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Zhibin Li

Publications and source records attributed to Zhibin Li.

At least 91 records · Page 5Linked to original sources

Exploring Linear Feature Disentanglement For Neural Networks

Non-linear activation functions, e.g., Sigmoid, ReLU, and Tanh, have achieved great success in neural networks (NNs). Due to the complex non-linear characteristic of samples, the objective of those activation functions is to project samples from their original feature space to a linear separable feature space. This phenomenon ignites our interest in exploring whether all features need to be transformed by all non-linear functions in current typical NNs, i.e., whether there exists a part of features arriving at the linear separable feature space in the intermediate layers, that does not require further non-linear variation but an affine transformation instead. To validate the above hypothesis, we explore the problem of linear feature disentanglement for neural networks in this paper. Specifically, we devise a learnable mask module to distinguish between linear and non-linear features. Through our designed experiments we found that some features reach the linearly separable space earlier than the others and can be detached partly from the NNs. The explored method also provides a readily feasible pruning strategy which barely affects the performance of the original model. We conduct our experiments on four datasets and present promising results.

cs.LG↗

Accessibility-Based Clustering for Efficient Learning of Locomotion Skills

For model-free deep reinforcement learning of quadruped locomotion, the initialization of robot configurations is crucial for data efficiency and robustness. This work focuses on algorithmic improvements of data efficiency and robustness simultaneously through automatic discovery of initial states, which is achieved by our proposed K-Access algorithm based on accessibility metrics. Specifically, we formulated accessibility metrics to measure the difficulty of transitions between two arbitrary states, and proposed a novel K-Access algorithm for state-space clustering that automatically discovers the centroids of the static-pose clusters based on the accessibility metrics. By using the discovered centroidal static poses as the initial states, we can improve data efficiency by reducing redundant explorations, and enhance the robustness by more effective explorations from the centroids to sampled poses. Focusing on fall recovery as a very hard set of locomotion skills, we validated our method extensively using an 8-DoF quadrupedal robot Bittle. Compared to the baselines, the learning curve of our method converges much faster, requiring only 60% of training episodes. With our method, the robot can successfully recover to standing poses within 3 seconds in 99.4% of the test cases. Moreover, the method can generalize to other difficult skills successfully, such as backflipping.

cs.RO↗

Distribution-aware Margin Calibration for Semantic Segmentation in Images

The Jaccard index, also known as Intersection-over-Union (IoU), is one of the most critical evaluation metrics in image semantic segmentation. However, direct optimization of IoU score is very difficult because the learning objective is neither differentiable nor decomposable. Although some algorithms have been proposed to optimize its surrogates, there is no guarantee provided for the generalization ability. In this paper, we propose a margin calibration method, which can be directly used as a learning objective, for an improved generalization of IoU over the data-distribution, underpinned by a rigid lower bound. This scheme theoretically ensures a better segmentation performance in terms of IoU score. We evaluated the effectiveness of the proposed margin calibration method on seven image datasets, showing substantial improvements in IoU score over other learning objectives using deep segmentation models.

cs.CV↗

A cross-modal fusion network based on self-attention and residual structure for multimodal emotion recognition

The audio-video based multimodal emotion recognition has attracted a lot of attention due to its robust performance. Most of the existing methods focus on proposing different cross-modal fusion strategies. However, these strategies introduce redundancy in the features of different modalities without fully considering the complementary properties between modal information, and these approaches do not guarantee the non-loss of original semantic information during intra- and inter-modal interactions. In this paper, we propose a novel cross-modal fusion network based on self-attention and residual structure (CFN-SR) for multimodal emotion recognition. Firstly, we perform representation learning for audio and video modalities to obtain the semantic features of the two modalities by efficient ResNeXt and 1D CNN, respectively. Secondly, we feed the features of the two modalities into the cross-modal blocks separately to ensure efficient complementarity and completeness of information through the self-attention mechanism and residual structure. Finally, we obtain the output of emotions by splicing the obtained fused representation with the original representation. To verify the effectiveness of the proposed method, we conduct experiments on the RAVDESS dataset. The experimental results show that the proposed CFN-SR achieves the state-of-the-art and obtains 75.76% accuracy with 26.30M parameters. Our code is available at https://github.com/skeletonNN/CFN-SR.

cs.CV↗

EvoGAN: An Evolutionary Computation Assisted GAN

The image synthesis technique is relatively well established which can generate facial images that are indistinguishable even by human beings. However, all of these approaches uses gradients to condition the output, resulting in the outputting the same image with the same input. Also, they can only generate images with basic expression or mimic an expression instead of generating compound expression. In real life, however, human expressions are of great diversity and complexity. In this paper, we propose an evolutionary algorithm (EA) assisted GAN, named EvoGAN, to generate various compound expressions with any accurate target compound expression. EvoGAN uses an EA to search target results in the data distribution learned by GAN. Specifically, we use the Facial Action Coding System (FACS) as the encoding of an EA and use a pre-trained GAN to generate human facial images, and then use a pre-trained classifier to recognize the expression composition of the synthesized images as the fitness function to guide the search of the EA. Combined random searching algorithm, various images with the target expression can be easily sythesized. Quantitative and Qualitative results are presented on several compound expressions, and the experimental results demonstrate the feasibility and the potential of EvoGAN.

cs.CV↗

A peridynamics-based finite element method for quasi-static fracture analysis

In this paper, a peridynamics-based finite element method (Peri-FEM) is proposed for the quasi-static fracture analysis, which is of the consistent computational framework with the classical finite element method (FEM). First, the integral domain of the peridynamics is reconstructed, and a new type of element called peridynamic element (PE) is defined. Although PEs are generated by the continuous elements (CEs) of classical FEM, they do not affect each other. Then the spatial discretization is performed based on PEs and CEs, and the linear equations about the nodal displacement are established according to the principle of minimum potential energy. Besides, the cracks are characterized as the degradation of the mechanical properties of PEs. Finally, the validity of the proposed method is demonstrated through numerical examples.

cs.CE↗

Learning Vision-Guided Dynamic Locomotion Over Challenging Terrains

Legged robots are becoming increasingly powerful and popular in recent years for their potential to bring the mobility of autonomous agents to the next level. This work presents a deep reinforcement learning approach that learns a robust Lidar-based perceptual locomotion policy in a partially observable environment using Proximal Policy Optimisation. Visual perception is critical to actively overcome challenging terrains, and to do so, we propose a novel learning strategy: Dynamic Reward Strategy (DRS), which serves as effective heuristics to learn a versatile gait using a neural network architecture without the need to access the history data. Moreover, in a modified version of the OpenAI gym environment, the proposed work is evaluated with scores over 90% success rate in all tested challenging terrains.

cs.RO↗

Learning Autonomous Mobility Using Real Demonstration Data

This work proposed an efficient learning-based framework to learn feedback control policies from human teleoperated demonstrations, which achieved obstacle negotiation, staircase traversal, slipping control and parcel delivery for a tracked robot. Due to uncertainties in real-world scenarios, eg obstacle and slippage, closed-loop feedback control plays an important role in improving robustness and resilience, but the control laws are difficult to program manually for achieving autonomous behaviours. We formulated an architecture based on a long-short-term-memory (LSTM) neural network, which effectively learn reactive control policies from human demonstrations. Using datasets from a few real demonstrations, our algorithm can directly learn successful policies, including obstacle-negotiation, stair-climbing and delivery, fall recovery and corrective control of slippage. We proposed decomposition of complex robot actions to reduce the difficulty of learning the long-term dependencies. Furthermore, we proposed a method to efficiently handle non-optimal demos and to learn new skills, since collecting enough demonstration can be time-consuming and sometimes very difficult on a real robotic system.

cs.RO↗

Metrics for 3D Object Pointing and Manipulation in Virtual Reality

Assessing the performance of human movements during teleoperation and virtual reality is a challenging problem, particularly in 3D space due to complex spatial settings. Despite the presence of a multitude of metrics, a compelling standardized 3D metric is yet missing, aggravating inter-study comparability between different studies. Hence, evaluating human performance in virtual environments is a long-standing research goal, and a performance metric that combines two or more metrics under one formulation remains largely unexplored, particularly in higher dimensions. The absence of such a metric is primarily attributed to the discrepancies between pointing and manipulation, the complex spatial variables in 3D, and the combination of translational and rotational movements altogether. In this work, four experiments were designed and conducted with progressively higher spatial complexity to study and compare existing metrics thoroughly. The research goal was to quantify the difficulty of these 3D tasks and model human performance sufficiently in full 3D peripersonal space. Consequently, a new model extension has been proposed and its applicability has been validated across all the experimental results, showing improved modelling and representation of human performance in combined movements of 3D object pointing and manipulation tasks than existing work. Lastly, the implications on 3D interaction, teleoperation and object task design in virtual reality are discussed.

cs.HC↗

Reachability Map for Diverse Balancing Strategies and Energy Efficient Stepping of Humanoids

In legged locomotion, the relationship between different gait behaviors and energy consumption must consider the full-body dynamics and the robot control as a whole, which cannot be captured by simple models. This work studies the robot dynamics and whole-body optimal control as a coupled system to investigate energy consumption during balance recovery. We developed a 2-phase nonlinear optimization pipeline for dynamic stepping, which generates reachability maps showing complex energy-stepping relations. We optimize gait parameters to search all reachable locations and quantify the energy cost during dynamic transitions, which allows studying the relationship between energy consumption and stepping locations given different initial conditions. We found that to achieve efficient actuation, the stepping location and timing can have simple approximations close to the underlying optimality. Despite the complexity of this nonlinear process, we show that near-minimal effort stepping locations fall within a region of attractions, rather than a narrow solution space suggested by a simple model. This provides new insights into the non-uniqueness of near-optimal solutions in robot motion planning and control, and the diversity of stepping behavior in humans.

cs.RO↗

Towards Better Graph Representation: Two-Branch Collaborative Graph Neural Networks for Multimodal Marketing Intention Detection

Inspired by the fact that spreading and collecting information through the Internet becomes the norm, more and more people choose to post for-profit contents (images and texts) in social networks. Due to the difficulty of network censors, malicious marketing may be capable of harming society. Therefore, it is meaningful to detect marketing intentions online automatically. However, gaps between multimodal data make it difficult to fuse images and texts for content marketing detection. To this end, this paper proposes Two-Branch Collaborative Graph Neural Networks to collaboratively represent multimodal data by Graph Convolution Networks (GCNs) in an end-to-end fashion. Experimental results demonstrate that our proposed method achieves superior graph classification performance for marketing intention detection.

cs.CV↗

Considerations and Challenges of Measuring Operator Performance in Telepresence and Teleoperation Entailing Mixed Reality Technologies

Assessing human performance in robotic scenarios such as those seen in telepresence and teleoperation has always been a challenging task. With the recent spike in mixed reality technologies and the subsequent focus by researchers, new pathways have opened in elucidating human perception and maximising overall immersion. Yet with the multitude of different assessment methods in evaluating operator performance in virtual environments within the field of HCI and HRI, inter-study comparability and transferability are limited. In this short paper, we present a brief overview of existing methods in assessing operator performance including subjective and objective approaches while also attempting to capture future technical challenges and frontiers. The ultimate goal is to assist and pinpoint readers towards potentially important directions with the future hope of providing a unified immersion framework for teleoperation and telepresence by standardizing a set of guidelines and evaluation methods.

cs.HC↗

Force-guided High-precision Grasping Control of Fragile and Deformable Objects using sEMG-based Force Prediction

Regulating contact forces with high precision is crucial for grasping and manipulating fragile or deformable objects. We aim to utilize the dexterity of human hands to regulate the contact forces for robotic hands and exploit human sensory-motor synergies in a wearable and non-invasive way. We extracted force information from the electric activities of skeletal muscles during their voluntary contractions through surface electromyography (sEMG). We built a regression model based on a Neural Network to predict the gripping force from the preprocessed sEMG signals and achieved high accuracy (R2 = 0.982). Based on the force command predicted from human muscles, we developed a force-guided control framework, where force control was realized via an admittance controller that tracked the predicted gripping force reference to grasp delicate and deformable objects. We demonstrated the effectiveness of the proposed method on a set of representative fragile and deformable objects from daily life, all of which were successfully grasped without any damage or deformation.

cs.RO↗

Learning natural locomotion behaviors for humanoid robots using human knowledge

This paper presents a new learning framework that leverages the knowledge from imitation learning, deep reinforcement learning, and control theories to achieve human-style locomotion that is natural, dynamic, and robust for humanoids. We proposed novel approaches to introduce human bias, i.e. motion capture data and a special Multi-Expert network structure. We used the Multi-Expert network structure to smoothly blend behavioral features, and used the augmented reward design for the task and imitation rewards. Our reward design is composable, tunable, and explainable by using fundamental concepts from conventional humanoid control. We rigorously validated and benchmarked the learning framework which consistently produced robust locomotion behaviors in various test scenarios. Further, we demonstrated the capability of learning robust and versatile policies in the presence of disturbances, such as terrain irregularities and external pushes.

cs.RO↗

Trajectory optimization for contact-rich motions using implicit differential dynamic programming

This paper presents a novel approach using sensitivity analysis for generalizing Differential Dynamic Programming (DDP) to systems characterized by implicit dynamics, such as those modelled via inverse dynamics and variational or implicit integrators. It leads to a more general formulation of DDP, enabling for example the use of the faster recursive Newton-Euler inverse dynamics. We leverage the implicit formulation for precise and exact contact modelling in DDP, where we focus on two contributions: (1) Contact dynamics in acceleration level that enables high-order integration schemes; (2) Formulation using an invertible contact model in the forward pass and a closed form solution in the backward pass to improve the numerical resolution of contacts. The performance of the proposed framework is validated (1) by comparing implicit versus explicit DDP for the swing-up of a double pendulum, and (2) by planning motions for two tasks using a single leg model making multi-body contacts with the environment: standing up from ground, where a priori contact enumeration is challenging, and maintaining balance under an external perturbation.

cs.RO↗

Meta-Reinforcement Learning for Adaptive Motor Control in Changing Robot Dynamics and Environments

This work developed a meta-learning approach that adapts the control policy on the fly to different changing conditions for robust locomotion. The proposed method constantly updates the interaction model, samples feasible sequences of actions of estimated the state-action trajectories, and then applies the optimal actions to maximize the reward. To achieve online model adaptation, our proposed method learns different latent vectors of each training condition, which are selected online given the newly collected data. Our work designs appropriate state space and reward functions, and optimizes feasible actions in an MPC fashion which are then sampled directly in the joint space considering constraints, hence requiring no prior design of specific walking gaits. We further demonstrate the robot's capability of detecting unexpected changes during interaction and adapting control policies quickly. The extensive validation on the SpotMicro robot in a physics simulation shows adaptive and robust locomotion skills under varying ground friction, external pushes, and different robot models including hardware faults and changes.

cs.RO↗

The Challenges in Modeling Human Performance in 3D Space with Fitts' Law

With the rapid growth in virtual reality technologies, object interaction is becoming increasingly more immersive, elucidating human perception and leading to promising directions towards evaluating human performance under different settings. This spike in technological growth exponentially increased the need for a human performance metric in 3D space. Fitts' law is perhaps the most widely used human prediction model in HCI history attempting to capture human movement in lower dimensions. Despite the collective effort towards deriving an advanced extension of a 3D human performance model based on Fitts' law, a standardized metric is still missing. Moreover, most of the extensions to date assume or limit their findings to certain settings, effectively disregarding important variables that are fundamental to 3D object interaction. In this review, we investigate and analyze the most prominent extensions of Fitts' law and compare their characteristics pinpointing to potentially important aspects for deriving a higher-dimensional performance model. Lastly, we mention the complexities, frontiers as well as potential challenges that may lay ahead.

cs.HC↗

Multi-expert learning of adaptive legged locomotion

Achieving versatile robot locomotion requires motor skills which can adapt to previously unseen situations. We propose a Multi-Expert Learning Architecture (MELA) that learns to generate adaptive skills from a group of representative expert skills. During training, MELA is first initialised by a distinct set of pre-trained experts, each in a separate deep neural network (DNN). Then by learning the combination of these DNNs using a Gating Neural Network (GNN), MELA can acquire more specialised experts and transitional skills across various locomotion modes. During runtime, MELA constantly blends multiple DNNs and dynamically synthesises a new DNN to produce adaptive behaviours in response to changing situations. This approach leverages the advantages of trained expert skills and the fast online synthesis of adaptive policies to generate responsive motor skills during the changing tasks. Using a unified MELA framework, we demonstrated successful multi-skill locomotion on a real quadruped robot that performed coherent trotting, steering, and fall recovery autonomously, and showed the merit of multi-expert learning generating behaviours which can adapt to unseen scenarios.

cs.RO↗