22 research outputs found

    Toward supervised reinforcement learning with partial states for social HRI

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    Social interacting is a complex task for which machine learning holds particular promise. However, as no sufficiently accurate simulator of human interactions exists today, the learning of social interaction strategies has to happen online in the real world. Actions executed by the robot impact on humans, and as such have to be carefully selected, making it impossible to rely on random exploration. Additionally, no clear reward function exists for social interactions. This implies that traditional approaches used for Reinforcement Learning cannot be directly applied for learning how to interact with the social world. As such we argue that robots will profit from human expertise and guidance to learn social interactions. However, as the quantity of input a human can provide is limited, new methods have to be designed to use human input more efficiently. In this paper we describe a setup in which we combine a framework called Supervised Progressively Autonomous Robot Competencies (SPARC), which allows safer online learning with Reinforcement Learning, with the use of partial states rather than full states to accelerate generalisation and obtain a usable action policy more quickly

    SPARC: an efficient way to combine reinforcement learning and supervised autonomy

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    Shortcomings of reinforcement learning for robot control include the sparsity of the environmental reward function, the high number of trials required before reaching an efficient action policy and the reliance on exploration to gather information about the environment, potentially resulting in undesired actions. These limits can be overcome by adding a human in the loop to provide additional information during the learning phase. In this paper, we propose a novel way to combine human inputs and reinforcement by following the Supervised Progressively Autonomous Robot Competencies (SPARC) approach. We compare this method to the principles of Interactive Reinforcement Learning as proposed by Thomaz and Breazeal. Results from a study involving 40 participants show that using SPARC increases the performance of the learning, reduces the time and number of inputs required for teaching and faces fewer errors during the learning process. These results support the use of SPARC as an efficient method to teach a robot to interact with humans

    From characterising three years of HRI to methodology and reporting recommendations

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    Human-Robot Interaction (HRI) research requires the integration and cooperation of multiple disciplines, technical and social, in order to make progress. In many cases using different motivations, each of these disciplines bring with them different assumptions and methodologies.We assess recent trends in the field of HRI by examining publications in the HRI conference over the past three years (over 100 full papers), and characterise them according to 14 categories.We focus primarily on aspects of methodology. From this, a series of practical rec- ommendations based on rigorous guidelines from other research fields that have not yet become common practice in HRI are proposed. Furthermore, we explore the primary implications of the observed recent trends for the field more generally, in terms of both methodology and research directions.We propose that the interdisciplinary nature of HRI must be maintained, but that a common methodological approach provides a much needed frame of reference to facilitate rigorous future progress

    An Agency-Directed Approach to Test Generation for Simulation-based Autonomous Vehicle Verification

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    Simulation-based verification is beneficial for assessing otherwise dangerous or costly on-road testing of autonomous vehicles (AV). This paper addresses the challenge of efficiently generating effective tests for simulation-based AV verification using software testing agents. The multi-agent system (MAS) programming paradigm offers rational agency, causality and strategic planning between multiple agents. We exploit these aspects for test generation, focusing in particular on the generation of tests that trigger the precondition of an assertion. On the example of a key assertion we show that, by encoding a variety of different behaviours respondent to the agent's perceptions of the test environment, the agency-directed approach generates twice as many effective tests than pseudo-random test generation, while being both efficient and robust. Moreover, agents can be encoded to behave naturally without compromising the effectiveness of test generation. Our results suggest that generating tests using agency-directed testing significantly improves upon random and simultaneously provides more realistic driving scenarios.Comment: 18 pages, 8 figure

    Workshop: Cognitive Architectures for Social Human-Robot Interaction

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    Social HRI requires robots able to use appropriate, adaptive and contingent behaviours to form and maintain en- gaging social interactions with people. Cognitive Architectures emphasise a generality of mechanism and application, making them an ideal basis for such technical developments. Following the successful first workshop on Cognitive Architectures for HRI at the 2014 HRI conference, this second edition of the workshop focusses specifically on applications to social interaction. The full-day workshop is centred on participant contributions, and structured around a set of questions to provide a common basis of comparison between different assumptions, approaches, mechanisms, and architectures. These contributions will be used to support extensive and structured discussions, with the aim of facilitating the development and application of cognitive architectures to social HRI systems. By attending, we envisage that participants will gain insight into how the consideration of cognitive architectures complements the development of au- tonomous social robots

    An Agency-Directed Approach to Test Generation for Simulation-based Autonomous Vehicle Verification

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    Simulation-based verification is beneficial for assessing otherwise dangerous or costly on-road testing of autonomous vehicles (AV). This paper addresses the challenge of efficiently generating effective tests for simulation-based AV verification using software testing agents. The multi-agent system (MAS) programming paradigm offers rational agency, causality and strategic planning between multiple agents. We exploit these aspects for test generation, focusing in particular on the generation of tests that trigger the precondition of an assertion. On the example of a key assertion we show that, by encoding a variety of different behaviours respondent to the agent's perceptions of the test environment, the agency-directed approach generates twice as many effective tests than pseudo-random test generation, while being both efficient and robust. Moreover, agents can be encoded to behave naturally without compromising the effectiveness of test generation. Our results suggest that generating tests using agency-directed testing significantly improves upon random and simultaneously provides more realistic driving scenarios.Comment: 18 pages, 8 figure

    On Determinism of Game Engines used for Simulation-based Autonomous Vehicle Verification

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    Game engines are increasingly used as simulation platforms by the autonomous vehicle (AV) community to develop vehicle control systems and test environments. A key requirement for simulation-based development and verification is determinism, since a deterministic process will always produce the same output given the same initial conditions and event history. Thus, in a deterministic simulation environment, tests are rendered repeatable and yield simulation results that are trustworthy and straightforward to debug. However, game engines are seldom deterministic. This paper reviews and identifies the potential causes of non-deterministic behaviours in game engines. A case study using CARLA, an open-source autonomous driving simulation environment powered by Unreal Engine, is presented to highlight its inherent shortcomings in providing sufficient precision in experimental results. Different configurations and utilisations of the software and hardware are explored to determine an operational domain where the simulation precision is sufficiently low i.e.\ variance between repeated executions becomes negligible for development and testing work. Finally, a method of a general nature is proposed, that can be used to find the domains of permissible variance in game engine simulations for any given system configuration.Comment: 17 pages, 9 figures, 1 tabl

    Towards ``Machine-Learnable'' Child-Robot Interactions: the PInSoRo Dataset

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    Child-robot interactions are increasingly being explored in domains which require longer-term application, such as healthcare and education. In order for a robot to behave in an appropriate manner over longer timescales, its behaviours should be coterminous with that of the interacting children. Generating such sustained and engaging social behaviours is an on-going research challenge, and we argue here that the recent progress of deep machine learning opens new perspectives that the HRI community should embrace. As an initial step in that direction, we propose the creation of a large open dataset of child-robot social interactions. We detail our proposed methodology for data acquisition: children interact with a robot puppeted by an expert adult during a range of playful face-to- face social tasks. By doing so, we seek to capture a rich set of human-like behaviours occurring in natural social interactions, that are explicitly mapped to the robot's embodiment and affordances

    From Evaluating to Teaching: Rewards and Challenges of Human Control for Learning Robots

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    Keeping a human in a robot learning cycle can provide many advantages to improve the learning process. However, most of these improvements are only available when the human teacher is in complete control of the robot’s behaviour, and not just providing feedback. This human control can make the learning process safer, allowing the robot to learn in high-stakes interaction scenarios especially social ones. Furthermore, it allows faster learning as the human guides the robot to the relevant parts of the state space and can provide additional information to the learner. This information can also enable the learning algorithms to learn for wider world representations, thus increasing the generalisability of a deployed system. Additionally, learning from end users improves the precision of the final policy as it can be specifically tailored to many situations. Finally, this progressive teaching might create trust between the learner and the teacher, easing the deployment of the autonomous robot. However, with such control comes a range of challenges. Firstly, the rich communication between the robot and the teacher needs to be handled by an interface, which may require complex features. Secondly, the teacher needs to be embedded within the robot action selection cycle, imposing time constraints, which increases the cognitive load on the teacher. Finally, given a cycle of interaction between the robot and the teacher, any mistakes made by the teacher can be propagated to the robot’s policy. Nevertheless, we are are able to show that empowering the teacher with ways to control a robot’s behaviour has the potential to drastically improve both the learning process (allowing robots to learn in a wider range of environments) and the experience of the teacher
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