300 research outputs found

    Machine Learning

    Get PDF
    Machine Learning can be defined in various ways related to a scientific domain concerned with the design and development of theoretical and implementation tools that allow building systems with some Human Like intelligent behavior. Machine learning addresses more specifically the ability to improve automatically through experience

    Mobile Robots

    Get PDF
    The objective of this book is to cover advances of mobile robotics and related technologies applied for multi robot systems' design and development. Design of control system is a complex issue, requiring the application of information technologies to link the robots into a single network. Human robot interface becomes a demanding task, especially when we try to use sophisticated methods for brain signal processing. Generated electrophysiological signals can be used to command different devices, such as cars, wheelchair or even video games. A number of developments in navigation and path planning, including parallel programming, can be observed. Cooperative path planning, formation control of multi robotic agents, communication and distance measurement between agents are shown. Training of the mobile robot operators is very difficult task also because of several factors related to different task execution. The presented improvement is related to environment model generation based on autonomous mobile robot observations

    On learning task-directed motion plans

    Get PDF
    Thesis (Ph. D.)--Massachusetts Institute of Technology, Dept. of Electrical Engineering and Computer Science, 2009.Includes bibliographical references (p. 119-129).Robotic motion planning is a hard problem for robots with more than just a few degrees of freedom. Modern probabilistic planners are able to solve many problems very quickly, but for difficult problems, they are still unacceptably slow for many applications. This thesis concerns the use of previous planning experience to allow the agent to generate motion plans very quickly when faced with new but related problems. We first investigate a technique for learning from previous experience by simply remembering past solutions and applying them where relevant to new problems. We find that this approach is useful in environments with very low variability in obstacle placement and task endpoints, and that it is important to keep the set of stored plans small to improve performance. However, we would like to be able to better generalize our previous experience so we next investigate a technique for learning parameterized motion plans. A parameterized motion plan is a function from planning problem parameters to a motion plan. In our approach, we learn a set of parameterized subpaths, which we can use as suggestions for a probabilistic planner, leading to substantially reduced planning times. We find that this technique is successful in several standard motion planning domains. However, as the domains get more complex, the technique produces less of an advantage. We discover that the learning problem as we have posed it is likely to be intractible, and that the complexity of the problem is due to the redundancy of the robotics platform. We suggest several possible approaches for addressing this problem as future work.by Sarah J. Finney.Ph.D

    Humanoid Robots

    Get PDF
    For many years, the human being has been trying, in all ways, to recreate the complex mechanisms that form the human body. Such task is extremely complicated and the results are not totally satisfactory. However, with increasing technological advances based on theoretical and experimental researches, man gets, in a way, to copy or to imitate some systems of the human body. These researches not only intended to create humanoid robots, great part of them constituting autonomous systems, but also, in some way, to offer a higher knowledge of the systems that form the human body, objectifying possible applications in the technology of rehabilitation of human beings, gathering in a whole studies related not only to Robotics, but also to Biomechanics, Biomimmetics, Cybernetics, among other areas. This book presents a series of researches inspired by this ideal, carried through by various researchers worldwide, looking for to analyze and to discuss diverse subjects related to humanoid robots. The presented contributions explore aspects about robotic hands, learning, language, vision and locomotion

    Learning Probabilistic Generative Models For Fast Sampling-Based Planning

    Get PDF
    Due to their simplicity and efficiency in high dimensional space, sampling-based motion planners have been gaining interest for robotic manipulation in recent years. We present several new learning approaches using probabilistic generative models for fast sampling-based planning. First, we propose fast collision detection in high dimensional configuration spaces based on Gaussian Mixture Models (GMMs) for Rapidly-exploring Random Trees (RRT). In addition, we introduce a new probabilistically safe local steering primitive based on the probabilistic model. Our local steering procedure is based on a new notion of a convex probabilistically safety corridor that is constructed around a configuration using tangent hyperplanes of confidence ellipsoids of GMMs learned from prior collision history. For efficient sampling, we suggest a sampling method with a learned Q-function with linear function approximation based on feature representations such as Radial Basis Functions. This sampling method chooses the optimal node from which to extend the search tree via the softmax function of learned state values. We also discuss a novel constrained sampling-based motion planning method for grasp and transport tasks with redundant robotic manipulators, which allows the best grasp configuration and approach direction to be automatically determined. Since these approaches with the learned probabilistic models require large size data and time for training, it is essential that they are able to be adapted to environmental change in an online manner. The suggested online learning approach with the Dirichlet Process Mixture Model (DPMM) can adapt the complexity to the data and learn new Gaussian clusters with streaming data in newly explored areas without batch learning. We have applied these approaches in a number of robot arm planning scenarios and have shown their utility and effectiveness in simulation and on a physical 7-DoF robot manipulator

    Human-robot interaction and computer-vision-based services for autonomous robots

    Get PDF
    L'Aprenentatge per Imitació (IL), o Programació de robots per Demostració (PbD), abasta mètodes pels quals un robot aprèn noves habilitats a través de l'orientació humana i la imitació. La PbD s'inspira en la forma en què els éssers humans aprenen noves habilitats per imitació amb la finalitat de desenvolupar mètodes pels quals les noves tasques es poden transferir als robots. Aquesta tesi està motivada per la pregunta genèrica de "què imitar?", Que es refereix al problema de com extreure les característiques essencials d'una tasca. Amb aquesta finalitat, aquí adoptem la perspectiva del Reconeixement d'Accions (AR) per tal de permetre que el robot decideixi el què cal imitar o inferir en interactuar amb un ésser humà. L'enfoc proposat es basa en un mètode ben conegut que prové del processament del llenguatge natural: és a dir, la bossa de paraules (BoW). Aquest mètode s'aplica a grans bases de dades per tal d'obtenir un model entrenat. Encara que BoW és una tècnica d'aprenentatge de màquines que s'utilitza en diversos camps de la investigació, en la classificació d'accions per a l'aprenentatge en robots està lluny de ser acurada. D'altra banda, se centra en la classificació d'objectes i gestos en lloc d'accions. Per tant, en aquesta tesi es demostra que el mètode és adequat, en escenaris de classificació d'accions, per a la fusió d'informació de diferents fonts o de diferents assajos. Aquesta tesi fa tres contribucions: (1) es proposa un mètode general per fer front al reconeixement d'accions i per tant contribuir a l'aprenentatge per imitació; (2) la metodologia pot aplicar-se a grans bases de dades, que inclouen diferents modes de captura de les accions; i (3) el mètode s'aplica específicament en un projecte internacional d'innovació real anomenat Vinbot.El Aprendizaje por Imitación (IL), o Programación de robots por Demostración (PbD), abarca métodos por los cuales un robot aprende nuevas habilidades a través de la orientación humana y la imitación. La PbD se inspira en la forma en que los seres humanos aprenden nuevas habilidades por imitación con el fin de desarrollar métodos por los cuales las nuevas tareas se pueden transferir a los robots. Esta tesis está motivada por la pregunta genérica de "qué imitar?", que se refiere al problema de cómo extraer las características esenciales de una tarea. Con este fin, aquí adoptamos la perspectiva del Reconocimiento de Acciones (AR) con el fin de permitir que el robot decida lo que hay que imitar o inferir al interactuar con un ser humano. El enfoque propuesto se basa en un método bien conocido que proviene del procesamiento del lenguaje natural: es decir, la bolsa de palabras (BoW). Este método se aplica a grandes bases de datos con el fin de obtener un modelo entrenado. Aunque BoW es una técnica de aprendizaje de máquinas que se utiliza en diversos campos de la investigación, en la clasificación de acciones para el aprendizaje en robots está lejos de ser acurada. Además, se centra en la clasificación de objetos y gestos en lugar de acciones. Por lo tanto, en esta tesis se demuestra que el método es adecuado, en escenarios de clasificación de acciones, para la fusión de información de diferentes fuentes o de diferentes ensayos. Esta tesis hace tres contribuciones: (1) se propone un método general para hacer frente al reconocimiento de acciones y por lo tanto contribuir al aprendizaje por imitación; (2) la metodología puede aplicarse a grandes bases de datos, que incluyen diferentes modos de captura de las acciones; y (3) el método se aplica específicamente en un proyecto internacional de innovación real llamado Vinbot.Imitation Learning (IL), or robot Programming by Demonstration (PbD), covers methods by which a robot learns new skills through human guidance and imitation. PbD takes its inspiration from the way humans learn new skills by imitation in order to develop methods by which new tasks can be transmitted to robots. This thesis is motivated by the generic question of “what to imitate?” which concerns the problem of how to extract the essential features of a task. To this end, here we adopt Action Recognition (AR) perspective in order to allow the robot to decide what has to be imitated or inferred when interacting with a human kind. The proposed approach is based on a well-known method from natural language processing: namely, Bag of Words (BoW). This method is applied to large databases in order to obtain a trained model. Although BoW is a machine learning technique that is used in various fields of research, in action classification for robot learning it is far from accurate. Moreover, it focuses on the classification of objects and gestures rather than actions. Thus, in this thesis we show that the method is suitable in action classification scenarios for merging information from different sources or different trials. This thesis makes three contributions: (1) it proposes a general method for dealing with action recognition and thus to contribute to imitation learning; (2) the methodology can be applied to large databases which include different modes of action captures; and (3) the method is applied specifically in a real international innovation project called Vinbot

    Interaction and Intelligent Behavior

    Get PDF
    We introduce basic behaviors as primitives for control and learning in situated, embodied agents interacting in complex domains. We propose methods for selecting, formally specifying, algorithmically implementing, empirically evaluating, and combining behaviors from a basic set. We also introduce a general methodology for automatically constructing higher--level behaviors by learning to select from this set. Based on a formulation of reinforcement learning using conditions, behaviors, and shaped reinforcement, out approach makes behavior selection learnable in noisy, uncertain environments with stochastic dynamics. All described ideas are validated with groups of up to 20 mobile robots performing safe--wandering, following, aggregation, dispersion, homing, flocking, foraging, and learning to forage

    A Robotic System for Learning Visually-Driven Grasp Planning (Dissertation Proposal)

    Get PDF
    We use findings in machine learning, developmental psychology, and neurophysiology to guide a robotic learning system\u27s level of representation both for actions and for percepts. Visually-driven grasping is chosen as the experimental task since it has general applicability and it has been extensively researched from several perspectives. An implementation of a robotic system with a gripper, compliant instrumented wrist, arm and vision is used to test these ideas. Several sensorimotor primitives (vision segmentation and manipulatory reflexes) are implemented in this system and may be thought of as the innate perceptual and motor abilities of the system. Applying empirical learning techniques to real situations brings up such important issues as observation sparsity in high-dimensional spaces, arbitrary underlying functional forms of the reinforcement distribution and robustness to noise in exemplars. The well-established technique of non-parametric projection pursuit regression (PPR) is used to accomplish reinforcement learning by searching for projections of high-dimensional data sets that capture task invariants. We also pursue the following problem: how can we use human expertise and insight into grasping to train a system to select both appropriate hand preshapes and approaches for a wide variety of objects, and then have it verify and refine its skills through trial and error. To accomplish this learning we propose a new class of Density Adaptive reinforcement learning algorithms. These algorithms use statistical tests to identify possibly interesting regions of the attribute space in which the dynamics of the task change. They automatically concentrate the building of high resolution descriptions of the reinforcement in those areas, and build low resolution representations in regions that are either not populated in the given task or are highly uniform in outcome. Additionally, the use of any learning process generally implies failures along the way. Therefore, the mechanics of the untrained robotic system must be able to tolerate mistakes during learning and not damage itself. We address this by the use of an instrumented, compliant robot wrist that controls impact forces
    corecore