59 research outputs found

    Investigations into controllers for adaptive autonomous agents based on artificial neural networks.

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    This thesis reports the development and study of novel architectures for the simulation of adaptive behaviour based on artificial neural networks. There are two distinct levels of enquiry. At the primary level, the initial aim was to design and implement a unified architecture integrating sensorimotor learning and overall control. This was intended to overcome shortcomings of typical behaviour-based approaches in reactive control settings. It was achieved in two stages. Initially, feedforward neural networks were used at the sensorimotor level of a modular architecture and overall control was provided by an algorithm. The algorithm was then replaced by a recurrent neural network. For training, a form of reinforcement learning was used. This posed an intriguing composite of the well-known action selection and credit assignment problems. The solution was demonstrated in two sets of simulation studies involving variants of each architecture. These studies also showed: firstly that the expected advantages over the standard behaviour-based approach were realised, and secondly that the new integrated architecture preserved these advantages, with the added value of a unified control approach. The secondary level of enquiry addressed the more foundational question of whether the choice of processing mechanism is critical if the simulation of adaptive behaviour is to progress much beyond the reactive stage in more than a trivial sense. It proceeded by way of a critique of the standard behaviourbased approach to make a positive assessment of the potential for recurrent neural networks to fill such a role. The findings were used to inform further investigations at the primary level of enquiry. These were based on a framework for the simulation of delayed response learning using supervised learning techniques. A further new architecture, based on a second-order recurrent neural network, was designed for this set of studies. It was then compared with existing architectures. Some interesting results are presented to indicate the appropriateness of the design and the potential of the approach, though limitations in the long run are not discounted

    GPU Computing for Cognitive Robotics

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    This thesis presents the first investigation of the impact of GPU computing on cognitive robotics by providing a series of novel experiments in the area of action and language acquisition in humanoid robots and computer vision. Cognitive robotics is concerned with endowing robots with high-level cognitive capabilities to enable the achievement of complex goals in complex environments. Reaching the ultimate goal of developing cognitive robots will require tremendous amounts of computational power, which was until recently provided mostly by standard CPU processors. CPU cores are optimised for serial code execution at the expense of parallel execution, which renders them relatively inefficient when it comes to high-performance computing applications. The ever-increasing market demand for high-performance, real-time 3D graphics has evolved the GPU into a highly parallel, multithreaded, many-core processor extraordinary computational power and very high memory bandwidth. These vast computational resources of modern GPUs can now be used by the most of the cognitive robotics models as they tend to be inherently parallel. Various interesting and insightful cognitive models were developed and addressed important scientific questions concerning action-language acquisition and computer vision. While they have provided us with important scientific insights, their complexity and application has not improved much over the last years. The experimental tasks as well as the scale of these models are often minimised to avoid excessive training times that grow exponentially with the number of neurons and the training data. This impedes further progress and development of complex neurocontrollers that would be able to take the cognitive robotics research a step closer to reaching the ultimate goal of creating intelligent machines. This thesis presents several cases where the application of the GPU computing on cognitive robotics algorithms resulted in the development of large-scale neurocontrollers of previously unseen complexity enabling the conducting of the novel experiments described herein.European Commission Seventh Framework Programm

    The emergence of active perception - seeking conceptual foundations

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    The aim of this thesis is to explain the emergence of active perception. It takes an interdisciplinary approach, by providing the necessary conceptual foundations for active perception research - the key notions that bridge the conceptual gaps remaining in understanding emergent behaviours of active perception in the context of robotic implementations. On the one hand, the autonomous agent approach to mobile robotics claims that perception is active. On the other hand, while explanations of emergence have been extensively pursued in Artificial Life, these explanations have not yet successfully accounted for active perception.The main question dealt with in this thesis is how active perception systems, as behaviour -based autonomous systems, are capable of providing relatively optimal perceptual guidance in response to environmental challenges, which are somewhat unpredictable. The answer is: task -level emergence on grounds of complicatedly combined computational strategies, but this notion needs further explanation.To study the computational strategies undertaken in active perception re- search, the thesis surveys twelve implementations. On the basis of the surveyed implementations, discussions in this thesis show that the perceptual task executed in support of bodily actions does not arise from the intentionality of a homuncu- lus, but is identified automatically on the basis of the dynamic small mod- ules of particular robotic architectures. The identified tasks are accomplished by quasi -functional modules and quasi- action modules, which maintain transformations of perceptual inputs, compute critical variables, and provide guidance of sensory -motor movements to the most relevant positions for fetching further needed information. Given the nature of these modules, active perception emerges in a different fashion from the global behaviour seen in other autonomous agent research.The quasi- functional modules and quasi- action modules cooperate by estimating the internal cohesion of various sources of information in support of the envisaged task. Specifically, such modules basically reflect various computational facilities for a species to single out the most important characteristics of its ecological niche. These facilities help to achieve internal cohesion, by maintaining a stepwise evaluation over the previously computed information, the required task, and the most relevant features presented in the environment.Apart from the above exposition of active perception, the process of task - level emergence is understood with certain principles extracted from four models of life origin. First, the fundamental structure of active perception is identified as the stepwise computation. Second, stepwise computation is promoted from baseline to elaborate patterns, i.e. from a simple system to a combinatory system. Third, a core requirement for all stepwise computational processes is the comparison between collected and needed information in order to insure the contribution to the required task. Interestingly, this point indicates that active perception has an inherent pragmatist dimension.The understanding of emergence in the present thesis goes beyond the distinc- tion between external processes and internal representations, which some current philosophers argue is required to explain emergence. The additional factors are links of various knowledge sources, in which the role of conceptual foundations is two -fold. On the one hand, those conceptual foundations elucidate how various knowledge sources can be linked. On the other, they make possible an interdisci- plinary view of emergence. Given this two -fold role, this thesis shows the unity of task -level emergence. Thus, the thesis demonstrates a cooperation between sci- ence and philosophy for the purpose of understanding the integrity of emergent cognitive phenomena

    Emergence of Functional Hierarchy in a Multiple Timescale Neural Network Model: A Humanoid Robot Experiment

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    It is generally thought that skilled behavior in human beings results from a functional hierarchy of the motor control system, within which reusable motor primitives are flexibly integrated into various sensori-motor sequence patterns. The underlying neural mechanisms governing the way in which continuous sensori-motor flows are segmented into primitives and the way in which series of primitives are integrated into various behavior sequences have, however, not yet been clarified. In earlier studies, this functional hierarchy has been realized through the use of explicit hierarchical structure, with local modules representing motor primitives in the lower level and a higher module representing sequences of primitives switched via additional mechanisms such as gate-selecting. When sequences contain similarities and overlap, however, a conflict arises in such earlier models between generalization and segmentation, induced by this separated modular structure. To address this issue, we propose a different type of neural network model. The current model neither makes use of separate local modules to represent primitives nor introduces explicit hierarchical structure. Rather than forcing architectural hierarchy onto the system, functional hierarchy emerges through a form of self-organization that is based on two distinct types of neurons, each with different time properties (“multiple timescales”). Through the introduction of multiple timescales, continuous sequences of behavior are segmented into reusable primitives, and the primitives, in turn, are flexibly integrated into novel sequences. In experiments, the proposed network model, coordinating the physical body of a humanoid robot through high-dimensional sensori-motor control, also successfully situated itself within a physical environment. Our results suggest that it is not only the spatial connections between neurons but also the timescales of neural activity that act as important mechanisms leading to functional hierarchy in neural systems

    Intelligent systems: towards a new synthetic agenda

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    Distributed Control for Collective Behaviour in Micro-unmanned Aerial Vehicles

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    Full version unavailable due to 3rd party copyright restrictions.The work presented herein focuses on the design of distributed autonomous controllers for collective behaviour of Micro-unmanned Aerial Vehicles (MAVs). Two alternative approaches to this topic are introduced: one based upon the Evolutionary Robotics (ER) paradigm, the other one upon flocking principles. Three computer simulators have been developed in order to carry out the required experiments, all of them having their focus on the modelling of fixed-wing aircraft flight dynamics. The employment of fixed-wing aircraft rather than the omni-directional robots typically employed in collective robotics significantly increases the complexity of the challenges that an autonomous controller has to face. This is mostly due to the strict motion constraints associated with fixed-wing platforms, that require a high degree of accuracy by the controller. Concerning the ER approach, the experimental setups elaborated have resulted in controllers that have been evolved in simulation with the following capabilities: (1) navigation across unknown environments, (2) obstacle avoidance, (3) tracking of a moving target, and (4) execution of cooperative and coordinated behaviours based on implicit communication strategies. The design methodology based upon flocking principles has involved tests on computer simulations and subsequent experimentation on real-world robotic platforms. A customised implementation of Reynolds’ flocking algorithm has been developed and successfully validated through flight tests performed with the swinglet MAV. It has been notably demonstrated how the Evolutionary Robotics approach could be successfully extended to the domain of fixed-wing aerial robotics, which has never received a great deal of attention in the past. The investigations performed have also shown that complex and real physics-based computer simulators are not a compulsory requirement when approaching the domain of aerial robotics, as long as proper autopilot systems (taking care of the ”reality gap” issue) are used on the real robots.EOARD (European Office of Aerospace Research & Development), euCognitio

    Planning with neural networks and reinforcement learning

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    This thesis presents the design, implementation and investigation of some predictive-planning controllers built with neural-networks and inspired by Dyna-PI architectures (Sutton, 1990). Dyna-PI architectures are planning systems based on actor-critic reinforcement learning methods and a model of the environment. The controllers are tested with a simulated robot that solves a stochastic path-finding landmark navigation task. A critical review of ideas and models proposed by the literature on problem solving, planning, reinforcement learning, and neural networks precedes the presentation of the controllers. The review isolates ideas relevant to the design of planners based on neural networks. A "neural forward planner" is implemented that, unlike the Dyna-PI architectures, is taskable in a strong sense. This planner is capable of building a "partial policy" focussed on around efficient start-goal paths, and is capable of deciding to re-plan if "unexpected" states are encountered. Planning iteratively generates "chains of predictions" starting from the current state and using the model of the environment. This model is made up by some neural networks trained to predict the next input when an action is executed. A "neural bidirectional planner" that generates trajectories backward from the goal and forward from the current state is also implemented. This planner exploits the knowledge (image) on the goal, further focuses planning around efficient start-goal paths, and produces a quicker updating of evaluations. In several experiments the generalisation capacity of neural networks proves important for learning but it also causes problems of interference. To deal with these problems a modular neural architecture is implemented, that uses a mixture of experts network for the critic, and a simple hierarchical modular network for the actor. The research also implements a simple form of neural abstract planning named "coarse planning", and investigates its strengths in terms of exploration and evaluations\u27 updating. Some experiments with coarse planning and with other controllers suggest that discounted reinforcement learning may have problems dealing with long-lasting tasks

    Where is cognition? Towards an embodied, situated, and distributed interactionist theory of cognitive activity

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    In recent years researchers from a variety of cognitive science disciplines have begun to challenge some of the core assumptions of the dominant theoretical framework of cognitivism including the representation-computational view of cognition, the sense-model-plan-act understanding of cognitive architecture, and the use of a formal task description strategy for investigating the organisation of internal mental processes. Challenges to these assumptions are illustrated using empirical findings and theoretical arguments from the fields such as situated robotics, dynamical systems approaches to cognition, situated action and distributed cognition research, and sociohistorical studies of cognitive development. Several shared themes are extracted from the findings in these research programmes including: a focus on agent-environment systems as the primary unit of analysis; an attention to agent-environment interaction dynamics; a vision of the cognizer's internal mechanisms as essentially reactive and decentralised in nature; and a tendency for mutual definitions of agent, environment, and activity. It is argued that, taken together, these themes signal the emergence of a new approach to cognition called embodied, situated, and distributed interactionism. This interactionist alternative has many resonances with the dynamical systems approach to cognition. However, this approach does not provide a theory of the implementing substrate sufficient for an interactionist theoretical framework. It is suggested that such a theory can be found in a view of animals as autonomous systems coupled with a portrayal of the nervous system as a regulatory, coordinative, and integrative bodily subsystem. Although a number of recent simulations show connectionism's promise as a computational technique in simulating the role of the nervous system from an interactionist perspective, this embodied connectionist framework does not lend itself to understanding the advanced 'representation hungry' cognition we witness in much human behaviour. It is argued that this problem can be solved by understanding advanced cognition as the re-use of basic perception-action skills and structures that this feat is enabled by a general education within a social symbol-using environment
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