new

Get trending papers in your email inbox!

Subscribe

Daily Papers

byAK and the research community

Oct 26

Useful to Whom? The Easy-versus-Coverage Boundary Moves with the Learner

Is the same data equally useful to every learner? The question is whether the value of a training sample belongs to the sample or arises in its interaction with the learner. We test it with a selection experiment. Under a per-class budget, two kinds of samples compete for the slots: easy samples, which a short training run learns first, and coverage samples, which spread over the class in feature space. Easy samples win at small budgets and coverage samples at large ones, and the budget at which the winner flips, the crossover m0, can be measured. We ask whether m0 is set by the data or by the learner. To separate the two, we freeze the selected subsets and change only the learner that trains on them. On low-resolution ImageNet-100, doubling the width of a ResNet-18 moves the crossover from 57 to 85 samples per class on the same subsets. Enlarging the input grid from 32 to 64 pixels at fixed image information moves it from 85 to 57, and a single stride change reproduces or removes this shift. The grid shift shrinks as width grows. Under the native ImageNet-1k protocol, a 4x range of width moves the boundary by at most a few samples per class. On a Vision Transformer, coverage wins at every measured budget, even with easy subsets that work on the convolutional learner. The budget at which one kind of sample stops being the more useful kind therefore belongs to the learner, and the preferred regime of a selection strategy has to be read against the learner that will use the data.

  • 3 authors
·
Oct 8

Walk along: An Experiment on Controlling the Mobile Robot 'Spot' with Voice and Gestures

Robots are becoming more capable and can autonomously perform tasks such as navigating between locations. However, human oversight remains crucial. This study compared two touchless methods for directing mobile robots: voice control and gesture control, to investigate the efficiency of the methods and the preference of users. We tested these methods in two conditions: one in which participants remained stationary and one in which they walked freely alongside the robot. We hypothesized that walking alongside the robot would result in higher intuitiveness ratings and improved task performance, based on the idea that walking promotes spatial alignment and reduces the effort required for mental rotation. In a 2x2 within-subject design, 218 participants guided the quadruped robot Spot along a circuitous route with multiple 90-degree turns using rotate left, rotate right, and walk forward commands. After each trial, participants rated the intuitiveness of the command mapping, while post-experiment interviews were used to gather the participants' preferences. Results showed that voice control combined with walking with Spot was the most favored and intuitive, whereas gesture control while standing caused confusion for left/right commands. Nevertheless, 29% of participants preferred gesture control, citing increased task engagement and visual congruence as reasons. An odometry-based analysis revealed that participants often followed behind Spot, particularly in the gesture control condition, when they were allowed to walk. In conclusion, voice control with walking produced the best outcomes. Improving physical ergonomics and adjusting gesture types could make gesture control more effective.

  • 6 authors
·
Apr 13, 2025

Gaitor: Learning a Unified Representation Across Gaits for Real-World Quadruped Locomotion

The current state-of-the-art in quadruped locomotion is able to produce a variety of complex motions. These methods either rely on switching between a discrete set of skills or learn a distribution across gaits using complex black-box models. Alternatively, we present Gaitor, which learns a disentangled and 2D representation across locomotion gaits. This learnt representation forms a planning space for closed-loop control delivering continuous gait transitions and perceptive terrain traversal. Gaitor's latent space is readily interpretable and we discover that during gait transitions, novel unseen gaits emerge. The latent space is disentangled with respect to footswing heights and lengths. This means that these gait characteristics can be varied independently in the 2D latent representation. Together with a simple terrain encoding and a learnt planner operating in the latent space, Gaitor can take motion commands including desired gait type and swing characteristics all while reacting to uneven terrain. We evaluate Gaitor in both simulation and the real world on the ANYmal C platform. To the best of our knowledge, this is the first work learning a unified and interpretable latent space for multiple gaits, resulting in continuous blending between different locomotion modes on a real quadruped robot. An overview of the methods and results in this paper is found at https://youtu.be/eVFQbRyilCA.

  • 5 authors
·
May 29, 2024