Where2comm: Communication-Efficient Collaborative Perception via Spatial Confidence MapsYue Hu, Shaoheng Fang, Zixing Lei et al.
Multi-agent collaborative perception could significantly upgrade the perception performance by enabling agents to share complementary information with each other through communication. It inevitably results in a fundamental trade-off between perception performance and communication bandwidth. To tackle this bottleneck issue, we propose a spatial confidence map, which reflects the spatial heterogeneity of perceptual information. It empowers agents to only share spatially sparse, yet perceptually critical information, contributing to where to communicate. Based on this novel spatial confidence map, we propose Where2comm, a communication-efficient collaborative perception framework. Where2comm has two distinct advantages: i) it considers pragmatic compression and uses less communication to achieve higher perception performance by focusing on perceptually critical areas; and ii) it can handle varying communication bandwidth by dynamically adjusting spatial areas involved in communication. To evaluate Where2comm, we consider 3D object detection in both real-world and simulation scenarios with two modalities (camera/LiDAR) and two agent types (cars/drones) on four datasets: OPV2V, V2X-Sim, DAIR-V2X, and our original CoPerception-UAVs. Where2comm consistently outperforms previous methods; for example, it achieves more than $100,000 \times$ lower communication volume and still outperforms DiscoNet and V2X-ViT on OPV2V. Our code is available at https://github.com/MediaBrain-SJTU/where2comm.
Collaboration Helps Camera Overtake LiDAR in 3D DetectionYue Hu, Yifan Lu, Runsheng Xu et al.
Camera-only 3D detection provides an economical solution with a simple configuration for localizing objects in 3D space compared to LiDAR-based detection systems. However, a major challenge lies in precise depth estimation due to the lack of direct 3D measurements in the input. Many previous methods attempt to improve depth estimation through network designs, e.g., deformable layers and larger receptive fields. This work proposes an orthogonal direction, improving the camera-only 3D detection by introducing multi-agent collaborations. Our proposed collaborative camera-only 3D detection (CoCa3D) enables agents to share complementary information with each other through communication. Meanwhile, we optimize communication efficiency by selecting the most informative cues. The shared messages from multiple viewpoints disambiguate the single-agent estimated depth and complement the occluded and long-range regions in the single-agent view. We evaluate CoCa3D in one real-world dataset and two new simulation datasets. Results show that CoCa3D improves previous SOTA performances by 44.21% on DAIR-V2X, 30.60% on OPV2V+, 12.59% on CoPerception-UAVs+ for AP@70. Our preliminary results show a potential that with sufficient collaboration, the camera might overtake LiDAR in some practical scenarios. We released the dataset and code at https://siheng-chen.github.io/dataset/CoPerception+ and https://github.com/MediaBrain-SJTU/CoCa3D.
MuKEA: Multimodal Knowledge Extraction and Accumulation for Knowledge-based Visual Question AnsweringYang Ding, Jing Yu, Bang Liu et al.
Knowledge-based visual question answering requires the ability of associating external knowledge for open-ended cross-modal scene understanding. One limitation of existing solutions is that they capture relevant knowledge from text-only knowledge bases, which merely contain facts expressed by first-order predicates or language descriptions while lacking complex but indispensable multimodal knowledge for visual understanding. How to construct vision-relevant and explainable multimodal knowledge for the VQA scenario has been less studied. In this paper, we propose MuKEA to represent multimodal knowledge by an explicit triplet to correlate visual objects and fact answers with implicit relations. To bridge the heterogeneous gap, we propose three objective losses to learn the triplet representations from complementary views: embedding structure, topological relation and semantic space. By adopting a pre-training and fine-tuning learning strategy, both basic and domain-specific multimodal knowledge are progressively accumulated for answer prediction. We outperform the state-of-the-art by 3.35% and 6.08% respectively on two challenging knowledge-required datasets: OK-VQA and KRVQA. Experimental results prove the complementary benefits of the multimodal knowledge with existing knowledge bases and the advantages of our end-to-end framework over the existing pipeline methods. The code is available at https://github.com/AndersonStra/MuKEA.
Aerial Monocular 3D Object DetectionYue Hu, Shaoheng Fang, Weidi Xie et al.
Drones equipped with cameras can significantly enhance human ability to perceive the world because of their remarkable maneuverability in 3D space. Ironically, object detection for drones has always been conducted in the 2D image space, which fundamentally limits their ability to understand 3D scenes. Furthermore, existing 3D object detection methods developed for autonomous driving cannot be directly applied to drones due to the lack of deformation modeling, which is essential for the distant aerial perspective with sensitive distortion and small objects. To fill the gap, this work proposes a dual-view detection system named DVDET to achieve aerial monocular object detection in both the 2D image space and the 3D physical space. To address the severe view deformation issue, we propose a novel trainable geo-deformable transformation module that can properly warp information from the drone's perspective to the BEV. Compared to the monocular methods for cars, our transformation includes a learnable deformable network for explicitly revising the severe deviation. To address the dataset challenge, we propose a new large-scale simulation dataset named AM3D-Sim, generated by the co-simulation of AirSIM and CARLA, and a new real-world aerial dataset named AM3D-Real, collected by DJI Matrice 300 RTK, in both datasets, high-quality annotations for 3D object detection are provided. Extensive experiments show that i) aerial monocular 3D object detection is feasible; ii) the model pre-trained on the simulation dataset benefits real-world performance, and iii) DVDET also benefits monocular 3D object detection for cars. To encourage more researchers to investigate this area, we will release the dataset and related code in https://github.com/PhyllisH/DVDET.
Control Globally, Understand Locally: A Global-to-Local Hierarchical Graph Network for Emotional Support ConversationWei Peng, Yue Hu, Luxi Xing et al.
Emotional support conversation aims at reducing the emotional distress of the help-seeker, which is a new and challenging task. It requires the system to explore the cause of help-seeker's emotional distress and understand their psychological intention to provide supportive responses. However, existing methods mainly focus on the sequential contextual information, ignoring the hierarchical relationships with the global cause and local psychological intention behind conversations, thus leads to a weak ability of emotional support. In this paper, we propose a Global-to-Local Hierarchical Graph Network to capture the multi-source information (global cause, local intentions and dialog history) and model hierarchical relationships between them, which consists of a multi-source encoder, a hierarchical graph reasoner, and a global-guide decoder. Furthermore, a novel training objective is designed to monitor semantic information of the global cause. Experimental results on the emotional support conversation dataset, ESConv, confirm that the proposed GLHG has achieved the state-of-the-art performance on the automatic and human evaluations. The code will be released in here \footnote{\small{~https://github.com/pengwei-iie/GLHG}}.
Latency-Aware Collaborative PerceptionZixing Lei, Shunli Ren, Yue Hu et al.
Collaborative perception has recently shown great potential to improve perception capabilities over single-agent perception. Existing collaborative perception methods usually consider an ideal communication environment. However, in practice, the communication system inevitably suffers from latency issues, causing potential performance degradation and high risks in safety-critical applications, such as autonomous driving. To mitigate the effect caused by the inevitable latency, from a machine learning perspective, we present the first latency-aware collaborative perception system, which actively adapts asynchronous perceptual features from multiple agents to the same time stamp, promoting the robustness and effectiveness of collaboration. To achieve such a feature-level synchronization, we propose a novel latency compensation module, called SyncNet, which leverages feature-attention symbiotic estimation and time modulation techniques. Experiments results show that the proposed latency aware collaborative perception system with SyncNet can outperforms the state-of-the-art collaborative perception method by 15.6% in the communication latency scenario and keep collaborative perception being superior to single agent perception under severe latency.
7.3GRSep 21, 2022
Learning Reconstructability for Drone Aerial Path PlanningYilin Liu, Liqiang Lin, Yue Hu et al.
We introduce the first learning-based reconstructability predictor to improve view and path planning for large-scale 3D urban scene acquisition using unmanned drones. In contrast to previous heuristic approaches, our method learns a model that explicitly predicts how well a 3D urban scene will be reconstructed from a set of viewpoints. To make such a model trainable and simultaneously applicable to drone path planning, we simulate the proxy-based 3D scene reconstruction during training to set up the prediction. Specifically, the neural network we design is trained to predict the scene reconstructability as a function of the proxy geometry, a set of viewpoints, and optionally a series of scene images acquired in flight. To reconstruct a new urban scene, we first build the 3D scene proxy, then rely on the predicted reconstruction quality and uncertainty measures by our network, based off of the proxy geometry, to guide the drone path planning. We demonstrate that our data-driven reconstructability predictions are more closely correlated to the true reconstruction quality than prior heuristic measures. Further, our learned predictor can be easily integrated into existing path planners to yield improvements. Finally, we devise a new iterative view planning framework, based on the learned reconstructability, and show superior performance of the new planner when reconstructing both synthetic and real scenes.
FADO: Feedback-Aware Double COntrolling Network for Emotional Support ConversationWei Peng, Ziyuan Qin, Yue Hu et al.
Emotional Support Conversation (ESConv) aims to reduce help-seekers'emotional distress with the supportive strategy and response. It is essential for the supporter to select an appropriate strategy with the feedback of the help-seeker (e.g., emotion change during dialog turns, etc) in ESConv. However, previous methods mainly focus on the dialog history to select the strategy and ignore the help-seeker's feedback, leading to the wrong and user-irrelevant strategy prediction. In addition, these approaches only model the context-to-strategy flow and pay less attention to the strategy-to-context flow that can focus on the strategy-related context for generating the strategy-constrain response. In this paper, we propose a Feedback-Aware Double COntrolling Network (FADO) to make a strategy schedule and generate the supportive response. The core module in FADO consists of a dual-level feedback strategy selector and a double control reader. Specifically, the dual-level feedback strategy selector leverages the turn-level and conversation-level feedback to encourage or penalize strategies. The double control reader constructs the novel strategy-to-context flow for generating the strategy-constrain response. Furthermore, a strategy dictionary is designed to enrich the semantic information of the strategy and improve the quality of strategy-constrain response. Experimental results on ESConv show that the proposed FADO has achieved the state-of-the-art performance in terms of both strategy selection and response generation. Our code is available at https://github.com/Thedatababbler/FADO.
Category Query Learning for Human-Object Interaction ClassificationChi Xie, Fangao Zeng, Yue Hu et al.
Unlike most previous HOI methods that focus on learning better human-object features, we propose a novel and complementary approach called category query learning. Such queries are explicitly associated to interaction categories, converted to image specific category representation via a transformer decoder, and learnt via an auxiliary image-level classification task. This idea is motivated by an earlier multi-label image classification method, but is for the first time applied for the challenging human-object interaction classification task. Our method is simple, general and effective. It is validated on three representative HOI baselines and achieves new state-of-the-art results on two benchmarks.
13.0LGFeb 24, 2023
Subspace based Federated UnlearningGuanghao Li, Li Shen, Yan Sun et al.
Federated learning (FL) enables multiple clients to train a machine learning model collaboratively without exchanging their local data. Federated unlearning is an inverse FL process that aims to remove a specified target client's contribution in FL to satisfy the user's right to be forgotten. Most existing federated unlearning algorithms require the server to store the history of the parameter updates, which is not applicable in scenarios where the server storage resource is constrained. In this paper, we propose a simple-yet-effective subspace based federated unlearning method, dubbed SFU, that lets the global model perform gradient ascent in the orthogonal space of input gradient spaces formed by other clients to eliminate the target client's contribution without requiring additional storage. Specifically, the server first collects the gradients generated from the target client after performing gradient ascent, and the input representation matrix is computed locally by the remaining clients. We also design a differential privacy method to protect the privacy of the representation matrix. Then the server merges those representation matrices to get the input gradient subspace and updates the global model in the orthogonal subspace of the input gradient subspace to complete the forgetting task with minimal model performance degradation. Experiments on MNIST, CIFAR10, and CIFAR100 show that SFU outperforms several state-of-the-art (SOTA) federated unlearning algorithms by a large margin in various settings.
8.8CVOct 18, 2022
Number-Adaptive Prototype Learning for 3D Point Cloud Semantic SegmentationYangheng Zhao, Jun Wang, Xiaolong Li et al.
3D point cloud semantic segmentation is one of the fundamental tasks for 3D scene understanding and has been widely used in the metaverse applications. Many recent 3D semantic segmentation methods learn a single prototype (classifier weights) for each semantic class, and classify 3D points according to their nearest prototype. However, learning only one prototype for each class limits the model's ability to describe the high variance patterns within a class. Instead of learning a single prototype for each class, in this paper, we propose to use an adaptive number of prototypes to dynamically describe the different point patterns within a semantic class. With the powerful capability of vision transformer, we design a Number-Adaptive Prototype Learning (NAPL) model for point cloud semantic segmentation. To train our NAPL model, we propose a simple yet effective prototype dropout training strategy, which enables our model to adaptively produce prototypes for each class. The experimental results on SemanticKITTI dataset demonstrate that our method achieves 2.3% mIoU improvement over the baseline model based on the point-wise classification paradigm.
Learning to Generalize to More: Continuous Semantic Augmentation for Neural Machine TranslationXiangpeng Wei, Heng Yu, Yue Hu et al.
The principal task in supervised neural machine translation (NMT) is to learn to generate target sentences conditioned on the source inputs from a set of parallel sentence pairs, and thus produce a model capable of generalizing to unseen instances. However, it is commonly observed that the generalization performance of the model is highly influenced by the amount of parallel data used in training. Although data augmentation is widely used to enrich the training data, conventional methods with discrete manipulations fail to generate diverse and faithful training samples. In this paper, we present a novel data augmentation paradigm termed Continuous Semantic Augmentation (CsaNMT), which augments each training instance with an adjacency semantic region that could cover adequate variants of literal expression under the same meaning. We conduct extensive experiments on both rich-resource and low-resource settings involving various language pairs, including WMT14 English-{German,French}, NIST Chinese-English and multiple low-resource IWSLT translation tasks. The provided empirical evidences show that CsaNMT sets a new level of performance among existing augmentation techniques, improving on the state-of-the-art by a large margin. The core codes are contained in Appendix E.
COMMA: Modeling Relationship among Motivations, Emotions and Actions in Language-based Human ActivitiesYuqiang Xie, Yue Hu, Wei Peng et al.
Motivations, emotions, and actions are inter-related essential factors in human activities. While motivations and emotions have long been considered at the core of exploring how people take actions in human activities, there has been relatively little research supporting analyzing the relationship between human mental states and actions. We present the first study that investigates the viability of modeling motivations, emotions, and actions in language-based human activities, named COMMA (Cognitive Framework of Human Activities). Guided by COMMA, we define three natural language processing tasks (emotion understanding, motivation understanding and conditioned action generation), and build a challenging dataset Hail through automatically extracting samples from Story Commonsense. Experimental results on NLP applications prove the effectiveness of modeling the relationship. Furthermore, our models inspired by COMMA can better reveal the essential relationship among motivations, emotions and actions than existing methods.
CityEQA: A Hierarchical LLM Agent on Embodied Question Answering Benchmark in City SpaceYong Zhao, Kai Xu, Zhengqiu Zhu et al.
Embodied Question Answering (EQA) has primarily focused on indoor environments, leaving the complexities of urban settings-spanning environment, action, and perception-largely unexplored. To bridge this gap, we introduce CityEQA, a new task where an embodied agent answers open-vocabulary questions through active exploration in dynamic city spaces. To support this task, we present CityEQA-EC, the first benchmark dataset featuring 1,412 human-annotated tasks across six categories, grounded in a realistic 3D urban simulator. Moreover, we propose Planner-Manager-Actor (PMA), a novel agent tailored for CityEQA. PMA enables long-horizon planning and hierarchical task execution: the Planner breaks down the question answering into sub-tasks, the Manager maintains an object-centric cognitive map for spatial reasoning during the process control, and the specialized Actors handle navigation, exploration, and collection sub-tasks. Experiments demonstrate that PMA achieves 60.7% of human-level answering accuracy, significantly outperforming competitive baselines. While promising, the performance gap compared to humans highlights the need for enhanced visual reasoning in CityEQA. This work paves the way for future advancements in urban spatial intelligence. Dataset and code are available at https://github.com/BiluYong/CityEQA.git.
30.9CLOct 14, 2022
Psychology-guided Controllable Story GenerationYuqiang Xie, Yue Hu, Yunpeng Li et al.
Controllable story generation is a challenging task in the field of NLP, which has attracted increasing research interest in recent years. However, most existing works generate a whole story conditioned on the appointed keywords or emotions, ignoring the psychological changes of the protagonist. Inspired by psychology theories, we introduce global psychological state chains, which include the needs and emotions of the protagonists, to help a story generation system create more controllable and well-planned stories. In this paper, we propose a Psychology-guIded Controllable Story Generation System (PICS) to generate stories that adhere to the given leading context and desired psychological state chains for the protagonist. Specifically, psychological state trackers are employed to memorize the protagonist's local psychological states to capture their inner temporal relationships. In addition, psychological state planners are adopted to gain the protagonist's global psychological states for story planning. Eventually, a psychology controller is designed to integrate the local and global psychological states into the story context representation for composing psychology-guided stories. Automatic and manual evaluations demonstrate that PICS outperforms baselines, and each part of PICS shows effectiveness for writing stories with more consistent psychological changes.
Do You Know My Emotion? Emotion-Aware Strategy Recognition towards a Persuasive Dialogue SystemWei Peng, Yue Hu, Luxi Xing et al.
Persuasive strategy recognition task requires the system to recognize the adopted strategy of the persuader according to the conversation. However, previous methods mainly focus on the contextual information, little is known about incorporating the psychological feedback, i.e. emotion of the persuadee, to predict the strategy. In this paper, we propose a Cross-channel Feedback memOry Network (CFO-Net) to leverage the emotional feedback to iteratively measure the potential benefits of strategies and incorporate them into the contextual-aware dialogue information. Specifically, CFO-Net designs a feedback memory module, including strategy pool and feedback pool, to obtain emotion-aware strategy representation. The strategy pool aims to store historical strategies and the feedback pool is to obtain updated strategy weight based on feedback emotional information. Furthermore, a cross-channel fusion predictor is developed to make a mutual interaction between the emotion-aware strategy representation and the contextual-aware dialogue information for strategy recognition. Experimental results on \textsc{PersuasionForGood} confirm that the proposed model CFO-Net is effective to improve the performance on M-F1 from 61.74 to 65.41.
CogIntAc: Modeling the Relationships between Intention, Emotion and Action in Interactive Process from Cognitive PerspectiveWei Peng, Yue Hu, Yuqiang Xie et al.
Intention, emotion and action are important psychological factors in human activities, which play an important role in the interaction between individuals. How to model the interaction process between individuals by analyzing the relationship of their intentions, emotions, and actions at the cognitive level is challenging. In this paper, we propose a novel cognitive framework of individual interaction. The core of the framework is that individuals achieve interaction through external action driven by their inner intention. Based on this idea, the interactions between individuals can be constructed by establishing relationships between the intention, emotion and action. Furthermore, we conduct analysis on the interaction between individuals and give a reasonable explanation for the predicting results. To verify the effectiveness of the framework, we reconstruct a dataset and propose three tasks as well as the corresponding baseline models, including action abduction, emotion prediction and action generation. The novel framework shows an interesting perspective on mimicking the mental state of human beings in cognitive science.
0.8CLOct 29, 2022
STPrompt: Semantic-guided and Task-driven prompts for Effective Few-shot ClassificationJinta Weng, Yue Hu, Jing Qiu et al.
The effectiveness of prompt learning has been demonstrated in different pre-trained language models. By formulating suitable template and choosing representative label mapping, prompt learning can be used as an efficient knowledge probe. However, finding suitable prompt in existing methods requires multiple experimental attempts or appropriate vector initialization on formulating suitable template and choosing representative label mapping, which it is more common in few-shot learning tasks. Motivating by PLM working process, we try to construct the prompt from task semantic perspective and thus propose the STPrompt -Semantic-guided and Task-driven Prompt model. Specifically, two novel prompts generated from the semantic dependency tree (Dep-prompt) and task-specific metadata description (Meta-prompt), are firstly constructed in a prompt augmented pool, and the proposed model would automatically select a suitable semantic prompt to motivating the prompt learning process. Our results show that the proposed model achieves the state-of-the-art performance in five different datasets of few-shot text classification tasks, which prove that more semantic and significant prompts could assume as a better knowledge proving tool.
SWE-Dev: Evaluating and Training Autonomous Feature-Driven Software DevelopmentYaxin Du, Yuzhu Cai, Yifan Zhou et al.
Large Language Models (LLMs) have shown strong capability in diverse software engineering tasks, e.g. code completion, bug fixing, and document generation. However, feature-driven development (FDD), a highly prevalent real-world task that involves developing new functionalities for large, existing codebases, remains underexplored. We therefore introduce SWE-Dev, the first large-scale dataset (with 14,000 training and 500 test samples) designed to evaluate and train autonomous coding systems on real-world feature development tasks. To ensure verifiable and diverse training, SWE-Dev uniquely provides all instances with a runnable environment and its developer-authored executable unit tests. This collection not only provides high-quality data for Supervised Fine-Tuning (SFT), but also enables Reinforcement Learning (RL) by delivering accurate reward signals from executable unit tests. Our extensive evaluations on SWE-Dev, covering 17 chatbot LLMs, 10 reasoning models, and 10 Multi-Agent Systems (MAS), reveal that FDD is a profoundly challenging frontier for current AI (e.g., Claude-3.7-Sonnet achieves only 22.45\% Pass@3 on the hard test split). Crucially, we demonstrate that SWE-Dev serves as an effective platform for model improvement: fine-tuning on training set enabled a 7B model comparable to GPT-4o on \textit{hard} split, underscoring the value of its high-quality training data. Code is available here \href{https://github.com/DorothyDUUU/SWE-Dev}{https://github.com/DorothyDUUU/SWE-Dev}.
An Extensible Framework for Open Heterogeneous Collaborative PerceptionYifan Lu, Yue Hu, Yiqi Zhong et al.
Collaborative perception aims to mitigate the limitations of single-agent perception, such as occlusions, by facilitating data exchange among multiple agents. However, most current works consider a homogeneous scenario where all agents use identity sensors and perception models. In reality, heterogeneous agent types may continually emerge and inevitably face a domain gap when collaborating with existing agents. In this paper, we introduce a new open heterogeneous problem: how to accommodate continually emerging new heterogeneous agent types into collaborative perception, while ensuring high perception performance and low integration cost? To address this problem, we propose HEterogeneous ALliance (HEAL), a novel extensible collaborative perception framework. HEAL first establishes a unified feature space with initial agents via a novel multi-scale foreground-aware Pyramid Fusion network. When heterogeneous new agents emerge with previously unseen modalities or models, we align them to the established unified space with an innovative backward alignment. This step only involves individual training on the new agent type, thus presenting extremely low training costs and high extensibility. To enrich agents' data heterogeneity, we bring OPV2V-H, a new large-scale dataset with more diverse sensor types. Extensive experiments on OPV2V-H and DAIR-V2X datasets show that HEAL surpasses SOTA methods in performance while reducing the training parameters by 91.5% when integrating 3 new agent types. We further implement a comprehensive codebase at: https://github.com/yifanlu0227/HEAL
Manual2Skill: Learning to Read Manuals and Acquire Robotic Skills for Furniture Assembly Using Vision-Language ModelsChenrui Tie, Shengxiang Sun, Jinxuan Zhu et al.
Humans possess an extraordinary ability to understand and execute complex manipulation tasks by interpreting abstract instruction manuals. For robots, however, this capability remains a substantial challenge, as they cannot interpret abstract instructions and translate them into executable actions. In this paper, we present Manual2Skill, a novel framework that enables robots to perform complex assembly tasks guided by high-level manual instructions. Our approach leverages a Vision-Language Model (VLM) to extract structured information from instructional images and then uses this information to construct hierarchical assembly graphs. These graphs represent parts, subassemblies, and the relationships between them. To facilitate task execution, a pose estimation model predicts the relative 6D poses of components at each assembly step. At the same time, a motion planning module generates actionable sequences for real-world robotic implementation. We demonstrate the effectiveness of Manual2Skill by successfully assembling several real-world IKEA furniture items. This application highlights its ability to manage long-horizon manipulation tasks with both efficiency and precision, significantly enhancing the practicality of robot learning from instruction manuals. This work marks a step forward in advancing robotic systems capable of understanding and executing complex manipulation tasks in a manner akin to human capabilities.Project Page: https://owensun2004.github.io/Furniture-Assembly-Web/
CLSEG: Contrastive Learning of Story Ending GenerationYuqiang Xie, Yue Hu, Luxi Xing et al.
Story Ending Generation (SEG) is a challenging task in natural language generation. Recently, methods based on Pre-trained Language Models (PLM) have achieved great prosperity, which can produce fluent and coherent story endings. However, the pre-training objective of PLM-based methods is unable to model the consistency between story context and ending. The goal of this paper is to adopt contrastive learning to generate endings more consistent with story context, while there are two main challenges in contrastive learning of SEG. First is the negative sampling of wrong endings inconsistent with story contexts. The second challenge is the adaptation of contrastive learning for SEG. To address these two issues, we propose a novel Contrastive Learning framework for Story Ending Generation (CLSEG), which has two steps: multi-aspect sampling and story-specific contrastive learning. Particularly, for the first issue, we utilize novel multi-aspect sampling mechanisms to obtain wrong endings considering the consistency of order, causality, and sentiment. To solve the second issue, we well-design a story-specific contrastive training strategy that is adapted for SEG. Experiments show that CLSEG outperforms baselines and can produce story endings with stronger consistency and rationality.
1.4CLFeb 14, 2022
Modeling Intention, Emotion and External World in Dialogue SystemsWei Peng, Yue Hu, Luxi Xing et al.
Intention, emotion and action are important elements in human activities. Modeling the interaction process between individuals by analyzing the relationships between these elements is a challenging task. However, previous work mainly focused on modeling intention and emotion independently, and neglected of exploring the mutual relationships between intention and emotion. In this paper, we propose a RelAtion Interaction Network (RAIN), consisting of Intention Relation Module and Emotion Relation Module, to jointly model mutual relationships and explicitly integrate historical intention information. The experiments on the dataset show that our model can take full advantage of the intention, emotion and action between individuals and achieve a remarkable improvement over BERT-style baselines. Qualitative analysis verifies the importance of the mutual interaction between the intention and emotion.
Capturing, Reconstructing, and Simulating: the UrbanScene3D DatasetLiqiang Lin, Yilin Liu, Yue Hu et al.
We present UrbanScene3D, a large-scale data platform for research of urban scene perception and reconstruction. UrbanScene3D contains over 128k high-resolution images covering 16 scenes including large-scale real urban regions and synthetic cities with 136 km^2 area in total. The dataset also contains high-precision LiDAR scans and hundreds of image sets with different observation patterns, which provide a comprehensive benchmark to design and evaluate aerial path planning and 3D reconstruction algorithms. In addition, the dataset, which is built on Unreal Engine and Airsim simulator together with the manually annotated unique instance label for each building in the dataset, enables the generation of all kinds of data, e.g., 2D depth maps, 2D/3D bounding boxes, and 3D point cloud/mesh segmentations, etc. The simulator with physical engine and lighting system not only produce variety of data but also enable users to simulate cars or drones in the proposed urban environment for future research.
7.3RONov 27, 2019
A Benchmarking of DCM Based Architectures for Position, Velocity and Torque Controlled Humanoid RobotsGiulio Romualdi, Stefano Dafarra, Yue Hu et al.
This paper contributes towards the benchmarking of control architectures for bipedal robot locomotion. It considers architectures that are based on the Divergent Component of Motion (DCM) and composed of three main layers: trajectory optimization, simplified model control, and whole-body QP control layer. While the first two layers use simplified robot models, the whole-body QP control layer uses a complete robot model to produce either desired positions, velocities, or torques inputs at the joint-level. This paper then compares two implementations of the simplified model control layer, which are tested with position, velocity, and torque control modes for the whole-body QP control layer. In particular, both an instantaneous and a Receding Horizon controller are presented for the simplified model control layer. We show also that one of the proposed architectures allows the humanoid robot iCub to achieve a forward walking velocity of 0.3372 meters per second, which is the highest walking velocity achieved by the iCub robot.
5.4ROJul 28, 2016
Walking of the iCub humanoid robot in different scenarios: implementation and performance analysisYue Hu, Jorhabib Eljaik, Kevin Stein et al.
The humanoid robot iCub is a research platform of the Fondazione Istituto Italiano di Tecnologia (IIT), spread among different institutes around the world. In the most recent version of iCub, the robot is equipped with stronger legs and bigger feet, allowing it to perform balancing and walking motions that were not possible with the first generations. Despite the new legs hardware, walking has been rarely performed on the iCub robot. In this work the objective is to implement walking motions on the robot, from which we want to analyze its walking capabilities. We developed software modules based on extensions of classic techniques such as the ZMP based pattern generator and position control to identify which are the characteristics as well as limitations of the robot against different walking tasks in order to give the users a reference of the performance of the robot. Most of the experiments have been performed with HeiCub, a reduced version of iCub without arms and head.