5 research outputs found

    Survey: Robot Programming by Demonstration

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    Robot PbD started about 30 years ago, growing importantly during the past decade. The rationale for moving from purely preprogrammed robots to very flexible user-based interfaces for training the robot to perform a task is three-fold. First and foremost, PbD, also referred to as {\em imitation learning} is a powerful mechanism for reducing the complexity of search spaces for learning. When observing either good or bad examples, one can reduce the search for a possible solution, by either starting the search from the observed good solution (local optima), or conversely, by eliminating from the search space what is known as a bad solution. Imitation learning is, thus, a powerful tool for enhancing and accelerating learning in both animals and artifacts. Second, imitation learning offers an implicit means of training a machine, such that explicit and tedious programming of a task by a human user can be minimized or eliminated (Figure \ref{fig:what-how}). Imitation learning is thus a ``natural'' means of interacting with a machine that would be accessible to lay people. And third, studying and modeling the coupling of perception and action, which is at the core of imitation learning, helps us to understand the mechanisms by which the self-organization of perception and action could arise during development. The reciprocal interaction of perception and action could explain how competence in motor control can be grounded in rich structure of perceptual variables, and vice versa, how the processes of perception can develop as means to create successful actions. PbD promises were thus multiple. On the one hand, one hoped that it would make the learning faster, in contrast to tedious reinforcement learning methods or trials-and-error learning. On the other hand, one expected that the methods, being user-friendly, would enhance the application of robots in human daily environments. Recent progresses in the field, which we review in this chapter, show that the field has make a leap forward the past decade toward these goals and that these promises may be fulfilled very soon

    A social learning formalism for learners trying to figure out what a teacher wants them to do

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    International audienceThis article presents a theoretical foundation for approaching the problem of how a learner can infer what a teacher wants it to do through strongly ambigu-ous interaction or observation. The article groups the in-terpretation of a broad range of information sources un-der the same theoretical framework. A teacher's motion demonstration, eye gaze during a reproduction attempt, pushes of "good"/"bad" buttons and speech comment are all treated as specific instances of the same general class of information sources. These sources all provide (partially and ambiguously) information about what the teacher wants the learner to do, and all need to be interpreted con-currently. We introduce a formalism to address this chal-lenge, which allows us to consider various strands of pre-vious research as different related facets of a single gener-alized problem. In turn, this allows us to identify impor-tant new avenues for research. To sketch these new direc-tions, several learning setups are introduced, and algorith-mic structures are introduced to illustrate some of the prac-tical problems that must be overcome

    Human-robot interaction and computer-vision-based services for autonomous robots

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    L'Aprenentatge per Imitació (IL), o Programació de robots per Demostració (PbD), abasta mètodes pels quals un robot aprèn noves habilitats a través de l'orientació humana i la imitació. La PbD s'inspira en la forma en què els éssers humans aprenen noves habilitats per imitació amb la finalitat de desenvolupar mètodes pels quals les noves tasques es poden transferir als robots. Aquesta tesi està motivada per la pregunta genèrica de "què imitar?", Que es refereix al problema de com extreure les característiques essencials d'una tasca. Amb aquesta finalitat, aquí adoptem la perspectiva del Reconeixement d'Accions (AR) per tal de permetre que el robot decideixi el què cal imitar o inferir en interactuar amb un ésser humà. L'enfoc proposat es basa en un mètode ben conegut que prové del processament del llenguatge natural: és a dir, la bossa de paraules (BoW). Aquest mètode s'aplica a grans bases de dades per tal d'obtenir un model entrenat. Encara que BoW és una tècnica d'aprenentatge de màquines que s'utilitza en diversos camps de la investigació, en la classificació d'accions per a l'aprenentatge en robots està lluny de ser acurada. D'altra banda, se centra en la classificació d'objectes i gestos en lloc d'accions. Per tant, en aquesta tesi es demostra que el mètode és adequat, en escenaris de classificació d'accions, per a la fusió d'informació de diferents fonts o de diferents assajos. Aquesta tesi fa tres contribucions: (1) es proposa un mètode general per fer front al reconeixement d'accions i per tant contribuir a l'aprenentatge per imitació; (2) la metodologia pot aplicar-se a grans bases de dades, que inclouen diferents modes de captura de les accions; i (3) el mètode s'aplica específicament en un projecte internacional d'innovació real anomenat Vinbot.El Aprendizaje por Imitación (IL), o Programación de robots por Demostración (PbD), abarca métodos por los cuales un robot aprende nuevas habilidades a través de la orientación humana y la imitación. La PbD se inspira en la forma en que los seres humanos aprenden nuevas habilidades por imitación con el fin de desarrollar métodos por los cuales las nuevas tareas se pueden transferir a los robots. Esta tesis está motivada por la pregunta genérica de "qué imitar?", que se refiere al problema de cómo extraer las características esenciales de una tarea. Con este fin, aquí adoptamos la perspectiva del Reconocimiento de Acciones (AR) con el fin de permitir que el robot decida lo que hay que imitar o inferir al interactuar con un ser humano. El enfoque propuesto se basa en un método bien conocido que proviene del procesamiento del lenguaje natural: es decir, la bolsa de palabras (BoW). Este método se aplica a grandes bases de datos con el fin de obtener un modelo entrenado. Aunque BoW es una técnica de aprendizaje de máquinas que se utiliza en diversos campos de la investigación, en la clasificación de acciones para el aprendizaje en robots está lejos de ser acurada. Además, se centra en la clasificación de objetos y gestos en lugar de acciones. Por lo tanto, en esta tesis se demuestra que el método es adecuado, en escenarios de clasificación de acciones, para la fusión de información de diferentes fuentes o de diferentes ensayos. Esta tesis hace tres contribuciones: (1) se propone un método general para hacer frente al reconocimiento de acciones y por lo tanto contribuir al aprendizaje por imitación; (2) la metodología puede aplicarse a grandes bases de datos, que incluyen diferentes modos de captura de las acciones; y (3) el método se aplica específicamente en un proyecto internacional de innovación real llamado Vinbot.Imitation Learning (IL), or robot Programming by Demonstration (PbD), covers methods by which a robot learns new skills through human guidance and imitation. PbD takes its inspiration from the way humans learn new skills by imitation in order to develop methods by which new tasks can be transmitted to robots. This thesis is motivated by the generic question of “what to imitate?” which concerns the problem of how to extract the essential features of a task. To this end, here we adopt Action Recognition (AR) perspective in order to allow the robot to decide what has to be imitated or inferred when interacting with a human kind. The proposed approach is based on a well-known method from natural language processing: namely, Bag of Words (BoW). This method is applied to large databases in order to obtain a trained model. Although BoW is a machine learning technique that is used in various fields of research, in action classification for robot learning it is far from accurate. Moreover, it focuses on the classification of objects and gestures rather than actions. Thus, in this thesis we show that the method is suitable in action classification scenarios for merging information from different sources or different trials. This thesis makes three contributions: (1) it proposes a general method for dealing with action recognition and thus to contribute to imitation learning; (2) the methodology can be applied to large databases which include different modes of action captures; and (3) the method is applied specifically in a real international innovation project called Vinbot

    Human skill capturing and modelling using wearable devices

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    Industrial robots are delivering more and more manipulation services in manufacturing. However, when the task is complex, it is difficult to programme a robot to fulfil all the requirements because even a relatively simple task such as a peg-in-hole insertion contains many uncertainties, e.g. clearance, initial grasping position and insertion path. Humans, on the other hand, can deal with these variations using their vision and haptic feedback. Although humans can adapt to uncertainties easily, most of the time, the skilled based performances that relate to their tacit knowledge cannot be easily articulated. Even though the automation solution may not fully imitate human motion since some of them are not necessary, it would be useful if the skill based performance from a human could be firstly interpreted and modelled, which will then allow it to be transferred to the robot. This thesis aims to reduce robot programming efforts significantly by developing a methodology to capture, model and transfer the manual manufacturing skills from a human demonstrator to the robot. Recently, Learning from Demonstration (LfD) is gaining interest as a framework to transfer skills from human teacher to robot using probability encoding approaches to model observations and state transition uncertainties. In close or actual contact manipulation tasks, it is difficult to reliabley record the state-action examples without interfering with the human senses and activities. Therefore, wearable sensors are investigated as a promising device to record the state-action examples without restricting the human experts during the skilled execution of their tasks. Firstly to track human motions accurately and reliably in a defined 3-dimensional workspace, a hybrid system of Vicon and IMUs is proposed to compensate for the known limitations of the individual system. The data fusion method was able to overcome occlusion and frame flipping problems in the two camera Vicon setup and the drifting problem associated with the IMUs. The results indicated that occlusion and frame flipping problems associated with Vicon can be mitigated by using the IMU measurements. Furthermore, the proposed method improves the Mean Square Error (MSE) tracking accuracy range from 0.8˚ to 6.4˚ compared with the IMU only method. Secondly, to record haptic feedback from a teacher without physically obstructing their interactions with the workpiece, wearable surface electromyography (sEMG) armbands were used as an indirect method to indicate contact feedback during manual manipulations. A muscle-force model using a Time Delayed Neural Network (TDNN) was built to map the sEMG signals to the known contact force. The results indicated that the model was capable of estimating the force from the sEMG armbands in the applications of interest, namely in peg-in-hole and beater winding tasks, with MSE of 2.75N and 0.18N respectively. Finally, given the force estimation and the motion trajectories, a Hidden Markov Model (HMM) based approach was utilised as a state recognition method to encode and generalise the spatial and temporal information of the skilled executions. This method would allow a more representative control policy to be derived. A modified Gaussian Mixture Regression (GMR) method was then applied to enable motions reproduction by using the learned state-action policy. To simplify the validation procedure, instead of using the robot, additional demonstrations from the teacher were used to verify the reproduction performance of the policy, by assuming human teacher and robot learner are physical identical systems. The results confirmed the generalisation capability of the HMM model across a number of demonstrations from different subjects; and the reproduced motions from GMR were acceptable in these additional tests. The proposed methodology provides a framework for producing a state-action model from skilled demonstrations that can be translated into robot kinematics and joint states for the robot to execute. The implication to industry is reduced efforts and time in programming the robots for applications where human skilled performances are required to cope robustly with various uncertainties during tasks execution

    Visuomotor Coordination in Reach-To-Grasp Tasks: From Humans to Humanoids and Vice Versa

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    Understanding the principles involved in visually-based coordinated motor control is one of the most fundamental and most intriguing research problems across a number of areas, including psychology, neuroscience, computer vision and robotics. Not very much is known regarding computational functions that the central nervous system performs in order to provide a set of requirements for visually-driven reaching and grasping. Additionally, in spite of several decades of advances in the field, the abilities of humanoids to perform similar tasks are by far modest when needed to operate in unstructured and dynamically changing environments. More specifically, our first focus is understanding the principles involved in human visuomotor coordination. Not many behavioral studies considered visuomotor coordination in natural, unrestricted, head-free movements in complex scenarios such as obstacle avoidance. To fill this gap, we provide an assessment of visuomotor coordination when humans perform prehensile tasks with obstacle avoidance, an issue that has received far less attention. Namely, we quantify the relationships between the gaze and arm-hand systems, so as to inform robotic models, and we investigate how the presence of an obstacle modulates this pattern of correlations. Second, to complement these observations, we provide a robotic model of visuomotor coordination, with and without the presence of obstacles in the workspace. The parameters of the controller are solely estimated by using the human motion capture data from our human study. This controller has a number of interesting properties. It provides an efficient way to control the gaze, arm and hand movements in a stable and coordinated manner. When facing perturbations while reaching and grasping, our controller adapts its behavior almost instantly, while preserving coordination between the gaze, arm, and hand. In the third part of the thesis, we study the neuroscientific literature of the primates. We here stress the view that the cerebellum uses the cortical reference frame representation. The cerebellum by taking into account this representation performs closed-loop programming of multi-joint movements and movement synchronization between the eye-head system, arm and hand. Based on this investigation, we propose a functional architecture of the cerebellar-cortical involvement. We derive a number of improvements of our visuomotor controller for obstacle-free reaching and grasping. Because this model is devised by carefully taking into account the neuroscientific evidence, we are able to provide a number of testable predictions about the functions of the central nervous system in visuomotor coordination. Finally, we tackle the flow of the visuomotor coordination in the direction from the arm-hand system to the visual system. We develop two models of motor-primed attention for humanoid robots. Motor-priming of attention is a mechanism that implements prioritizing of visual processing with respect to motor-relevant parts of the visual field. Recent studies in humans and monkeys have shown that visual attention supporting natural behavior is not exclusively defined in terms of visual saliency in color or texture cues, rather the reachable space and motor plans present the predominant source of this attentional modulation. Here, we show that motor-priming of visual attention can be used to efficiently distribute robot's computational resources devoted to visual processing
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