9 research outputs found

    Gradient-free Policy Architecture Search and Adaptation

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    We develop a method for policy architecture search and adaptation via gradient-free optimization which can learn to perform autonomous driving tasks. By learning from both demonstration and environmental reward we develop a model that can learn with relatively few early catastrophic failures. We first learn an architecture of appropriate complexity to perceive aspects of world state relevant to the expert demonstration, and then mitigate the effect of domain-shift during deployment by adapting a policy demonstrated in a source domain to rewards obtained in a target environment. We show that our approach allows safer learning than baseline methods, offering a reduced cumulative crash metric over the agent's lifetime as it learns to drive in a realistic simulated environment.Comment: Accepted in Conference on Robot Learning, 201

    A Visual Language for Robot Control and Programming: A Human-Interface Study

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    Abstract—We describe an interaction paradigm for con-trolling a robot using hand gestures. In particular, we are interested in the control of an underwater robot by an on-site human operator. Under this context, vision-based con-trol is very attractive, and we propose a robot control and programming mechanism based on visual symbols. A human operator presents engineered visual targets to the robotic system, which recognizes and interprets them. This paper describes the approach and proposes a specific gesture language called “RoboChat”. RoboChat allows an operator to control a robot and even express complex programming concepts, using a sequence of visually presented symbols, encoded into fiducial markers. We evaluate the efficiency and robustness of this symbolic communication scheme by comparing it to traditional gesture-based interaction involving a remote human operator. I

    Human-Machine Collaborative Optimization via Apprenticeship Scheduling

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    Coordinating agents to complete a set of tasks with intercoupled temporal and resource constraints is computationally challenging, yet human domain experts can solve these difficult scheduling problems using paradigms learned through years of apprenticeship. A process for manually codifying this domain knowledge within a computational framework is necessary to scale beyond the ``single-expert, single-trainee" apprenticeship model. However, human domain experts often have difficulty describing their decision-making processes, causing the codification of this knowledge to become laborious. We propose a new approach for capturing domain-expert heuristics through a pairwise ranking formulation. Our approach is model-free and does not require enumerating or iterating through a large state space. We empirically demonstrate that this approach accurately learns multifaceted heuristics on a synthetic data set incorporating job-shop scheduling and vehicle routing problems, as well as on two real-world data sets consisting of demonstrations of experts solving a weapon-to-target assignment problem and a hospital resource allocation problem. We also demonstrate that policies learned from human scheduling demonstration via apprenticeship learning can substantially improve the efficiency of a branch-and-bound search for an optimal schedule. We employ this human-machine collaborative optimization technique on a variant of the weapon-to-target assignment problem. We demonstrate that this technique generates solutions substantially superior to those produced by human domain experts at a rate up to 9.5 times faster than an optimization approach and can be applied to optimally solve problems twice as complex as those solved by a human demonstrator.Comment: Portions of this paper were published in the Proceedings of the International Joint Conference on Artificial Intelligence (IJCAI) in 2016 and in the Proceedings of Robotics: Science and Systems (RSS) in 2016. The paper consists of 50 pages with 11 figures and 4 table

    Bayesian nonparametric reward learning from demonstration

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    Thesis: Ph. D., Massachusetts Institute of Technology, Department of Aeronautics and Astronautics, 2013.Cataloged from PDF version of thesis.Includes bibliographical references (pages 123-132).Learning from demonstration provides an attractive solution to the problem of teaching autonomous systems how to perform complex tasks. Demonstration opens autonomy development to non-experts and is an intuitive means of communication for humans, who naturally use demonstration to teach others. This thesis focuses on a specific form of learning from demonstration, namely inverse reinforcement learning, whereby the reward of the demonstrator is inferred. Formally, inverse reinforcement learning (IRL) is the task of learning the reward function of a Markov Decision Process (MDP) given knowledge of the transition function and a set of observed demonstrations. While reward learning is a promising method of inferring a rich and transferable representation of the demonstrator's intents, current algorithms suffer from intractability and inefficiency in large, real-world domains. This thesis presents a reward learning framework that infers multiple reward functions from a single, unsegmented demonstration, provides several key approximations which enable scalability to large real-world domains, and generalizes to fully continuous demonstration domains without the need for discretization of the state space, all of which are not handled by previous methods. In the thesis, modifications are proposed to an existing Bayesian IRL algorithm to improve its efficiency and tractability in situations where the state space is large and the demonstrations span only a small portion of it. A modified algorithm is presented and simulation results show substantially faster convergence while maintaining the solution quality of the original method. Even with the proposed efficiency improvements, a key limitation of Bayesian IRL (and most current IRL methods) is the assumption that the demonstrator is maximizing a single reward function. This presents problems when dealing with unsegmented demonstrations containing multiple distinct tasks, common in robot learning from demonstration (e.g. in large tasks that may require multiple subtasks to complete). A key contribution of this thesis is the development of a method that learns multiple reward functions from a single demonstration. The proposed method, termed Bayesian nonparametric inverse reinforcement learning (BNIRL), uses a Bayesian nonparametric mixture model to automatically partition the data and find a set of simple reward functions corresponding to each partition. The simple rewards are interpreted intuitively as subgoals, which can be used to predict actions or analyze which states are important to the demonstrator. Simulation results demonstrate the ability of BNIRL to handle cyclic tasks that break existing algorithms due to the existence of multiple subgoal rewards in the demonstration. The BNIRL algorithm is easily parallelized, and several approximations to the demonstrator likelihood function are offered to further improve computational tractability in large domains. Since BNIRL is only applicable to discrete domains, the Bayesian nonparametric reward learning framework is extended to general continuous demonstration domains using Gaussian process reward representations. The resulting algorithm, termed Gaussian process subgoal reward learning (GPSRL), is the only learning from demonstration method that is able to learn multiple reward functions from unsegmented demonstration in general continuous domains. GPSRL does not require discretization of the continuous state space and focuses computation efficiently around the demonstration itself. Learned subgoal rewards are cast as Markov decision process options to enable execution of the learned behaviors by the robotic system and provide a principled basis for future learning and skill refinement. Experiments conducted in the MIT RAVEN indoor test facility demonstrate the ability of both BNIRL and GPSRL to learn challenging maneuvers from demonstration on a quadrotor helicopter and a remote-controlled car.by Bernard J. Michini.Ph. D

    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

    MULTI-MODAL TASK INSTRUCTIONS TO ROBOTS BY NAIVE USERS

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    This thesis presents a theoretical framework for the design of user-programmable robots. The objective of the work is to investigate multi-modal unconstrained natural instructions given to robots in order to design a learning robot. A corpus-centred approach is used to design an agent that can reason, learn and interact with a human in a natural unconstrained way. The corpus-centred design approach is formalised and developed in detail. It requires the developer to record a human during interaction and analyse the recordings to find instruction primitives. These are then implemented into a robot. The focus of this work has been on how to combine speech and gesture using rules extracted from the analysis of a corpus. A multi-modal integration algorithm is presented, that can use timing and semantics to group, match and unify gesture and language. The algorithm always achieves correct pairings on a corpus and initiates questions to the user in ambiguous cases or missing information. The domain of card games has been investigated, because of its variety of games which are rich in rules and contain sequences. A further focus of the work is on the translation of rule-based instructions. Most multi-modal interfaces to date have only considered sequential instructions. The combination of frame-based reasoning, a knowledge base organised as an ontology and a problem solver engine is used to store these rules. The understanding of rule instructions, which contain conditional and imaginary situations require an agent with complex reasoning capabilities. A test system of the agent implementation is also described. Tests to confirm the implementation by playing back the corpus are presented. Furthermore, deployment test results with the implemented agent and human subjects are presented and discussed. The tests showed that the rate of errors that are due to the sentences not being defined in the grammar does not decrease by an acceptable rate when new grammar is introduced. This was particularly the case for complex verbal rule instructions which have a large variety of being expressed
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