3,011 research outputs found

    Learning the Semantics of Manipulation Action

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    In this paper we present a formal computational framework for modeling manipulation actions. The introduced formalism leads to semantics of manipulation action and has applications to both observing and understanding human manipulation actions as well as executing them with a robotic mechanism (e.g. a humanoid robot). It is based on a Combinatory Categorial Grammar. The goal of the introduced framework is to: (1) represent manipulation actions with both syntax and semantic parts, where the semantic part employs λ\lambda-calculus; (2) enable a probabilistic semantic parsing schema to learn the λ\lambda-calculus representation of manipulation action from an annotated action corpus of videos; (3) use (1) and (2) to develop a system that visually observes manipulation actions and understands their meaning while it can reason beyond observations using propositional logic and axiom schemata. The experiments conducted on a public available large manipulation action dataset validate the theoretical framework and our implementation

    An integrated approach of learning, planning, and execution

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    Agents (hardware or software) that act autonomously in an environment have to be able to integrate three basic behaviors: planning, execution, and learning. This integration is mandatory when the agent has no knowledge about how its actions can affect the environment, how the environment reacts to its actions, or, when the agent does not receive as an explicit input, the goals it must achieve. Without an a priori theory, autonomous agents should be able to self-propose goals, set-up plans for achieving the goals according to previously learned models of the agent and the environment, and learn those models from past experiences of successful and failed executions of plans. Planning involves selecting a goal to reach and computing a set of actions that will allow the autonomous agent to achieve the goal. Execution deals with the interaction with the environment by application of planned actions, observation of resulting perceptions, and control of successful achievement of the goals. Learning is needed to predict the reactions of the environment to the agent actions, thus guiding the agent to achieve its goals more efficiently. In this context, most of the learning systems applied to problem solving have been used to learn control knowledge for guiding the search for a plan, but few systems have focused on the acquisition of planning operator descriptions. As an example, currently, one of the most used techniques for the integration of (a way of) planning, execution, and learning is reinforcement learning. However, they usually do not consider the representation of action descriptions, so they cannot reason in terms of goals and ways of achieving those goals. In this paper, we present an integrated architecture, lope, that learns operator definitions, plans using those operators, and executes the plans for modifying the acquired operators. The resulting system is domain-independent, and we have performed experiments in a robotic framework. The results clearly show that the integrated planning, learning, and executing system outperforms the basic planner in that domain.Publicad

    Autonomous Robotic Reinforcement Learning with Asynchronous Human Feedback

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    Ideally, we would place a robot in a real-world environment and leave it there improving on its own by gathering more experience autonomously. However, algorithms for autonomous robotic learning have been challenging to realize in the real world. While this has often been attributed to the challenge of sample complexity, even sample-efficient techniques are hampered by two major challenges - the difficulty of providing well "shaped" rewards, and the difficulty of continual reset-free training. In this work, we describe a system for real-world reinforcement learning that enables agents to show continual improvement by training directly in the real world without requiring painstaking effort to hand-design reward functions or reset mechanisms. Our system leverages occasional non-expert human-in-the-loop feedback from remote users to learn informative distance functions to guide exploration while leveraging a simple self-supervised learning algorithm for goal-directed policy learning. We show that in the absence of resets, it is particularly important to account for the current "reachability" of the exploration policy when deciding which regions of the space to explore. Based on this insight, we instantiate a practical learning system - GEAR, which enables robots to simply be placed in real-world environments and left to train autonomously without interruption. The system streams robot experience to a web interface only requiring occasional asynchronous feedback from remote, crowdsourced, non-expert humans in the form of binary comparative feedback. We evaluate this system on a suite of robotic tasks in simulation and demonstrate its effectiveness at learning behaviors both in simulation and the real world. Project website https://guided-exploration-autonomous-rl.github.io/GEAR/.Comment: Project website https://guided-exploration-autonomous-rl.github.io/GEAR

    Moving towards personalising translation technology

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    Technology has had an important impact on the work of translators and represents a shift in the boundaries of translation work over time. Improvements in machine translation have brought about further boundary shifts in some translation work and are likely to continue having an impact. Yet translators sometimes feel frustrated with the tools they use. This chapter looks to the field of personalisation in information technology and proposes that personalising translation technology may be a way of improving translator-computer interaction. Personalisation of translation technology is considered from the perspectives of context, user modelling, trust, motivation and well-being

    Punishing Artificial Intelligence: Legal Fiction or Science Fiction

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    Whether causing flash crashes in financial markets, purchasing illegal drugs, or running over pedestrians, AI is increasingly engaging in activity that would be criminal for a natural person, or even an artificial person like a corporation. We argue that criminal law falls short in cases where an AI causes certain types of harm and there are no practically or legally identifiable upstream criminal actors. This Article explores potential solutions to this problem, focusing on holding AI directly criminally liable where it is acting autonomously and irreducibly. Conventional wisdom holds that punishing AI is incongruous with basic criminal law principles such as the capacity for culpability and the requirement of a guilty mind. Drawing on analogies to corporate and strict criminal liability, as well as familiar imputation principles, we show how a coherent theoretical case can be constructed for AI punishment. AI punishment could result in general deterrence and expressive benefits, and it need not run afoul of negative limitations such as punishing in excess of culpability. Ultimately, however, punishing AI is not justified, because it might entail significant costs and it would certainly require radical legal changes. Modest changes to existing criminal laws that target persons, together with potentially expanded civil liability, are a better solution to AI crime

    Cognitive Networking With Regards to NASA's Space Communication and Navigation Program

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    This report describes cognitive networking (CN) and its application to NASA's Space Communication and Networking (SCaN) Program. This report clarifies the terminology and framework of CN and provides some examples of cognitive systems. It then provides a methodology for developing and deploying CN techniques and technologies. Finally, the report attempts to answer specific questions regarding how CN could benefit SCaN. It also describes SCaN's current and target networks and proposes places where cognition could be deployed
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