Search arXivSearch

arXiv · 2109.02629

An Efficient Deep Learning Approach Using Improved Generative Adversarial Networks for Incomplete Information Completion of Self-driving

Abstract

Autonomous driving is the key technology of intelligent logistics in Industrial Internet of Things (IIoT). In autonomous driving, the appearance of incomplete point clouds losing geometric and semantic information is inevitable owing to limitations of occlusion, sensor resolution, and viewing angle when the Light Detection And Ranging (LiDAR) is applied. The emergence of incomplete point clouds, especially incomplete vehicle point clouds, would lead to the reduction of the accuracy of autonomous driving vehicles in object detection, traffic alert, and collision avoidance. Existing point cloud completion networks, such as Point Fractal Network (PF-Net), focus on the accuracy of point cloud completion, without considering the efficiency of inference process, which makes it difficult for them to be deployed for vehicle point cloud repair in autonomous driving. To address the above problem, in this paper, we propose an efficient deep learning approach to repair incomplete vehicle point cloud accurately and efficiently in autonomous driving. In the proposed method, an efficient downsampling algorithm combining incremental sampling and one-time sampling is presented to improves the inference speed of the PF-Net based on Generative Adversarial Network (GAN). To evaluate the performance of the proposed method, a real dataset is used, and an autonomous driving scene is created, where three incomplete vehicle point clouds with 5 different sizes are set for three autonomous driving situations. The improved PF-Net can achieve the speedups of over 19x with almost the same accuracy when compared to the original PF-Net. Experimental results demonstrate that the improved PF-Net can be applied to efficiently complete vehicle point clouds in autonomous driving.

Explore related subjects

Keep this discovery

Explore connections, maps & timelines

BibTeXRIS

Jingzhi Tu, Gang Mei, Francesco Piccialli. 2021-09-01. An Efficient Deep Learning Approach Using Improved Generative Adversarial Networks for Incomplete Information Completion of Self-driving. https://doi.org/10.1007/s10723-022-09610-5

Cite the original work for its findings. Save a collection to share your selection of sources.

KEEP EXPLORING

Related papers

Rollout Total Correlation for Deep Reinforcement Learning

Learning task-relevant representations is crucial for reinforcement learning. Recent approaches aim to learn such representations by improving the temporal consistency in the observed transitions. However, they only consider individual transitions and can fail to achieve long-term consistency. Instead, we argue that capturing aspects of the state that correlate with other states and actions of the trajectory---even more distant in the future---could further help in extracting task-relevant information. Hence, in this paper we investigate how to learn representations by maximizing the rollout total correlation, the correlation among all learned representations and actions within the trajectories produced by the agent. For improving rollout total correlation, we propose to combine two complementary lower bounds based on a generative and a discriminative model, combined with a simple and effective technique of chunk-wise mini-batching. Furthermore, we propose an intrinsic reward based on the learned representation for better exploration. Experimental evaluations on a set of challenging image-based simulated control tasks show that our method achieves better sample efficiency, and robustness to both white noise and natural video backgrounds compared to leading baselines.

cs.LG

Reward Shaping to Mitigate Reward Hacking in RLHF

Reinforcement learning from human feedback (RLHF) is widely used to align large language models (LLMs) with human preferences. However, RLHF remains vulnerable to \emph{reward hacking}, whereby a policy exploits imperfections in the reward function instead of learning the intended behavior, thereby undermining alignment. Although reward shaping can stabilize RLHF training and partially mitigate reward hacking, shaping methods and their underlying design principles have not been systematically investigated. To address this gap, we conduct a comprehensive study of prevalent reward-shaping techniques. Our analysis identifies two key design principles: (1) the reinforcement-learning reward should be bounded, and (2) it should grow rapidly at first and then gradually saturate. Motivated by these principles, we propose Preference as Reward (PAR), a novel method that uses the latent preferences encoded in the reward model as the reinforcement-learning signal. We further show that PAR possesses two variance-reduction properties that stabilize RLHF training and substantially widen the practical window for early stopping. Our evaluation consists of two parts. First, we compare PAR with several other reward-shaping strategies using Proximal Policy Optimization (PPO) as the reinforcement-learning algorithm and Gemma2-2B as the base model. Second, we compare PAR with the vanilla baseline (i.e., unshaped reward) across four base models and four reinforcement-learning algorithms. In the first set of experiments, PAR consistently outperforms other reward-shaping methods and also reflects high data efficiency and robustness. The second set of experiments shows that PAR is particularly effective for actor-critic RL algorithms when value estimates become unstable and demonstrates its effectiveness across different base models. The code is available at https://github.com/PorUna-byte/PAR.

cs.LG

Trajectory Entropy Reinforcement Learning for Robust Robot Motor Skill Learning

Simplicity is a critical inductive bias for designing data-driven controllers, especially when robustness is important. Despite the impressive results of deep reinforcement learning in complex control tasks, it is prone to capturing intricate and spurious correlations between observations and actions, leading to failure under slight perturbations to the environment. To tackle this problem, in this work we introduce a novel inductive bias towards simple policies in reinforcement learning. The simplicity inductive bias is introduced by minimizing the entropy of entire action trajectories, corresponding to the number of bits required to describe information in action trajectories after the agent observes state trajectories. Our reinforcement learning agent, Trajectory Entropy Reinforcement Learning, is optimized to minimize the trajectory entropy while maximizing rewards. We show that the trajectory entropy can be effectively estimated by learning a variational parameterized action prediction model, and use the prediction model to construct an information-regularized reward function. Furthermore, we construct a practical algorithm that enables the joint optimization of models, including the policy and the prediction model. Experimental evaluations on several high-dimensional locomotion tasks show that our learned policies produce more cyclical and consistent action trajectories, and achieve superior performance, and robustness to noise and dynamic changes than the state-of-the-art.

cs.LG