6,346 research outputs found
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 person’s 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
Learning Social Affordance Grammar from Videos: Transferring Human Interactions to Human-Robot Interactions
In this paper, we present a general framework for learning social affordance
grammar as a spatiotemporal AND-OR graph (ST-AOG) from RGB-D videos of human
interactions, and transfer the grammar to humanoids to enable a real-time
motion inference for human-robot interaction (HRI). Based on Gibbs sampling,
our weakly supervised grammar learning can automatically construct a
hierarchical representation of an interaction with long-term joint sub-tasks of
both agents and short term atomic actions of individual agents. Based on a new
RGB-D video dataset with rich instances of human interactions, our experiments
of Baxter simulation, human evaluation, and real Baxter test demonstrate that
the model learned from limited training data successfully generates human-like
behaviors in unseen scenarios and outperforms both baselines.Comment: The 2017 IEEE International Conference on Robotics and Automation
(ICRA
Visual Imitation Learning with Recurrent Siamese Networks
It would be desirable for a reinforcement learning (RL) based agent to learn
behaviour by merely watching a demonstration. However, defining rewards that
facilitate this goal within the RL paradigm remains a challenge. Here we
address this problem with Siamese networks, trained to compute distances
between observed behaviours and the agent's behaviours. Given a desired motion
such Siamese networks can be used to provide a reward signal to an RL agent via
the distance between the desired motion and the agent's motion. We experiment
with an RNN-based comparator model that can compute distances in space and time
between motion clips while training an RL policy to minimize this distance.
Through experimentation, we have had also found that the inclusion of
multi-task data and an additional image encoding loss helps enforce the
temporal consistency. These two components appear to balance reward for
matching a specific instance of behaviour versus that behaviour in general.
Furthermore, we focus here on a particularly challenging form of this problem
where only a single demonstration is provided for a given task -- the one-shot
learning setting. We demonstrate our approach on humanoid agents in both 2D
with degrees of freedom (DoF) and 3D with DoF.Comment: PrePrin
Better Vision Through Manipulation
For the purposes of manipulation, we would like to know what parts of the environment are physically coherent ensembles - that is, which parts will move together, and which are more or less independent. It takes a great deal of experience before this judgement can be made from purely visual information. This paper develops active strategies for acquiring that experience through experimental manipulation, using tight correlations between arm motion and optic flow to detect both the arm itself and the boundaries of objects with which it comes into contact. We argue that following causal chains of events out from the robot's body into the environment allows for a very natural developmental progression of visual competence, and relate this idea to results in neuroscience
An architecture for an autonomous learning robot
An autonomous learning device must solve the example bounding problem, i.e., it must divide the continuous universe into discrete examples from which to learn. We describe an architecture which incorporates an example bounder for learning. The architecture is implemented in the GPAL program. An example run with a real mobile robot shows that the program learns and uses new causal, qualitative, and quantitative relationships
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