Daniele Bernardini

LG
7papers
49citations
Novelty41%
AI Score38

7 Papers

LGAug 28, 2023Code
Edge Generation Scheduling for DAG Tasks Using Deep Reinforcement Learning

Binqi Sun, Mirco Theile, Ziyuan Qin et al.

Directed acyclic graph (DAG) tasks are currently adopted in the real-time domain to model complex applications from the automotive, avionics, and industrial domains that implement their functionalities through chains of intercommunicating tasks. This paper studies the problem of scheduling real-time DAG tasks by presenting a novel schedulability test based on the concept of trivial schedulability. Using this schedulability test, we propose a new DAG scheduling framework (edge generation scheduling -- EGS) that attempts to minimize the DAG width by iteratively generating edges while guaranteeing the deadline constraint. We study how to efficiently solve the problem of generating edges by developing a deep reinforcement learning algorithm combined with a graph representation neural network to learn an efficient edge generation policy for EGS. We evaluate the effectiveness of the proposed algorithm by comparing it with state-of-the-art DAG scheduling heuristics and an optimal mixed-integer linear programming baseline. Experimental results show that the proposed algorithm outperforms the state-of-the-art by requiring fewer processors to schedule the same DAG tasks. The code is available at https://github.com/binqi-sun/egs.

CVAug 30, 2022
6IMPOSE: Bridging the Reality Gap in 6D Pose Estimation for Robotic Grasping

Hongpeng Cao, Lukas Dirnberger, Daniele Bernardini et al.

6D pose recognition has been a crucial factor in the success of robotic grasping, and recent deep learning based approaches have achieved remarkable results on benchmarks. However, their generalization capabilities in real-world applications remain unclear. To overcome this gap, we introduce 6IMPOSE, a novel framework for sim-to-real data generation and 6D pose estimation. 6IMPOSE consists of four modules: First, a data generation pipeline that employs the 3D software suite Blender to create synthetic RGBD image datasets with 6D pose annotations. Second, an annotated RGBD dataset of five household objects generated using the proposed pipeline. Third, a real-time two-stage 6D pose estimation approach that integrates the object detector YOLO-V4 and a streamlined, real-time version of the 6D pose estimation algorithm PVN3D optimized for time-sensitive robotics applications. Fourth, a codebase designed to facilitate the integration of the vision system into a robotic grasping experiment. Our approach demonstrates the efficient generation of large amounts of photo-realistic RGBD images and the successful transfer of the trained inference model to robotic grasping experiments, achieving an overall success rate of 87% in grasping five different household objects from cluttered backgrounds under varying lighting conditions. This is made possible by the fine-tuning of data generation and domain randomization techniques, and the optimization of the inference pipeline, overcoming the generalization and performance shortcomings of the original PVN3D algorithm. Finally, we make the code, synthetic dataset, and all the pretrained models available on Github.

LGJan 26, 2023
Learning to Generate All Feasible Actions

Mirco Theile, Daniele Bernardini, Raphael Trumpp et al.

Modern cyber-physical systems are becoming increasingly complex to model, thus motivating data-driven techniques such as reinforcement learning (RL) to find appropriate control agents. However, most systems are subject to hard constraints such as safety or operational bounds. Typically, to learn to satisfy these constraints, the agent must violate them systematically, which is computationally prohibitive in most systems. Recent efforts aim to utilize feasibility models that assess whether a proposed action is feasible to avoid applying the agent's infeasible action proposals to the system. However, these efforts focus on guaranteeing constraint satisfaction rather than the agent's learning efficiency. To improve the learning process, we introduce action mapping, a novel approach that divides the learning process into two steps: first learn feasibility and subsequently, the objective by mapping actions into the sets of feasible actions. This paper focuses on the feasibility part by learning to generate all feasible actions through self-supervised querying of the feasibility model. We train the agent by formulating the problem as a distribution matching problem and deriving gradient estimators for different divergences. Through an illustrative example, a robotic path planning scenario, and a robotic grasping simulation, we demonstrate the agent's proficiency in generating actions across disconnected feasible action sets. By addressing the feasibility step, this paper makes it possible to focus future work on the objective part of action mapping, paving the way for an RL framework that is both safe and efficient.

OCMar 12
Exploiting Parallelism in a QPALM-based Solver for Optimal Control

Pieter Pas, Kristoffer Fink Løwenstein, Daniele Bernardini et al.

We discuss the opportunities for parallelization in the recently proposed QPALM-OCP algorithm, a solver tailored to quadratic programs arising in optimal control. A significant part of the computational work can be carried out independently for the different stages in the optimal control problem. We exploit this specific structure to apply parallelization and vectorization techniques in an optimized C++ implementation of the method. Results for optimal control benchmark problems and comparisons to the original QPALM method are provided.

OCMar 23, 2021
A machine-learning approach to synthesize virtual sensors for parameter-varying systems

Daniele Masti, Daniele Bernardini, Alberto Bemporad

This paper introduces a novel model-free approach to synthesize virtual sensors for the estimation of dynamical quantities that are unmeasurable at runtime but are available for design purposes on test benches. After collecting a dataset of measurements of such quantities, together with other variables that are also available during on-line operations, the virtual sensor is obtained using machine learning techniques by training a predictor whose inputs are the measured variables and the features extracted by a bank of linear observers fed with the same measures. The approach is applicable to infer the value of quantities such as physical states and other time-varying parameters that affect the dynamics of the system. The proposed virtual sensor architecture - whose structure can be related to the Multiple Model Adaptive Estimation framework - is conceived to keep computational and memory requirements as low as possible, so that it can be efficiently implemented in embedded hardware platforms. The effectiveness of the approach is shown in different numerical examples, involving the estimation of the scheduling parameter of a nonlinear parameter-varying system, the reconstruction of the mode of a switching linear system, and the estimation of the state of charge (SoC) of a lithium-ion battery.

HCMar 8, 2017
Sigil3D: A Crowdsourcing Platform for Interactive 3D Content

Andrea Barillari, Daniele Bernardini, Pierluigi Crescenzi

In this paper we propose applying the crowdsourcing approach to a software platform that uses a modern and state-of-the-art 3D game engine. This platform could facilitate the generation and manipulation of interactive 3D environments by a community of users producing different content such as cultural heritage, scientific virtual labs, games, novel art forms and virtual museums.

SDFeb 28, 2017
Nonlinear Volterra model of a loudspeaker behavior based on Laser Doppler Vibrometry

Alessandro Loriga, Parvin Moyassari, Daniele Bernardini et al.

We demonstrate the capabilities of nonlinear Volterra models to simulate the behavior of an audio system and compare them to linear filters. In this paper a nonlinear model of an audio system based on Volterra series is presented and Normalized Least Mean Square algorithm is used to determine the Volterra series to third order. Training data for the models were collected measuring a physical speaker using a laser interferometer. We explore several training signals and filter's parameters. Results indicate a decrease in Mean Squared Error compared to the linear model with a dependency on the particular test signal, the order and the parameters of the model.