Deep learning has revolutionized the ability to learn "end-to-end" autonomous vehicle control directly from raw sensory data. While there have been recent extensions to handle forms of navigation instruction, these works are unable to capture the full distribution of possible actions that could be taken and to reason about localization of the robot within the environment. In this paper, we extend end-to-end driving networks with the ability to perform point-to-point navigation as well as probabilistic localization using only noisy GPS data. We define a novel variational network capable of learning from raw camera data of the environment as well as higher level roadmaps to predict (1) a full probability distribution over the possible control commands; and (2) a deterministic control command capable of navigating on the route specified within the map. Additionally, we formulate how our model can be used to localize the robot according to correspondences between the map and the observed visual road topology, inspired by the rough localization that human drivers can perform. We test our algorithms on real-world driving data that the vehicle has never driven through before, and integrate our point-to-point navigation algorithms onboard a full-scale autonomous vehicle for real-time performance. Our localization algorithm is also evaluated over a new set of roads and intersections to demonstrates rough pose localization even in situations without any GPS prior.
Learning, planning, and representing knowledge at multiple levels of temporal ab- straction are key, longstanding challenges for AI. In this paper we consider how these challenges can be addressed within the mathematical framework of reinforce- ment learning and Markov decision processes (MDPs). We extend the usual notion of action in this framework to include options—closed-loop policies for taking ac- tion over a period of time. Examples of options include picking up an object, going to lunch, and traveling to a distant city, as well as primitive actions such as mus- cle twitches and joint torques. Overall, we show that options enable temporally abstract knowledge and action to be included in the reinforcement learning frame- work in a natural and general way. In particular, we show that options may be used interchangeably with primitive actions in planning methods such as dynamic pro- gramming and in learning methods such as Q-learning. Formally, a set of options defined over an MDP constitutes a semi-Markov decision process (SMDP), and the theory of SMDPs provides the foundation for the theory of options. However, the most interesting issues concern the interplay between the underlying MDP and the SMDP and are thus beyond SMDP theory. We present results for three such cases: 1) we show that the results of planning with options can be used during execution to interrupt options and thereby perform even better than planned, 2) we introduce new intra-option methods that are able to learn about an option from fragments of its execution, and 3) we propose a notion of subgoal that can be used to improve the options themselves. All of these results have precursors in the existing literature; the contribution of this paper is to establish them in a simpler and more general setting with fewer changes to the existing reinforcement learning framework. In particular, we show that these results can be obtained without committing to (or ruling out) any particular approach to state abstraction, hierarchy, function approximation, or the macro-utility problem. We introduce the value iteration network (VIN): a fully differentiable neural network with a planning module' embedded within. VINs can learn to plan, and are suitable for predicting outcomes that involve planning-based reasoning, such as policies for reinforcement learning. Key to our approach is a novel differentiable approximation of the value-iteration algorithm, which can be represented as a convolutional neural network, and trained end-to-end using standard backpropagation. We evaluate VIN based policies on discrete and continuous path-planning domains, and on a natural-language based search task. We show that by learning an explicit planning computation, VIN policies generalize better to new, unseen domains. We present a real-time algorithm which can recover the 3D trajectory of a monocular camera, moving rapidly through a previously unknown scene. Our system, which we dub MonoSLAM, is the first successful application of the SLAM methodology from mobile robotics to the "pure vision" domain of a single uncontrolled camera, achieving real time but drift-free performance inaccessible to structure from motion approaches. The core of the approach is the online creation of a sparse but persistent map of natural landmarks within a probabilistic framework. Our key novel contributions include an active approach to mapping and measurement, the use of a general motion model for smooth camera movement, and solutions for monocular feature initialization and feature orientation estimation. Together, these add up to an extremely efficient and robust algorithm which runs at 30 Hz with standard PC and camera hardware. This work extends the range of robotic systems in which SLAM can be usefully applied, but also opens up new areas. We present applications of MonoSLAM to real-time 3D localization and mapping for a high-performance full-size humanoid robot and live augmented reality with a hand-held camera Traditional approaches to simultaneous localization and mapping (SLAM) rely on low-level geometric features such as points, lines, and planes. They are unable to assign semantic labels to landmarks observed in the environment. Furthermore, loop closure recognition based on low-level features is often viewpoint-dependent and subject to failure in ambiguous or repetitive environments. On the other hand, object recognition methods can infer landmark classes and scales, resulting in a small set of easily recognizable landmarks, ideal for view-independent unambiguous loop closure. In a map with several objects of the same class, however, a crucial data association problem exists. While data association and recognition are discrete problems usually solved using discrete inference, classical SLAM is a continuous optimization over metric information. In this paper, we formulate an optimization problem over sensor states and semantic landmark positions that integrates metric information, semantic information, and data associations, and decompose it into two interconnected problems: an estimation of discrete data association and landmark class probabilities, and a continuous optimization over the metric states. The estimated landmark and robot poses affect the association and class distributions, which in turn affect the robot-landmark pose optimization. The performance of our algorithm is demonstrated on indoor and outdoor datasets. We propose a direct (feature-less) monocular SLAM algorithm which, in contrast to current state-of-the-art regarding direct methods, allows to build large-scale, consistent maps of the environment. Along with highly accurate pose estimation based on direct image alignment, the 3D environment is reconstructed in real-time as pose-graph of keyframes with associated semi-dense depth maps. These are obtained by filtering over a large number of pixelwise small-baseline stereo comparisons. The explicitly scale-drift aware formulation allows the approach to operate on challenging sequences including large variations in scene scale. Major enablers are two key novelties: (1) a novel direct tracking method which operates on ( sim (3) ), thereby explicitly detecting scale-drift, and (2) an elegant probabilistic solution to include the effect of noisy depth values into tracking. The resulting direct monocular SLAM system runs in real-time on a CPU. Augmenting an agent's control with useful higher-level behaviors called options can greatly reduce the sample complexity of reinforcement learning, but manually designing options is infeasible in high-dimensional and abstract state spaces. While recent work has proposed several techniques for automated option discovery, they do not scale to multi-level hierarchies and to expressive representations such as deep networks. We present Discovery of Deep Options (DDO), a policy-gradient algorithm that discovers parametrized options from a set of demonstration trajectories, and can be used recursively to discover additional levels of the hierarchy. The scalability of our approach to multi-level hierarchies stems from the decoupling of low-level option discovery from high-level meta-control policy learning, facilitated by under-parametrization of the high level. We demonstrate that using the discovered options to augment the action space of Deep Q-Network agents can accelerate learning by guiding exploration in tasks where random actions are unlikely to reach valuable states. We show that DDO is effective in adding options that accelerate learning in 4 out of 5 Atari RAM environments chosen in our experiments. We also show that DDO can discover structure in robot-assisted surgical videos and kinematics that match expert annotation with 72 accuracy. Recently developed Structure from Motion (SfM) reconstruction approaches enable the creation of large scale 3D models of urban scenes. These compact scene representations can then be used for accurate image-based localization, creating the need for localization approaches that are able to efficiently handle such large amounts of data. An important bottleneck is the computation of 2D-to-3D correspondences required for pose estimation. Current stateof- the-art approaches use indirect matching techniques to accelerate this search. In this paper we demonstrate that direct 2D-to-3D matching methods have a considerable potential for improving registration performance. We derive a direct matching framework based on visual vocabulary quantization and a prioritized correspondence search. Through extensive experiments, we show that our framework efficiently handles large datasets and outperforms current state-of-the-art methods. Robust visual localization under a wide range of viewing conditions is a fundamental problem in computer vision. Handling the difficult cases of this problem is not only very challenging but also of high practical relevance, e.g., in the context of life-long localization for augmented reality or autonomous robots. In this paper, we propose a novel approach based on a joint 3D geometric and semantic understanding of the world, enabling it to succeed under conditions where previous approaches failed. Our method leverages a novel generative model for descriptor learning, trained on semantic scene completion as an auxiliary task. The resulting 3D descriptors are robust to missing observations by encoding high-level 3D geometric and semantic information. Experiments on several challenging large-scale localization datasets demonstrate reliable localization under extreme viewpoint, illumination, and geometry changes. This paper proposes a novel deep reinforcement learning (RL) architecture, called Value Prediction Network (VPN), which integrates model-free and model-based RL methods into a single neural network. In contrast to typical model-based RL methods, VPN learns a dynamics model whose abstract states are trained to make option-conditional predictions of future values (discounted sum of rewards) rather than of future observations. Our experimental results show that VPN has several advantages over both model-free and model-based baselines in a stochastic environment where careful planning is required but building an accurate observation-prediction model is difficult. Furthermore, VPN outperforms Deep Q-Network (DQN) on several Atari games even with short-lookahead planning, demonstrating its potential as a new way of learning a good state representation. The ability to simultaneously localize a robot and accurately map its surroundings is considered by many to be a key prerequisite of truly autonomous robots. However, few approaches to this problem scale up to handle the very large number of landmarks present in real environments. Kalman filter-based algorithms, for example, require time quadratic in the number of landmarks to incorporate each sensor observation. This paper presents FastSLAM, an algorithm that recursively estimates the full posterior distribution over robot pose and landmark locations, yet scales logarithmically with the number of landmarks in the map. This algorithm is based on an exact factorization of the posterior into a product of conditional landmark distributions and a distribution over robot paths. The algorithm has been run successfully on as many as 50,000 landmarks, environments far beyond the reach of previous approaches. Experimental results demonstrate the advantages and limitations of the FastSLAM algorithm on both simulated and real-world data. Discusses a significant open problem in mobile robotics: simultaneous map building and localization, which the authors define as long-term globally referenced position estimation without a priori information. This problem is difficult because of the following paradox: to move precisely, a mobile robot must have an accurate environment map; however, to build an accurate map, the mobile robot's sensing locations must be known precisely. In this way, simultaneous map building and localization can be seen to present a question of 'which came first, the chicken or the egg?' (The map or the motion?) When using ultrasonic sensing, to overcome this issue the authors equip the vehicle with multiple servo-mounted sonar sensors, to provide a means in which a subset of environment features can be precisely learned from the robot's initial location and subsequently tracked to provide precise positioning. > This paper describes a probabilistic framework for appearance based navigation and mapping using spatial and visual appearance data. Like much recent work on appearance based navigation we adopt a bag-of-words approach in which positive or negative observations of visual words in a scene are used to discriminate between already visited and new places. In this paper we add an important extra dimension to the approach. We explicitly model the spatial distribution of visual words as a random graph in which nodes are visual words and edges are distributions over distances. Care is taken to ensure that the spatial model is able to capture the multi-modal distributions of inter-word spacing and account for sensor errors both in word detection and distances. Crucially, these inter-word distances are viewpoint invariant and collectively constitute strong place signatures and hence the impact of using both spatial and visual appearance is marked. We provide results illustrating a tremendous increase in precision-recall area compared to a state-of-the-art visual appearance only systems.