architecture with 3D sparse convolution and deconvolution operations. Extensive experiments verify the proposed method with competitive accuracies compared to state-of-the-art object detectors and other task-specific networks. LidarMTL is also leveraged for online localization. Code and pre-trained model have been made available at https://github.com/frankfengdi/LidarMTL.

cs.CV↗

Diverse Critical Interaction Generation for Planning and Planner Evaluation

Generating diverse and comprehensive interacting agents to evaluate the decision-making modules is essential for the safe and robust planning of autonomous vehicles~(AV). Due to efficiency and safety concerns, most researchers choose to train interactive adversary~(competitive or weakly competitive) agents in simulators and generate test cases to interact with evaluated AVs. However, most existing methods fail to provide both natural and critical interaction behaviors in various traffic scenarios. To tackle this problem, we propose a styled generative model RouteGAN that generates diverse interactions by controlling the vehicles separately with desired styles. By altering its style coefficients, the model can generate trajectories with different safety levels serve as an online planner. Experiments show that our model can generate diverse interactions in various scenarios. We evaluate different planners with our model by testing their collision rate in interaction with RouteGAN planners of multiple critical levels.

cs.RO↗

Interaction-Aware Behavior Planning for Autonomous Vehicles Validated with Real Traffic Data

Autonomous vehicles (AVs) need to interact with other traffic participants who can be either cooperative or aggressive, attentive or inattentive. Such different characteristics can lead to quite different interactive behaviors. Hence, to achieve safe and efficient autonomous driving, AVs need to be aware of such uncertainties when they plan their own behaviors. In this paper, we formulate such a behavior planning problem as a partially observable Markov Decision Process (POMDP) where the cooperativeness of other traffic participants is treated as an unobservable state. Under different cooperativeness levels, we learn the human behavior models from real traffic data via the principle of maximum likelihood. Based on that, the POMDP problem is solved by Monte-Carlo Tree Search. We verify the proposed algorithm in both simulations and real traffic data on a lane change scenario, and the results show that the proposed algorithm can successfully finish the lane changes without collisions.

cs.RO↗

Labels Are Not Perfect: Inferring Spatial Uncertainty in Object Detection

The availability of many real-world driving datasets is a key reason behind the recent progress of object detection algorithms in autonomous driving. However, there exist ambiguity or even failures in object labels due to error-prone annotation process or sensor observation noise. Current public object detection datasets only provide deterministic object labels without considering their inherent uncertainty, as does the common training process or evaluation metrics for object detectors. As a result, an in-depth evaluation among different object detection methods remains challenging, and the training process of object detectors is sub-optimal, especially in probabilistic object detection. In this work, we infer the uncertainty in bounding box labels from LiDAR point clouds based on a generative model, and define a new representation of the probabilistic bounding box through a spatial uncertainty distribution. Comprehensive experiments show that the proposed model reflects complex environmental noises in LiDAR perception and the label quality. Furthermore, we propose Jaccard IoU (JIoU) as a new evaluation metric that extends IoU by incorporating label uncertainty. We conduct an in-depth comparison among several LiDAR-based object detectors using the JIoU metric. Finally, we incorporate the proposed label uncertainty in a loss function to train a probabilistic object detector and to improve its detection accuracy. We verify our proposed methods on two public datasets (KITTI, Waymo), as well as on simulation data. Code is released at https://bit.ly/2W534yo.

cs.CV↗

IDE-Net: Interactive Driving Event and Pattern Extraction from Human Data

Autonomous vehicles (AVs) need to share the road with multiple, heterogeneous road users in a variety of driving scenarios. It is overwhelming and unnecessary to carefully interact with all observed agents, and AVs need to determine whether and when to interact with each surrounding agent. In order to facilitate the design and testing of prediction and planning modules of AVs, in-depth understanding of interactive behavior is expected with proper representation, and events in behavior data need to be extracted and categorized automatically. Answers to what are the essential patterns of interactions are also crucial for these motivations in addition to answering whether and when. Thus, learning to extract interactive driving events and patterns from human data for tackling the whether-when-what tasks is of critical importance for AVs. There is, however, no clear definition and taxonomy of interactive behavior, and most of the existing works are based on either manual labelling or hand-crafted rules and features. In this paper, we propose the Interactive Driving event and pattern Extraction Network (IDE-Net), which is a deep learning framework to automatically extract interaction events and patterns directly from vehicle trajectories. In IDE-Net, we leverage the power of multi-task learning and proposed three auxiliary tasks to assist the pattern extraction in an unsupervised fashion. We also design a unique spatial-temporal block to encode the trajectory data. Experimental results on the INTERACTION dataset verified the effectiveness of such designs in terms of better generalizability and effective pattern extraction. We find three interpretable patterns of interactions, bringing insights for driver behavior representation, modeling and comprehension. Both objective and subjective evaluation metrics are adopted in our analysis of the learned patterns.

cs.AI↗