266 research outputs found

    Towards Learning ‘Self’ and Emotional Knowledge in Social and Cultural Human-Agent Interactions

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    Original article can be found at: http://www.igi-global.com/articles/details.asp?ID=35052 Copyright IGI. Posted by permission of the publisher.This article presents research towards the development of a virtual learning environment (VLE) inhabited by intelligent virtual agents (IVAs) and modeling a scenario of inter-cultural interactions. The ultimate aim of this VLE is to allow users to reflect upon and learn about intercultural communication and collaboration. Rather than predefining the interactions among the virtual agents and scripting the possible interactions afforded by this environment, we pursue a bottomup approach whereby inter-cultural communication emerges from interactions with and among autonomous agents and the user(s). The intelligent virtual agents that are inhabiting this environment are expected to be able to broaden their knowledge about the world and other agents, which may be of different cultural backgrounds, through interactions. This work is part of a collaborative effort within a European research project called eCIRCUS. Specifically, this article focuses on our continuing research concerned with emotional knowledge learning in autobiographic social agents.Peer reviewe

    Maintaining Structured Experiences for Robots via Human Demonstrations: An Architecture To Convey Long-Term Robot\u2019s Beliefs

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    This PhD thesis presents an architecture for structuring experiences, learned through demonstrations, in a robot memory. To test our architecture, we consider a specific application where a robot learns how objects are spatially arranged in a tabletop scenario. We use this application as a mean to present a few software development guidelines for building architecture for similar scenarios, where a robot is able to interact with a user through a qualitative shared knowledge stored in its memory. In particular, the thesis proposes a novel technique for deploying ontologies in a robotic architecture based on semantic interfaces. To better support those interfaces, it also presents general-purpose tools especially designed for an iterative development process, which is suitable for Human-Robot Interaction scenarios. We considered ourselves at the beginning of the first iteration of the design process, and our objective was to build a flexible architecture through which evaluate different heuristic during further development iterations. Our architecture is based on a novel algorithm performing a oneshot structured learning based on logic formalism. We used a fuzzy ontology for dealing with uncertain environments, and we integrated the algorithm in the architecture based on a specific semantic interface. The algorithm is used for building experience graphs encoded in the robot\u2019s memory that can be used for recognising and associating situations after a knowledge bootstrapping phase. During this phase, a user is supposed to teach and supervise the beliefs of the robot through multimodal, not physical, interactions. We used the algorithm to implement a cognitive like memory involving the encoding, storing, retrieving, consolidating, and forgetting behaviours, and we showed that our flexible design pattern could be used for building architectures where contextualised memories are managed with different purposes, i.e. they contains representation of the same experience encoded with different semantics. The proposed architecture has the main purposes of generating and maintaining knowledge in memory, but it can be directly interfaced with perceiving and acting components if they provide, or require, symbolical knowledge. With the purposes of showing the type of data considered as inputs and outputs in our tests, this thesis also presents components to evaluate point clouds, engage dialogues, perform late data fusion and simulate the search of a target position. Nevertheless, our design pattern is not meant to be coupled only with those components, which indeed have a large room of improvement

    Autonomous decision-making for socially interactive robots

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    Mención Internacional en el título de doctorThe aim of this thesis is to present a novel decision-making system based on bio-inspired concepts to decide the actions to make during the interaction between humans and robots. We use concepts from nature to make the robot may behave analogously to a living being for a better acceptance by people. The system is applied to autonomous Socially Interactive Robots that works in environments with users. These objectives are motivated by the need of having robots collaborating, entertaining or helping in educational tasks for real situations with children or elder people where the robot has to behave socially. Moreover, the decision-making system can be integrated into this kind of robots in order to learn how to act depending on the user profile the robot is interacting with. The decision-making system proposed in this thesis is a solution to all these issues in addition to a complement for interactive learning in HRI. We also show real applications of the system proposed applying it in an educational scenario, a situation where the robot can learn and interact with different kinds of people. The last goal of this thesis is to develop a robotic architecture that is able to learn how to behave in different contexts where humans and robots coexist. For that purpose, we design a modular and portable robotic architecture that is included in several robots. Including well-known software engineering techniques together with innovative agile software development procedures that produces an easily extensible architecture.El objetivo de esta tesis es presentar un novedoso sistema de toma de decisiones basado en conceptos bioinspirados para decidir las acciones a realizar durante la interacción entre personas y robots. Usamos conceptos de la naturaleza para hacer que el robot pueda comportarse análogamente a un ser vivo para una mejor aceptación por las personas. El sistema está desarrollado para que se pueda aplicar a los llamados Robots Socialmente Interactivos que están destinados a entornos con usuarios. Estos objetivos están motivados por la necesidad de tener robots en tareas de colaboración, entretenimiento o en educación en situaciones reales con niños o personas mayores en las cuales el robot debe comportarse siguiendo las normas sociales. Además, el sistema de toma de decisiones es integrado en estos tipos de robots con el fin de que pueda aprender a actuar dependiendo del perfil de usuario con el que el robot está interactuando. El sistema de toma de decisiones que proponemos en esta tesis es una solución a todos estos desafíos además de un complemento para el aprendizaje interactivo en la interacción humano-robot. También mostramos aplicaciones reales del sistema propuesto aplicándolo en un escenario educativo, una situación en la que el robot puede aprender e interaccionar con diferentes tipos de personas. El último objetivo de esta tesis es desarrollar un arquitectura robótica que sea capaz de aprender a comportarse en diferentes contextos donde las personas y los robots coexistan. Con ese propósito, diseñamos una arquitectura robótica modular y portable que está incluida en varios robots. Incluyendo técnicas bien conocidas de ingeniería del software junto con procedimientos innovadores de desarrollo de sofware ágil que producen una arquitectura fácilmente extensible.Programa Oficial de Doctorado en Ingeniería Eléctrica, Electrónica y AutomáticaPresidente: Fabio Bonsignorio.- Secretario: María Dolores Blanco Rojas.- Vocal: Martin Stoele

    From Verbs to Tasks: An Integrated Account of Learning Tasks from Situated Interactive Instruction.

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    Intelligent collaborative agents are becoming common in the human society. From virtual assistants such as Siri and Google Now to assistive robots, they contribute to human activities in a variety of ways. As they become more pervasive, the challenge of customizing them to a variety of environments and tasks becomes critical. It is infeasible for engineers to program them for each individual use. Our research aims at building interactive robots and agents that adapt to new environments autonomously by interacting with human users using natural modalities. This dissertation studies the problem of learning novel tasks from human-agent dialog. We propose a novel approach for interactive task learning, situated interactive instruction (SII), and investigate approaches to three computational challenges that arise in designing SII agents: situated comprehension, mixed-initiative interaction, and interactive task learning. We propose a novel mixed-modality grounded representation for task verbs which encompasses their lexical, semantic, and task-oriented aspects. This representation is useful in situated comprehension and can be learned through human-agent interactions. We introduce the Indexical Model of comprehension that can exploit extra-linguistic contexts for resolving semantic ambiguities in situated comprehension of task commands. The Indexical model is integrated with a mixed-initiative interaction model that facilitates a flexible task-oriented human-agent dialog. This dialog serves as the basis of interactive task learning. We propose an interactive variation of explanation-based learning that can acquire the proposed representation. We demonstrate that our learning paradigm is efficient, can transfer knowledge between structurally similar tasks, integrates agent-driven exploration with instructional learning, and can acquire several tasks. The methods proposed in this thesis are integrated in Rosie - a generally instructable agent developed in the Soar cognitive architecture and embodied on a table-top robot.PhDComputer Science and EngineeringUniversity of Michigan, Horace H. Rackham School of Graduate Studieshttp://deepblue.lib.umich.edu/bitstream/2027.42/111573/1/shiwali_1.pd

    Knowledge representation and exploitation for interactive and cognitive robots

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    L'arrivée des robots dans notre vie quotidienne fait émerger le besoin pour ces systèmes d'avoir accès à une représentation poussée des connaissances et des capacités de raisonnements associées. Ainsi, les robots doivent pouvoir comprendre les éléments qui composent l'environnement dans lequel ils évoluent. De plus, la présence d'humains dans ces environnements et donc la nécessité d'interagir avec eux amènent des exigences supplémentaires. Ainsi, les connaissances ne sont plus utilisées par le robot dans le seul but d'agir physiquement sur son environnement mais aussi dans un but de communication et de partage d'information avec les humains. La connaissance ne doit plus être uniquement compréhensible par le robot lui-même mais doit aussi pouvoir être exprimée. Dans la première partie de cette thèse, nous présentons Ontologenius. C'est un logiciel permettant de maintenir des bases de connaissances sous forme d'ontologie, de raisonner dessus et de les gérer dynamiquement. Nous commençons par expliquer en quoi ce logiciel est adapté aux applications d'interaction humain-robot (HRI), notamment avec la possibilité de représenter la base de connaissances du robot mais aussi une estimation des bases de connaissances des partenaires humains ce qui permet d'implémenter les mécanismes de théorie de l'esprit. Nous poursuivons avec une présentation de ses interfaces. Cette partie se termine par une analyse des performances du système ainsi développé. Dans une seconde partie, cette thèse présente notre contribution à deux problèmes d'exploration des connaissances: l'un ayant trait au référencement spatial et l'autre à l'utilisation de connaissances sémantiques. Nous commençons par une tâche de description d'itinéraires pour laquelle nous proposons une ontologie permettant de décrire la topologie d'environnements intérieurs et deux algorithmes de recherche d'itinéraires. Nous poursuivons avec une tâche de génération d'expression de référence. Cette tâche vise à sélectionner l'ensemble optimal d'informations à communiquer afin de permettre à un auditeur d'identifier l'entité référencée dans un contexte donné. Ce dernier algorithme est ensuite affiné pour y ajouter les informations sur les activités passées provenant d'une action conjointe entre un robot et un humain, afin de générer des expressions encore plus pertinentes. Il est également intégré à un planificateur de tâches symbolique pour estimer la faisabilité et le coût des futures communications. Cette thèse se termine par la présentation de deux architectures cognitives, la première utilisant notre contribution concernant la description d'itinéraire et la seconde utilisant nos contributions autour de la Génération d'Expression de Référence. Les deux utilisent Ontologenius pour gérer la base de connaissances sémantique. À travers ces deux architectures, nous présentons comment nos travaux ont amené la base de connaissances a progressivement prendre un rôle central, fournissant des connaissances à tous les composants du système.As robots begin to enter our daily lives, we need advanced knowledge representations and associated reasoning capabilities to enable them to understand and model their environments. Considering the presence of humans in such environments, and therefore the need to interact with them, this need comes with additional requirements. Indeed, knowledge is no longer used by the robot for the sole purpose of being able to act physically on the environment but also to communicate and share information with humans. Therefore knowledge should no longer be understandable only by the robot itself, but should also be able to be narrative-enabled. In the first part of this thesis, we present our first contribution with Ontologenius. This software allows to maintain knowledge bases in the form of ontology, to reason on them and to manage them dynamically. We start by explaining how this software is suitable for \acrfull{hri} applications. To that end, for example to implement theory of mind abilities, it is possible to represent the robot's knowledge base as well as an estimate of the knowledge bases of human partners. We continue with a presentation of its interfaces. This part ends with a performance analysis, demonstrating its online usability. In a second part, we present our contribution to two knowledge exploration problems around the general topic of spatial referring and the use of semantic knowledge. We start with the route description task which aims to propose a set of possible routes leading to a target destination, in the framework of a guiding task. To achieve this task, we propose an ontology allowing us to describe the topology of indoor environments and two algorithms to search for routes. The second knowledge exploration problem we tackle is the \acrfull{reg} problem. It aims at selecting the optimal set of piece of information to communicate in order to allow a hearer to identify the referred entity in a given context. This contribution is then refined to use past activities coming from joint action between a robot and a human, in order to generate new kinds of Referring Expressions. It is also linked with a symbolic task planner to estimate the feasibility and cost of future communications. We conclude this thesis by the presentation of two cognitive architectures. The first one uses the route description contribution and the second one takes advantage of our Referring Expression Generation contribution. Both of them use Ontologenius to manage the semantic Knowledge Base. Through these two architectures, we present how our contributions enable Knowledge Base to gradually take a central role, providing knowledge to all the components of the architectures

    A Review on Robot Manipulation Methods in Human-Robot Interactions

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    Robot manipulation is an important part of human-robot interaction technology. However, traditional pre-programmed methods can only accomplish simple and repetitive tasks. To enable effective communication between robots and humans, and to predict and adapt to uncertain environments, this paper reviews recent autonomous and adaptive learning in robotic manipulation algorithms. It includes typical applications and challenges of human-robot interaction, fundamental tasks of robot manipulation and one of the most widely used formulations of robot manipulation, Markov Decision Process. Recent research focusing on robot manipulation is mainly based on Reinforcement Learning and Imitation Learning. This review paper shows the importance of Deep Reinforcement Learning, which plays an important role in manipulating robots to complete complex tasks in disturbed and unfamiliar environments. With the introduction of Imitation Learning, it is possible for robot manipulation to get rid of reward function design and achieve a simple, stable and supervised learning process. This paper reviews and compares the main features and popular algorithms for both Reinforcement Learning and Imitation Learning

    Visual Question Answering: A Survey of Methods and Datasets

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    Visual Question Answering (VQA) is a challenging task that has received increasing attention from both the computer vision and the natural language processing communities. Given an image and a question in natural language, it requires reasoning over visual elements of the image and general knowledge to infer the correct answer. In the first part of this survey, we examine the state of the art by comparing modern approaches to the problem. We classify methods by their mechanism to connect the visual and textual modalities. In particular, we examine the common approach of combining convolutional and recurrent neural networks to map images and questions to a common feature space. We also discuss memory-augmented and modular architectures that interface with structured knowledge bases. In the second part of this survey, we review the datasets available for training and evaluating VQA systems. The various datatsets contain questions at different levels of complexity, which require different capabilities and types of reasoning. We examine in depth the question/answer pairs from the Visual Genome project, and evaluate the relevance of the structured annotations of images with scene graphs for VQA. Finally, we discuss promising future directions for the field, in particular the connection to structured knowledge bases and the use of natural language processing models.Comment: 25 page
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