11,329 research outputs found
Shared Autonomy via Hindsight Optimization
In shared autonomy, user input and robot autonomy are combined to control a
robot to achieve a goal. Often, the robot does not know a priori which goal the
user wants to achieve, and must both predict the user's intended goal, and
assist in achieving that goal. We formulate the problem of shared autonomy as a
Partially Observable Markov Decision Process with uncertainty over the user's
goal. We utilize maximum entropy inverse optimal control to estimate a
distribution over the user's goal based on the history of inputs. Ideally, the
robot assists the user by solving for an action which minimizes the expected
cost-to-go for the (unknown) goal. As solving the POMDP to select the optimal
action is intractable, we use hindsight optimization to approximate the
solution. In a user study, we compare our method to a standard
predict-then-blend approach. We find that our method enables users to
accomplish tasks more quickly while utilizing less input. However, when asked
to rate each system, users were mixed in their assessment, citing a tradeoff
between maintaining control authority and accomplishing tasks quickly
Reset-free Trial-and-Error Learning for Robot Damage Recovery
The high probability of hardware failures prevents many advanced robots
(e.g., legged robots) from being confidently deployed in real-world situations
(e.g., post-disaster rescue). Instead of attempting to diagnose the failures,
robots could adapt by trial-and-error in order to be able to complete their
tasks. In this situation, damage recovery can be seen as a Reinforcement
Learning (RL) problem. However, the best RL algorithms for robotics require the
robot and the environment to be reset to an initial state after each episode,
that is, the robot is not learning autonomously. In addition, most of the RL
methods for robotics do not scale well with complex robots (e.g., walking
robots) and either cannot be used at all or take too long to converge to a
solution (e.g., hours of learning). In this paper, we introduce a novel
learning algorithm called "Reset-free Trial-and-Error" (RTE) that (1) breaks
the complexity by pre-generating hundreds of possible behaviors with a dynamics
simulator of the intact robot, and (2) allows complex robots to quickly recover
from damage while completing their tasks and taking the environment into
account. We evaluate our algorithm on a simulated wheeled robot, a simulated
six-legged robot, and a real six-legged walking robot that are damaged in
several ways (e.g., a missing leg, a shortened leg, faulty motor, etc.) and
whose objective is to reach a sequence of targets in an arena. Our experiments
show that the robots can recover most of their locomotion abilities in an
environment with obstacles, and without any human intervention.Comment: 18 pages, 16 figures, 3 tables, 6 pseudocodes/algorithms, video at
https://youtu.be/IqtyHFrb3BU, code at
https://github.com/resibots/chatzilygeroudis_2018_rt
Probabilistic movement modeling for intention inference in human-robot interaction.
Intention inference can be an essential step toward efficient humanrobot interaction. For this purpose, we propose the Intention-Driven Dynamics Model (IDDM) to probabilistically model the generative process of movements that are directed by the intention. The IDDM allows to infer the intention from observed movements using Bayes ’ theorem. The IDDM simultaneously finds a latent state representation of noisy and highdimensional observations, and models the intention-driven dynamics in the latent states. As most robotics applications are subject to real-time constraints, we develop an efficient online algorithm that allows for real-time intention inference. Two human-robot interaction scenarios, i.e., target prediction for robot table tennis and action recognition for interactive humanoid robots, are used to evaluate the performance of our inference algorithm. In both intention inference tasks, the proposed algorithm achieves substantial improvements over support vector machines and Gaussian processes.
MX-LSTM: mixing tracklets and vislets to jointly forecast trajectories and head poses
Recent approaches on trajectory forecasting use tracklets to predict the
future positions of pedestrians exploiting Long Short Term Memory (LSTM)
architectures. This paper shows that adding vislets, that is, short sequences
of head pose estimations, allows to increase significantly the trajectory
forecasting performance. We then propose to use vislets in a novel framework
called MX-LSTM, capturing the interplay between tracklets and vislets thanks to
a joint unconstrained optimization of full covariance matrices during the LSTM
backpropagation. At the same time, MX-LSTM predicts the future head poses,
increasing the standard capabilities of the long-term trajectory forecasting
approaches. With standard head pose estimators and an attentional-based social
pooling, MX-LSTM scores the new trajectory forecasting state-of-the-art in all
the considered datasets (Zara01, Zara02, UCY, and TownCentre) with a dramatic
margin when the pedestrians slow down, a case where most of the forecasting
approaches struggle to provide an accurate solution.Comment: 10 pages, 3 figures to appear in CVPR 201
Control theoretic models of pointing
This article presents an empirical comparison of four models from manual control theory on their ability to model targeting behaviour by human users using a mouse: McRuer’s Crossover, Costello’s Surge, second-order lag (2OL), and the Bang-bang model. Such dynamic models are generative, estimating not only movement time, but also pointer position, velocity, and acceleration on a moment-to-moment basis. We describe an experimental framework for acquiring pointing actions and automatically fitting the parameters of mathematical models to the empirical data. We present the use of time-series, phase space, and Hooke plot visualisations of the experimental data, to gain insight into human pointing dynamics. We find that the identified control models can generate a range of dynamic behaviours that captures aspects of human pointing behaviour to varying degrees. Conditions with a low index of difficulty (ID) showed poorer fit because their unconstrained nature leads naturally to more behavioural variability. We report on characteristics of human surge behaviour (the initial, ballistic sub-movement) in pointing, as well as differences in a number of controller performance measures, including overshoot, settling time, peak time, and rise time. We describe trade-offs among the models. We conclude that control theory offers a promising complement to Fitts’ law based approaches in HCI, with models providing representations and predictions of human pointing dynamics, which can improve our understanding of pointing and inform design
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