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Xiaolong Wang

Publications and source records attributed to Xiaolong Wang.

At least 217 records · Page 12Linked to original sources

Graph Inverse Reinforcement Learning from Diverse Videos

Research on Inverse Reinforcement Learning (IRL) from third-person videos has shown encouraging results on removing the need for manual reward design for robotic tasks. However, most prior works are still limited by training from a relatively restricted domain of videos. In this paper, we argue that the true potential of third-person IRL lies in increasing the diversity of videos for better scaling. To learn a reward function from diverse videos, we propose to perform graph abstraction on the videos followed by temporal matching in the graph space to measure the task progress. Our insight is that a task can be described by entity interactions that form a graph, and this graph abstraction can help remove irrelevant information such as textures, resulting in more robust reward functions. We evaluate our approach, GraphIRL, on cross-embodiment learning in X-MAGICAL and learning from human demonstrations for real-robot manipulation. We show significant improvements in robustness to diverse video demonstrations over previous approaches, and even achieve better results than manual reward design on a real robot pushing task. Videos are available at https://sateeshkumar21.github.io/GraphIRL .

cs.LG↗

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↗

Temporal Difference Learning for Model Predictive Control

Data-driven model predictive control has two key advantages over model-free methods: a potential for improved sample efficiency through model learning, and better performance as computational budget for planning increases. However, it is both costly to plan over long horizons and challenging to obtain an accurate model of the environment. In this work, we combine the strengths of model-free and model-based methods. We use a learned task-oriented latent dynamics model for local trajectory optimization over a short horizon, and use a learned terminal value function to estimate long-term return, both of which are learned jointly by temporal difference learning. Our method, TD-MPC, achieves superior sample efficiency and asymptotic performance over prior work on both state and image-based continuous control tasks from DMControl and Meta-World. Code and video results are available at https://nicklashansen.github.io/td-mpc.

cs.LG↗

GroupViT: Semantic Segmentation Emerges from Text Supervision

Grouping and recognition are important components of visual scene understanding, e.g., for object detection and semantic segmentation. With end-to-end deep learning systems, grouping of image regions usually happens implicitly via top-down supervision from pixel-level recognition labels. Instead, in this paper, we propose to bring back the grouping mechanism into deep networks, which allows semantic segments to emerge automatically with only text supervision. We propose a hierarchical Grouping Vision Transformer (GroupViT), which goes beyond the regular grid structure representation and learns to group image regions into progressively larger arbitrary-shaped segments. We train GroupViT jointly with a text encoder on a large-scale image-text dataset via contrastive losses. With only text supervision and without any pixel-level annotations, GroupViT learns to group together semantic regions and successfully transfers to the task of semantic segmentation in a zero-shot manner, i.e., without any further fine-tuning. It achieves a zero-shot accuracy of 52.3% mIoU on the PASCAL VOC 2012 and 22.4% mIoU on PASCAL Context datasets, and performs competitively to state-of-the-art transfer-learning methods requiring greater levels of supervision. We open-source our code at https://github.com/NVlabs/GroupViT .

cs.CV↗

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↗

Online Adaptation for Implicit Object Tracking and Shape Reconstruction in the Wild

Tracking and reconstructing 3D objects from cluttered scenes are the key components for computer vision, robotics and autonomous driving systems. While recent progress in implicit function has shown encouraging results on high-quality 3D shape reconstruction, it is still very challenging to generalize to cluttered and partially observable LiDAR data. In this paper, we propose to leverage the continuity in video data. We introduce a novel and unified framework which utilizes a neural implicit function to simultaneously track and reconstruct 3D objects in the wild. Our approach adapts the DeepSDF model (i.e., an instantiation of the implicit function) in the video online, iteratively improving the shape reconstruction while in return improving the tracking, and vice versa. We experiment with both Waymo and KITTI datasets and show significant improvements over state-of-the-art methods for both tracking and shape reconstruction tasks. Our project page is at https://jianglongye.com/implicit-tracking .

cs.CV↗

GIFS: Neural Implicit Function for General Shape Representation

Recent development of neural implicit function has shown tremendous success on high-quality 3D shape reconstruction. However, most works divide the space into inside and outside of the shape, which limits their representing power to single-layer and watertight shapes. This limitation leads to tedious data processing (converting non-watertight raw data to watertight) as well as the incapability of representing general object shapes in the real world. In this work, we propose a novel method to represent general shapes including non-watertight shapes and shapes with multi-layer surfaces. We introduce General Implicit Function for 3D Shape (GIFS), which models the relationships between every two points instead of the relationships between points and surfaces. Instead of dividing 3D space into predefined inside-outside regions, GIFS encodes whether two points are separated by any surface. Experiments on ShapeNet show that GIFS outperforms previous state-of-the-art methods in terms of reconstruction quality, rendering efficiency, and visual fidelity. Project page is available at https://jianglongye.com/gifs .

cs.CV↗

Category-Level 6D Object Pose Estimation in the Wild: A Semi-Supervised Learning Approach and A New Dataset

6D object pose estimation is one of the fundamental problems in computer vision and robotics research. While a lot of recent efforts have been made on generalizing pose estimation to novel object instances within the same category, namely category-level 6D pose estimation, it is still restricted in constrained environments given the limited number of annotated data. In this paper, we collect Wild6D, a new unlabeled RGBD object video dataset with diverse instances and backgrounds. We utilize this data to generalize category-level 6D object pose estimation in the wild with semi-supervised learning. We propose a new model, called Rendering for Pose estimation network RePoNet, that is jointly trained using the free ground-truths with the synthetic data, and a silhouette matching objective function on the real-world data. Without using any 3D annotations on real data, our method outperforms state-of-the-art methods on the previous dataset and our Wild6D test set (with manual annotations for evaluation) by a large margin. Project page with Wild6D data: https://oasisyang.github.io/semi-pose .

cs.CV↗

Learning Generalizable Dexterous Manipulation from Human Grasp Affordance

Dexterous manipulation with a multi-finger hand is one of the most challenging problems in robotics. While recent progress in imitation learning has largely improved the sample efficiency compared to Reinforcement Learning, the learned policy can hardly generalize to manipulate novel objects, given limited expert demonstrations. In this paper, we propose to learn dexterous manipulation using large-scale demonstrations with diverse 3D objects in a category, which are generated from a human grasp affordance model. This generalizes the policy to novel object instances within the same category. To train the policy, we propose a novel imitation learning objective jointly with a geometric representation learning objective using our demonstrations. By experimenting with relocating diverse objects in simulation, we show that our approach outperforms baselines with a large margin when manipulating novel objects. We also ablate the importance on 3D object representation learning for manipulation. We include videos, code, and additional information on the project website - https://kristery.github.io/ILAD/ .

cs.RO↗

Medical Dialogue Response Generation with Pivotal Information Recalling

Medical dialogue generation is an important yet challenging task. Most previous works rely on the attention mechanism and large-scale pretrained language models. However, these methods often fail to acquire pivotal information from the long dialogue history to yield an accurate and informative response, due to the fact that the medical entities usually scatters throughout multiple utterances along with the complex relationships between them. To mitigate this problem, we propose a medical response generation model with Pivotal Information Recalling (MedPIR), which is built on two components, i.e., knowledge-aware dialogue graph encoder and recall-enhanced generator. The knowledge-aware dialogue graph encoder constructs a dialogue graph by exploiting the knowledge relationships between entities in the utterances, and encodes it with a graph attention network. Then, the recall-enhanced generator strengthens the usage of these pivotal information by generating a summary of the dialogue before producing the actual response. Experimental results on two large-scale medical dialogue datasets show that MedPIR outperforms the strong baselines in BLEU scores and medical entities F1 measure.

cs.AI↗

MSDF: A General Open-Domain Multi-Skill Dialog Framework

Dialog systems have achieved significant progress and have been widely used in various scenarios. The previous researches mainly focused on designing dialog generation models in a single scenario, while comprehensive abilities are required to handle tasks under various scenarios in the real world. In this paper, we propose a general Multi-Skill Dialog Framework, namely MSDF, which can be applied in different dialog tasks (e.g. knowledge grounded dialog and persona based dialog). Specifically, we propose a transferable response generator pre-trained on diverse large-scale dialog corpora as the backbone of MSDF, consisting of BERT-based encoders and a GPT-based decoder. To select the response consistent with dialog history, we propose a consistency selector trained through negative sampling. Moreover, the flexible copy mechanism of external knowledge is also employed to enhance the utilization of multiform knowledge in various scenarios. We conduct experiments on knowledge grounded dialog, recommendation dialog, and persona based dialog tasks. The experimental results indicate that our MSDF outperforms the baseline models with a large margin. In the Multi-skill Dialog of 2021 Language and Intelligence Challenge, our general MSDF won the 3rd prize, which proves our MSDF is effective and competitive.

cs.AI↗

Learning Implicit Feature Alignment Function for Semantic Segmentation

Integrating high-level context information with low-level details is of central importance in semantic segmentation. Towards this end, most existing segmentation models apply bilinear up-sampling and convolutions to feature maps of different scales, and then align them at the same resolution. However, bilinear up-sampling blurs the precise information learned in these feature maps and convolutions incur extra computation costs. To address these issues, we propose the Implicit Feature Alignment function (IFA). Our method is inspired by the rapidly expanding topic of implicit neural representations, where coordinate-based neural networks are used to designate fields of signals. In IFA, feature vectors are viewed as representing a 2D field of information. Given a query coordinate, nearby feature vectors with their relative coordinates are taken from the multi-level feature maps and then fed into an MLP to generate the corresponding output. As such, IFA implicitly aligns the feature maps at different levels and is capable of producing segmentation maps in arbitrary resolutions. We demonstrate the efficacy of IFA on multiple datasets, including Cityscapes, PASCAL Context, and ADE20K. Our method can be combined with improvement on various architectures, and it achieves state-of-the-art computation-accuracy trade-off on common benchmarks. Code will be made available at https://github.com/hzhupku/IFA.

cs.CV↗

VideoINR: Learning Video Implicit Neural Representation for Continuous Space-Time Super-Resolution

Videos typically record the streaming and continuous visual data as discrete consecutive frames. Since the storage cost is expensive for videos of high fidelity, most of them are stored in a relatively low resolution and frame rate. Recent works of Space-Time Video Super-Resolution (STVSR) are developed to incorporate temporal interpolation and spatial super-resolution in a unified framework. However, most of them only support a fixed up-sampling scale, which limits their flexibility and applications. In this work, instead of following the discrete representations, we propose Video Implicit Neural Representation (VideoINR), and we show its applications for STVSR. The learned implicit neural representation can be decoded to videos of arbitrary spatial resolution and frame rate. We show that VideoINR achieves competitive performances with state-of-the-art STVSR methods on common up-sampling scales and significantly outperforms prior works on continuous and out-of-training-distribution scales. Our project page is at http://zeyuan-chen.com/VideoINR/ .

eess.IV↗

Subordination Algebras as Semantic Environment of Input/Output Logic

We establish a novel connection between two research areas in non-classical logics which have been developed independently of each other so far: on the one hand, input/output logic, introduced within a research program developing logical formalizations of normative reasoning in philosophical logic and AI; on the other hand, subordination algebras, investigated in the context of a research program integrating topological, algebraic, and duality-theoretic techniques in the study of the semantics of modal logic. Specifically, we propose that the basic framework of input/output logic, as well as its extensions, can be given formal semantics on (slight generalizations of) subordination algebras. The existence of this interpretation brings benefits to both research areas: on the one hand, this connection allows for a novel conceptual understanding of subordination algebras as mathematical models of the properties and behaviour of norms; on the other hand, thanks to the well developed connection between subordination algebras and modal logic, the output operators in input/output logic can be given a new formal representation as modal operators, whose properties can be explicitly axiomatised in a suitable language, and be systematically studied by means of mathematically established and powerful tools.

math.LO↗

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↗

CATNet: Cross-event Attention-based Time-aware Network for Medical Event Prediction

Medical event prediction (MEP) is a fundamental task in the medical domain, which needs to predict medical events, including medications, diagnosis codes, laboratory tests, procedures, outcomes, and so on, according to historical medical records. The task is challenging as medical data is a type of complex time series data with heterogeneous and temporal irregular characteristics. Many machine learning methods that consider the two characteristics have been proposed for medical event prediction. However, most of them consider the two characteristics separately and ignore the correlations among different types of medical events, especially relations between historical medical events and target medical events. In this paper, we propose a novel neural network based on attention mechanism, called cross-event attention-based time-aware network (CATNet), for medical event prediction. It is a time-aware, event-aware and task-adaptive method with the following advantages: 1) modeling heterogeneous information and temporal information in a unified way and considering temporal irregular characteristics locally and globally respectively, 2) taking full advantage of correlations among different types of events via cross-event attention. Experiments on two public datasets (MIMIC-III and eICU) show CATNet can be adaptive with different MEP tasks and outperforms other state-of-the-art methods on various MEP tasks. The source code of CATNet will be released after this manuscript is accepted.

cs.LG↗

Joint Hand Motion and Interaction Hotspots Prediction from Egocentric Videos

We propose to forecast future hand-object interactions given an egocentric video. Instead of predicting action labels or pixels, we directly predict the hand motion trajectory and the future contact points on the next active object (i.e., interaction hotspots). This relatively low-dimensional representation provides a concrete description of future interactions. To tackle this task, we first provide an automatic way to collect trajectory and hotspots labels on large-scale data. We then use this data to train an Object-Centric Transformer (OCT) model for prediction. Our model performs hand and object interaction reasoning via the self-attention mechanism in Transformers. OCT also provides a probabilistic framework to sample the future trajectory and hotspots to handle uncertainty in prediction. We perform experiments on the Epic-Kitchens-55, Epic-Kitchens-100, and EGTEA Gaze+ datasets, and show that OCT significantly outperforms state-of-the-art approaches by a large margin. Project page is available at https://stevenlsw.github.io/hoi-forecast .

cs.CV↗

CoordGAN: Self-Supervised Dense Correspondences Emerge from GANs

Recent advances show that Generative Adversarial Networks (GANs) can synthesize images with smooth variations along semantically meaningful latent directions, such as pose, expression, layout, etc. While this indicates that GANs implicitly learn pixel-level correspondences across images, few studies explored how to extract them explicitly. In this work, we introduce Coordinate GAN (CoordGAN), a structure-texture disentangled GAN that learns a dense correspondence map for each generated image. We represent the correspondence maps of different images as warped coordinate frames transformed from a canonical coordinate frame, i.e., the correspondence map, which describes the structure (e.g., the shape of a face), is controlled via a transformation. Hence, finding correspondences boils down to locating the same coordinate in different correspondence maps. In CoordGAN, we sample a transformation to represent the structure of a synthesized instance, while an independent texture branch is responsible for rendering appearance details orthogonal to the structure. Our approach can also extract dense correspondence maps for real images by adding an encoder on top of the generator. We quantitatively demonstrate the quality of the learned dense correspondences through segmentation mask transfer on multiple datasets. We also show that the proposed generator achieves better structure and texture disentanglement compared to existing approaches. Project page: https://jitengmu.github.io/CoordGAN/

cs.CV↗