8,628 research outputs found
Neural Task Programming: Learning to Generalize Across Hierarchical Tasks
In this work, we propose a novel robot learning framework called Neural Task
Programming (NTP), which bridges the idea of few-shot learning from
demonstration and neural program induction. NTP takes as input a task
specification (e.g., video demonstration of a task) and recursively decomposes
it into finer sub-task specifications. These specifications are fed to a
hierarchical neural program, where bottom-level programs are callable
subroutines that interact with the environment. We validate our method in three
robot manipulation tasks. NTP achieves strong generalization across sequential
tasks that exhibit hierarchal and compositional structures. The experimental
results show that NTP learns to generalize well to- wards unseen tasks with
increasing lengths, variable topologies, and changing objectives.Comment: ICRA 201
Graph-based task libraries for robots: generalization and autocompletion
In this paper, we consider an autonomous robot that persists
over time performing tasks and the problem of providing one additional
task to the robot's task library. We present an approach to generalize
tasks, represented as parameterized graphs with sequences, conditionals,
and looping constructs of sensing and actuation primitives. Our approach
performs graph-structure task generalization, while maintaining task ex-
ecutability and parameter value distributions. We present an algorithm
that, given the initial steps of a new task, proposes an autocompletion
based on a recognized past similar task. Our generalization and auto-
completion contributions are eective on dierent real robots. We show
concrete examples of the robot primitives and task graphs, as well as
results, with Baxter. In experiments with multiple tasks, we show a sig-
nicant reduction in the number of new task steps to be provided
Generalizing Agent Plans and Behaviors with Automated Staged Observation in The Real-Time Strategy Game Starcraft
In this thesis we investigate the processes involved in learning to play a game. It was inspired by two observations about how human players learn to play. First, learning the domain is intertwined with goal pursuit. Second, games are designed to ramp up in complexity, walking players through a gradual cycle of acquiring, refining, and generalizing knowledge about the domain. This approach does not rely on traces of expert play. We created an integrated planning, learning and execution system that uses StarCraft as its domain. The planning module creates command/event groupings based on the data received. Observations of unit behavior are collected during execution and returned to the learning module which tests the generalization hypothesizes. The planner uses those test results to generate events that will pursue the goal and facilitate learning the domain. We demonstrate that this approach can efficiently learn the subtle traits of commands through multiple scenarios
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