Abstract:Controlling hands in the high-dimensional action space has been a longstanding challenge, yet humans naturally perform dexterous tasks with ease. In this paper, we draw inspiration from the human embodied cognition and reconsider dexterous hands as learnable systems. Specifically, we introduce MoDex, a framework which employs a neural hand model to capture the dynamical characteristics of hand movements. Based on the model, a bidirectional planning method is developed, which demonstrates efficiency in both training and inference. The method is further integrated with a large language model to generate various gestures such as ``Scissorshand" and ``Rock\&Roll." Moreover, we show that decomposing the system dynamics into a pretrained hand model and an external model improves data efficiency, as supported by both theoretical analysis and empirical experiments. Additional visualization results are available at https://tongwu19.github.io/MoDex.
Abstract:Federated Learning (FL) offers a decentralized approach to model training, where data remains local and only model parameters are shared between the clients and the central server. Traditional methods, such as Federated Averaging (FedAvg), linearly aggregate these parameters which are usually trained on heterogeneous data distributions, potentially overlooking the complex, high-dimensional nature of the parameter space. This can result in degraded performance of the aggregated model. While personalized FL approaches can mitigate the heterogeneous data issue to some extent, the limitation of linear aggregation remains unresolved. To alleviate this issue, we investigate the generative approach of diffusion model and propose a novel generative parameter aggregation framework for personalized FL, \texttt{pFedGPA}. In this framework, we deploy a diffusion model on the server to integrate the diverse parameter distributions and propose a parameter inversion method to efficiently generate a set of personalized parameters for each client. This inversion method transforms the uploaded parameters into a latent code, which is then aggregated through denoising sampling to produce the final personalized parameters. By encoding the dependence of a client's model parameters on the specific data distribution using the high-capacity diffusion model, \texttt{pFedGPA} can effectively decouple the complexity of the overall distribution of all clients' model parameters from the complexity of each individual client's parameter distribution. Our experimental results consistently demonstrate the superior performance of the proposed method across multiple datasets, surpassing baseline approaches.
Abstract:Transparent objects are common in daily life, while their unique optical properties pose challenges for RGB-D cameras, which struggle to capture accurate depth information. For assistant robots, accurately perceiving transparent objects held by humans is essential for effective human-robot interaction. This paper presents a Hand-Aware Depth Restoration (HADR) method for hand-held transparent objects based on creating an implicit neural representation function from a single RGB-D image. The proposed method introduces the hand posture as an important guidance to leverage semantic and geometric information. To train and evaluate the proposed method, we create a high-fidelity synthetic dataset called TransHand-14K with a real-to-sim data generation scheme. Experiments show that our method has a better performance and generalization ability compared with existing methods. We further develop a real-world human-to-robot handover system based on the proposed depth restoration method, demonstrating its application value in human-robot interaction.
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:Large pre-trained models, such as large language models (LLMs), present significant resource challenges for fine-tuning due to their extensive parameter sizes, especially for applications in mobile systems. To address this, Low-Rank Adaptation (LoRA) has been developed to reduce resource consumption while maintaining satisfactory fine-tuning results. Despite its effectiveness, the original LoRA method faces challenges of suboptimal performance and overfitting. This paper investigates the intrinsic dimension of the matrix updates approximated by the LoRA method and reveals the performance benefits of increasing this intrinsic dimension. By employing regularization and a gradient masking method that encourages higher intrinsic dimension, the proposed method, termed Regularized and Masked LoRA (RM-LoRA), achieves superior generalization performance with the same or lower trainable parameter budget compared to the original LoRA and its latest variants across various open-source vision and language datasets.
Abstract:Tactile sensors, which provide information about the physical properties of objects, are an essential component of robotic systems. The visuotactile sensing technology with the merits of high resolution and low cost has facilitated the development of robotics from environment exploration to dexterous operation. Over the years, several reviews on visuotactile sensors for robots have been presented, but few of them discussed the significance of signal processing methods to visuotactile sensors. Apart from ingenious hardware design, the full potential of the sensory system toward designated tasks can only be released with the appropriate signal processing methods. Therefore, this paper provides a comprehensive review of visuotactile sensors from the perspective of signal processing methods and outlooks possible future research directions for visuotactile sensors.
Abstract:The advent of simulation engines has revolutionized learning and operational efficiency for robots, offering cost-effective and swift pipelines. However, the lack of a universal simulation platform tailored for chemical scenarios impedes progress in robotic manipulation and visualization of reaction processes. Addressing this void, we present Chemistry3D, an innovative toolkit that integrates extensive chemical and robotic knowledge. Chemistry3D not only enables robots to perform chemical experiments but also provides real-time visualization of temperature, color, and pH changes during reactions. Built on the NVIDIA Omniverse platform, Chemistry3D offers interfaces for robot operation, visual inspection, and liquid flow control, facilitating the simulation of special objects such as liquids and transparent entities. Leveraging this toolkit, we have devised RL tasks, object detection, and robot operation scenarios. Additionally, to discern disparities between the rendering engine and the real world, we conducted transparent object detection experiments using Sim2Real, validating the toolkit's exceptional simulation performance. The source code is available at https://github.com/huangyan28/Chemistry3D, and a related tutorial can be found at https://www.omni-chemistry.com.
Abstract:Although large-scale pre-trained models hold great potential for adapting to downstream tasks through fine-tuning, the performance of such fine-tuned models is often limited by the difficulty of collecting sufficient high-quality, task-specific data. Federated Learning (FL) offers a promising solution by enabling fine-tuning across large-scale clients with a variety of task data, but it is bottlenecked by significant communication overhead due to the pre-trained models' extensive size. This paper addresses the high communication cost for fine-tuning large pre-trained models within FL frameworks through low-rank fine-tuning. Specifically, we train a low-rank adapter for each individual task on the client side, followed by server-side clustering for similar group of adapters to achieve task-specific aggregation. Extensive experiments on various language and vision tasks, such as GLUE and CIFAR-10/100, reveal the evolution of task-specific adapters throughout the FL training process and verify the effectiveness of the proposed low-rank task-specific adapter clustering (TAC) method.
Abstract:When addressing the challenge of complex multi-objective optimization problems, particularly those with non-convex and non-uniform Pareto fronts, Decomposition-based Multi-Objective Evolutionary Algorithms (MOEADs) often converge to local optima, thereby limiting solution diversity. Despite its significance, this issue has received limited theoretical exploration. Through a comprehensive geometric analysis, we identify that the traditional method of Reference Point (RP) selection fundamentally contributes to this challenge. In response, we introduce an innovative RP selection strategy, the Weight Vector-Guided and Gaussian-Hybrid method, designed to overcome the local optima issue. This approach employs a novel RP type that aligns with weight vector directions and integrates a Gaussian distribution to combine three distinct RP categories. Our research comprises two main experimental components: an ablation study involving 14 algorithms within the MOEADs framework, spanning from 2014 to 2022, to validate our theoretical framework, and a series of empirical tests to evaluate the effectiveness of our proposed method against both traditional and cutting-edge alternatives. Results demonstrate that our method achieves remarkable improvements in both population diversity and convergence.
Abstract:Online user-generated content games (UGCGs) are increasingly popular among children and adolescents for social interaction and more creative online entertainment. However, they pose a heightened risk of exposure to explicit content, raising growing concerns for the online safety of children and adolescents. Despite these concerns, few studies have addressed the issue of illicit image-based promotions of unsafe UGCGs on social media, which can inadvertently attract young users. This challenge arises from the difficulty of obtaining comprehensive training data for UGCG images and the unique nature of these images, which differ from traditional unsafe content. In this work, we take the first step towards studying the threat of illicit promotions of unsafe UGCGs. We collect a real-world dataset comprising 2,924 images that display diverse sexually explicit and violent content used to promote UGCGs by their game creators. Our in-depth studies reveal a new understanding of this problem and the urgent need for automatically flagging illicit UGCG promotions. We additionally create a cutting-edge system, UGCG-Guard, designed to aid social media platforms in effectively identifying images used for illicit UGCG promotions. This system leverages recently introduced large vision-language models (VLMs) and employs a novel conditional prompting strategy for zero-shot domain adaptation, along with chain-of-thought (CoT) reasoning for contextual identification. UGCG-Guard achieves outstanding results, with an accuracy rate of 94% in detecting these images used for the illicit promotion of such games in real-world scenarios.