Abstract:We introduce a lightweight LLM-based framework designed to enhance the autonomy and robustness of domestic robots, targeting onboard embodied intelligence. By addressing challenges such as kinematic constraints and dynamic environments, our approach reduces reliance on large-scale data and incorporates a robot-agnostic pipeline. Our framework, InteLiPlan, ensures that the LLM model's decision-making capabilities are effectively aligned with robotic functions, enhancing operational robustness and adaptability, while our human-in-the-loop mechanism allows for real-time human intervention in the case where the system fails. We evaluate our method in both simulation and on the real Toyota HSR robot. The results show that our method achieves a 93% success rate in the fetch me task completion with system failure recovery, outperforming the baseline method in a domestic environment. InteLiPlan achieves comparable performance to the state-of-the-art large-scale LLM-based robotics planner, while guaranteeing real-time onboard computing with embodied intelligence.
Abstract:Humans can not only recognize and understand the world in its current state but also envision future scenarios that extend beyond immediate perception. To resemble this profound human capacity, we introduce zero-shot task hallucination -- given a single RGB image of any scene comprising unknown environments and objects, our model can identify potential tasks and imagine their execution in a vivid narrative, realized as a video. We develop a modular pipeline that progressively enhances scene decomposition, comprehension, and reconstruction, incorporating VLM for dynamic interaction and 3D motion planning for object trajectories. Our model can discover diverse tasks, with the generated task videos demonstrating realistic and compelling visual outcomes that are understandable by both machines and humans. Project Page: https://dannymcy.github.io/zeroshot_task_hallucination/
Abstract:Deploying neural networks on microcontroller units (MCUs) presents substantial challenges due to their constrained computation and memory resources. Previous researches have explored patch-based inference as a strategy to conserve memory without sacrificing model accuracy. However, this technique suffers from severe redundant computation overhead, leading to a substantial increase in execution latency. A feasible solution to address this issue is mixed-precision quantization, but it faces the challenges of accuracy degradation and a time-consuming search time. In this paper, we propose QuantMCU, a novel patch-based inference method that utilizes value-driven mixed-precision quantization to reduce redundant computation. We first utilize value-driven patch classification (VDPC) to maintain the model accuracy. VDPC classifies patches into two classes based on whether they contain outlier values. For patches containing outlier values, we apply 8-bit quantization to the feature maps on the dataflow branches that follow. In addition, for patches without outlier values, we utilize value-driven quantization search (VDQS) on the feature maps of their following dataflow branches to reduce search time. Specifically, VDQS introduces a novel quantization search metric that takes into account both computation and accuracy, and it employs entropy as an accuracy representation to avoid additional training. VDQS also adopts an iterative approach to determine the bitwidth of each feature map to further accelerate the search process. Experimental results on real-world MCU devices show that QuantMCU can reduce computation by 2.2x on average while maintaining comparable model accuracy compared to the state-of-the-art patch-based inference methods.
Abstract:The introduction of neural radiance fields has greatly improved the effectiveness of view synthesis for monocular videos. However, existing algorithms face difficulties when dealing with uncontrolled or lengthy scenarios, and require extensive training time specific to each new scenario. To tackle these limitations, we propose DynPoint, an algorithm designed to facilitate the rapid synthesis of novel views for unconstrained monocular videos. Rather than encoding the entirety of the scenario information into a latent representation, DynPoint concentrates on predicting the explicit 3D correspondence between neighboring frames to realize information aggregation. Specifically, this correspondence prediction is achieved through the estimation of consistent depth and scene flow information across frames. Subsequently, the acquired correspondence is utilized to aggregate information from multiple reference frames to a target frame, by constructing hierarchical neural point clouds. The resulting framework enables swift and accurate view synthesis for desired views of target frames. The experimental results obtained demonstrate the considerable acceleration of training time achieved - typically an order of magnitude - by our proposed method while yielding comparable outcomes compared to prior approaches. Furthermore, our method exhibits strong robustness in handling long-duration videos without learning a canonical representation of video content.
Abstract:This paper proposes Shoggoth, an efficient edge-cloud collaborative architecture, for boosting inference performance on real-time video of changing scenes. Shoggoth uses online knowledge distillation to improve the accuracy of models suffering from data drift and offloads the labeling process to the cloud, alleviating constrained resources of edge devices. At the edge, we design adaptive training using small batches to adapt models under limited computing power, and adaptive sampling of training frames for robustness and reducing bandwidth. The evaluations on the realistic dataset show 15%-20% model accuracy improvement compared to the edge-only strategy and fewer network costs than the cloud-only strategy.
Abstract:A truly generalizable approach to rigid segmentation and motion estimation is fundamental to 3D understanding of articulated objects and moving scenes. In view of the tightly coupled relationship between segmentation and motion estimates, we present an SE(3) equivariant architecture and a training strategy to tackle this task in an unsupervised manner. Our architecture comprises two lightweight and inter-connected heads that predict segmentation masks using point-level invariant features and motion estimates from SE(3) equivariant features without the prerequisites of category information. Our unified training strategy can be performed online while jointly optimizing the two predictions by exploiting the interrelations among scene flow, segmentation mask, and rigid transformations. We show experiments on four datasets as evidence of the superiority of our method both in terms of model performance and computational efficiency with only 0.25M parameters and 0.92G FLOPs. To the best of our knowledge, this is the first work designed for category-agnostic part-level SE(3) equivariance in dynamic point clouds.
Abstract:The MultiCoNER II task aims to detect complex, ambiguous, and fine-grained named entities in low-context situations and noisy scenarios like the presence of spelling mistakes and typos for multiple languages. The task poses significant challenges due to the scarcity of contextual information, the high granularity of the entities(up to 33 classes), and the interference of noisy data. To address these issues, our team {\bf PAI} proposes a universal Named Entity Recognition (NER) system that integrates external entity information to improve performance. Specifically, our system retrieves entities with properties from the knowledge base (i.e. Wikipedia) for a given text, then concatenates entity information with the input sentence and feeds it into Transformer-based models. Finally, our system wins 2 first places, 4 second places, and 1 third place out of 13 tracks. The code is publicly available at \url{https://github.com/diqiuzhuanzhuan/semeval-2023}.
Abstract:Recent works in robotic manipulation through reinforcement learning (RL) or imitation learning (IL) have shown potential for tackling a range of tasks e.g., opening a drawer or a cupboard. However, these techniques generalize poorly to unseen objects. We conjecture that this is due to the high-dimensional action space for joint control. In this paper, we take an alternative approach and separate the task of learning 'what to do' from 'how to do it' i.e., whole-body control. We pose the RL problem as one of determining the skill dynamics for a disembodied virtual manipulator interacting with articulated objects. The whole-body robotic kinematic control is optimized to execute the high-dimensional joint motion to reach the goals in the workspace. It does so by solving a quadratic programming (QP) model with robotic singularity and kinematic constraints. Our experiments on manipulating complex articulated objects show that the proposed approach is more generalizable to unseen objects with large intra-class variations, outperforming previous approaches. The evaluation results indicate that our approach generates more compliant robotic motion and outperforms the pure RL and IL baselines in task success rates. Additional information and videos are available at https://kl-research.github.io/decoupskill
Abstract:In this paper, a novel robotic grasping system is established to automatically pick up objects in cluttered scenes. A composite robotic hand composed of a suction cup and a gripper is designed for grasping the object stably. The suction cup is used for lifting the object from the clutter first and the gripper for grasping the object accordingly. We utilize the affordance map to provide pixel-wise lifting point candidates for the suction cup. To obtain a good affordance map, the active exploration mechanism is introduced to the system. An effective metric is designed to calculate the reward for the current affordance map, and a deep Q-Network (DQN) is employed to guide the robotic hand to actively explore the environment until the generated affordance map is suitable for grasping. Experimental results have demonstrated that the proposed robotic grasping system is able to greatly increase the success rate of the robotic grasping in cluttered scenes.
Abstract:Nearest neighbor search supports important applications in many domains, such as database, machine learning, computer vision. Since the computational cost for accurate search is too high, the community turned to the research of approximate nearest neighbor search (ANNS). Among them, graph-based algorithm is one of the most important branches. Research by Fu et al. shows that the algorithms based on Monotonic Search Network (MSNET), such as NSG and NSSG, have achieved the state-of-the-art search performance in efficiency. The MSNET is dedicated to achieving monotonic search with minimal out-degree of nodes to pursue high efficiency. However, the current MSNET designs did not optimize the probability of the monotonic search, and the lower bound of the probability is only 50%. If they fail in monotonic search stage, they have to suffer tremendous backtracking cost to achieve the required accuracy. This will cause performance problems in search efficiency. To address this problem, we propose (r,p)-MSNET, which achieves guaranteed probability on monotonic search. Due to the high building complexity of a strict (r,p)-MSNET, we propose TBSG, which is an approximation with low complexity. Experiment conducted on four million-scaled datasets show that TBSG outperforms existing state-of-the-art graph-based algorithms in search efficiency. Our code has been released on Github.