2,015 research outputs found

    Knowledge Representation for Robots through Human-Robot Interaction

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    The representation of the knowledge needed by a robot to perform complex tasks is restricted by the limitations of perception. One possible way of overcoming this situation and designing "knowledgeable" robots is to rely on the interaction with the user. We propose a multi-modal interaction framework that allows to effectively acquire knowledge about the environment where the robot operates. In particular, in this paper we present a rich representation framework that can be automatically built from the metric map annotated with the indications provided by the user. Such a representation, allows then the robot to ground complex referential expressions for motion commands and to devise topological navigation plans to achieve the target locations.Comment: Knowledge Representation and Reasoning in Robotics Workshop at ICLP 201

    Interactive semantic mapping: Experimental evaluation

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    Robots that are launched in the consumer market need to provide more effective human robot interaction, and, in particular, spoken language interfaces. However, in order to support the execution of high level commands as they are specified in natural language, a semantic map is required. Such a map is a representation that enables the robot to ground the commands into the actual places and objects located in the environment. In this paper, we present the experimental evaluation of a system specifically designed to build semantically rich maps, through the interaction with the user. The results of the experiments not only provide the basis for a discussion of the features of the proposed approach, but also highlight the manifold issues that arise in the evaluation of semantic mapping

    URBANO: A Tour-Guide Robot Learning to Make Better Speeches

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    —Thanks to the numerous attempts that are being made to develop autonomous robots, increasingly intelligent and cognitive skills are allowed. This paper proposes an automatic presentation generator for a robot guide, which is considered one more cognitive skill. The presentations are made up of groups of paragraphs. The selection of the best paragraphs is based on a semantic understanding of the characteristics of the paragraphs, on the restrictions defined for the presentation and by the quality criteria appropriate for a public presentation. This work is part of the ROBONAUTA project of the Intelligent Control Research Group at the Universidad Politécnica de Madrid to create "awareness" in a robot guide. The software developed in the project has been verified on the tour-guide robot Urbano. The most important aspect of this proposal is that the design uses learning as the means to optimize the quality of the presentations. To achieve this goal, the system has to perform the optimized decision making, in different phases. The modeling of the quality index of the presentation is made using fuzzy logic and it represents the beliefs of the robot about what is good, bad, or indifferent about a presentation. This fuzzy system is used to select the most appropriate group of paragraphs for a presentation. The beliefs of the robot continue to evolving in order to coincide with the opinions of the public. It uses a genetic algorithm for the evolution of the rules. With this tool, the tour guide-robot shows the presentation, which satisfies the objectives and restrictions, and automatically it identifies the best paragraphs in order to find the most suitable set of contents for every public profil

    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

    Rel3D: A Minimally Contrastive Benchmark for Grounding Spatial Relations in 3D

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    Understanding spatial relations (e.g., "laptop on table") in visual input is important for both humans and robots. Existing datasets are insufficient as they lack large-scale, high-quality 3D ground truth information, which is critical for learning spatial relations. In this paper, we fill this gap by constructing Rel3D: the first large-scale, human-annotated dataset for grounding spatial relations in 3D. Rel3D enables quantifying the effectiveness of 3D information in predicting spatial relations on large-scale human data. Moreover, we propose minimally contrastive data collection -- a novel crowdsourcing method for reducing dataset bias. The 3D scenes in our dataset come in minimally contrastive pairs: two scenes in a pair are almost identical, but a spatial relation holds in one and fails in the other. We empirically validate that minimally contrastive examples can diagnose issues with current relation detection models as well as lead to sample-efficient training. Code and data are available at https://github.com/princeton-vl/Rel3D.Comment: Accepted to NeurIPS 202
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