This collection includes both ASU Theses and Dissertations, submitted by graduate students, and the Barrett, Honors College theses submitted by undergraduate students. 

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In the field of machine learning, reinforcement learning stands out for its ability to explore approaches to complex, high dimensional problems that outperform even expert humans. For robotic locomotion tasks reinforcement learning provides an approach to solving them without the need for unique controllers. In this thesis, two reinforcement learning

In the field of machine learning, reinforcement learning stands out for its ability to explore approaches to complex, high dimensional problems that outperform even expert humans. For robotic locomotion tasks reinforcement learning provides an approach to solving them without the need for unique controllers. In this thesis, two reinforcement learning algorithms, Deep Deterministic Policy Gradient and Group Factor Policy Search are compared based upon their performance in the bipedal walking environment provided by OpenAI gym. These algorithms are evaluated on their performance in the environment and their sample efficiency.
ContributorsMcDonald, Dax (Author) / Ben Amor, Heni (Thesis director) / Yang, Yezhou (Committee member) / Barrett, The Honors College (Contributor) / Computer Science and Engineering Program (Contributor)
Created2018-12
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Description
Mixed reality mobile platforms co-locate virtual objects with physical spaces, creating immersive user experiences. To create visual harmony between virtual and physical spaces, the virtual scene must be accurately illuminated with realistic physical lighting. To this end, a system was designed that Generates Light Estimation Across Mixed-reality (GLEAM) devices to

Mixed reality mobile platforms co-locate virtual objects with physical spaces, creating immersive user experiences. To create visual harmony between virtual and physical spaces, the virtual scene must be accurately illuminated with realistic physical lighting. To this end, a system was designed that Generates Light Estimation Across Mixed-reality (GLEAM) devices to continually sense realistic lighting of a physical scene in all directions. GLEAM optionally operate across multiple mobile mixed-reality devices to leverage collaborative multi-viewpoint sensing for improved estimation. The system implements policies that prioritize resolution, coverage, or update interval of the illumination estimation depending on the situational needs of the virtual scene and physical environment.

To evaluate the runtime performance and perceptual efficacy of the system, GLEAM was implemented on the Unity 3D Game Engine. The implementation was deployed on Android and iOS devices. On these implementations, GLEAM can prioritize dynamic estimation with update intervals as low as 15 ms or prioritize high spatial quality with update intervals of 200 ms. User studies across 99 participants and 26 scene comparisons reported a preference towards GLEAM over other lighting techniques in 66.67% of the presented augmented scenes and indifference in 12.57% of the scenes. A controlled lighting user study on 18 participants revealed a general preference for policies that strike a balance between resolution and update rate.
ContributorsPrakash, Siddhant (Author) / LiKamWa, Robert (Thesis advisor) / Yang, Yezhou (Thesis advisor) / Hansford, Dianne (Committee member) / Arizona State University (Publisher)
Created2018
Description
Autonomous Driving (AD) systems are being researched and developed actively in recent days to solve the task of controlling the vehicles safely without human intervention. One method to solve such task is through deep Reinforcement Learning (RL) approach. In deep RL, the main objective is to find an optimal control

Autonomous Driving (AD) systems are being researched and developed actively in recent days to solve the task of controlling the vehicles safely without human intervention. One method to solve such task is through deep Reinforcement Learning (RL) approach. In deep RL, the main objective is to find an optimal control behavior, often called policy performed by an agent, which is AD system in this case. This policy is usually learned through Deep Neural Networks (DNNs) based on the observations that the agent perceives along with rewards feedback received from environment.However, recent studies demonstrated the vulnerability of such control policies learned through deep RL against adversarial attacks. This raises concerns about the application of such policies to risk-sensitive tasks like AD. Previous adversarial attacks assume that the threats can be broadly realized in two ways: First one is targeted attacks through manipu- lation of the agent’s complete observation in real time and the other is untargeted attacks through manipulation of objects in environment. The former assumes full access to the agent’s observations at almost all time, while the latter has no control over outcomes of attack. This research investigates the feasibility of targeted attacks through physical adver- sarial objects in the environment, a threat that combines the effectiveness and practicality. Through simulations on one of the popular AD systems, it is demonstrated that a fixed optimal policy can be malfunctioned over time by an attacker e.g., performing an unintended self-parking, when an adversarial object is present. The proposed approach is formulated in such a way that the attacker can learn a dynamics of the environment and also utilizes common knowledge of agent’s dynamics to realize the attack. Further, several experiments are conducted to show the effectiveness of the proposed attack on different driving scenarios empirically. Lastly, this work also studies robustness of object location, and trade-off between the attack strength and attack length based on proposed evaluation metrics.
ContributorsBuddareddygari, Prasanth (Author) / Yang, Yezhou (Thesis advisor) / Ren, Yi (Committee member) / Fainekos, Georgios (Committee member) / Arizona State University (Publisher)
Created2021