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Learning object relationships which determine the outcome of actions
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Integrating explanation-based and empirical learning methods in OCCAM
This paper discusses an approach to integrating empirical and explanation based learning techniques. The paper focuses on OCCAM, a program that has the capability to acquire via empirical means the knowledge needed for analytical learning. Two examples of this capability are discussed:The ability to use empirical techniques to acquire a domain theory for explanation based learning.The ability to use empirical learning techniques to find common patterns for causal relationships. These patterns encode a theory of causality (i.e., a set of general principles for recognizing causal relationships). Once acquired, a theory of causality can facilitate later learning by focusing on hypotheses which are consistent with the theory
Perspective Taking Through Simulation
Robots that operate among humans need to be able to attribute mental states in order to facilitate learning through imitation and collaboration. The success of the simulation theory approach for attributing mental states to another person relies on the ability to take the perspective of that person, typically by generating pretend states from that personâs point of view. In this paper, internal inverse and forward models are coupled to create simulation processes that may be used for mental state attribution: simulation of the visual process is used to attribute perceptions, and simulation of the motor control process is used to attribute potential actions. To demonstrate the approach, experiments are performed with a robot attributing perceptions and potential actions to a second robot
Grounding action in visuo-haptic space using experience networks
Traditional approaches to the use of machine learning algorithms do not provide a method to learn multiple tasks in one-shot on an embodied robot. It is proposed that grounding actions within the sensory space leads to the development of action-state relationships which can be re-used despite a change in task. A novel approach called an Experience Network is developed and assessed on a real-world robot required to perform three separate tasks. After grounded representations were developed in the initial task, only minimal further learning was required to perform the second and third task
Gaze, goals and growing up: Effects on imitative grasping
Developmental differences in the use of social-attention cues to imitation were examined among children aged 3- and 6-years old (n = 58) and adults (n = 29). In each of 20 trials, participants watched a model grasp two objects simultaneously and move them together. On every trial, the model directed her gaze towards only one of the objects. Some object pairs were related and had a clear functional goal outcome (e.g., flower, vase), while others were functionally unrelated (e.g., cardboard square, ladybug). Owing to attentional effects of eye gaze, it was expected that all participants would more faithfully imitate the grasp on the gazed-at object than the object not gazed at. Children were expected to imitate less accurately on trials with functionally-related objects than those without, due to goal-hierarchy effects. Results support effects of eye gaze on motor contagion. Childrenâs grasping accuracy on functionally-related and functionally-unrelated trials was similar but they were more likely to only use one hand on trials where the object pairs were functionally related. Implications for theories of imitation are discussed
Narrative Generation in Entertainment: Using Artificial Intelligence Planning
From the field of artificial intelligence (AI) there is a growing stream of technology capable of being embedded in software that will reshape the way we interact with our environment in our everyday lives. This âAI softwareâ is often used to tackle more mundane tasks that are otherwise dangerous or meticulous for a human to accomplish. One particular area, explored in this paper, is for AI software to assist in supporting the enjoyable aspects of the lives of humans. Entertainment is one of these aspects, and often includes storytelling in some form no matter what the type of media, including television, films, video games, etc. This paper aims to explore the ability of AI software to automate the story-creation and story-telling process. This is part of the field of Automatic Narrative Generator (ANG), which aims to produce intuitive interfaces to support people (without any previous programming experience) to use tools to generate stories, based on their ideas of the kind of characters, intentions, events and spaces they want to be in the story. The paper includes details of such AI software created by the author that can be downloaded and used by the reader for this purpose. Applications of this kind of technology include the automatic generation of story lines for âsoap operasâ
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