25 research outputs found

    Incremental Hierarchical Discriminant Regression

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    Covert Perceptual Capability Development

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    In this paper, we propose a model to develop robots’ covert perceptual capability using reinforcement learning. Covert perceptual behavior is treated as action selected by a motivational system. We apply this model to vision-based navigation. The goal is to enable a robot to learn road boundary type. Instead of dealing with problems in controlled environments with a low-dimensional state space, we test the model on images captured in non-stationary environments. Incremental Hierarchical Discriminant Regression is used to generate states on the fly. Its coarse-to-fine tree structure guarantees real-time retrieval in high-dimensional state space. K Nearest-Neighbor strategy is adopted to further reduce training time complexity

    Novelty and Reinforcement Learning in the Value System of Developmental Robots

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    The value system of a developmental robot signals the occurrence of salient sensory inputs, modulates the mapping from sensory inputs to action outputs, and evaluates candidate actions. In the work reported here, a low level value system is modeled and implemented. It simulates the non-associative animal learning mechanism known as habituation effect. Reinforcement learning is also integrated with novelty. Experimental results show that the proposed value system works as designed in a study of robot viewing angle selection

    Introduction: The Third International Conference on Epigenetic Robotics

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    This paper summarizes the paper and poster contributions to the Third International Workshop on Epigenetic Robotics. The focus of this workshop is on the cross-disciplinary interaction of developmental psychology and robotics. Namely, the general goal in this area is to create robotic models of the psychological development of various behaviors. The term "epigenetic" is used in much the same sense as the term "developmental" and while we could call our topic "developmental robotics", developmental robotics can be seen as having a broader interdisciplinary emphasis. Our focus in this workshop is on the interaction of developmental psychology and robotics and we use the phrase "epigenetic robotics" to capture this focus

    Modelling motivation for experience-based attention focus in reinforcement learning

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    Computational models of motivation are software reasoning processes designed to direct, activate or organise the behaviour of artificial agents. Models of motivation inspired by psychological motivation theories permit the design of agents with a key reasoning characteristic of natural systems: experience-based attention focus. The ability to focus attention is critical for agent behaviour in complex or dynamic environments where only small amounts of available information is relevant at a particular time. Furthermore, experience-based attention focus enables adaptive behaviour that focuses on different tasks at different times in response to an agent’s experiences in its environment. This thesis is concerned with the synthesis of motivation and reinforcement learning in artificial agents. This extends reinforcement learning to adaptive, multi-task learning in complex, dynamic environments. Reinforcement learning algorithms are computational approaches to learning characterised by the use of reward or punishment to direct learning. The focus of much existing reinforcement learning research has been on the design of the learning component. In contrast, the focus of this thesis is on the design of computational models of motivation as approaches to the reinforcement component that generates reward or punishment. The primary aim of this thesis is to develop computational models of motivation that extend reinforcement learning with three key aspects of attention focus: rhythmic behavioural cycles, adaptive behaviour and multi-task learning in complex, dynamic environments. This is achieved by representing such environments using context-free grammars, modelling maintenance tasks as observations of these environments and modelling achievement tasks as events in these environments. Motivation is modelled by processes for task selection, the computation of experience-based reward signals for different tasks and arbitration between reward signals to produce a motivation signal. Two specific models of motivation based on the experience-oriented psychological concepts of interest and competence are designed within this framework. The first models motivation as a function of environmental experiences while the second models motivation as an introspective process. This thesis synthesises motivation and reinforcement learning as motivated reinforcement learning agents. Three models of motivated reinforcement learning are presented to explore the combination of motivation with three existing reinforcement learning components. The first model combines motivation with flat reinforcement learning for highly adaptive learning of behaviours for performing multiple tasks. The second model facilitates the recall of learned behaviours by combining motivation with multi-option reinforcement learning. In the third model, motivation is combined with an hierarchical reinforcement learning component to allow both the recall of learned behaviours and the reuse of these behaviours as abstract actions for future learning. Because motivated reinforcement learning agents have capabilities beyond those of existing reinforcement learning approaches, new techniques are required to measure their performance. The secondary aim of this thesis is to develop metrics for measuring the performance of different computational models of motivation with respect to the adaptive, multi-task learning they motivate. This is achieved by analysing the behaviour of motivated reinforcement learning agents incorporating different motivation functions with different learning components. Two new metrics are introduced that evaluate the behaviour learned by motivated reinforcement learning agents in terms of the variety of tasks learned and the complexity of those tasks. Persistent, multi-player computer game worlds are used as the primary example of complex, dynamic environments in this thesis. Motivated reinforcement learning agents are applied to control the non-player characters in games. Simulated game environments are used for evaluating and comparing motivated reinforcement learning agents using different motivation and learning components. The performance and scalability of these agents are analysed in a series of empirical studies in dynamic environments and environments of progressively increasing complexity. Game environments simulating two types of complexity increase are studied: environments with increasing numbers of potential learning tasks and environments with learning tasks that require behavioural cycles comprising more actions. A number of key conclusions can be drawn from the empirical studies, concerning both different computational models of motivation and their combination with different reinforcement learning components. Experimental results confirm that rhythmic behavioural cycles, adaptive behaviour and multi-task learning can be achieved using computational models of motivation as an experience-based reward signal for reinforcement learning. In dynamic environments, motivated reinforcement learning agents incorporating introspective competence motivation adapt more rapidly to change than agents motivated by interest alone. Agents incorporating competence motivation also scale to environments of greater complexity than agents motivated by interest alone. Motivated reinforcement learning agents combining motivation with flat reinforcement learning are the most adaptive in dynamic environments and exhibit scalable behavioural variety and complexity as the number of potential learning tasks is increased. However, when tasks require behavioural cycles comprising more actions, motivated reinforcement learning agents using a multi-option learning component exhibit greater scalability. Motivated multi-option reinforcement learning also provides a more scalable approach to recall than motivated hierarchical reinforcement learning. In summary, this thesis makes contributions in two key areas. Computational models of motivation and motivated reinforcement learning extend reinforcement learning to adaptive, multi-task learning in complex, dynamic environments. Motivated reinforcement learning agents allow the design of non-player characters for computer games that can progressively adapt their behaviour in response to changes in their environment

    Real-time Accurate Runway Detection based on Airborne Multi-sensors Fusion

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    Existing methods of runway detection are more focused on image processing for remote sensing images based on computer vision techniques. However, these algorithms are too complicated and time-consuming to meet the demand for real-time airborne application. This paper proposes a novel runway detection method based on airborne multi-sensors data fusion which works in a coarse-to-fine hierarchical architecture. At the coarse layer, a vision projection model from world coordinate system to image coordinate system is built by fusing airborne navigation data and forward-looking sensing images, then a runway region of interest (ROI) is extracted from a whole image by the model. Furthermore, EDLines which is a real-time line segments detector is applied to extract straight line segments from ROI at the fine layer, and fragmented line segments generated by EDLines are linked into two long runway lines. Finally, some unique runway features (e.g. vanishing point and runway direction) are used to recognise airport runway. The proposed method is tested on an image dataset provided by a flight simulation system. The experimental results show that the method has advantages in terms of speed, recognition rate and false alarm rate

    Development of an Exteroceptive Sensor Suite on Unmanned Surface Vessels for Real-Time Classification of Navigational Markers

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    This thesis presents the development of an exteroceptive sensor suite for real-time detection and classification of navigational markers on Unmanned Surface Vessels. Three sensors were used to complete this task: a 3D LIDAR and two visible light cameras. First, all LIDAR points were transformed from the sensor’s reference frame to the local frame using a Kalman filter to estimate instantaneous vehicle pose. Next, objects were chosen from the LIDAR data to be classified using either Multivariate Gaussian or Parzen Window Classifiers. Both produce 96% accuracy or better, however, multivariate Gaussian ran considerably faster than the Parzen and was simpler to implement and was therefore chosen as the final classifier. Additionally, regions of interest images based on the Multivariate Gaussian classification were extracted from the full camera images to improve marker knowledge. This sensor suite and set of algorithms underwent extensive testing on Embry-Riddle’s Maritime RobotX and RoboBoat platforms and greatly improves the ability to quickly and accurately identify multiple navigational markers, which is paramount to the success of any Unmanned Surfaces Vessel

    VISUAL SALIENCY ANALYSIS, PREDICTION, AND VISUALIZATION: A DEEP LEARNING PERSPECTIVE

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    In the recent years, a huge success has been accomplished in prediction of human eye fixations. Several studies employed deep learning to achieve high accuracy of prediction of human eye fixations. These studies rely on pre-trained deep learning for object classification. They exploit deep learning either as a transfer-learning problem, or the weights of the pre-trained network as the initialization to learn a saliency model. The utilization of such pre-trained neural networks is due to the relatively small datasets of human fixations available to train a deep learning model. Another relatively less prioritized problem is amount of computation of such deep learning models requires expensive hardware. In this dissertation, two approaches are proposed to tackle abovementioned problems. The first approach, codenamed DeepFeat, incorporates the deep features of convolutional neural networks pre-trained for object and scene classifications. This approach is the first approach that uses deep features without further learning. Performance of the DeepFeat model is extensively evaluated over a variety of datasets using a variety of implementations. The second approach is a deep learning saliency model, codenamed ClassNet. Two main differences separate the ClassNet from other deep learning saliency models. The ClassNet model is the only deep learning saliency model that learns its weights from scratch. In addition, the ClassNet saliency model treats prediction of human fixation as a classification problem, while other deep learning saliency models treat the human fixation prediction as a regression problem or as a classification of a regression problem
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