322 research outputs found
Probabilistic inverse reinforcement learning in unknown environments
We consider the problem of learning by demonstration from agents acting in
unknown stochastic Markov environments or games. Our aim is to estimate agent
preferences in order to construct improved policies for the same task that the
agents are trying to solve. To do so, we extend previous probabilistic
approaches for inverse reinforcement learning in known MDPs to the case of
unknown dynamics or opponents. We do this by deriving two simplified
probabilistic models of the demonstrator's policy and utility. For
tractability, we use maximum a posteriori estimation rather than full Bayesian
inference. Under a flat prior, this results in a convex optimisation problem.
We find that the resulting algorithms are highly competitive against a variety
of other methods for inverse reinforcement learning that do have knowledge of
the dynamics.Comment: Appears in Proceedings of the Twenty-Ninth Conference on Uncertainty
in Artificial Intelligence (UAI2013
Aerospace medicine and biology: A continuing bibliography with indexes, supplement 128, May 1974
This special bibliography lists 282 reports, articles, and other documents introduced into the NASA scientific and technical information system in April 1974
Haptic-Enhanced Learning in Preclinical Operative Dentistry
Background: Virtual reality haptic simulators represent a new paradigm in dental education that may potentially impact the rate and efficiency of basic skill acquisition, as well as pedagogically influence the various aspects of studentsâ preclinical experience. However, the evidence to support their efficiency and inform their implementation is still limited.
Objectives: This thesis set out to empirically examine how haptic VR simulator (SimodontÂź) can enhance the preclinical dental education experience particularly in the context of operative dentistry. We specify 4 distinct research themes to explore, namely: simulator validity (face, content and predictive), human factors in 3D stereoscopic display, motor skill acquisition, and curriculum integration.
Methods: Chapter 3 explores the face and content validity of SimodontÂź haptic dental simulator among a group of postgraduate dental students. Chapter 4 examines the predictive utility of SimodontÂź in predicting subsequent preclinical and clinical performance. The results indicate the potential utility of the simulator in predicting future clinical dental performance among undergraduate students. Chapter 5 investigates the role of stereopsis in dentistry from two different perspectives via two studies. Chapter 6 explores the effect of qualitatively different types of pedagogical feedback on the training, transfer and retention of basic manual dexterity dental skills. The results indicate that the acquisition and retention of basic dental motor skills in novice trainees is best optimised through a combination of instructor and visualdisplay VR-driven feedback. A pedagogical model for integration of haptic dental simulator into the dental curriculum has been proposed in Chapter 7.
Conclusion: The findings from this thesis provide new insights into the utility of the haptic virtual reality simulator in undergraduate preclinical dental education. Haptic simulators have promising potential as a pedagogical tool in undergraduate dentistry that complements the existing simulation methods. Integration of haptic VR simulators into the dental curriculum has to be informed by sound pedagogical principles and mapped into specific learning objectives
Review of the techniques used in motorâcognitive humanârobot skill transfer
Abstract A conventional robot programming method extensively limits the reusability of skills in the developmental aspect. Engineers programme a robot in a targeted manner for the realisation of predefined skills. The low reusability of generalâpurpose robot skills is mainly reflected in inability in novel and complex scenarios. Skill transfer aims to transfer human skills to generalâpurpose manipulators or mobile robots to replicate humanâlike behaviours. Skill transfer methods that are commonly used at present, such as learning from demonstrated (LfD) or imitation learning, endow the robot with the expert's lowâlevel motor and highâlevel decisionâmaking ability, so that skills can be reproduced and generalised according to perceived context. The improvement of robot cognition usually relates to an improvement in the autonomous highâlevel decisionâmaking ability. Based on the idea of establishing a generic or specialised robot skill library, robots are expected to autonomously reason about the needs for using skills and plan compound movements according to sensory input. In recent years, in this area, many successful studies have demonstrated their effectiveness. Herein, a detailed review is provided on the transferring techniques of skills, applications, advancements, and limitations, especially in the LfD. Future research directions are also suggested
Deep learning based approaches for imitation learning.
Imitation learning refers to an agent's ability to mimic a desired behaviour by learning from observations. The field is rapidly gaining attention due to recent advances in computational and communication capabilities as well as rising demand for intelligent applications. The goal of imitation learning is to describe the desired behaviour by providing demonstrations rather than instructions. This enables agents to learn complex behaviours with general learning methods that require minimal task specific information. However, imitation learning faces many challenges. The objective of this thesis is to advance the state of the art in imitation learning by adopting deep learning methods to address two major challenges of learning from demonstrations. Firstly, representing the demonstrations in a manner that is adequate for learning. We propose novel Convolutional Neural Networks (CNN) based methods to automatically extract feature representations from raw visual demonstrations and learn to replicate the demonstrated behaviour. This alleviates the need for task specific feature extraction and provides a general learning process that is adequate for multiple problems. The second challenge is generalizing a policy over unseen situations in the training demonstrations. This is a common problem because demonstrations typically show the best way to perform a task and don't offer any information about recovering from suboptimal actions. Several methods are investigated to improve the agent's generalization ability based on its initial performance. Our contributions in this area are three fold. Firstly, we propose an active data aggregation method that queries the demonstrator in situations of low confidence. Secondly, we investigate combining learning from demonstrations and reinforcement learning. A deep reward shaping method is proposed that learns a potential reward function from demonstrations. Finally, memory architectures in deep neural networks are investigated to provide context to the agent when taking actions. Using recurrent neural networks addresses the dependency between the state-action sequences taken by the agent. The experiments are conducted in simulated environments on 2D and 3D navigation tasks that are learned from raw visual data, as well as a 2D soccer simulator. The proposed methods are compared to state of the art deep reinforcement learning methods. The results show that deep learning architectures can learn suitable representations from raw visual data and effectively map them to atomic actions. The proposed methods for addressing generalization show improvements over using supervised learning and reinforcement learning alone. The results are thoroughly analysed to identify the benefits of each approach and situations in which it is most suitable
A review on manipulation skill acquisition through teleoperation-based learning from demonstration
Manipulation skill learning and generalization have gained increasing attention due to the wide applications of robot manipulators and the spurt of robot learning techniques. Especially, the learning from demonstration method has been exploited widely and successfully in the robotic community, and it is regarded as a promising direction to realize the manipulation skill learning and generalization. In addition to the learning techniques, the immersive teleoperation enables the human to operate a remote robot with an intuitive interface and achieve the telepresence. Thus, it is a promising way to transfer manipulation skills from humans to robots by combining the learning methods and the teleoperation, and adapting the learned skills to different tasks in new situations. This review, therefore, aims to provide an overview of immersive teleoperation for skill learning and generalization to deal with complex manipulation tasks. To this end, the key technologies, e.g. manipulation skill learning, multimodal interfacing for teleoperation and telerobotic control, are introduced. Then, an overview is given in terms of the most important applications of immersive teleoperation platform for robot skill learning. Finally, this survey discusses the remaining open challenges and promising research topics
Real-time hybrid cutting with dynamic fluid visualization for virtual surgery
It is widely accepted that a reform in medical teaching must be made to meet today's high volume training requirements. Virtual simulation offers a potential method of providing such trainings and some current medical training simulations integrate haptic and visual feedback to enhance procedure learning. The purpose of this project is to explore the capability of Virtual Reality (VR) technology to develop a training simulator for surgical cutting and bleeding in a general surgery
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