Abstract:Neural MMO 2.0 is a massively multi-agent environment for reinforcement learning research. The key feature of this new version is a flexible task system that allows users to define a broad range of objectives and reward signals. We challenge researchers to train agents capable of generalizing to tasks, maps, and opponents never seen during training. Neural MMO features procedurally generated maps with 128 agents in the standard setting and support for up to. Version 2.0 is a complete rewrite of its predecessor with three-fold improved performance and compatibility with CleanRL. We release the platform as free and open-source software with comprehensive documentation available at neuralmmo.github.io and an active community Discord. To spark initial research on this new platform, we are concurrently running a competition at NeurIPS 2023.
Abstract:Class activation maps are widely used for explaining deep neural networks. Due to its ability to highlight regions of interest, it has evolved in recent years as a key step in weakly supervised learning. A major limitation to the performance of the class activation maps is the small spatial resolution of the feature maps in the last layer of the convolutional neural network. Therefore, we expect to generate high-resolution feature maps that result in high-quality semantic information. In this paper, we rethink the properties of semantic information in shallow feature maps. We find that the shallow feature maps still have fine-grained non-discriminative features while mixing considerable non-target noise. Furthermore, we propose a simple gradient-based denoising method to filter the noise by truncating the positive gradient. Our proposed scheme can be easily deployed in other CAM-related methods, facilitating these methods to obtain higher-quality class activation maps. We evaluate the proposed approach through a weakly-supervised semantic segmentation task, and a large number of experiments demonstrate the effectiveness of our approach.
Abstract:We propose a novel mechanism that propagates vibration through soft twisted beams, taking advantage of dynamically-coupled anisotropic stiffness to simplify the actuation of walking robots. Using dynamic simulation and experimental approaches, we show that the coupled stiffness of twisted beams with terrain contact can be controlled to generate a variety of complex trajectories by changing the frequency of the input signal. This work reveals how ground contact influences the system's dynamic behavior, supporting the design of walking robots inspired by this phenomenon. We also show that the proposed twisted beam produces a tunable walking gait from a single vibrational input.
Abstract:In recent years, Multi-Agent Path Finding (MAPF) has attracted attention from the fields of both Operations Research (OR) and Reinforcement Learning (RL). However, in the 2021 Flatland3 Challenge, a competition on MAPF, the best RL method scored only 27.9, far less than the best OR method. This paper proposes a new RL solution to Flatland3 Challenge, which scores 125.3, several times higher than the best RL solution before. We creatively apply a novel network architecture, TreeLSTM, to MAPF in our solution. Together with several other RL techniques, including reward shaping, multiple-phase training, and centralized control, our solution is comparable to the top 2-3 OR methods.