3,310 research outputs found
On Neuromechanical Approaches for the Study of Biological Grasp and Manipulation
Biological and robotic grasp and manipulation are undeniably similar at the
level of mechanical task performance. However, their underlying fundamental
biological vs. engineering mechanisms are, by definition, dramatically
different and can even be antithetical. Even our approach to each is
diametrically opposite: inductive science for the study of biological systems
vs. engineering synthesis for the design and construction of robotic systems.
The past 20 years have seen several conceptual advances in both fields and the
quest to unify them. Chief among them is the reluctant recognition that their
underlying fundamental mechanisms may actually share limited common ground,
while exhibiting many fundamental differences. This recognition is particularly
liberating because it allows us to resolve and move beyond multiple paradoxes
and contradictions that arose from the initial reasonable assumption of a large
common ground. Here, we begin by introducing the perspective of neuromechanics,
which emphasizes that real-world behavior emerges from the intimate
interactions among the physical structure of the system, the mechanical
requirements of a task, the feasible neural control actions to produce it, and
the ability of the neuromuscular system to adapt through interactions with the
environment. This allows us to articulate a succinct overview of a few salient
conceptual paradoxes and contradictions regarding under-determined vs.
over-determined mechanics, under- vs. over-actuated control, prescribed vs.
emergent function, learning vs. implementation vs. adaptation, prescriptive vs.
descriptive synergies, and optimal vs. habitual performance. We conclude by
presenting open questions and suggesting directions for future research. We
hope this frank assessment of the state-of-the-art will encourage and guide
these communities to continue to interact and make progress in these important
areas
Ways of Applying Artificial Intelligence in Software Engineering
As Artificial Intelligence (AI) techniques have become more powerful and
easier to use they are increasingly deployed as key components of modern
software systems. While this enables new functionality and often allows better
adaptation to user needs it also creates additional problems for software
engineers and exposes companies to new risks. Some work has been done to better
understand the interaction between Software Engineering and AI but we lack
methods to classify ways of applying AI in software systems and to analyse and
understand the risks this poses. Only by doing so can we devise tools and
solutions to help mitigate them. This paper presents the AI in SE Application
Levels (AI-SEAL) taxonomy that categorises applications according to their
point of AI application, the type of AI technology used and the automation
level allowed. We show the usefulness of this taxonomy by classifying 15 papers
from previous editions of the RAISE workshop. Results show that the taxonomy
allows classification of distinct AI applications and provides insights
concerning the risks associated with them. We argue that this will be important
for companies in deciding how to apply AI in their software applications and to
create strategies for its use
Combating catastrophic forgetting with developmental compression
Generally intelligent agents exhibit successful behavior across problems in
several settings. Endemic in approaches to realize such intelligence in
machines is catastrophic forgetting: sequential learning corrupts knowledge
obtained earlier in the sequence, or tasks antagonistically compete for system
resources. Methods for obviating catastrophic forgetting have sought to
identify and preserve features of the system necessary to solve one problem
when learning to solve another, or to enforce modularity such that minimally
overlapping sub-functions contain task specific knowledge. While successful,
both approaches scale poorly because they require larger architectures as the
number of training instances grows, causing different parts of the system to
specialize for separate subsets of the data. Here we present a method for
addressing catastrophic forgetting called developmental compression. It
exploits the mild impacts of developmental mutations to lessen adverse changes
to previously-evolved capabilities and `compresses' specialized neural networks
into a generalized one. In the absence of domain knowledge, developmental
compression produces systems that avoid overt specialization, alleviating the
need to engineer a bespoke system for every task permutation and suggesting
better scalability than existing approaches. We validate this method on a robot
control problem and hope to extend this approach to other machine learning
domains in the future
Seven properties of self-organization in the human brain
The principle of self-organization has acquired a fundamental significance in the newly emerging field of computational philosophy. Self-organizing systems have been described in various domains in science and philosophy including physics, neuroscience, biology and medicine, ecology, and sociology. While system architecture and their general purpose may depend on domain-specific concepts and definitions, there are (at least) seven key properties of self-organization clearly identified in brain systems: 1) modular connectivity, 2) unsupervised learning, 3) adaptive ability, 4) functional resiliency, 5) functional plasticity, 6) from-local-to-global functional organization, and 7) dynamic system growth. These are defined here in the light of insight from neurobiology, cognitive neuroscience and Adaptive Resonance Theory (ART), and physics to show that self-organization achieves stability and functional plasticity while minimizing structural system complexity. A specific example informed by empirical research is discussed to illustrate how modularity, adaptive learning, and dynamic network growth enable stable yet plastic somatosensory representation for human grip force control. Implications for the design of “strong” artificial intelligence in robotics are brought forward
In silico case studies of compliant robots: AMARSI deliverable 3.3
In the deliverable 3.2 we presented how the morphological computing ap-
proach can significantly facilitate the control strategy in several scenarios,
e.g. quadruped locomotion, bipedal locomotion and reaching. In particular,
the Kitty experimental platform is an example of the use of morphological
computation to allow quadruped locomotion. In this deliverable we continue
with the simulation studies on the application of the different morphological
computation strategies to control a robotic system
A Self-Organizing Neural Model of Motor Equivalent Reaching and Tool Use by a Multijoint Arm
This paper describes a self-organizing neural model for eye-hand coordination. Called the DIRECT model, it embodies a solution of the classical motor equivalence problem. Motor equivalence computations allow humans and other animals to flexibly employ an arm with more degrees of freedom than the space in which it moves to carry out spatially defined tasks under conditions that may require novel joint configurations. During a motor babbling phase, the model endogenously generates movement commands that activate the correlated visual, spatial, and motor information that are used to learn its internal coordinate transformations. After learning occurs, the model is capable of controlling reaching movements of the arm to prescribed spatial targets using many different combinations of joints. When allowed visual feedback, the model can automatically perform, without additional learning, reaches with tools of variable lengths, with clamped joints, with distortions of visual input by a prism, and with unexpected perturbations. These compensatory computations occur within a single accurate reaching movement. No corrective movements are needed. Blind reaches using internal feedback have also been simulated. The model achieves its competence by transforming visual information about target position and end effector position in 3-D space into a body-centered spatial representation of the direction in 3-D space that the end effector must move to contact the target. The spatial direction vector is adaptively transformed into a motor direction vector, which represents the joint rotations that move the end effector in the desired spatial direction from the present arm configuration. Properties of the model are compared with psychophysical data on human reaching movements, neurophysiological data on the tuning curves of neurons in the monkey motor cortex, and alternative models of movement control.National Science Foundation (IRI 90-24877); Office of Naval Research (N00014-92-J-1309); Air Force Office of Scientific Research (F49620-92-J-0499); National Science Foundation (IRI 90-24877
A quantitative taxonomy of human hand grasps
Background: A proper modeling of human grasping and of hand movements is fundamental for robotics,
prosthetics, physiology and rehabilitation. The taxonomies of hand grasps that have been proposed in scientific
literature so far are based on qualitative analyses of the movements and thus they are usually not quantitatively
justified.
Methods: This paper presents to the best of our knowledge the first quantitative taxonomy of hand grasps based on
biomedical data measurements. The taxonomy is based on electromyography and kinematic data recorded from 40
healthy subjects performing 20 unique hand grasps. For each subject, a set of hierarchical trees are computed for
several signal features. Afterwards, the trees are combined, first into modality-specific (i.e. muscular and kinematic)
taxonomies of hand grasps and then into a general quantitative taxonomy of hand movements. The modality-specific
taxonomies provide similar results despite describing different parameters of hand movements, one being muscular
and the other kinematic.
Results: The general taxonomy merges the kinematic and muscular description into a comprehensive hierarchical
structure. The obtained results clarify what has been proposed in the literature so far and they partially confirm the
qualitative parameters used to create previous taxonomies of hand grasps. According to the results, hand movements
can be divided into five movement categories defined based on the overall grasp shape, finger positioning and
muscular activation. Part of the results appears qualitatively in accordance with previous results describing kinematic
hand grasping synergies.
Conclusions: The taxonomy of hand grasps proposed in this paper clarifies with quantitative measurements what
has been proposed in the field on a qualitative basis, thus having a potential impact on several scientific fields
Evolutionary Multiobjective Optimization Driven by Generative Adversarial Networks (GANs)
Recently, increasing works have proposed to drive evolutionary algorithms
using machine learning models. Usually, the performance of such model based
evolutionary algorithms is highly dependent on the training qualities of the
adopted models. Since it usually requires a certain amount of data (i.e. the
candidate solutions generated by the algorithms) for model training, the
performance deteriorates rapidly with the increase of the problem scales, due
to the curse of dimensionality. To address this issue, we propose a
multi-objective evolutionary algorithm driven by the generative adversarial
networks (GANs). At each generation of the proposed algorithm, the parent
solutions are first classified into real and fake samples to train the GANs;
then the offspring solutions are sampled by the trained GANs. Thanks to the
powerful generative ability of the GANs, our proposed algorithm is capable of
generating promising offspring solutions in high-dimensional decision space
with limited training data. The proposed algorithm is tested on 10 benchmark
problems with up to 200 decision variables. Experimental results on these test
problems demonstrate the effectiveness of the proposed algorithm
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