47,055 research outputs found

    An LSTM Based Generative Adversarial Architecture for Robotic Calligraphy Learning System

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    Robotic calligraphy is a very challenging task for the robotic manipulators, which can sustain industrial manufacturing. The active mechanism of writing robots require a large sized training set including sequence information of the writing trajectory. However, manual labelling work on those training data may cause the time wasting for researchers. This paper proposes a machine calligraphy learning system using a Long Short-Term Memory (LSTM) network and a generative adversarial network (GAN), which enables the robots to learn and generate the sequences of Chinese character stroke (i.e., writing trajectory). In order to reduce the size of the training set, a generative adversarial architecture combining an LSTM network and a discrimination network is established for a robotic manipulator to learn the Chinese calligraphy regarding its strokes. In particular, this learning system converts Chinese character stroke image into the trajectory sequences in the absence of the stroke trajectory writing sequence information. Due to its powerful learning ability in handling motion sequences, the LSTM network is used to explore the trajectory point writing sequences. Each generation process of the generative adversarial architecture contains a number of loops of LSTM. In each loop, the robot continues to write by following a new trajectory point, which is generated by LSTM according to the previously written strokes. The written stroke in an image format is taken as input to the next loop of the LSTM network until the complete stroke is finally written. Then, the final output of the LSTM network is evaluated by the discriminative network. In addition, a policy gradient algorithm based on reinforcement learning is employed to aid the robot to find the best policy. The experimental results show that the proposed learning system can effectively produce a variety of high-quality Chinese stroke writing

    A Developmental Evolutionary Learning Framework for Robotic Chinese Stroke Writing

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    The ability of robots to write Chinese strokes, which is recognized as a sophisticated task, involves complicated kinematic control algorithms. The conventional approaches for robotic writing of Chinese strokes often suffer from limited font generation methods, which limits the ability of robots to perform high-quality writing. This paper instead proposes a developmental evolutionary learning framework that enables a robot to learn to write fundamental Chinese strokes. The framework first considers the learning process of robotic writing as an evolutionary easy-to-difficult procedure. Then, a developmental learning mechanism called “Lift-constraint, act and saturate” that stems from developmental robotics is used to determine how the robot learns tasks ranging from simple to difficult by building on the learning results from the easy tasks. The developmental constraints, which include altitude adjustments, number of mutation points, and stroke trajectory points, determine the learning complexity of robot writing. The developmental algorithm divides the evolutionary procedure into three developmental learning stages. In each stage, the stroke trajectory points gradually increase, while the number of mutation points and adjustment altitudes gradually decrease, allowing the learning difficulties involved in these three stages to be categorized as easy, medium, and difficult. Our robot starts with an easy learning task and then gradually progresses to the medium and difficult tasks. Under various developmental constraint setups in each stage, the robot applies an evolutionary algorithm to handle the basic shapes of the Chinese strokes and eventually acquires the ability to write with good quality. The experimental results demonstrate that the proposed framework allows a calligraphic robot to gradually learn to write five fundamental Chinese strokes and also reveal a developmental pattern similar to that of humans. Compared to an evolutionary algorithm without the developmental mechanism, the proposed framework achieves good writing quality more rapidly

    Learning through play: an educational computer game to introduce radar fundamentals

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    The information exchange has evolved from traditional books to computers and Internet in a few years' time. Our current university students were born in this age: they learn and have fun with different methods as previous generations did. These digital natives enjoy computer games. Thus, designing games for learning some selected topics could be a good teaching strategy for such collective and also for undergraduate university students. This paper describes the development and test of an educational computer game revolving around radar. The objective of the game RADAR Technology is to teach students about the fundamentals of radar, while having fun during the learning experience. Based on the principle that you learn better what you practice, the authors want to induce students to discover a difficult to understand topic by proposing them a different experience, in a format better adapted to their generation skills. The computer game has been tested with actual students and the obtained results seem to be very promising

    Chief Justice Robots

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    Say an AI program someday passes a Turing test, because it can con-verse in a way indistinguishable from a human. And say that its develop-ers can then teach it to converse—and even present an extended persua-sive argument—in a way indistinguishable from the sort of human we call a “lawyer.” The program could thus become an AI brief-writer, ca-pable of regularly winning brief-writing competitions against human lawyers. Once that happens (if it ever happens), this Essay argues, the same technology can be used to create AI judges, judges that we should accept as no less reliable (and more cost-effective) than human judges. If the software can create persuasive opinions, capable of regularly winning opinion-writing competitions against human judges—and if it can be adequately protected against hacking and similar attacks—we should in principle accept it as a judge, even if the opinions do not stem from human judgment

    A discrete/rhythmic pattern generating RNN

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    Biological research supports the concept that advanced motion emerges from modular building blocks, which generate both rhythmical and discrete patterns. Inspired by these ideas, roboticists try to implement such building blocks using different techniques. In this paper, we show how to build such module by using a recurrent neural network (RNN) to encapsulate both discrete and rhythmical motion patterns into a single network. We evaluate the proposed system on a planar robotic manipulator. For training, we record several handwriting motions by back driving the robot manipulator. Finally, we demonstrate the ability to learn multiple motions (even discrete and rhythmic) and evaluate the pattern generation robustness in the presence of perturbations

    Past Visions of Artificial Futures: One Hundred and Fifty Years under the Spectre of Evolving Machines

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    The influence of Artificial Intelligence (AI) and Artificial Life (ALife) technologies upon society, and their potential to fundamentally shape the future evolution of humankind, are topics very much at the forefront of current scientific, governmental and public debate. While these might seem like very modern concerns, they have a long history that is often disregarded in contemporary discourse. Insofar as current debates do acknowledge the history of these ideas, they rarely look back further than the origin of the modern digital computer age in the 1940s-50s. In this paper we explore the earlier history of these concepts. We focus in particular on the idea of self-reproducing and evolving machines, and potential implications for our own species. We show that discussion of these topics arose in the 1860s, within a decade of the publication of Darwin's The Origin of Species, and attracted increasing interest from scientists, novelists and the general public in the early 1900s. After introducing the relevant work from this period, we categorise the various visions presented by these authors of the future implications of evolving machines for humanity. We suggest that current debates on the co-evolution of society and technology can be enriched by a proper appreciation of the long history of the ideas involved.Comment: To appear in Proceedings of the Artificial Life Conference 2018 (ALIFE 2018), MIT Pres

    Choreographic and Somatic Approaches for the Development of Expressive Robotic Systems

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    As robotic systems are moved out of factory work cells into human-facing environments questions of choreography become central to their design, placement, and application. With a human viewer or counterpart present, a system will automatically be interpreted within context, style of movement, and form factor by human beings as animate elements of their environment. The interpretation by this human counterpart is critical to the success of the system's integration: knobs on the system need to make sense to a human counterpart; an artificial agent should have a way of notifying a human counterpart of a change in system state, possibly through motion profiles; and the motion of a human counterpart may have important contextual clues for task completion. Thus, professional choreographers, dance practitioners, and movement analysts are critical to research in robotics. They have design methods for movement that align with human audience perception, can identify simplified features of movement for human-robot interaction goals, and have detailed knowledge of the capacity of human movement. This article provides approaches employed by one research lab, specific impacts on technical and artistic projects within, and principles that may guide future such work. The background section reports on choreography, somatic perspectives, improvisation, the Laban/Bartenieff Movement System, and robotics. From this context methods including embodied exercises, writing prompts, and community building activities have been developed to facilitate interdisciplinary research. The results of this work is presented as an overview of a smattering of projects in areas like high-level motion planning, software development for rapid prototyping of movement, artistic output, and user studies that help understand how people interpret movement. Finally, guiding principles for other groups to adopt are posited.Comment: Under review at MDPI Arts Special Issue "The Machine as Artist (for the 21st Century)" http://www.mdpi.com/journal/arts/special_issues/Machine_Artis
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