Abstract:In recent years, diffusion models have achieved tremendous success in the field of video generation, with controllable video generation receiving significant attention. However, existing control methods still face two limitations: Firstly, control conditions (such as depth maps, 3D Mesh) are difficult for ordinary users to obtain directly. Secondly, it's challenging to drive multiple objects through complex motions with multiple trajectories simultaneously. In this paper, we introduce DragEntity, a video generation model that utilizes entity representation for controlling the motion of multiple objects. Compared to previous methods, DragEntity offers two main advantages: 1) Our method is more user-friendly for interaction because it allows users to drag entities within the image rather than individual pixels. 2) We use entity representation to represent any object in the image, and multiple objects can maintain relative spatial relationships. Therefore, we allow multiple trajectories to control multiple objects in the image with different levels of complexity simultaneously. Our experiments validate the effectiveness of DragEntity, demonstrating its excellent performance in fine-grained control in video generation.
Abstract:Self-play, characterized by agents' interactions with copies or past versions of itself, has recently gained prominence in reinforcement learning. This paper first clarifies the preliminaries of self-play, including the multi-agent reinforcement learning framework and basic game theory concepts. Then it provides a unified framework and classifies existing self-play algorithms within this framework. Moreover, the paper bridges the gap between the algorithms and their practical implications by illustrating the role of self-play in different scenarios. Finally, the survey highlights open challenges and future research directions in self-play. This paper is an essential guide map for understanding the multifaceted landscape of self-play in RL.
Abstract:In this work, we introduce OmniDrones, an efficient and flexible platform tailored for reinforcement learning in drone control, built on Nvidia's Omniverse Isaac Sim. It employs a bottom-up design approach that allows users to easily design and experiment with various application scenarios on top of GPU-parallelized simulations. It also offers a range of benchmark tasks, presenting challenges ranging from single-drone hovering to over-actuated system tracking. In summary, we propose an open-sourced drone simulation platform, equipped with an extensive suite of tools for drone learning. It includes 4 drone models, 5 sensor modalities, 4 control modes, over 10 benchmark tasks, and a selection of widely used RL baselines. To showcase the capabilities of OmniDrones and to support future research, we also provide preliminary results on these benchmark tasks. We hope this platform will encourage further studies on applying RL to practical drone systems.