One of the most basic skills a robot should possess is predicting the effect of physical interactions with objects in the environment. This enables optimal action selection to reach a certain goal state. Traditionally, these dynamics are described by physics-based analytical models, which may however be very hard to find for complex problems. More recently, we have seen learning approaches that can predict the effect of more complex physical interactions directly from sensory input. However, it is an open question how far these models generalize beyond their training data. In this work, we analyse how analytical and learned models can be combined to leverage the best of both worlds. As physical interaction task, we use planar pushing, for which there exists a well-known analytical model and a large real-world dataset. We propose to use a neural network to convert the raw sensory data into a suitable representation that can be consumed by the analytical model and compare this approach to using neural networks for both, perception and prediction. Our results show that the combined method outperforms the purely learned version in terms of accuracy and generalization to push actions not seen during training. It also performs comparable to the analytical model applied on ground truth input values, despite using raw sensory data as input.
is similar to @cite_4 and explores different possibilities of predicting the next frame of a sequence of actions and RGB images using recurrent neural networks.
@cite_4
2521071105 2963665412 2962841471 2118688707
We consider the problem of next frame prediction from video input. A recurrent convolutional neural network is trained to predict depth from monocular video input, which, along with the current video image and the camera trajectory, can then be used to compute the next frame. Unlike prior next-frame prediction approaches, we take advantage of the scene geometry and use the predicted depth for generating the next frame prediction. Our approach can produce rich next frame predictions which include depth information attached to each pixel. Another novel aspect of our approach is that it predicts depth from a sequence of images (e.g. in a video), rather than from a single still image. We evaluate the proposed approach on the KITTI dataset, a standard dataset for benchmarking tasks relevant to autonomous driving. The proposed method produces results which are visually and numerically superior to existing methods that directly predict the next frame. We show that the accuracy of depth prediction improves as more prior frames are considered. We consider the problem of next frame prediction from video input. A recurrent convolutional neural network is trained to predict depth from monocular video input, which, along with the current video image and the camera trajectory, can then be used to compute the next frame. Unlike prior next-frame prediction approaches, we take advantage of the scene geometry and use the predicted depth for generating the next frame prediction. Our approach can produce rich next frame predictions which include depth information attached to each pixel. Another novel aspect of our approach is that it predicts depth from a sequence of images (e.g. in a video), rather than from a single still image. We evaluate the proposed approach on the KITTI dataset, a standard dataset for benchmarking tasks relevant to autonomous driving. The proposed method produces results which are visually and numerically superior to existing methods that directly predict the next frame. We show that the accuracy of depth prediction improves as more prior frames are considered. Motivated by vision-based reinforcement learning (RL) problems, in particular Atari games from the recent benchmark Aracade Learning Environment (ALE), we consider spatio-temporal prediction problems where future image-frames depend on control variables or actions as well as previous frames. While not composed of natural scenes, frames in Atari games are high-dimensional in size, can involve tens of objects with one or more objects being controlled by the actions directly and many other objects being influenced indirectly, can involve entry and departure of objects, and can involve deep partial observability. We propose and evaluate two deep neural network architectures that consist of encoding, action-conditional transformation, and decoding layers based on convolutional neural networks and recurrent neural networks. Experimental results show that the proposed architectures are able to generate visually-realistic frames that are also useful for control over approximately 100-step action-conditional futures in some games. To the best of our knowledge, this paper is the first to make and evaluate long-term predictions on high-dimensional video conditioned by control inputs. Motivated by vision-based reinforcement learning (RL) problems, in particular Atari games from the recent benchmark Aracade Learning Environment (ALE), we consider spatio-temporal prediction problems where future (image-)frames are dependent on control variables or actions as well as previous frames. While not composed of natural scenes, frames in Atari games are high-dimensional in size, can involve tens of objects with one or more objects being controlled by the actions directly and many other objects being influenced indirectly, can involve entry and departure of objects, and can involve deep partial observability. We propose and evaluate two deep neural network architectures that consist of encoding, action-conditional transformation, and decoding layers based on convolutional neural networks and recurrent neural networks. Experimental results show that the proposed architectures are able to generate visually-realistic frames that are also useful for control over approximately 100-step action-conditional futures in some games. To the best of our knowledge, this paper is the first to make and evaluate long-term predictions on high-dimensional video conditioned by control inputs.