LGMay 31, 2022Code
The CLRS Algorithmic Reasoning BenchmarkPetar Veličković, Adrià Puigdomènech Badia, David Budden et al. · deepmind
Learning representations of algorithms is an emerging area of machine learning, seeking to bridge concepts from neural networks with classical algorithms. Several important works have investigated whether neural networks can effectively reason like algorithms, typically by learning to execute them. The common trend in the area, however, is to generate targeted kinds of algorithmic data to evaluate specific hypotheses, making results hard to transfer across publications, and increasing the barrier of entry. To consolidate progress and work towards unified evaluation, we propose the CLRS Algorithmic Reasoning Benchmark, covering classical algorithms from the Introduction to Algorithms textbook. Our benchmark spans a variety of algorithmic reasoning procedures, including sorting, searching, dynamic programming, graph algorithms, string algorithms and geometric algorithms. We perform extensive experiments to demonstrate how several popular algorithmic reasoning baselines perform on these tasks, and consequently, highlight links to several open challenges. Our library is readily available at https://github.com/deepmind/clrs.
LGFeb 29, 2024
Griffin: Mixing Gated Linear Recurrences with Local Attention for Efficient Language ModelsSoham De, Samuel L. Smith, Anushan Fernando et al. · deepmind
Recurrent neural networks (RNNs) have fast inference and scale efficiently on long sequences, but they are difficult to train and hard to scale. We propose Hawk, an RNN with gated linear recurrences, and Griffin, a hybrid model that mixes gated linear recurrences with local attention. Hawk exceeds the reported performance of Mamba on downstream tasks, while Griffin matches the performance of Llama-2 despite being trained on over 6 times fewer tokens. We also show that Griffin can extrapolate on sequences significantly longer than those seen during training. Our models match the hardware efficiency of Transformers during training, and during inference they have lower latency and significantly higher throughput. We scale Griffin up to 14B parameters, and explain how to shard our models for efficient distributed training.
LGJul 20, 2021Code
Large-scale graph representation learning with very deep GNNs and self-supervisionRavichandra Addanki, Peter W. Battaglia, David Budden et al.
Effectively and efficiently deploying graph neural networks (GNNs) at scale remains one of the most challenging aspects of graph representation learning. Many powerful solutions have only ever been validated on comparatively small datasets, often with counter-intuitive outcomes -- a barrier which has been broken by the Open Graph Benchmark Large-Scale Challenge (OGB-LSC). We entered the OGB-LSC with two large-scale GNNs: a deep transductive node classifier powered by bootstrapping, and a very deep (up to 50-layer) inductive graph regressor regularised by denoising objectives. Our models achieved an award-level (top-3) performance on both the MAG240M and PCQM4M benchmarks. In doing so, we demonstrate evidence of scalable self-supervised graph representation learning, and utility of very deep GNNs -- both very important open issues. Our code is publicly available at: https://github.com/deepmind/deepmind-research/tree/master/ogb_lsc.
LGFeb 1, 2019Code
TF-Replicator: Distributed Machine Learning for ResearchersPeter Buchlovsky, David Budden, Dominik Grewe et al.
We describe TF-Replicator, a framework for distributed machine learning designed for DeepMind researchers and implemented as an abstraction over TensorFlow. TF-Replicator simplifies writing data-parallel and model-parallel research code. The same models can be effortlessly deployed to different cluster architectures (i.e. one or many machines containing CPUs, GPUs or TPU accelerators) using synchronous or asynchronous training regimes. To demonstrate the generality and scalability of TF-Replicator, we implement and benchmark three very different models: (1) A ResNet-50 for ImageNet classification, (2) a SN-GAN for class-conditional ImageNet image generation, and (3) a D4PG reinforcement learning agent for continuous control. Our results show strong scalability performance without demanding any distributed systems expertise of the user. The TF-Replicator programming model will be open-sourced as part of TensorFlow 2.0 (see https://github.com/tensorflow/community/pull/25).
AIJan 2, 2018Code
DeepMind Control SuiteYuval Tassa, Yotam Doron, Alistair Muldal et al.
The DeepMind Control Suite is a set of continuous control tasks with a standardised structure and interpretable rewards, intended to serve as performance benchmarks for reinforcement learning agents. The tasks are written in Python and powered by the MuJoCo physics engine, making them easy to use and modify. We include benchmarks for several learning algorithms. The Control Suite is publicly available at https://www.github.com/deepmind/dm_control . A video summary of all tasks is available at http://youtu.be/rAai4QzcYbs .
LGApr 11, 2024
RecurrentGemma: Moving Past Transformers for Efficient Open Language ModelsAleksandar Botev, Soham De, Samuel L Smith et al. · deepmind
We introduce RecurrentGemma, a family of open language models which uses Google's novel Griffin architecture. Griffin combines linear recurrences with local attention to achieve excellent performance on language. It has a fixed-sized state, which reduces memory use and enables efficient inference on long sequences. We provide two sizes of models, containing 2B and 9B parameters, and provide pre-trained and instruction tuned variants for both. Our models achieve comparable performance to similarly-sized Gemma baselines despite being trained on fewer tokens.
CLFeb 2, 2022
Unified Scaling Laws for Routed Language ModelsAidan Clark, Diego de las Casas, Aurelia Guy et al.
The performance of a language model has been shown to be effectively modeled as a power-law in its parameter count. Here we study the scaling behaviors of Routing Networks: architectures that conditionally use only a subset of their parameters while processing an input. For these models, parameter count and computational requirement form two independent axes along which an increase leads to better performance. In this work we derive and justify scaling laws defined on these two variables which generalize those known for standard language models and describe the performance of a wide range of routing architectures trained via three different techniques. Afterwards we provide two applications of these laws: first deriving an Effective Parameter Count along which all models scale at the same rate, and then using the scaling coefficients to give a quantitative comparison of the three routing techniques considered. Our analysis derives from an extensive evaluation of Routing Networks across five orders of magnitude of size, including models with hundreds of experts and hundreds of billions of parameters.
CLDec 8, 2021
Scaling Language Models: Methods, Analysis & Insights from Training GopherJack W. Rae, Sebastian Borgeaud, Trevor Cai et al.
Language modelling provides a step towards intelligent communication systems by harnessing large repositories of written human knowledge to better predict and understand the world. In this paper, we present an analysis of Transformer-based language model performance across a wide range of model scales -- from models with tens of millions of parameters up to a 280 billion parameter model called Gopher. These models are evaluated on 152 diverse tasks, achieving state-of-the-art performance across the majority. Gains from scale are largest in areas such as reading comprehension, fact-checking, and the identification of toxic language, but logical and mathematical reasoning see less benefit. We provide a holistic analysis of the training dataset and model's behaviour, covering the intersection of model scale with bias and toxicity. Finally we discuss the application of language models to AI safety and the mitigation of downstream harms.
LGOct 23, 2020
A Combinatorial Perspective on Transfer LearningJianan Wang, Eren Sezener, David Budden et al.
Human intelligence is characterized not only by the capacity to learn complex skills, but the ability to rapidly adapt and acquire new skills within an ever-changing environment. In this work we study how the learning of modular solutions can allow for effective generalization to both unseen and potentially differently distributed data. Our main postulate is that the combination of task segmentation, modular learning and memory-based ensembling can give rise to generalization on an exponentially growing number of unseen tasks. We provide a concrete instantiation of this idea using a combination of: (1) the Forget-Me-Not Process, for task segmentation and memory based ensembling; and (2) Gated Linear Networks, which in contrast to contemporary deep learning techniques use a modular and local learning mechanism. We demonstrate that this system exhibits a number of desirable continual learning properties: robustness to catastrophic forgetting, no negative transfer and increasing levels of positive transfer as more tasks are seen. We show competitive performance against both offline and online methods on standard continual learning benchmarks.
LGJun 10, 2020
Gaussian Gated Linear NetworksDavid Budden, Adam Marblestone, Eren Sezener et al.
We propose the Gaussian Gated Linear Network (G-GLN), an extension to the recently proposed GLN family of deep neural networks. Instead of using backpropagation to learn features, GLNs have a distributed and local credit assignment mechanism based on optimizing a convex objective. This gives rise to many desirable properties including universality, data-efficient online learning, trivial interpretability and robustness to catastrophic forgetting. We extend the GLN framework from classification to multiple regression and density modelling by generalizing geometric mixing to a product of Gaussian densities. The G-GLN achieves competitive or state-of-the-art performance on several univariate and multivariate regression benchmarks, and we demonstrate its applicability to practical tasks including online contextual bandits and density estimation via denoising.
LGFeb 21, 2020
Online Learning in Contextual Bandits using Gated Linear NetworksEren Sezener, Marcus Hutter, David Budden et al.
We introduce a new and completely online contextual bandit algorithm called Gated Linear Contextual Bandits (GLCB). This algorithm is based on Gated Linear Networks (GLNs), a recently introduced deep learning architecture with properties well-suited to the online setting. Leveraging data-dependent gating properties of the GLN we are able to estimate prediction uncertainty with effectively zero algorithmic overhead. We empirically evaluate GLCB compared to 9 state-of-the-art algorithms that leverage deep neural networks, on a standard benchmark suite of discrete and continuous contextual bandit problems. GLCB obtains median first-place despite being the only online method, and we further support these results with a theoretical study of its convergence properties.
LGOct 2, 2019
Task-Relevant Adversarial Imitation LearningKonrad Zolna, Scott Reed, Alexander Novikov et al.
We show that a critical vulnerability in adversarial imitation is the tendency of discriminator networks to learn spurious associations between visual features and expert labels. When the discriminator focuses on task-irrelevant features, it does not provide an informative reward signal, leading to poor task performance. We analyze this problem in detail and propose a solution that outperforms standard Generative Adversarial Imitation Learning (GAIL). Our proposed method, Task-Relevant Adversarial Imitation Learning (TRAIL), uses constrained discriminator optimization to learn informative rewards. In comprehensive experiments, we show that TRAIL can solve challenging robotic manipulation tasks from pixels by imitating human operators without access to any task rewards, and clearly outperforms comparable baseline imitation agents, including those trained via behaviour cloning and conventional GAIL.
LGSep 30, 2019
Gated Linear NetworksJoel Veness, Tor Lattimore, David Budden et al.
This paper presents a new family of backpropagation-free neural architectures, Gated Linear Networks (GLNs). What distinguishes GLNs from contemporary neural networks is the distributed and local nature of their credit assignment mechanism; each neuron directly predicts the target, forgoing the ability to learn feature representations in favor of rapid online learning. Individual neurons can model nonlinear functions via the use of data-dependent gating in conjunction with online convex optimization. We show that this architecture gives rise to universal learning capabilities in the limit, with effective model capacity increasing as a function of network size in a manner comparable with deep ReLU networks. Furthermore, we demonstrate that the GLN learning mechanism possesses extraordinary resilience to catastrophic forgetting, performing comparably to a MLP with dropout and Elastic Weight Consolidation on standard benchmarks. These desirable theoretical and empirical properties position GLNs as a complementary technique to contemporary offline deep learning methods.
ROSep 26, 2019
Scaling data-driven robotics with reward sketching and batch reinforcement learningSerkan Cabi, Sergio Gómez Colmenarejo, Alexander Novikov et al.
We present a framework for data-driven robotics that makes use of a large dataset of recorded robot experience and scales to several tasks using learned reward functions. We show how to apply this framework to accomplish three different object manipulation tasks on a real robot platform. Given demonstrations of a task together with task-agnostic recorded experience, we use a special form of human annotation as supervision to learn a reward function, which enables us to deal with real-world tasks where the reward signal cannot be acquired directly. Learned rewards are used in combination with a large dataset of experience from different tasks to learn a robot policy offline using batch RL. We show that using our approach it is possible to train agents to perform a variety of challenging manipulation tasks including stacking rigid objects and handling cloth.
LGSep 12, 2019
Modular Meta-Learning with ShrinkageYutian Chen, Abram L. Friesen, Feryal Behbahani et al.
Many real-world problems, including multi-speaker text-to-speech synthesis, can greatly benefit from the ability to meta-learn large models with only a few task-specific components. Updating only these task-specific modules then allows the model to be adapted to low-data tasks for as many steps as necessary without risking overfitting. Unfortunately, existing meta-learning methods either do not scale to long adaptation or else rely on handcrafted task-specific architectures. Here, we propose a meta-learning approach that obviates the need for this often sub-optimal hand-selection. In particular, we develop general techniques based on Bayesian shrinkage to automatically discover and learn both task-specific and general reusable modules. Empirically, we demonstrate that our method discovers a small set of meaningful task-specific modules and outperforms existing meta-learning approaches in domains like few-shot text-to-speech that have little task data and long adaptation horizons. We also show that existing meta-learning methods including MAML, iMAML, and Reptile emerge as special cases of our method.
AIFeb 5, 2019
A Generalized Framework for Population Based TrainingAng Li, Aleksandra Spyra, Sagi Perel et al.
Population Based Training (PBT) is a recent approach that jointly optimizes neural network weights and hyperparameters which periodically copies weights of the best performers and mutates hyperparameters during training. Previous PBT implementations have been synchronized glass-box systems. We propose a general, black-box PBT framework that distributes many asynchronous "trials" (a small number of training steps with warm-starting) across a cluster, coordinated by the PBT controller. The black-box design does not make assumptions on model architectures, loss functions or training procedures. Our system supports dynamic hyperparameter schedules to optimize both differentiable and non-differentiable metrics. We apply our system to train a state-of-the-art WaveNet generative model for human voice synthesis. We show that our PBT system achieves better accuracy, less sensitivity and faster convergence compared to existing methods, given the same computational resource.
LGOct 11, 2018
One-Shot High-Fidelity Imitation: Training Large-Scale Deep Nets with RLTom Le Paine, Sergio Gómez Colmenarejo, Ziyu Wang et al.
Humans are experts at high-fidelity imitation -- closely mimicking a demonstration, often in one attempt. Humans use this ability to quickly solve a task instance, and to bootstrap learning of new tasks. Achieving these abilities in autonomous agents is an open problem. In this paper, we introduce an off-policy RL algorithm (MetaMimic) to narrow this gap. MetaMimic can learn both (i) policies for high-fidelity one-shot imitation of diverse novel skills, and (ii) policies that enable the agent to solve tasks more efficiently than the demonstrators. MetaMimic relies on the principle of storing all experiences in a memory and replaying these to learn massive deep neural network policies by off-policy RL. This paper introduces, to the best of our knowledge, the largest existing neural networks for deep RL and shows that larger networks with normalization are needed to achieve one-shot high-fidelity imitation on a challenging manipulation task. The results also show that both types of policy can be learned from vision, in spite of the task rewards being sparse, and without access to demonstrator actions.
LGSep 27, 2018
Sample Efficient Adaptive Text-to-SpeechYutian Chen, Yannis Assael, Brendan Shillingford et al.
We present a meta-learning approach for adaptive text-to-speech (TTS) with few data. During training, we learn a multi-speaker model using a shared conditional WaveNet core and independent learned embeddings for each speaker. The aim of training is not to produce a neural network with fixed weights, which is then deployed as a TTS system. Instead, the aim is to produce a network that requires few data at deployment time to rapidly adapt to new speakers. We introduce and benchmark three strategies: (i) learning the speaker embedding while keeping the WaveNet core fixed, (ii) fine-tuning the entire architecture with stochastic gradient descent, and (iii) predicting the speaker embedding with a trained neural network encoder. The experiments show that these approaches are successful at adapting the multi-speaker neural network to new speakers, obtaining state-of-the-art results in both sample naturalness and voice similarity with merely a few minutes of audio data from new speakers.
LGMay 29, 2018
Observe and Look Further: Achieving Consistent Performance on AtariTobias Pohlen, Bilal Piot, Todd Hester et al.
Despite significant advances in the field of deep Reinforcement Learning (RL), today's algorithms still fail to learn human-level policies consistently over a set of diverse tasks such as Atari 2600 games. We identify three key challenges that any algorithm needs to master in order to perform well on all games: processing diverse reward distributions, reasoning over long time horizons, and exploring efficiently. In this paper, we propose an algorithm that addresses each of these challenges and is able to learn human-level policies on nearly all Atari games. A new transformed Bellman operator allows our algorithm to process rewards of varying densities and scales; an auxiliary temporal consistency loss allows us to train stably using a discount factor of $γ= 0.999$ (instead of $γ= 0.99$) extending the effective planning horizon by an order of magnitude; and we ease the exploration problem by using human demonstrations that guide the agent towards rewarding states. When tested on a set of 42 Atari games, our algorithm exceeds the performance of an average human on 40 games using a common set of hyper parameters. Furthermore, it is the first deep RL algorithm to solve the first level of Montezuma's Revenge.
LGMay 29, 2018
Playing hard exploration games by watching YouTubeYusuf Aytar, Tobias Pfaff, David Budden et al.
Deep reinforcement learning methods traditionally struggle with tasks where environment rewards are particularly sparse. One successful method of guiding exploration in these domains is to imitate trajectories provided by a human demonstrator. However, these demonstrations are typically collected under artificial conditions, i.e. with access to the agent's exact environment setup and the demonstrator's action and reward trajectories. Here we propose a two-stage method that overcomes these limitations by relying on noisy, unaligned footage without access to such data. First, we learn to map unaligned videos from multiple sources to a common representation using self-supervised objectives constructed over both time and modality (i.e. vision and sound). Second, we embed a single YouTube video in this representation to construct a reward function that encourages an agent to imitate human gameplay. This method of one-shot imitation allows our agent to convincingly exceed human-level performance on the infamously hard exploration games Montezuma's Revenge, Pitfall! and Private Eye for the first time, even if the agent is not presented with any environment rewards.
LGApr 23, 2018
Distributed Distributional Deterministic Policy GradientsGabriel Barth-Maron, Matthew W. Hoffman, David Budden et al.
This work adopts the very successful distributional perspective on reinforcement learning and adapts it to the continuous control setting. We combine this within a distributed framework for off-policy learning in order to develop what we call the Distributed Distributional Deep Deterministic Policy Gradient algorithm, D4PG. We also combine this technique with a number of additional, simple improvements such as the use of $N$-step returns and prioritized experience replay. Experimentally we examine the contribution of each of these individual components, and show how they interact, as well as their combined contributions. Our results show that across a wide variety of simple control tasks, difficult manipulation tasks, and a set of hard obstacle-based locomotion tasks the D4PG algorithm achieves state of the art performance.
LGMar 2, 2018
Distributed Prioritized Experience ReplayDan Horgan, John Quan, David Budden et al.
We propose a distributed architecture for deep reinforcement learning at scale, that enables agents to learn effectively from orders of magnitude more data than previously possible. The algorithm decouples acting from learning: the actors interact with their own instances of the environment by selecting actions according to a shared neural network, and accumulate the resulting experience in a shared experience replay memory; the learner replays samples of experience and updates the neural network. The architecture relies on prioritized experience replay to focus only on the most significant data generated by the actors. Our architecture substantially improves the state of the art on the Arcade Learning Environment, achieving better final performance in a fraction of the wall-clock training time.
CVMar 4, 2017
Generative CompressionShibani Santurkar, David Budden, Nir Shavit
Traditional image and video compression algorithms rely on hand-crafted encoder/decoder pairs (codecs) that lack adaptability and are agnostic to the data being compressed. Here we describe the concept of generative compression, the compression of data using generative models, and suggest that it is a direction worth pursuing to produce more accurate and visually pleasing reconstructions at much deeper compression levels for both image and video data. We also demonstrate that generative compression is orders-of-magnitude more resilient to bit error rates (e.g. from noisy wireless channels) than traditional variable-length coding schemes.
CVFeb 23, 2017
Toward Streaming Synapse Detection with Compositional ConvNetsShibani Santurkar, David Budden, Alexander Matveev et al.
Connectomics is an emerging field in neuroscience that aims to reconstruct the 3-dimensional morphology of neurons from electron microscopy (EM) images. Recent studies have successfully demonstrated the use of convolutional neural networks (ConvNets) for segmenting cell membranes to individuate neurons. However, there has been comparatively little success in high-throughput identification of the intercellular synaptic connections required for deriving connectivity graphs. In this study, we take a compositional approach to segmenting synapses, modeling them explicitly as an intercellular cleft co-located with an asymmetric vesicle density along a cell membrane. Instead of requiring a deep network to learn all natural combinations of this compositionality, we train lighter networks to model the simpler marginal distributions of membranes, clefts and vesicles from just 100 electron microscopy samples. These feature maps are then combined with simple rules-based heuristics derived from prior biological knowledge. Our approach to synapse detection is both more accurate than previous state-of-the-art (7% higher recall and 5% higher F1-score) and yields a 20-fold speed-up compared to the previous fastest implementations. We demonstrate by reconstructing the first complete, directed connectome from the largest available anisotropic microscopy dataset (245 GB) of mouse somatosensory cortex (S1) in just 9.7 hours on a single shared-memory CPU system. We believe that this work marks an important step toward the goal of a microscope-pace streaming connectomics pipeline.
QMDec 7, 2016
A Multi-Pass Approach to Large-Scale ConnectomicsYaron Meirovitch, Alexander Matveev, Hayk Saribekyan et al.
The field of connectomics faces unprecedented "big data" challenges. To reconstruct neuronal connectivity, automated pixel-level segmentation is required for petabytes of streaming electron microscopy data. Existing algorithms provide relatively good accuracy but are unacceptably slow, and would require years to extract connectivity graphs from even a single cubic millimeter of neural tissue. Here we present a viable real-time solution, a multi-pass pipeline optimized for shared-memory multicore systems, capable of processing data at near the terabyte-per-hour pace of multi-beam electron microscopes. The pipeline makes an initial fast-pass over the data, and then makes a second slow-pass to iteratively correct errors in the output of the fast-pass. We demonstrate the accuracy of a sparse slow-pass reconstruction algorithm and suggest new methods for detecting morphological errors. Our fast-pass approach provided many algorithmic challenges, including the design and implementation of novel shallow convolutional neural nets and the parallelization of watershed and object-merging techniques. We use it to reconstruct, from image stack to skeletons, the full dataset of Kasthuri et al. (463 GB capturing 120,000 cubic microns) in a matter of hours on a single multicore machine rather than the weeks it has taken in the past on much larger distributed systems.
CVNov 20, 2016
Deep Tensor Convolution on MulticoresDavid Budden, Alexander Matveev, Shibani Santurkar et al.
Deep convolutional neural networks (ConvNets) of 3-dimensional kernels allow joint modeling of spatiotemporal features. These networks have improved performance of video and volumetric image analysis, but have been limited in size due to the low memory ceiling of GPU hardware. Existing CPU implementations overcome this constraint but are impractically slow. Here we extend and optimize the faster Winograd-class of convolutional algorithms to the $N$-dimensional case and specifically for CPU hardware. First, we remove the need to manually hand-craft algorithms by exploiting the relaxed constraints and cheap sparse access of CPU memory. Second, we maximize CPU utilization and multicore scalability by transforming data matrices to be cache-aware, integer multiples of AVX vector widths. Treating 2-dimensional ConvNets as a special (and the least beneficial) case of our approach, we demonstrate a 5 to 25-fold improvement in throughput compared to previous state-of-the-art.
CVOct 31, 2014
Addressing the non-functional requirements of computer vision systems: A case studyShannon Fenn, Alexandre Mendes, David Budden
Computer vision plays a major role in the robotics industry, where vision data is frequently used for navigation and high-level decision making. Although there is significant research in algorithms and functional requirements, there is a comparative lack of emphasis on how best to map these abstract concepts onto an appropriate software architecture. In this study, we distinguish between the functional and non-functional requirements of a computer vision system. Using a RoboCup humanoid robot system as a case study, we propose and develop a software architecture that fulfills the latter criteria. The modifiability of the proposed architecture is demonstrated by detailing a number of feature detection algorithms and emphasizing which aspects of the underlying framework were modified to support their integration. To demonstrate portability, we port our vision system (designed for an application-specific DARwIn-OP humanoid robot) to a general-purpose, Raspberry Pi computer. We evaluate performance on both platforms and compare them to a vision system optimised for functional requirements only. The architecture and implementation presented in this study provide a highly generalisable framework for computer vision system design that is of particular benefit in research and development, competition and other environments in which rapid system evolution is necessary.
MAMar 17, 2014
Simulation leagues: Analysis of competition formatsDavid Budden, Peter Wang, Oliver Obst et al.
The selection of an appropriate competition format is critical for both the success and credibility of any competition, both real and simulated. In this paper, the automated parallelism offered by the RoboCupSoccer 2D simulation league is leveraged to conduct a 28,000 game round-robin between the top 8 teams from RoboCup 2012 and 2013. A proposed new competition format is found to reduce variation from the resultant statistically significant team performance rankings by 75% and 67%, when compared to the actual competition results from RoboCup 2012 and 2013 respectively. These results are statistically validated by generating 10,000 random tournaments for each of the three considered formats and comparing the respective distributions of ranking discrepancy.
ROOct 22, 2013
RANSAC: Identification of Higher-Order Geometric Features and Applications in Humanoid Robot SoccerMadison Flannery, Shannon Fenn, David Budden
The ability for an autonomous agent to self-localise is directly proportional to the accuracy and precision with which it can perceive salient features within its local environment. The identification of such features by recognising geometric profile allows robustness against lighting variations, which is necessary in most industrial robotics applications. This paper details a framework by which the random sample consensus (RANSAC) algorithm, often applied to parameter fitting in linear models, can be extended to identify higher-order geometric features. Goalpost identification within humanoid robot soccer is investigated as an application, with the developed system yielding an order-of-magnitude improvement in classification performance relative to a traditional histogramming methodology.