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2020 Joint IEEE 10th International Conference on Development and Learning and Epigenetic Robotics (ICDL-EpiRob)最新文献

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Teaching Robots to Perceive Time: A Twofold Learning Approach 教机器人感知时间:一种双重学习方法
Inês Lourenço, R. Ventura, B. Wahlberg
The concept of time perception is used to describe the phenomenological experience of time. There is strong evidence that dopaminergic neurons are involved in the timing mechanisms responsible for time perception. The phasic activity of these neurons resembles the behavior of the reward prediction error in temporal-difference learning models. Therefore, these models are used to replicate the neuronal behaviour of the dopamine system and corresponding timing mechanisms. However, time perception has also been shown to be shaped by time estimation mechanisms from external stimuli. In this paper we propose a framework that combines these two principles, in order to provide temporal cognition abilities to intelligent systems such as robots. A time estimator based on observed environmental stimuli is combined with a reinforcement learning approach, using a feature representation called Microstimuli to replicate dopaminergic behaviour. The elapsed time perceived by the robot is estimated by modeling sensor measurements as Gaussian processes to capture the second-order statistics of the natural environment. The proposed framework is evaluated on a simulated robot that performs a temporal discrimination task originally performed by mice. The ability of the robot to replicate the timing mechanisms of the mice is demonstrated by the fact that both exhibit the same ability to classify the duration of intervals.
时间知觉的概念是用来描述时间现象学经验的。有强有力的证据表明,多巴胺能神经元参与了负责时间感知的时间机制。这些神经元的相活动类似于时间差异学习模型中奖励预测误差的行为。因此,这些模型被用来复制多巴胺系统的神经元行为和相应的定时机制。然而,时间感知也被证明是由外部刺激的时间估计机制塑造的。在本文中,我们提出了一个结合这两个原则的框架,以便为智能系统(如机器人)提供时间认知能力。基于观察到的环境刺激的时间估计器与强化学习方法相结合,使用称为微刺激的特征表示来复制多巴胺能行为。通过将传感器测量建模为高斯过程,以捕获自然环境的二阶统计量,估计机器人感知到的经过时间。该框架在一个模拟机器人上进行了评估,该机器人执行了最初由小鼠执行的时间识别任务。机器人复制小鼠计时机制的能力,可以通过这一事实得到证明,即两者都具有对间隔时间进行分类的能力。
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引用次数: 2
A 2-Stage Framework for Learning to Push Unknown Objects 学习推未知物体的两阶段框架
Ziyan Gao, A. Elibol, N. Chong
Robotic manipulation has been generally applied to particular settings and a limited number of known objects. In order to manipulate novel objects, robots need to be capable of discovering the physical properties of objects, such as the center of mass, and reorienting objects to the desired pose required for subsequent actions. In this work, we proposed a computationally efficient 2-stage framework for planar pushing, allowing a robot to push novel objects to a specified pose with a small amount of pushing steps. We developed three modules: Coarse Action Predictor (CAP), Forward Dynamic Estimator (FDE), and Physical Property Estimator (PPE). The CAP module predicts a mixture of Gaussian distribution of actions. FDE learns the causality between action and successive object state. PPE based on Recurrent Neural Network predicts the physical center of mass (PCOM) from the robot-object interaction. Our preliminary experiments show promising results to meet the practical application requirements of manipulating novel objects.
机器人操作通常应用于特定的设置和有限数量的已知对象。为了操纵新物体,机器人需要能够发现物体的物理特性,例如质心,并将物体重新定向到后续动作所需的所需姿态。在这项工作中,我们提出了一个计算效率高的两阶段平面推框架,允许机器人用少量的推步骤将新物体推到指定的姿势。我们开发了三个模块:粗动作预测器(CAP),前向动态估计器(FDE)和物理性质估计器(PPE)。CAP模块预测动作的混合高斯分布。FDE学习动作和连续对象状态之间的因果关系。基于递归神经网络的PPE从机器人与物体的相互作用中预测物理质心。我们的初步实验结果表明,该方法可以满足操纵新物体的实际应用要求。
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引用次数: 4
Characterizing Datasets for Social Visual Question Answering, and the New TinySocial Dataset 描述社会视觉问答的数据集,以及新的TinySocial数据集
Zhanwen Chen, Shiyao Li, R. Rashedi, Xiaoman Zi, Morgan Elrod-Erickson, Bryan Hollis, Angela Maliakal, Xinyu Shen, Simeng Zhao, M. Kunda
Modern social intelligence includes the ability to watch videos and answer questions about social and theory-of-mind-related content, e.g., for a scene in Harry Potter, “Is the father really upset about the boys flying the car?” Social visual question answering (social VQA) is emerging as a valuable methodology for studying social reasoning in both humans (e.g., children with autism) and AI agents. However, this problem space spans enormous variations in both videos and questions. We discuss methods for creating and characterizing social VQA datasets, including 1) crowdsourcing versus in-house authoring, including sample comparisons of two new datasets that we created (TinySocial-Crowd and TinySocial-InHouse) and the previously existing Social-IQ dataset; 2) a new rubric for characterizing the difficulty and content of a given video; and 3) a new rubric for characterizing question types. We close by describing how having well-characterized social VQA datasets will enhance the explainability of AI agents and can also inform assessments and educational interventions for people.
现代社会智力包括观看视频和回答与社会和心理理论相关内容的问题的能力,例如,对于《哈利波特》中的一个场景,“男孩们驾驶汽车飞行,父亲真的很难过吗?”社会视觉问答(Social visual question answer,简称Social VQA)正在成为研究人类(如自闭症儿童)和人工智能代理的社会推理的一种有价值的方法。然而,这个问题空间跨越了视频和问题的巨大变化。我们讨论了创建和描述社交VQA数据集的方法,包括1)众包与内部创作,包括我们创建的两个新数据集(TinySocial-Crowd和TinySocial-InHouse)和之前存在的social - iq数据集的样本比较;2)用于描述给定视频的难度和内容的新标题;3)一个新的题型描述。最后,我们描述了具有良好特征的社会VQA数据集将如何增强人工智能代理的可解释性,并可以为人们的评估和教育干预提供信息。
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引用次数: 1
Counterfactual Explanation and Causal Inference In Service of Robustness in Robot Control 机器人鲁棒控制中的反事实解释与因果推理
Simón C. Smith, S. Ramamoorthy
We propose an architecture for training generative models of counterfactual conditionals of the form, ‘can we modify event A to cause B instead of C?’, motivated by applications in robot control. Using an ‘adversarial training’ paradigm, an image-based deep neural network model is trained to produce small and realistic modifications to an original image in order to cause user-defined effects. These modifications can be used in the design process of image-based robust control - to determine the ability of the controller to return to a working regime by modifications in the input space, rather than by adaptation. In contrast to conventional control design approaches, where robustness is quantified in terms of the ability to reject noise, we explore the space of counterfactuals that might cause a certain requirement to be violated, thus proposing an alternative model that might be more expressive in certain robotics applications. So, we propose the generation of counterfactuals as an approach to explanation of black-box models and the envisioning of potential movement paths in autonomous robotic control. Firstly, we demonstrate this approach in a set of classification tasks, using the well known MNIST and CelebFaces Attributes datasets. Then, addressing multi-dimensional regression, we demonstrate our approach in a reaching task with a physical robot, and in a navigation task with a robot in a digital twin simulation.
我们提出了一种架构,用于训练反事实条件的生成模型,其形式为“我们可以修改事件A以导致B而不是C吗?”,其动机是机器人控制方面的应用。使用“对抗训练”范式,训练基于图像的深度神经网络模型对原始图像进行小而现实的修改,以产生用户定义的效果。这些修改可以用于基于图像的鲁棒控制的设计过程中-通过修改输入空间来确定控制器返回工作状态的能力,而不是通过自适应。与传统的控制设计方法相比,鲁棒性是根据拒绝噪声的能力来量化的,我们探索了可能导致某些要求被违反的反事实空间,从而提出了一个在某些机器人应用中可能更具表现力的替代模型。因此,我们提出反事实的生成作为一种解释黑盒模型和设想自主机器人控制中潜在运动路径的方法。首先,我们在一组分类任务中演示了这种方法,使用了众所周知的MNIST和CelebFaces Attributes数据集。然后,为了解决多维回归问题,我们在物理机器人的到达任务中演示了我们的方法,并在数字双胞胎仿真中演示了机器人的导航任务。
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引用次数: 10
SEDRo: A Simulated Environment for Developmental Robotics SEDRo:发展机器人的模拟环境
Aishwarya Pothula, Md Ashaduzzaman Rubel Mondol, Sanath Narasimhan, Sm Mazharul Islam, Deokgun Park
Even with impressive advances in application specific models, we still lack knowledge about how to build a model that can learn in a human-like way and do multiple tasks. To learn in a human-like way, we need to provide a diverse experience that is comparable to human's. In this paper, we introduce our ongoing effort to build a simulated environment for developmental robotics (SEDRo). SEDRo provides diverse human experiences ranging from those of a fetus to a 12th month old. A series of simulated tests based on developmental psychology will be used to evaluate the progress of a learning model. We anticipate SEDRo to lower the cost of entry and facilitate research in the developmental robotics community.
即使在特定于应用程序的模型方面取得了令人印象深刻的进展,我们仍然缺乏关于如何构建一个能够以类似人类的方式学习并执行多个任务的模型的知识。为了以类似人类的方式学习,我们需要提供与人类相媲美的多样化体验。在本文中,我们介绍了我们正在努力建立一个模拟环境的发展机器人(SEDRo)。SEDRo提供了从胎儿到12个月大的各种人类体验。一系列基于发展心理学的模拟测试将用于评估学习模型的进展。我们期望SEDRo能够降低入门成本,促进机器人社区的发展。
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引用次数: 4
Active exploration for body model learning through self-touch on a humanoid robot with artificial skin 基于人工皮肤的仿人机器人自触学习身体模型的主动探索
Filipe Gama, M. Shcherban, Matthias Rolf, M. Hoffmann
The mechanisms of infant development are far from understood. Learning about one's own body is likely a foundation for subsequent development. Here we look specifically at the problem of how spontaneous touches to the body in early infancy may give rise to first body models and bootstrap further development such as reaching competence. Unlike visually elicited reaching, reaching to own body requires connections of the tactile and motor space only, bypassing vision. Still, the problems of high dimensionality and redundancy of the motor system persist. In this work, we present an embodied computational model on a simulated humanoid robot with artificial sensitive skin on large areas of its body. The robot should autonomously develop the capacity to reach for every tactile sensor on its body. To do this efficiently, we employ the computational framework of intrinsic motivations and variants of goal babbling-as opposed to motor babbling-that prove to make the exploration process faster and alleviate the ill-posedness of learning inverse kinematics. Based on our results, we discuss the next steps in relation to infant studies: what information will be necessary to further ground this computational model in behavioral data.
婴儿发育的机制尚不清楚。了解自己的身体可能是后续发展的基础。在这里,我们特别关注婴儿早期对身体的自发触摸如何产生第一身体模型并引导进一步发展,如达到能力。与视觉唤起的伸手不同,伸手到自己的身体只需要触觉和运动空间的连接,绕过视觉。然而,电机系统的高维和冗余问题仍然存在。在这项工作中,我们提出了一个具有大面积人工敏感皮肤的模拟人形机器人的具体计算模型。机器人应该自主发展能够触及身体上每一个触觉传感器的能力。为了有效地做到这一点,我们采用了内在动机和目标牙牙学变体的计算框架——与运动牙牙学相反——这证明了探索过程更快,减轻了学习逆运动学的不适。基于我们的结果,我们讨论了与婴儿研究相关的下一步:哪些信息将是进一步在行为数据中建立这个计算模型所必需的。
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引用次数: 5
Action similarity judgment based on kinematic primitives 基于运动学原语的动作相似度判断
Vipul Nair, Paul E. Hemeren, Alessia Vignolo, Nicoletta Noceti, Elena Nicora, A. Sciutti, F. Rea, E. Billing, F. Odone, G. Sandini
Understanding which features humans rely on - in visually recognizing action similarity is a crucial step towards a clearer picture of human action perception from a learning and developmental perspective. In the present work, we investigate to which extent a computational model based on kinematics can determine action similarity and how its performance relates to human similarity judgments of the same actions. To this aim, twelve participants perform an action similarity task, and their performances are compared to that of a computational model solving the same task. The chosen model has its roots in developmental robotics and performs action classification based on learned kinematic primitives. The comparative experiment results show that both the model and human participants can reliably identify whether two actions are the same or not. However, the model produces more false hits and has a greater selection bias than human participants. A possible reason for this is the particular sensitivity of the model towards kinematic primitives of the presented actions. In a second experiment, human participants' performance on an action identification task indicated that they relied solely on kinematic information rather than on action semantics. The results show that both the model and human performance are highly accurate in an action similarity task based on kinematic-level features, which can provide an essential basis for classifying human actions.
从学习和发展的角度来看,理解人类依赖于哪些特征——在视觉上识别动作相似性,是朝着更清晰地了解人类动作感知迈出的关键一步。在目前的工作中,我们研究了基于运动学的计算模型在多大程度上可以确定动作相似性,以及它的性能如何与人类对相同动作的相似性判断相关联。为此,12名参与者执行一个动作相似性任务,并将他们的表现与解决相同任务的计算模型的表现进行比较。所选择的模型植根于发展机器人,并基于学习到的运动学原语进行动作分类。对比实验结果表明,该模型和人类参与者都能可靠地识别两个动作是否相同。然而,与人类参与者相比,该模型产生了更多的错误命中,并且具有更大的选择偏差。一个可能的原因是该模型对所呈现动作的运动学原语的特殊敏感性。在第二个实验中,人类参与者在动作识别任务上的表现表明,他们完全依赖于运动学信息,而不是动作语义。结果表明,在基于运动级特征的动作相似任务中,该模型和人的表现都具有较高的准确率,为人类动作分类提供了必要的依据。
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引用次数: 4
A Comparison of Humanoid Robot Simulators: A Quantitative Approach 仿人机器人模拟器的比较:定量方法
Angel Ayala, Francisco Cruz, D. Campos, Rodrigo Rubio, Bruno José Torres Fernandes, Richard Dazeley
Research on humanoid robotic systems involves a considerable amount of computational resources, not only for the involved design but also for its development and subsequent implementation. For robotic systems to be implemented in realworld scenarios, in several situations, it is preferred to develop and test them under controlled environments in order to reduce the risk of errors and unexpected behavior. In this regard, a more accessible and efficient alternative is to implement the environment using robotic simulation tools. This paper presents a quantitative comparison of Gazebo, Webots, and V-REP, three simulators widely used by the research community to develop robotic systems. To compare the performance of these three simulators, elements such as CPU, memory footprint, and disk access are used to measure and compare them to each other. In order to measure the use of resources, each simulator executes 20 times a robotic scenario composed by a NAO robot that must navigate to a goal position avoiding a specific obstacle. In general terms, our results show that Webots is the simulator with the lowest use of resources, followed by V-REP, which has advantages over Gazebo, mainly because of the CPU use.
仿人机器人系统的研究涉及大量的计算资源,不仅涉及设计,而且涉及其开发和后续实施。对于要在现实世界场景中实现的机器人系统,在几种情况下,最好在受控环境中开发和测试它们,以减少错误和意外行为的风险。在这方面,一个更容易获得和有效的替代方案是使用机器人仿真工具实现环境。本文对Gazebo、Webots和V-REP这三种被研究团体广泛用于开发机器人系统的模拟器进行了定量比较。为了比较这三个模拟器的性能,可以使用CPU、内存占用和磁盘访问等元素来度量和比较它们。为了测量资源的使用情况,每个模拟器执行20次由NAO机器人组成的机器人场景,该机器人必须避开特定的障碍物导航到目标位置。总的来说,我们的结果表明,Webots是使用资源最少的模拟器,其次是V-REP,它比Gazebo有优势,主要是因为CPU的使用。
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引用次数: 19
Performance Improvement of Path Planning algorithms with Deep Learning Encoder Model 基于深度学习编码器模型的路径规划算法性能改进
Janderson Ferreira, Agostinho A. F. Júnior, Yves M. Galvão, Pablo V. A. Barros, Sergio M. M. Fernandes, Bruno José Torres Fernandes
Currently, path planning algorithms are used in many daily tasks. They are relevant to find the best route in traffic and make autonomous robots able to navigate. The use of path planning presents some issues in large and dynamic environments. Large environments make these algorithms spend much time finding the shortest path. On the other hand, dynamic environments request a new execution of the algorithm each time a change occurs in the environment, and it increases the execution time. The dimensionality reduction appears as a solution to this problem, which in this context means removing useless paths present in those environments. Most of the algorithms that reduce dimensionality are limited to the linear correlation of the input data. Recently, a Convolutional Neural Network (CNN) Encoder was used to overcome this situation since it can use both linear and non-linear information to reduce data. This paper analyzes in-depth the performance to eliminate the useless paths using this CNN Encoder model. To measure the mentioned model efficiency, we combined it with different path planning algorithms. Next, the final algorithms (combined and not combined) are checked in a database composed of five scenarios. Each scenario contains fixed and dynamic obstacles. Their proposed model, the CNN Encoder, associated with other existent path planning algorithms in the literature, was able to obtain a time decrease to find the shortest path compared to all path planning algorithms analyzed. the average decreased time was 54.43 %
目前,路径规划算法被用于许多日常任务中。它们与在交通中找到最佳路线以及使自主机器人能够导航相关。在大型和动态环境中使用路径规划提出了一些问题。大型环境使得这些算法花费大量时间寻找最短路径。另一方面,动态环境在每次环境发生变化时都要求重新执行算法,这增加了执行时间。降维似乎是这个问题的解决方案,在这种情况下,这意味着删除这些环境中出现的无用路径。大多数降维算法都局限于输入数据的线性相关。最近,卷积神经网络(CNN)编码器被用来克服这种情况,因为它可以使用线性和非线性信息来减少数据。本文对该CNN编码器模型在消除无用路径方面的性能进行了深入分析。为了衡量上述模型的效率,我们将其与不同的路径规划算法相结合。接下来,在由五个场景组成的数据库中检查最终算法(合并和未合并)。每个场景都包含固定和动态障碍。他们提出的模型CNN Encoder与文献中已有的其他路径规划算法相结合,与所分析的所有路径规划算法相比,能够获得寻找最短路径的时间减少。平均减少时间为54.43%
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引用次数: 4
Moody Learners - Explaining Competitive Behaviour of Reinforcement Learning Agents 穆迪学习者-解释强化学习代理的竞争行为
Pablo V. A. Barros, Ana Tanevska, Francisco Cruz, A. Sciutti
Designing the decision-making processes of artificial agents that are involved in competitive interactions is a challenging task. In a competitive scenario, the agent does not only have a dynamic environment but also is directly affected by the opponents' actions. Observing the Q-values of the agent is usually a way of explaining its behavior, however, it does not show the temporal-relation between the selected actions. We address this problem by proposing the Moody framework that creates an intrinsic representation for each agent based on the Pleasure/Arousal model. We evaluate our model by performing a series of experiments using the competitive multiplayer Chef's Hat card game and discuss how by observing the intrinsic state generated by our model allows us to obtain a holistic representation of the competitive dynamics within the game.
设计参与竞争互动的人工智能体的决策过程是一项具有挑战性的任务。在竞争情境中,agent不仅处于动态环境中,而且直接受到对手行为的影响。观察智能体的q值通常是解释其行为的一种方式,然而,它并不能显示所选动作之间的时间关系。我们通过提出Moody框架来解决这个问题,该框架基于愉悦/唤醒模型为每个主体创建了一个内在表征。我们通过使用竞争性多人游戏《Chef’s Hat》进行一系列实验来评估我们的模型,并讨论如何通过观察我们的模型生成的内在状态来获得游戏中竞争动态的整体表现。
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引用次数: 11
期刊
2020 Joint IEEE 10th International Conference on Development and Learning and Epigenetic Robotics (ICDL-EpiRob)
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