Hoang-Giang Cao

RO
4papers
32citations
Novelty43%
AI Score25

4 Papers

CVSep 24, 2023
A SAM-based Solution for Hierarchical Panoptic Segmentation of Crops and Weeds Competition

Khoa Dang Nguyen, Thanh-Hai Phung, Hoang-Giang Cao

Panoptic segmentation in agriculture is an advanced computer vision technique that provides a comprehensive understanding of field composition. It facilitates various tasks such as crop and weed segmentation, plant panoptic segmentation, and leaf instance segmentation, all aimed at addressing challenges in agriculture. Exploring the application of panoptic segmentation in agriculture, the 8th Workshop on Computer Vision in Plant Phenotyping and Agriculture (CVPPA) hosted the challenge of hierarchical panoptic segmentation of crops and weeds using the PhenoBench dataset. To tackle the tasks presented in this competition, we propose an approach that combines the effectiveness of the Segment AnyThing Model (SAM) for instance segmentation with prompt input from object detection models. Specifically, we integrated two notable approaches in object detection, namely DINO and YOLO-v8. Our best-performing model achieved a PQ+ score of 81.33 based on the evaluation metrics of the competition.

ROApr 20, 2023
Reinforcement Learning for Picking Cluttered General Objects with Dense Object Descriptors

Hoang-Giang Cao, Weihao Zeng, I-Chen Wu

Picking cluttered general objects is a challenging task due to the complex geometries and various stacking configurations. Many prior works utilize pose estimation for picking, but pose estimation is difficult on cluttered objects. In this paper, we propose Cluttered Objects Descriptors (CODs), a dense cluttered objects descriptor that can represent rich object structures, and use the pre-trained CODs network along with its intermediate outputs to train a picking policy. Additionally, we train the policy with reinforcement learning, which enable the policy to learn picking without supervision. We conduct experiments to demonstrate that our CODs is able to consistently represent seen and unseen cluttered objects, which allowed for the picking policy to robustly pick cluttered general objects. The resulting policy can pick 96.69% of unseen objects in our experimental environment which is twice as cluttered as the training scenarios.

ROApr 18, 2023
Learning Sim-to-Real Dense Object Descriptors for Robotic Manipulation

Hoang-Giang Cao, Weihao Zeng, I-Chen Wu

It is crucial to address the following issues for ubiquitous robotics manipulation applications: (a) vision-based manipulation tasks require the robot to visually learn and understand the object with rich information like dense object descriptors; and (b) sim-to-real transfer in robotics aims to close the gap between simulated and real data. In this paper, we present Sim-to-Real Dense Object Nets (SRDONs), a dense object descriptor that not only understands the object via appropriate representation but also maps simulated and real data to a unified feature space with pixel consistency. We proposed an object-to-object matching method for image pairs from different scenes and different domains. This method helps reduce the effort of training data from real-world by taking advantage of public datasets, such as GraspNet. With sim-to-real object representation consistency, our SRDONs can serve as a building block for a variety of sim-to-real manipulation tasks. We demonstrate in experiments that pre-trained SRDONs significantly improve performances on unseen objects and unseen visual environments for various robotic tasks with zero real-world training.

MAJun 30, 2024
Multi-Agent Training for Pommerman: Curriculum Learning and Population-based Self-Play Approach

Nhat-Minh Huynh, Hoang-Giang Cao, I-Chen Wu

Pommerman is a multi-agent environment that has received considerable attention from researchers in recent years. This environment is an ideal benchmark for multi-agent training, providing a battleground for two teams with communication capabilities among allied agents. Pommerman presents significant challenges for model-free reinforcement learning due to delayed action effects, sparse rewards, and false positives, where opponent players can lose due to their own mistakes. This study introduces a system designed to train multi-agent systems to play Pommerman using a combination of curriculum learning and population-based self-play. We also tackle two challenging problems when deploying the multi-agent training system for competitive games: sparse reward and suitable matchmaking mechanism. Specifically, we propose an adaptive annealing factor based on agents' performance to adjust the dense exploration reward during training dynamically. Additionally, we implement a matchmaking mechanism utilizing the Elo rating system to pair agents effectively. Our experimental results demonstrate that our trained agent can outperform top learning agents without requiring communication among allied agents.