11 research outputs found

    Learning Timescales in MTRNNs

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    We test the viability of having learnable timescales in multi-timescales recurrent neural networks

    Sustainable computational science: the ReScience initiative

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    Computer science o ers a large set of tools for prototyping, writing, running, testing, validating, sharing and reproducing results, however computational science lags behind. In the best case, authors may provide their source code as a compressed archive and they may feel con dent their research is reproducible. But this is not exactly true. Jonathan Buckheit and David Donoho proposed more than two decades ago that an article about computational results is advertising, not scholarship. e actual scholarship is the full so ware environment, code, and data that produced the result. is implies new work ows, in particular in peer-reviews. Existing journals have been slow to adapt: source codes are rarely requested, hardly ever actually executed to check that they produce the results advertised in the article. ReScience is a peer-reviewed journal that targets computational research and encourages the explicit replication of already published research, promoting new and open-source implementations in order to ensure that the original research can be replicated from its description. To achieve this goal, the whole publishing chain is radically di erent from other traditional scienti c journals. ReScience resides on GitHub where each new implementation of a computational study is made available together with comments, explanations, and so ware tests

    Re-run, Repeat, Reproduce, Reuse, Replicate: Transforming Code into Scientific Contributions

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    Scientific code is different from production software. Scientific code, by producing results that are then analyzed and interpreted, participates in the elaboration of scientific conclusions. This imposes specific constraints on the code that are often overlooked in practice. We articulate, with a small example, five characteristics that a scientific code in computational science should possess: re-runnable, repeatable, reproducible, reusable, and replicable. The code should be executable (re-runnable) and produce the same result more than once (repeatable); it should allow an investigator to reobtain the published results (reproducible) while being easy to use, understand and modify (reusable), and it should act as an available reference for any ambiguity in the algorithmic descriptions of the article (replicable)

    Morphological Development at the Evolutionary Timescale: Robotic Developmental Evolution

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    Evolution and development operate at different timescales; generations for the one, a lifetime for the other. These two processes, the basis of much of life on earth, interact in many non-trivial ways, but their temporal hierarchy-evolution overarching development-is observed for most multicellular life forms. When designing robots, however, this tenet lifts: It becomes-however natural-a design choice. We propose to inverse this temporal hierarchy and design a developmental process happening at the phylogenetic timescale. Over a classic evolutionary search aimed at finding good gaits for tentacle 2D robots, we add a developmental process over the robots\u27 morphologies. Within a generation, the morphology of the robots does not change. But from one generation to the next, the morphology develops. Much like we become bigger, stronger, and heavier as we age, our robots are bigger, stronger, and heavier with each passing generation. Our robots start with baby morphologies, and a few thousand generations later, end-up with adult ones. We show that this produces better and qualitatively different gaits than an evolutionary search with only adult robots, and that it prevents premature convergence by fostering exploration. In addition, we validate our method on voxel lattice 3D robots from the literature and compare it to a recent evolutionary developmental approach. Our method is conceptually simple, and it can be effective on small or large populations of robots, and intrinsic to the robot and its morphology, not the task or environment. Furthermore, by recasting the evolutionary search as a learning process, these results can be viewed in the context of developmental learning robotics

    Learning Timescales in MTRNNs

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    Behavioral Diversity Generation in Autonomous Exploration through Reuse of Past Experience

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    International audienceThe production of behavioral diversity – producing a diversity of effects – is an essential strategy for robots exploring the world when facing situations where interaction possibilities are unknown or non-obvious. It allows to discover new aspects of the environment that cannot be inferred or deduced from available knowledge. However, creating behavioral diversity in situations where it is most crucial – new and unknown ones – is far from trivial. In particular in large and redundant sensorimotor spaces, only small areas are interesting to explore for any practical purpose. When the environment does not provide clues or gradient toward those areas, trying to discover those areas relies on chance. To address this problem, we introduce a method to create behavioral diversity in a new sensorimotor task by re-enacting actions that allowed to produce behavioral diversity in a previous task, along with a measure that quantifies this diversity. We show that our method can learn how to interact with an object by reusing experience from another, that it adapts to instances of morphological changes and of dissimilarity between tasks, and how scaffolding behaviors can emerge by simply switching the attention of the robot to different parts of the environment. Finally, we show that the method can robustly use simulated experiences and crude cognitive models to generate behavioral diversity in real robots

    rougier/one-critic-two-actors: Version 1.2

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    Supporting material for the article "One critic, two actors

    Goal-Directed Planning and Goal Understanding by Extended Active Inference: Evaluation through Simulated and Physical Robot Experiments

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    We show that goal-directed action planning and generation in a teleological framework can be formulated by extending the active inference framework. The proposed model, which is built on a variational recurrent neural network model, is characterized by three essential features. These are that (1) goals can be specified for both static sensory states, e.g., for goal images to be reached and dynamic processes, e.g., for moving around an object, (2) the model cannot only generate goal-directed action plans, but can also understand goals through sensory observation, and (3) the model generates future action plans for given goals based on the best estimate of the current state, inferred from past sensory observations. The proposed model is evaluated by conducting experiments on a simulated mobile agent as well as on a real humanoid robot performing object manipulation
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