3 research outputs found
Increasing generality in machine learning through procedural content generation
Procedural Content Generation (PCG) refers to the practice, in videogames and
other games, of generating content such as levels, quests, or characters
algorithmically. Motivated by the need to make games replayable, as well as to
reduce authoring burden, limit storage space requirements, and enable
particular aesthetics, a large number of PCG methods have been devised by game
developers. Additionally, researchers have explored adapting methods from
machine learning, optimization, and constraint solving to PCG problems. Games
have been widely used in AI research since the inception of the field, and in
recent years have been used to develop and benchmark new machine learning
algorithms. Through this practice, it has become more apparent that these
algorithms are susceptible to overfitting. Often, an algorithm will not learn a
general policy, but instead a policy that will only work for a particular
version of a particular task with particular initial parameters. In response,
researchers have begun exploring randomization of problem parameters to
counteract such overfitting and to allow trained policies to more easily
transfer from one environment to another, such as from a simulated robot to a
robot in the real world. Here we review the large amount of existing work on
PCG, which we believe has an important role to play in increasing the
generality of machine learning methods. The main goal here is to present RL/AI
with new tools from the PCG toolbox, and its secondary goal is to explain to
game developers and researchers a way in which their work is relevant to AI
research
Autonomous dishwasher loading from cluttered trays using preâtrained deep neural networks
Abstract: Autonomous dishwasher loading is a benchmark problem in robotics that highlights the challenges of robotic perception, planning, and manipulation in an unstructured environment. Current approaches resort to a specialized solution, however, these technologies are not viable in a domestic setting. Learningâbased solutions seem promising for a general purpose solutions; however, they require large amounts of catered data to be applied in realâworld scenarios. This article presents a novel learningâbased solution without a training phase using preâtrained object detection networks. By developing a perception, planning, and manipulation framework around an offâtheâshelf object detection network, we are able to develop robust pickâandâplace solutions that are easy to develop and general purpose requiring only a RGB feedback and a pinch gripper. Analysis of a realâworld canteen tray data is first performed and used for developing our inâlab experimental setup. Our results obtained from realâworld scenarios indicate that such approaches are highly desirable for plugâandâplay domestic applications with limited calibration. All the associated data and code of this work are shared in a public repository