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arXiv:2404.13093

The N-Gene Model for Evolutionary Games

In this study, we develop a novel evolutionary model that incorporates Mendelian genetics, continuous strategies, and the potential for multiple genes to contribute to a single phenotypic trait. The evolution of altruistic behavior, which confers benefits to others at a cost to the individual, remains a fundamental question in evolutionary biology. While previous models have investigated the conditions favoring the emergence and stability of altruism, they have often employed simplifying assumptions, such as single-gene inheritance and discrete strategies. We employ a modified dictator game as the framework for evolutionary interactions and explore the stability of altruistic behavior under various conditions. Our primary result demonstrates that when considering heterozygous genes, altruism can be evolutionarily stable at cost-to-benefit ratios exceeding unity, even with initially low frequencies of altruists in the population. This finding contrasts with the case of homozygous genes, where altruism is only stable at cost-to-benefit ratios greater than 2. The generality of our approach allows for its application to a diverse range of evolutionary games and interactions, providing a powerful tool for investigating the emergence and maintenance of social behaviors and personality traits. Our results contribute to the understanding of the evolutionary mechanisms underlying altruism and underscore the importance of incorporating genetic complexity in evolutionary models. This work has implications for the study of social evolution and the genetic architecture of complex behavioral phenotypes.

arXiv:2404.08855공식 코드 · Papers with Code

WROOM: An Autonomous Driving Approach for Off-Road Navigation

Off-road navigation is a challenging problem both at the planning level to get a smooth trajectory and at the control level to avoid flipping over, hitting obstacles, or getting stuck at a rough patch. There have been several recent works using classical approaches involving depth map prediction followed by smooth trajectory planning and using a controller to track it. We design an end-to-end reinforcement learning (RL) system for an autonomous vehicle in off-road environments using a custom-designed simulator in the Unity game engine. We warm-start the agent by imitating a rule-based controller and utilize Proximal Policy Optimization (PPO) to improve the policy based on a reward that incorporates Control Barrier Functions (CBF), facilitating the agent's ability to generalize effectively to real-world scenarios. The training involves agents concurrently undergoing domain-randomized trials in various environments. We also propose a novel simulation environment to replicate off-road driving scenarios and deploy our proposed approach on a real buggy RC car. Videos and additional results: https://sites.google.com/view/wroom-utd/home

arXiv:2404.02447

A Novel Approach to Breast Cancer Histopathological Image Classification Using Cross-Colour Space Feature Fusion and Quantum-Classical Stack Ensemble Method

Breast cancer classification stands as a pivotal pillar in ensuring timely diagnosis and effective treatment. This study with histopathological images underscores the profound significance of harnessing the synergistic capabilities of colour space ensembling and quantum-classical stacking to elevate the precision of breast cancer classification. By delving into the distinct colour spaces of RGB, HSV and CIE L*u*v, the authors initiated a comprehensive investigation guided by advanced methodologies. Employing the DenseNet121 architecture for feature extraction the authors have capitalized on the robustness of Random Forest, SVM, QSVC, and VQC classifiers. This research encompasses a unique feature fusion technique within the colour space ensemble. This approach not only deepens our comprehension of breast cancer classification but also marks a milestone in personalized medical assessment. The amalgamation of quantum and classical classifiers through stacking emerges as a potent catalyst, effectively mitigating the inherent constraints of individual classifiers, paving a robust path towards more dependable and refined breast cancer identification. Through rigorous experimentation and meticulous analysis, fusion of colour spaces like RGB with HSV and RGB with CIE L*u*v, presents an classification accuracy, nearing the value of unity. This underscores the transformative potential of our approach, where the fusion of diverse colour spaces and the synergy of quantum and classical realms converge to establish a new horizon in medical diagnostics. Thus the implications of this research extend across medical disciplines, offering promising avenues for advancing diagnostic accuracy and treatment efficacy.

arXiv:2403.18343

The Artificial Neural Twin -- Process Optimization and Continual Learning in Distributed Process Chains

Industrial process optimization and control is crucial to increase economic and ecologic efficiency. However, data sovereignty, differing goals, or the required expert knowledge for implementation impede holistic implementation. Further, the increasing use of data-driven AI-methods in process models and industrial sensory often requires regular fine-tuning to accommodate distribution drifts. We propose the Artificial Neural Twin, which combines concepts from model predictive control, deep learning, and sensor networks to address these issues. Our approach introduces differentiable data fusion to estimate the state of distributed process steps and their dependence on input data. By treating the interconnected process steps as a quasi neural-network, we can backpropagate loss gradients for process optimization or model fine-tuning to process parameters or AI models respectively. The concept is demonstrated on a virtual machine park simulated in Unity, consisting of bulk material processes in plastic recycling.

arXiv:2403.16146

Realtime Robust Shape Estimation of Deformable Linear Object

Realtime shape estimation of continuum objects and manipulators is essential for developing accurate planning and control paradigms. The existing methods that create dense point clouds from camera images, and/or use distinguishable markers on a deformable body have limitations in realtime tracking of large continuum objects/manipulators. The physical occlusion of markers can often compromise accurate shape estimation. We propose a robust method to estimate the shape of linear deformable objects in realtime using scattered and unordered key points. By utilizing a robust probability-based labeling algorithm, our approach identifies the true order of the detected key points and then reconstructs the shape using piecewise spline interpolation. The approach only relies on knowing the number of the key points and the interval between two neighboring points. We demonstrate the robustness of the method when key points are partially occluded. The proposed method is also integrated into a simulation in Unity for tracking the shape of a cable with a length of 1m and a radius of 5mm. The simulation results show that our proposed approach achieves an average length error of 1.07% over the continuum's centerline and an average cross-section error of 2.11mm. The real-world experiments of tracking and estimating a heavy-load cable prove that the proposed approach is robust under occlusion and complex entanglement scenarios.

arXiv:2403.15383공식 코드 · Papers with Code

ThemeStation: Generating Theme-Aware 3D Assets from Few Exemplars

Real-world applications often require a large gallery of 3D assets that share a consistent theme. While remarkable advances have been made in general 3D content creation from text or image, synthesizing customized 3D assets following the shared theme of input 3D exemplars remains an open and challenging problem. In this work, we present ThemeStation, a novel approach for theme-aware 3D-to-3D generation. ThemeStation synthesizes customized 3D assets based on given few exemplars with two goals: 1) unity for generating 3D assets that thematically align with the given exemplars and 2) diversity for generating 3D assets with a high degree of variations. To this end, we design a two-stage framework that draws a concept image first, followed by a reference-informed 3D modeling stage. We propose a novel dual score distillation (DSD) loss to jointly leverage priors from both the input exemplars and the synthesized concept image. Extensive experiments and user studies confirm that ThemeStation surpasses prior works in producing diverse theme-aware 3D models with impressive quality. ThemeStation also enables various applications such as controllable 3D-to-3D generation.

arXiv:2403.09973

Den-SOFT: Dense Space-Oriented Light Field DataseT for 6-DOF Immersive Experience

We have built a custom mobile multi-camera large-space dense light field capture system, which provides a series of high-quality and sufficiently dense light field images for various scenarios. Our aim is to contribute to the development of popular 3D scene reconstruction algorithms such as IBRnet, NeRF, and 3D Gaussian splitting. More importantly, the collected dataset, which is much denser than existing datasets, may also inspire space-oriented light field reconstruction, which is potentially different from object-centric 3D reconstruction, for immersive VR/AR experiences. We utilized a total of 40 GoPro 10 cameras, capturing images of 5k resolution. The number of photos captured for each scene is no less than 1000, and the average density (view number within a unit sphere) is 134.68. It is also worth noting that our system is capable of efficiently capturing large outdoor scenes. Addressing the current lack of large-space and dense light field datasets, we made efforts to include elements such as sky, reflections, lights and shadows that are of interest to researchers in the field of 3D reconstruction during the data capture process. Finally, we validated the effectiveness of our provided dataset on three popular algorithms and also integrated the reconstructed 3DGS results into the Unity engine, demonstrating the potential of utilizing our datasets to enhance the realism of virtual reality (VR) and create feasible interactive spaces. The dataset is available at our project website.

arXiv:2403.05300공식 코드 · Papers with Code

Unity by Diversity: Improved Representation Learning in Multimodal VAEs

Variational Autoencoders for multimodal data hold promise for many tasks in data analysis, such as representation learning, conditional generation, and imputation. Current architectures either share the encoder output, decoder input, or both across modalities to learn a shared representation. Such architectures impose hard constraints on the model. In this work, we show that a better latent representation can be obtained by replacing these hard constraints with a soft constraint. We propose a new mixture-of-experts prior, softly guiding each modality's latent representation towards a shared aggregate posterior. This approach results in a superior latent representation and allows each encoding to preserve information better from its uncompressed original features. In extensive experiments on multiple benchmark datasets and two challenging real-world datasets, we show improved learned latent representations and imputation of missing data modalities compared to existing methods.

arXiv:2403.02687

Enhanced DareFightingICE Competitions: Sound Design and AI Competitions

This paper presents a new and improved DareFightingICE platform, a fighting game platform with a focus on visually impaired players (VIPs), in the Unity game engine. It also introduces the separation of the DareFightingICE Competition into two standalone competitions called DareFightingICE Sound Design Competition and DareFightingICE AI Competition--at the 2024 IEEE Conference on Games (CoG)--in which a new platform will be used. This new platform is an enhanced version of the old DareFightingICE platform, having a better audio system to convey 3D sound and a better way to send audio data to AI agents. With this enhancement and by utilizing Unity, the new DareFightingICE platform is more accessible in terms of adding new features for VIPs and future audio research. This paper also improves the evaluation method for evaluating sound designs in the Sound Design Competition which will ensure a better sound design for VIPs as this competition continues to run at future CoG. To the best of our knowledge, both of our competitions are first of their kind, and the connection between the competitions to mutually improve the entries' quality with time makes these competitions an important part of representing an often overlooked segment within the broader gaming community, VIPs.

arXiv:2402.13724공식 코드 · Papers with Code

Bring Your Own Character: A Holistic Solution for Automatic Facial Animation Generation of Customized Characters

Animating virtual characters has always been a fundamental research problem in virtual reality (VR). Facial animations play a crucial role as they effectively convey emotions and attitudes of virtual humans. However, creating such facial animations can be challenging, as current methods often involve utilization of expensive motion capture devices or significant investments of time and effort from human animators in tuning animation parameters. In this paper, we propose a holistic solution to automatically animate virtual human faces. In our solution, a deep learning model was first trained to retarget the facial expression from input face images to virtual human faces by estimating the blendshape coefficients. This method offers the flexibility of generating animations with characters of different appearances and blendshape topologies. Second, a practical toolkit was developed using Unity 3D, making it compatible with the most popular VR applications. The toolkit accepts both image and video as input to animate the target virtual human faces and enables users to manipulate the animation results. Furthermore, inspired by the spirit of Human-in-the-loop (HITL), we leveraged user feedback to further improve the performance of the model and toolkit, thereby increasing the customization properties to suit user preferences. The whole solution, for which we will make the code public, has the potential to accelerate the generation of facial animations for use in VR applications.

arXiv:2402.12393

On Automating Video Game Regression Testing by Planning and Learning

In this paper, we propose a method and workflow for automating regression testing of certain video game aspects using automated planning and incremental action model learning techniques. The basic idea is to use detailed game logs and incremental action model learning techniques to maintain a formal model in the planning domain description language (PDDL) of the gameplay mechanics. The workflow enables efficient cooperation of game developers without any experience with PDDL or other formal systems and a person experienced with PDDL modeling but no game development skills. We describe the method and workflow in general and then demonstrate it on a concrete proof-of-concept example -- a simple role-playing game provided as one of the tutorial projects in the popular game development engine Unity. This paper presents the first step towards minimizing or even eliminating the need for a modeling expert in the workflow, thus making automated planning accessible to a broader audience.

arXiv:2402.07937

A Physiological Sensor-Based Android Application Synchronized with a Driving Simulator for Driver Monitoring

In this paper, we present an Android application to control and monitor the physiological sensors from the Shimmer platform and its synchronized working with a driving simulator. The Android app can monitor drivers and their parameters can be used to analyze the relation between their physiological states and driving performance. The app can configure, select, receive, process, represent graphically, and store the signals from electrocardiogram (ECG), electromyogram (EMG) and galvanic skin response (GSR) modules and accelerometers, a magnetometer and a gyroscope. The Android app is synchronized in two steps with a driving simulator that we previously developed using the Unity game engine to analyze driving security and efficiency. The Android app was tested with different sensors working simultaneously at various sampling rates and in different Android devices. We also tested the synchronized working of the driving simulator and the Android app with 25 people and analyzed the relation between data from the ECG, EMG, GSR, and gyroscope sensors and from the simulator. Among others, some significant correlations between a gyroscope-based feature calculated by the Android app and vehicle data and particular traffic offences were found. The Android app can be applied with minor adaptations to other different users such as patients with chronic diseases or athletes.

arXiv:2402.07946

Re-Envisioning Command and Control

Future warfare will require Command and Control (C2) decision-making to occur in more complex, fast-paced, ill-structured, and demanding conditions. C2 will be further complicated by operational challenges such as Denied, Degraded, Intermittent, and Limited (DDIL) communications and the need to account for many data streams, potentially across multiple domains of operation. Yet, current C2 practices -- which stem from the industrial era rather than the emerging intelligence era -- are linear and time-consuming. Critically, these approaches may fail to maintain overmatch against adversaries on the future battlefield. To address these challenges, we propose a vision for future C2 based on robust partnerships between humans and artificial intelligence (AI) systems. This future vision is encapsulated in three operational impacts: streamlining the C2 operations process, maintaining unity of effort, and developing adaptive collective knowledge systems. This paper illustrates the envisaged future C2 capabilities, discusses the assumptions that shaped them, and describes how the proposed developments could transform C2 in future warfare.

arXiv:2402.07098

Improving Pallet Detection Using Synthetic Data

The use of synthetic data in machine learning saves a significant amount of time when implementing an effective object detector. However, there is limited research in this domain. This study aims to improve upon previously applied implementations in the task of instance segmentation of pallets in a warehouse environment. This study proposes using synthetically generated domain-randomised data as well as data generated through Unity to achieve this. This study achieved performance improvements on the stacked and racked pallet categories by 69% and 50% mAP50, respectively when being evaluated on real data. Additionally, it was found that there was a considerable impact on the performance of a model when it was evaluated against images in a darker environment, dropping as low as 3% mAP50 when being evaluated on images with an 80% brightness reduction. This study also created a two-stage detector that used YOLOv8 and SAM, but this proved to have unstable performance. The use of domain-randomised data proved to have negligible performance improvements when compared to the Unity-generated data.

arXiv:2401.16434

A novel ANROA based control approach for grid-tied multi-functional solar energy conversion system

An adaptive control approach for a three-phase grid-interfaced solar photovoltaic system based on the new Neuro-Fuzzy Inference System with Rain Optimization Algorithm (ANROA) methodology is proposed and discussed in this manuscript. This method incorporates an Adaptive Neuro-fuzzy Inference System (ANFIS) with a Rain Optimization Algorithm (ROA). The ANFIS controller has excellent maximum tracking capability because it includes features of both neural and fuzzy techniques. The ROA technique is in charge of controlling the voltage source converter switching. Avoiding power quality problems including voltage fluctuations, harmonics, and flickers as well as unbalanced loads and reactive power usage is the major goal. Besides, the proposed method performs at zero voltage regulation and unity power factor modes. The suggested control approach has been modeled and simulated, and its performance has been assessed using existing alternative methods. A statistical analysis of proposed and existing techniques has been also presented and discussed. The results of the simulations demonstrate that, when compared to alternative approaches, the suggested strategy may properly and effectively identify the best global solutions. Furthermore, the system's robustness has been studied by using MATLAB/SIMULINK environment and experimentally by Field Programmable Gate Arrays Controller (FPGA)-based Hardware-in-Loop (HLL).

arXiv:2401.16618공식 코드 · Papers with Code

A comparison of RL-based and PID controllers for 6-DOF swimming robots: hybrid underwater object tracking

In this paper, we present an exploration and assessment of employing a centralized deep Q-network (DQN) controller as a substitute for the prevalent use of PID controllers in the context of 6DOF swimming robots. Our primary focus centers on illustrating this transition with the specific case of underwater object tracking. DQN offers advantages such as data efficiency and off-policy learning, while remaining simpler to implement than other reinforcement learning methods. Given the absence of a dynamic model for our robot, we propose an RL agent to control this multi-input-multi-output (MIMO) system, where a centralized controller may offer more robust control than distinct PIDs. Our approach involves initially using classical controllers for safe exploration, then gradually shifting to DQN to take full control of the robot. We divide the underwater tracking task into vision and control modules. We use established methods for vision-based tracking and introduce a centralized DQN controller. By transmitting bounding box data from the vision module to the control module, we enable adaptation to various objects and effortless vision system replacement. Furthermore, dealing with low-dimensional data facilitates cost-effective online learning for the controller. Our experiments, conducted within a Unity-based simulator, validate the effectiveness of a centralized RL agent over separated PID controllers, showcasing the applicability of our framework for training the underwater RL agent and improved performance compared to traditional control methods. The code for both real and simulation implementations is at https://github.com/FARAZLOTFI/underwater-object-tracking.

arXiv:2401.08544

N-Adaptive Ritz Method: A Neural Network Enriched Partition of Unity for Boundary Value Problems

Conventional finite element methods are known to be tedious in adaptive refinements due to their conformal regularity requirements. Further, the enrichment functions for adaptive refinements are often not readily available in general applications. This work introduces a novel neural network-enriched Partition of Unity (NN-PU) approach for solving boundary value problems via artificial neural networks with a potential energy-based loss function minimization. The flexibility and adaptivity of the NN function space are utilized to capture complex solution patterns that the conventional Galerkin methods fail to capture. The NN enrichment is constructed by combining pre-trained feature-encoded NN blocks with an additional untrained NN block. The pre-trained NN blocks learn specific local features during the offline stage, enabling efficient enrichment of the approximation space during the online stage through the Ritz-type energy minimization. The NN enrichment is introduced under the Partition of Unity (PU) framework, ensuring convergence of the proposed method. The proposed NN-PU approximation and feature-encoded transfer learning forms an adaptive approximation framework, termed the neural-refinement (n-refinement), for solving boundary value problems. Demonstrated by solving various elasticity problems, the proposed method offers accurate solutions while notably reducing the computational cost compared to the conventional adaptive refinement in the mesh-based methods.

arXiv:2401.04050

Robust Estimation in Network Vector Autoregression with Nonstationary Regressors

This article studies identification and estimation for the network vector autoregressive model with nonstationary regressors. In particular, network dependence is characterized by a nonstochastic adjacency matrix. The information set includes a stationary regressand and a node-specific vector of nonstationary regressors, both observed at the same equally spaced time frequencies. Our proposed econometric specification correponds to the NVAR model under time series nonstationarity which relies on the local-to-unity parametrization for capturing the unknown form of persistence of these node-specific regressors. Robust econometric estimation is achieved using an IVX-type estimator and the asymptotic theory analysis for the augmented vector of regressors is studied based on a double asymptotic regime where both the network size and the time dimension tend to infinity.

arXiv:2401.02193

Data Integration Framework for Virtual Reality Enabled Digital Twins

Digital twins are becoming increasingly popular across many industries for real-time data streaming, processing, and visualization. They allow stakeholders to monitor, diagnose, and optimize assets. Emerging technologies used for immersive visualization, such as virtual reality, open many new possibilities for intuitive access and monitoring of remote assets through digital twins. This is specifically relevant for floating wind farms, where access is often limited. However, the integration of data from multiple sources and access through different devices including virtual reality headsets can be challenging. In this work, a data integration framework for static and real-time data from various sources on the assets and their environment is presented that allows collecting and processing of data in Python and deploying the data in real-time through Unity on different devices, including virtual reality headsets. The integration of data from terrain, weather, and asset geometry is explained in detail. A real-time data stream from the asset to the clients is implemented and reviewed, and instructions are given on the code required to connect Python scripts to any Unity application across devices. The data integration framework is implemented for a digital twin of a floating wind turbine and an onshore wind farm, and the potential for future research is discussed.

arXiv:2401.01729

Development Of Impedance and Capacitance based Sensors for the Estimation of Adulterant Ingredients in Different Bio-Consumables

Electrical Impedance Spectroscopy (EIS) technique is found to be an excellent candidate for bio-sensing and food quality monitoring applications due to its rapid, robust, cost-effective and point-of-care approach. The present research work investigates the implementation of EIS technique supported by several optical spectroscopic techniques such as Ultraviolet-Visible (UV-Vis) and Fourier Transform Mid Infrared (FT-MIR) to detect and quantify several toxic adulterants in foods and bio-consumables. A comprehensive understanding on the background theory related to the study has been developed to analyze the overall polarization of the system and the effect of frequency on complex permittivity of such system have been observed. In the current work, the technique is applied to adulterated saccharides, honey and turmeric samples through a prototype sensing device. All the corresponding measurements have been performed by dipping a custom-made parallel plate conductivity cell with unity cell constant inside the solution under test. EIS study exhibited a steady variation of electrical parameters such as impedance, capacitance, conductance and current values with increasing adulterant percentage in the solution. Variation in such properties due to adulteration provides a systematic sensor plot through which one can determine their percentage of adulteration in unknown adulterated samples. Co-efficient of sensitivity has been extracted from the EIS data for adulteration study in terms of one of the measured parameters. The results of UV-Vis and FT-MIR studies have been used for comparative analyses which corroborate with the EIS results, wherever applicable.