18,955 research outputs found
Generating Long-term Trajectories Using Deep Hierarchical Networks
We study the problem of modeling spatiotemporal trajectories over long time
horizons using expert demonstrations. For instance, in sports, agents often
choose action sequences with long-term goals in mind, such as achieving a
certain strategic position. Conventional policy learning approaches, such as
those based on Markov decision processes, generally fail at learning cohesive
long-term behavior in such high-dimensional state spaces, and are only
effective when myopic modeling lead to the desired behavior. The key difficulty
is that conventional approaches are "shallow" models that only learn a single
state-action policy. We instead propose a hierarchical policy class that
automatically reasons about both long-term and short-term goals, which we
instantiate as a hierarchical neural network. We showcase our approach in a
case study on learning to imitate demonstrated basketball trajectories, and
show that it generates significantly more realistic trajectories compared to
non-hierarchical baselines as judged by professional sports analysts.Comment: Published in NIPS 201
Value Iteration Networks on Multiple Levels of Abstraction
Learning-based methods are promising to plan robot motion without performing
extensive search, which is needed by many non-learning approaches. Recently,
Value Iteration Networks (VINs) received much interest since---in contrast to
standard CNN-based architectures---they learn goal-directed behaviors which
generalize well to unseen domains. However, VINs are restricted to small and
low-dimensional domains, limiting their applicability to real-world planning
problems.
To address this issue, we propose to extend VINs to representations with
multiple levels of abstraction. While the vicinity of the robot is represented
in sufficient detail, the representation gets spatially coarser with increasing
distance from the robot. The information loss caused by the decreasing
resolution is compensated by increasing the number of features representing a
cell. We show that our approach is capable of solving significantly larger 2D
grid world planning tasks than the original VIN implementation. In contrast to
a multiresolution coarse-to-fine VIN implementation which does not employ
additional descriptive features, our approach is capable of solving challenging
environments, which demonstrates that the proposed method learns to encode
useful information in the additional features. As an application for solving
real-world planning tasks, we successfully employ our method to plan
omnidirectional driving for a search-and-rescue robot in cluttered terrain
Embodied Question Answering
We present a new AI task -- Embodied Question Answering (EmbodiedQA) -- where
an agent is spawned at a random location in a 3D environment and asked a
question ("What color is the car?"). In order to answer, the agent must first
intelligently navigate to explore the environment, gather information through
first-person (egocentric) vision, and then answer the question ("orange").
This challenging task requires a range of AI skills -- active perception,
language understanding, goal-driven navigation, commonsense reasoning, and
grounding of language into actions. In this work, we develop the environments,
end-to-end-trained reinforcement learning agents, and evaluation protocols for
EmbodiedQA.Comment: 20 pages, 13 figures, Webpage: https://embodiedqa.org
Requirements for implementing real-time control functional modules on a hierarchical parallel pipelined system
Analysis of a robot control system leads to a broad range of processing requirements. One fundamental requirement of a robot control system is the necessity of a microcomputer system in order to provide sufficient processing capability.The use of multiple processors in a parallel architecture is beneficial for a number of reasons, including better cost performance, modular growth, increased reliability through replication, and flexibility for testing alternate control strategies via different partitioning. A survey of the progression from low level control synchronizing primitives to higher level communication tools is presented. The system communication and control mechanisms of existing robot control systems are compared to the hierarchical control model. The impact of this design methodology on the current robot control systems is explored
Combining Subgoal Graphs with Reinforcement Learning to Build a Rational Pathfinder
In this paper, we present a hierarchical path planning framework called SG-RL
(subgoal graphs-reinforcement learning), to plan rational paths for agents
maneuvering in continuous and uncertain environments. By "rational", we mean
(1) efficient path planning to eliminate first-move lags; (2) collision-free
and smooth for agents with kinematic constraints satisfied. SG-RL works in a
two-level manner. At the first level, SG-RL uses a geometric path-planning
method, i.e., Simple Subgoal Graphs (SSG), to efficiently find optimal abstract
paths, also called subgoal sequences. At the second level, SG-RL uses an RL
method, i.e., Least-Squares Policy Iteration (LSPI), to learn near-optimal
motion-planning policies which can generate kinematically feasible and
collision-free trajectories between adjacent subgoals. The first advantage of
the proposed method is that SSG can solve the limitations of sparse reward and
local minima trap for RL agents; thus, LSPI can be used to generate paths in
complex environments. The second advantage is that, when the environment
changes slightly (i.e., unexpected obstacles appearing), SG-RL does not need to
reconstruct subgoal graphs and replan subgoal sequences using SSG, since LSPI
can deal with uncertainties by exploiting its generalization ability to handle
changes in environments. Simulation experiments in representative scenarios
demonstrate that, compared with existing methods, SG-RL can work well on
large-scale maps with relatively low action-switching frequencies and shorter
path lengths, and SG-RL can deal with small changes in environments. We further
demonstrate that the design of reward functions and the types of training
environments are important factors for learning feasible policies.Comment: 20 page
From perception to action and vice versa: a new architecture showing how perception and action can modulate each other simultaneously
Presentado en: 6th European Conference on Mobile Robots (ECMR) Sep 25-27, 2013 Barcelona, SpainArtificial vision systems can not process all the
information that they receive from the world in real time
because it is highly expensive and inefficient in terms of
computational cost. However, inspired by biological perception
systems, it is possible to develop an artificial attention model
able to select only the relevant part of the scene, as human
vision does. From the Automated Planning point of view, a
relevant area can be seen as an area where the objects involved
in the execution of a plan are located. Thus, the planning system
should guide the attention model to track relevant objects. But,
at the same time, the perceived objects may constrain or provide
new information that could suggest the modification of a current
plan. Therefore, a plan that is being executed should be adapted
or recomputed taking into account actual information perceived
from the world. In this work, we introduce an architecture that
creates a symbiosis between the planning and the attention
modules of a robotic system, linking visual features with high
level behaviours. The architecture is based on the interaction of
an oversubscription planner, that produces plans constrained
by the information perceived from the vision system, and an
object-based attention system, able to focus on the relevant
objects of the plan being executed.Spanish MINECO projects TIN2008-06196, TIN2012-38079-C03-03 and TIN2012-38079-C03-02. Universidad de Málaga. Campus de Excelencia Internacional AndalucÃa Tec
Automated sequence and motion planning for robotic spatial extrusion of 3D trusses
While robotic spatial extrusion has demonstrated a new and efficient means to
fabricate 3D truss structures in architectural scale, a major challenge remains
in automatically planning extrusion sequence and robotic motion for trusses
with unconstrained topologies. This paper presents the first attempt in the
field to rigorously formulate the extrusion sequence and motion planning (SAMP)
problem, using a CSP encoding. Furthermore, this research proposes a new
hierarchical planning framework to solve the extrusion SAMP problems that
usually have a long planning horizon and 3D configuration complexity. By
decoupling sequence and motion planning, the planning framework is able to
efficiently solve the extrusion sequence, end-effector poses, joint
configurations, and transition trajectories for spatial trusses with
nonstandard topologies. This paper also presents the first detailed computation
data to reveal the runtime bottleneck on solving SAMP problems, which provides
insight and comparing baseline for future algorithmic development. Together
with the algorithmic results, this paper also presents an open-source and
modularized software implementation called Choreo that is machine-agnostic. To
demonstrate the power of this algorithmic framework, three case studies,
including real fabrication and simulation results, are presented.Comment: 24 pages, 16 figure
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