8,351 research outputs found
Multi-Modal Human-Machine Communication for Instructing Robot Grasping Tasks
A major challenge for the realization of intelligent robots is to supply them
with cognitive abilities in order to allow ordinary users to program them
easily and intuitively. One way of such programming is teaching work tasks by
interactive demonstration. To make this effective and convenient for the user,
the machine must be capable to establish a common focus of attention and be
able to use and integrate spoken instructions, visual perceptions, and
non-verbal clues like gestural commands. We report progress in building a
hybrid architecture that combines statistical methods, neural networks, and
finite state machines into an integrated system for instructing grasping tasks
by man-machine interaction. The system combines the GRAVIS-robot for visual
attention and gestural instruction with an intelligent interface for speech
recognition and linguistic interpretation, and an modality fusion module to
allow multi-modal task-oriented man-machine communication with respect to
dextrous robot manipulation of objects.Comment: 7 pages, 8 figure
Active Learning based on Data Uncertainty and Model Sensitivity
Robots can rapidly acquire new skills from demonstrations. However, during
generalisation of skills or transitioning across fundamentally different
skills, it is unclear whether the robot has the necessary knowledge to perform
the task. Failing to detect missing information often leads to abrupt movements
or to collisions with the environment. Active learning can quantify the
uncertainty of performing the task and, in general, locate regions of missing
information. We introduce a novel algorithm for active learning and demonstrate
its utility for generating smooth trajectories. Our approach is based on deep
generative models and metric learning in latent spaces. It relies on the
Jacobian of the likelihood to detect non-smooth transitions in the latent
space, i.e., transitions that lead to abrupt changes in the movement of the
robot. When non-smooth transitions are detected, our algorithm asks for an
additional demonstration from that specific region. The newly acquired
knowledge modifies the data manifold and allows for learning a latent
representation for generating smooth movements. We demonstrate the efficacy of
our approach on generalising elementary skills, transitioning across different
skills, and implicitly avoiding collisions with the environment. For our
experiments, we use a simulated pendulum where we observe its motion from
images and a 7-DoF anthropomorphic arm.Comment: Published on 2018 IEEE/RSJ International Conference on Intelligent
Robots and Syste
POWERPLAY: Training an Increasingly General Problem Solver by Continually Searching for the Simplest Still Unsolvable Problem
Most of computer science focuses on automatically solving given computational
problems. I focus on automatically inventing or discovering problems in a way
inspired by the playful behavior of animals and humans, to train a more and
more general problem solver from scratch in an unsupervised fashion. Consider
the infinite set of all computable descriptions of tasks with possibly
computable solutions. The novel algorithmic framework POWERPLAY (2011)
continually searches the space of possible pairs of new tasks and modifications
of the current problem solver, until it finds a more powerful problem solver
that provably solves all previously learned tasks plus the new one, while the
unmodified predecessor does not. Wow-effects are achieved by continually making
previously learned skills more efficient such that they require less time and
space. New skills may (partially) re-use previously learned skills. POWERPLAY's
search orders candidate pairs of tasks and solver modifications by their
conditional computational (time & space) complexity, given the stored
experience so far. The new task and its corresponding task-solving skill are
those first found and validated. The computational costs of validating new
tasks need not grow with task repertoire size. POWERPLAY's ongoing search for
novelty keeps breaking the generalization abilities of its present solver. This
is related to Goedel's sequence of increasingly powerful formal theories based
on adding formerly unprovable statements to the axioms without affecting
previously provable theorems. The continually increasing repertoire of problem
solving procedures can be exploited by a parallel search for solutions to
additional externally posed tasks. POWERPLAY may be viewed as a greedy but
practical implementation of basic principles of creativity. A first
experimental analysis can be found in separate papers [53,54].Comment: 21 pages, additional connections to previous work, references to
first experiments with POWERPLA
Programming-by-demonstration and adaptation of robot skills by fuzzy-time-modeling
Proceedings of: 2011 IEEE Workshop on Robotic Intelligence in Informationally Structured Space (RiiS 2011 MDCM), April 11-15, 2011, Paris (France)Complex robot tasks can be partitioned into motion
primitives or robot skills that can directly be learned and
recognized through Programming-by-Demonstration (PbD) by a
human operator who demonstrates a set of reference skills. Robot
motions are recorded by a data-capturing system and modeled
by a specific fuzzy clustering and modeling technique where
skill models use time instants as inputs and operator actions
as outputs. In the recognition phase the robot identifies the skill
shown by the operator in a novel test demonstration.
Skill models are updated online during the execution of skills
using the Broyden update formula. This method is extended for
fuzzy models especially for time cluster models. The updated
model is used for further executions of the same skill.European Community's Seventh Framework Progra
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