Jing Liang

CV
h-index62
15papers
423citations
Novelty52%
AI Score35

15 Papers

9.8CVMar 31, 2023Code
CrossLoc3D: Aerial-Ground Cross-Source 3D Place Recognition

Tianrui Guan, Aswath Muthuselvam, Montana Hoover et al.

We present CrossLoc3D, a novel 3D place recognition method that solves a large-scale point matching problem in a cross-source setting. Cross-source point cloud data corresponds to point sets captured by depth sensors with different accuracies or from different distances and perspectives. We address the challenges in terms of developing 3D place recognition methods that account for the representation gap between points captured by different sources. Our method handles cross-source data by utilizing multi-grained features and selecting convolution kernel sizes that correspond to most prominent features. Inspired by the diffusion models, our method uses a novel iterative refinement process that gradually shifts the embedding spaces from different sources to a single canonical space for better metric learning. In addition, we present CS-Campus3D, the first 3D aerial-ground cross-source dataset consisting of point cloud data from both aerial and ground LiDAR scans. The point clouds in CS-Campus3D have representation gaps and other features like different views, point densities, and noise patterns. We show that our CrossLoc3D algorithm can achieve an improvement of 4.74% - 15.37% in terms of the top 1 average recall on our CS-Campus3D benchmark and achieves performance comparable to state-of-the-art 3D place recognition method on the Oxford RobotCar. The code and CS-CAMPUS3D benchmark will be available at github.com/rayguan97/crossloc3d.

5.7CVSep 30, 2022Code
Inharmonious Region Localization by Magnifying Domain Discrepancy

Jing Liang, Li Niu, Penghao Wu et al.

Inharmonious region localization aims to localize the region in a synthetic image which is incompatible with surrounding background. The inharmony issue is mainly attributed to the color and illumination inconsistency produced by image editing techniques. In this work, we tend to transform the input image to another color space to magnify the domain discrepancy between inharmonious region and background, so that the model can identify the inharmonious region more easily. To this end, we present a novel framework consisting of a color mapping module and an inharmonious region localization network, in which the former is equipped with a novel domain discrepancy magnification loss and the latter could be an arbitrary localization network. Extensive experiments on image harmonization dataset show the superiority of our designed framework. Our code is available at https://github.com/bcmi/MadisNet-Inharmonious-Region-Localization.

2.2ROSep 19, 2022
MSVIPER: Improved Policy Distillation for Reinforcement-Learning-Based Robot Navigation

Aaron M. Roth, Jing Liang, Ram Sriram et al.

We present Multiple Scenario Verifiable Reinforcement Learning via Policy Extraction (MSVIPER), a new method for policy distillation to decision trees for improved robot navigation. MSVIPER learns an "expert" policy using any Reinforcement Learning (RL) technique involving learning a state-action mapping and then uses imitation learning to learn a decision-tree policy from it. We demonstrate that MSVIPER results in efficient decision trees and can accurately mimic the behavior of the expert policy. Moreover, we present efficient policy distillation and tree-modification techniques that take advantage of the decision tree structure to allow improvements to a policy without retraining. We use our approach to improve the performance of RL-based robot navigation algorithms for indoor and outdoor scenes. We demonstrate the benefits in terms of reduced freezing and oscillation behaviors (by up to 95\% reduction) for mobile robots navigating among dynamic obstacles and reduced vibrations and oscillation (by up to 17\%) for outdoor robot navigation on complex, uneven terrains.

3.7CVOct 5, 2022
Inharmonious Region Localization via Recurrent Self-Reasoning

Penghao Wu, Li Niu, Jing Liang et al.

Synthetic images created by image editing operations are prevalent, but the color or illumination inconsistency between the manipulated region and background may make it unrealistic. Thus, it is important yet challenging to localize the inharmonious region to improve the quality of synthetic image. Inspired by the classic clustering algorithm, we aim to group pixels into two clusters: inharmonious cluster and background cluster by inserting a novel Recurrent Self-Reasoning (RSR) module into the bottleneck of UNet structure. The mask output from RSR module is provided for the decoder as attention guidance. Finally, we adaptively combine the masks from RSR and the decoder to form our final mask. Experimental results on the image harmonization dataset demonstrate that our method achieves competitive performance both quantitatively and qualitatively.

6.5CVOct 14, 2024Code
ET-Former: Efficient Triplane Deformable Attention for 3D Semantic Scene Completion From Monocular Camera

Jing Liang, He Yin, Xuewei Qi et al.

We introduce ET-Former, a novel end-to-end algorithm for semantic scene completion using a single monocular camera. Our approach generates a semantic occupancy map from single RGB observation while simultaneously providing uncertainty estimates for semantic predictions. By designing a triplane-based deformable attention mechanism, our approach improves geometric understanding of the scene than other SOTA approaches and reduces noise in semantic predictions. Additionally, through the use of a Conditional Variational AutoEncoder (CVAE), we estimate the uncertainties of these predictions. The generated semantic and uncertainty maps will help formulate navigation strategies that facilitate safe and permissible decision making in the future. Evaluated on the Semantic-KITTI dataset, ET-Former achieves the highest Intersection over Union (IoU) and mean IoU (mIoU) scores while maintaining the lowest GPU memory usage, surpassing state-of-the-art (SOTA) methods. It improves the SOTA scores of IoU from 44.71 to 51.49 and mIoU from 15.04 to 16.30 on SeamnticKITTI test, with a notably low training memory consumption of 10.9 GB. Project page: https://github.com/jingGM/ET-Former.git.

15.8CYFeb 2, 2024
Bringing Generative AI to Adaptive Learning in Education

Hang Li, Tianlong Xu, Chaoli Zhang et al.

The recent surge in generative AI technologies, such as large language models and diffusion models, has boosted the development of AI applications in various domains, including science, finance, and education. Concurrently, adaptive learning, a concept that has gained substantial interest in the educational sphere, has proven its efficacy in enhancing students' learning efficiency. In this position paper, we aim to shed light on the intersectional studies of these two methods, which combine generative AI with adaptive learning concepts. By presenting discussions about the benefits, challenges, and potentials in this field, we argue that this union will contribute significantly to the development of the next-stage learning format in education.

13.0ROFeb 15, 2024Code
On the Vulnerability of LLM/VLM-Controlled Robotics

Xiyang Wu, Souradip Chakraborty, Ruiqi Xian et al.

In this work, we highlight vulnerabilities in robotic systems integrating large language models (LLMs) and vision-language models (VLMs) due to input modality sensitivities. While LLM/VLM-controlled robots show impressive performance across various tasks, their reliability under slight input variations remains underexplored yet critical. These models are highly sensitive to instruction or perceptual input changes, which can trigger misalignment issues, leading to execution failures with severe real-world consequences. To study this issue, we analyze the misalignment-induced vulnerabilities within LLM/VLM-controlled robotic systems and present a mathematical formulation for failure modes arising from variations in input modalities. We propose empirical perturbation strategies to expose these vulnerabilities and validate their effectiveness through experiments on multiple robot manipulation tasks. Our results show that simple input perturbations reduce task execution success rates by 22.2% and 14.6% in two representative LLM/VLM-controlled robotic systems. These findings underscore the importance of input modality robustness and motivate further research to ensure the safe and reliable deployment of advanced LLM/VLM-controlled robotic systems.

5.2CVApr 3, 2024Code
PoCo: Point Context Cluster for RGBD Indoor Place Recognition

Jing Liang, Zhuo Deng, Zheming Zhou et al.

We present a novel end-to-end algorithm (PoCo) for the indoor RGB-D place recognition task, aimed at identifying the most likely match for a given query frame within a reference database. The task presents inherent challenges attributed to the constrained field of view and limited range of perception sensors. We propose a new network architecture, which generalizes the recent Context of Clusters (CoCs) to extract global descriptors directly from the noisy point clouds through end-to-end learning. Moreover, we develop the architecture by integrating both color and geometric modalities into the point features to enhance the global descriptor representation. We conducted evaluations on public datasets ScanNet-PR and ARKit with 807 and 5047 scenarios, respectively. PoCo achieves SOTA performance: on ScanNet-PR, we achieve R@1 of 64.63%, a 5.7% improvement from the best-published result CGis (61.12%); on Arkit, we achieve R@1 of 45.12%, a 13.3% improvement from the best-published result CGis (39.82%). In addition, PoCo shows higher efficiency than CGis in inference time (1.75X-faster), and we demonstrate the effectiveness of PoCo in recognizing places within a real-world laboratory environment.

12.8ROFeb 25, 2022
TerraPN: Unstructured Terrain Navigation using Online Self-Supervised Learning

Adarsh Jagan Sathyamoorthy, Kasun Weerakoon, Tianrui Guan et al.

We present TerraPN, a novel method that learns the surface properties (traction, bumpiness, deformability, etc.) of complex outdoor terrains directly from robot-terrain interactions through self-supervised learning, and uses it for autonomous robot navigation. Our method uses RGB images of terrain surfaces and the robot's velocities as inputs, and the IMU vibrations and odometry errors experienced by the robot as labels for self-supervision. Our method computes a surface cost map that differentiates smooth, high-traction surfaces (low navigation costs) from bumpy, slippery, deformable surfaces (high navigation costs). We compute the cost map by non-uniformly sampling patches from the input RGB image by detecting boundaries between surfaces resulting in low inference times (47.27% lower) compared to uniform sampling and existing segmentation methods. We present a novel navigation algorithm that accounts for a surface's cost, computes cost-based acceleration limits for the robot, and dynamically feasible, collision-free trajectories. TerraPN's surface cost prediction can be trained in ~25 minutes for five different surfaces, compared to several hours for previous learning-based segmentation methods. In terms of navigation, our method outperforms previous works in terms of success rates (up to 35.84% higher), vibration cost of the trajectories (up to 21.52% lower), and slowing the robot on bumpy, deformable surfaces (up to 46.76% slower) in different scenarios.

14.7ROAug 13, 2021
Image-Goal Navigation in Complex Environments via Modular Learning

Qiaoyun Wu, Jun Wang, Jing Liang et al.

We present a novel approach for image-goal navigation, where an agent navigates with a goal image rather than accurate target information, which is more challenging. Our goal is to decouple the learning of navigation goal planning, collision avoidance, and navigation ending prediction, which enables more concentrated learning of each part. This is realized by four different modules. The first module maintains an obstacle map during robot navigation. The second predicts a long-term goal on the real-time map periodically, which can thus convert an image-goal navigation task to several point-goal navigation tasks. To achieve these point-goal navigation tasks, the third module plans collision-free command sets for navigating to these long-term goals. The final module stops the robot properly near the goal image. The four modules are designed or maintained separately, which helps cut down the search time during navigation and improves the generalization to previously unseen real scenes. We evaluate the method in both a simulator and in the real world with a mobile robot. The results in real complex environments show that our method attains at least a $17\%$ increase in navigation success rate and a $23\%$ decrease in navigation collision rate over some state-of-the-art models.

7.3ROApr 22, 2021Code
XAI-N: Sensor-based Robot Navigation using Expert Policies and Decision Trees

Aaron M. Roth, Jing Liang, Dinesh Manocha

We present a novel sensor-based learning navigation algorithm to compute a collision-free trajectory for a robot in dense and dynamic environments with moving obstacles or targets. Our approach uses deep reinforcement learning-based expert policy that is trained using a sim2real paradigm. In order to increase the reliability and handle the failure cases of the expert policy, we combine with a policy extraction technique to transform the resulting policy into a decision tree format. The resulting decision tree has properties which we use to analyze and modify the policy and improve performance on navigation metrics including smoothness, frequency of oscillation, frequency of immobilization, and obstruction of target. We are able to modify the policy to address these imperfections without retraining, combining the learning power of deep learning with the control of domain-specific algorithms. We highlight the benefits of our algorithm in simulated environments and navigating a Clearpath Jackal robot among moving pedestrians. (Videos at this url: https://gamma.umd.edu/researchdirections/xrl/navviper)

15.8AINov 25, 2020
Supervised Learning Achieves Human-Level Performance in MOBA Games: A Case Study of Honor of Kings

Deheng Ye, Guibin Chen, Peilin Zhao et al.

We present JueWu-SL, the first supervised-learning-based artificial intelligence (AI) program that achieves human-level performance in playing multiplayer online battle arena (MOBA) games. Unlike prior attempts, we integrate the macro-strategy and the micromanagement of MOBA-game-playing into neural networks in a supervised and end-to-end manner. Tested on Honor of Kings, the most popular MOBA at present, our AI performs competitively at the level of High King players in standard 5v5 games.

11.6CVSep 18, 2020Code
DeltaGAN: Towards Diverse Few-shot Image Generation with Sample-Specific Delta

Yan Hong, Li Niu, Jianfu Zhang et al.

Learning to generate new images for a novel category based on only a few images, named as few-shot image generation, has attracted increasing research interest. Several state-of-the-art works have yielded impressive results, but the diversity is still limited. In this work, we propose a novel Delta Generative Adversarial Network (DeltaGAN), which consists of a reconstruction subnetwork and a generation subnetwork. The reconstruction subnetwork captures intra-category transformation, i.e., "delta", between same-category pairs. The generation subnetwork generates sample-specific "delta" for an input image, which is combined with this input image to generate a new image within the same category. Besides, an adversarial delta matching loss is designed to link the above two subnetworks together. Extensive experiments on five few-shot image datasets demonstrate the effectiveness of our proposed method.

23.2ROFeb 7, 2020
DenseCAvoid: Real-time Navigation in Dense Crowds using Anticipatory Behaviors

Adarsh Jagan Sathyamoorthy, Jing Liang, Utsav Patel et al.

We present DenseCAvoid, a novel navigation algorithm for navigating a robot through dense crowds and avoiding collisions by anticipating pedestrian behaviors. Our formulation uses visual sensors and a pedestrian trajectory prediction algorithm to track pedestrians in a set of input frames and provide bounding boxes that extrapolate the pedestrian positions in a future time. Our hybrid approach combines this trajectory prediction with a Deep Reinforcement Learning-based collision avoidance method to train a policy to generate smoother, safer, and more robust trajectories during run-time. We train our policy in realistic 3-D simulations of static and dynamic scenarios with multiple pedestrians. In practice, our hybrid approach generalizes well to unseen, real-world scenarios and can navigate a robot through dense crowds (~1-2 humans per square meter) in indoor scenarios, including narrow corridors and lobbies. As compared to cases where prediction was not used, we observe that our method reduces the occurrence of the robot freezing in a crowd by up to 48%, and performs comparably with respect to trajectory lengths and mean arrival times to goal.

14.2MADec 19, 2018
Hierarchical Macro Strategy Model for MOBA Game AI

Bin Wu, Qiang Fu, Jing Liang et al.

The next challenge of game AI lies in Real Time Strategy (RTS) games. RTS games provide partially observable gaming environments, where agents interact with one another in an action space much larger than that of GO. Mastering RTS games requires both strong macro strategies and delicate micro level execution. Recently, great progress has been made in micro level execution, while complete solutions for macro strategies are still lacking. In this paper, we propose a novel learning-based Hierarchical Macro Strategy model for mastering MOBA games, a sub-genre of RTS games. Trained by the Hierarchical Macro Strategy model, agents explicitly make macro strategy decisions and further guide their micro level execution. Moreover, each of the agents makes independent strategy decisions, while simultaneously communicating with the allies through leveraging a novel imitated cross-agent communication mechanism. We perform comprehensive evaluations on a popular 5v5 Multiplayer Online Battle Arena (MOBA) game. Our 5-AI team achieves a 48% winning rate against human player teams which are ranked top 1% in the player ranking system.