This paper describes a data-driven framework for approximate global optimization in which precomputed solutions to a sample of problems are retrieved and adapted during online use to solve novel problems. This approach has promise for real-time applications in robotics, since it can produce near-globally optimal solutions orders of magnitude faster than standard methods. This paper establishes theoretical conditions on how many and where samples are needed over the space of problems to achieve a given approximation quality. The framework is applied to solve globally optimal collision-free inverse kinematics (IK) problems, wherein large solution databases are used to produce near-optimal solutions in sub-millisecond time on a standard PC.
Our automated IK learning framework bears some similarity to the Lightning framework of @cite_19 in which past plans are reused in parallel with planning from scratch. In that work, past examples are retrieved based on nearest feature vector containing the start and end positions of the planning query, whereas our work is more general and accepts any P-parameters of the class of optimization problems. Furthermore, Lightning uses past planning queries to generate new experience, while our framework uses a handful of user-driven queries to seed the database, but can then populate the database automatically thereafter.
@cite_19
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We present an experience-based planning framework called Thunder that learns to reduce computation time required to solve high-dimensional planning problems in varying environments. The approach is especially suited for large configuration spaces that include many invariant constraints, such as those found with whole body humanoid motion planning. Experiences are generated using probabilistic sampling and stored in a sparse roadmap spanner (SPARS), which provides asymptotically near-optimal coverage of the configuration space, making storing, retrieving, and repairing past experiences very efficient with respect to memory and time. The Thunder framework improves upon past experience-based planners by storing experiences in a graph rather than in individual paths, eliminating redundant information, providing more opportunities for path reuse, and providing a theoretical limit to the size of the experience graph. These properties also lead to improved handling of dynamically changing environments, reasoning about optimal paths, and reducing query resolution time. The approach is demonstrated on a 30 degrees of freedom humanoid robot and compared with the Lightning framework, an experience-based planner that uses individual paths to store past experiences. In environments with variable obstacles and stability constraints, experiments show that Thunder is on average an order of magnitude faster than Lightning and planning from scratch. Thunder also uses 98.8 less memory to store its experiences after 10,000 trials when compared to Lightning. Our framework is implemented and freely available in the Open Motion Planning Library. We propose a framework, called Lightning, for planning paths in high-dimensional spaces that is able to learn from experience, with the aim of reducing computation time. This framework is intended for manipulation tasks that arise in applications ranging from domestic assistance to robot-assisted surgery. Our framework consists of two main modules, which run in parallel: a planning-from-scratch module, and a module that retrieves and repairs paths stored in a path library. After a path is generated for a new query, a library manager decides whether to store the path based on computation time and the generated path's similarity to the retrieved path. To retrieve an appropriate path from the library we use two heuristics that exploit two key aspects of the problem: (i) A correlation between the amount a path violates constraints and the amount of time needed to repair that path, and (ii) the implicit division of constraints into those that vary across environments in which the robot operates and those that do not. We evaluated an implementation of the framework on several tasks for the PR2 mobile manipulator and a minimally-invasive surgery robot in simulation. We found that the retrieve-and-repair module produced paths faster than planning-from-scratch in over 90 of test cases for the PR2 and in 58 of test cases for the minimally-invasive surgery robot. The paper describes the design and implementation of an adaptive recompilation framework for Rotor, a shared source implementation of the common language infrastructure (CLI) that can increase program performance through intelligent recompilation decisions and optimisations based on the program's past behaviour. Our extensions to Rotor include a low overhead run-time-stack based sampling profiler that identifies program hotspots. At the first level of optimisation, the compiler uses a fast yet effective linear scan algorithm for register allocation. Hot methods can be instrumented to collect basic-block, edge and call-graph profile information. Profile-guided optimisations driven by online profile information are used to further optimise heavily executed methods at the second level of recompilation. An evaluation of the framework using a set of test programs shows that performance can improve by a maximum of 42.3 and by 9 on average. Our results also show that the overheads of collecting accurate profile information through instrumentation to an extent outweigh the benefits of profile-guided optimisations in our implementation, suggesting the need for implementing techniques that can reduce such overheads. A flexible and extensible framework design implies that additional profiling and optimisation techniques can easily be incorporated to further improve performance. Despite the availability of a huge amount of video data accompanied by descriptive texts, it is not always easy to exploit the information contained in natural language in order to automatically recognize video concepts. Towards this goal, in this paper we use textual cues as means of supervision, introducing two weakly supervised techniques that extend the Multiple Instance Learning (MIL) framework: the Fuzzy Sets Multiple Instance Learning (FSMIL) and the Probabilistic Labels Multiple Instance Learning (PLMIL). The former encodes the spatio-temporal imprecision of the linguistic descriptions with Fuzzy Sets, while the latter models different interpretations of each description's semantics with Probabilistic Labels, both formulated through a convex optimization algorithm. In addition, we provide a novel technique to extract weak labels in the presence of complex semantics, that consists of semantic similarity computations. We evaluate our methods on two distinct problems, namely face and action recognition, in the challenging and realistic setting of movies accompanied by their screenplays, contained in the COGNIMUSE database. We show that, on both tasks, our method considerably outperforms a state-of-the-art weakly supervised approach, as well as other baselines.