CVJun 13, 2022
A Multi-purpose Realistic Haze Benchmark with Quantifiable Haze Levels and Ground TruthPriya Narayanan, Xin Hu, Zhenyu Wu et al.
Imagery collected from outdoor visual environments is often degraded due to the presence of dense smoke or haze. A key challenge for research in scene understanding in these degraded visual environments (DVE) is the lack of representative benchmark datasets. These datasets are required to evaluate state-of-the-art vision algorithms (e.g., detection and tracking) in degraded settings. In this paper, we address some of these limitations by introducing the first realistic hazy image benchmark, from both aerial and ground view, with paired haze-free images, and in-situ haze density measurements. This dataset was produced in a controlled environment with professional smoke generating machines that covered the entire scene, and consists of images captured from the perspective of both an unmanned aerial vehicle (UAV) and an unmanned ground vehicle (UGV). We also evaluate a set of representative state-of-the-art dehazing approaches as well as object detectors on the dataset. The full dataset presented in this paper, including the ground truth object classification bounding boxes and haze density measurements, is provided for the community to evaluate their algorithms at: https://a2i2-archangel.vision. A subset of this dataset has been used for the ``Object Detection in Haze'' Track of CVPR UG2 2022 challenge at http://cvpr2022.ug2challenge.org/track1.html.
ROMar 14, 2023
RE-MOVE: An Adaptive Policy Design for Robotic Navigation Tasks in Dynamic Environments via Language-Based FeedbackSouradip Chakraborty, Kasun Weerakoon, Prithvi Poddar et al.
Reinforcement learning-based policies for continuous control robotic navigation tasks often fail to adapt to changes in the environment during real-time deployment, which may result in catastrophic failures. To address this limitation, we propose a novel approach called RE-MOVE (REquest help and MOVE on) to adapt already trained policy to real-time changes in the environment without re-training via utilizing a language-based feedback. The proposed approach essentially boils down to addressing two main challenges of (1) when to ask for feedback and, if received, (2) how to incorporate feedback into trained policies. RE-MOVE incorporates an epistemic uncertainty-based framework to determine the optimal time to request instructions-based feedback. For the second challenge, we employ a zero-shot learning natural language processing (NLP) paradigm with efficient, prompt design and leverage state-of-the-art GPT-3.5, Llama-2 language models. To show the efficacy of the proposed approach, we performed extensive synthetic and real-world evaluations in several test-time dynamic navigation scenarios. Utilizing RE-MOVE result in up to 80% enhancement in the attainment of successful goals, coupled with a reduction of 13.50% in the normalized trajectory length, as compared to alternative approaches, particularly in demanding real-world environments with perceptual challenges.
LGMar 20, 2022
Automated Detection of Acute Promyelocytic Leukemia in Blood Films and Bone Marrow Aspirates with Annotation-free Deep LearningPetru Manescu, Priya Narayanan, Christopher Bendkowski et al.
While optical microscopy inspection of blood films and bone marrow aspirates by a hematologist is a crucial step in establishing diagnosis of acute leukemia, especially in low-resource settings where other diagnostic modalities might not be available, the task remains time-consuming and prone to human inconsistencies. This has an impact especially in cases of Acute Promyelocytic Leukemia (APL) that require urgent treatment. Integration of automated computational hematopathology into clinical workflows can improve the throughput of these services and reduce cognitive human error. However, a major bottleneck in deploying such systems is a lack of sufficient cell morphological object-labels annotations to train deep learning models. We overcome this by leveraging patient diagnostic labels to train weakly-supervised models that detect different types of acute leukemia. We introduce a deep learning approach, Multiple Instance Learning for Leukocyte Identification (MILLIE), able to perform automated reliable analysis of blood films with minimal supervision. Without being trained to classify individual cells, MILLIE differentiates between acute lymphoblastic and myeloblastic leukemia in blood films. More importantly, MILLIE detects APL in blood films (AUC 0.94+/-0.04) and in bone marrow aspirates (AUC 0.99+/-0.01). MILLIE is a viable solution to augment the throughput of clinical pathways that require assessment of blood film microscopy.
CVAug 11, 2019Code
Delving into Robust Object Detection from Unmanned Aerial Vehicles: A Deep Nuisance Disentanglement ApproachZhenyu Wu, Karthik Suresh, Priya Narayanan et al.
Object detection from images captured by Unmanned Aerial Vehicles (UAVs) is becoming increasingly useful. Despite the great success of the generic object detection methods trained on ground-to-ground images, a huge performance drop is observed when they are directly applied to images captured by UAVs. The unsatisfactory performance is owing to many UAV-specific nuisances, such as varying flying altitudes, adverse weather conditions, dynamically changing viewing angles, etc. Those nuisances constitute a large number of fine-grained domains, across which the detection model has to stay robust. Fortunately, UAVs will record meta-data that depict those varying attributes, which are either freely available along with the UAV images, or can be easily obtained. We propose to utilize those free meta-data in conjunction with associated UAV images to learn domain-robust features via an adversarial training framework dubbed Nuisance Disentangled Feature Transform (NDFT), for the specific challenging problem of object detection in UAV images, achieving a substantial gain in robustness to those nuisances. We demonstrate the effectiveness of our proposed algorithm, by showing state-of-the-art performance (single model) on two existing UAV-based object detection benchmarks. The code is available at https://github.com/TAMU-VITA/UAV-NDFT.
ROMar 24, 2025
Learning Multi-Robot Coordination through Locality-Based Factorized Multi-Agent Actor-Critic AlgorithmChak Lam Shek, Amrit Singh Bedi, Anjon Basak et al.
In this work, we present a novel cooperative multi-agent reinforcement learning method called \textbf{Loc}ality based \textbf{Fac}torized \textbf{M}ulti-Agent \textbf{A}ctor-\textbf{C}ritic (Loc-FACMAC). Existing state-of-the-art algorithms, such as FACMAC, rely on global reward information, which may not accurately reflect the quality of individual robots' actions in decentralized systems. We integrate the concept of locality into critic learning, where strongly related robots form partitions during training. Robots within the same partition have a greater impact on each other, leading to more precise policy evaluation. Additionally, we construct a dependency graph to capture the relationships between robots, facilitating the partitioning process. This approach mitigates the curse of dimensionality and prevents robots from using irrelevant information. Our method improves existing algorithms by focusing on local rewards and leveraging partition-based learning to enhance training efficiency and performance. We evaluate the performance of Loc-FACMAC in three environments: Hallway, Multi-cartpole, and Bounded-Cooperative-Navigation. We explore the impact of partition sizes on the performance and compare the result with baseline MARL algorithms such as LOMAQ, FACMAC, and QMIX. The experiments reveal that, if the locality structure is defined properly, Loc-FACMAC outperforms these baseline algorithms up to 108\%, indicating that exploiting the locality structure in the actor-critic framework improves the MARL performance.
LGOct 21, 2021
On games and simulators as a platform for development of artificial intelligence for command and controlVinicius G. Goecks, Nicholas Waytowich, Derrik E. Asher et al.
Games and simulators can be a valuable platform to execute complex multi-agent, multiplayer, imperfect information scenarios with significant parallels to military applications: multiple participants manage resources and make decisions that command assets to secure specific areas of a map or neutralize opposing forces. These characteristics have attracted the artificial intelligence (AI) community by supporting development of algorithms with complex benchmarks and the capability to rapidly iterate over new ideas. The success of artificial intelligence algorithms in real-time strategy games such as StarCraft II have also attracted the attention of the military research community aiming to explore similar techniques in military counterpart scenarios. Aiming to bridge the connection between games and military applications, this work discusses past and current efforts on how games and simulators, together with the artificial intelligence algorithms, have been adapted to simulate certain aspects of military missions and how they might impact the future battlefield. This paper also investigates how advances in virtual reality and visual augmentation systems open new possibilities in human interfaces with gaming platforms and their military parallels.