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Dana Kulić

Publications and source records attributed to Dana Kulić.

At least 37 records · Page 2Linked to original sources

Crafting with a Robot Assistant: Use Social Cues to Inform Adaptive Handovers in Human-Robot Collaboration

We study human-robot handovers in a naturalistic collaboration scenario, where a mobile manipulator robot assists a person during a crafting session by providing and retrieving objects used for wooden piece assembly (functional activities) and painting (creative activities). We collect quantitative and qualitative data from 20 participants in a Wizard-of-Oz study, generating the Functional And Creative Tasks Human-Robot Collaboration dataset (the FACT HRC dataset), available to the research community. This work illustrates how social cues and task context inform the temporal-spatial coordination in human-robot handovers, and how human-robot collaboration is shaped by and in turn influences people's functional and creative activities.

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Human-Robot Team Performance Compared to Full Robot Autonomy in 16 Real-World Search and Rescue Missions: Adaptation of the DARPA Subterranean Challenge

Human operators in human-robot teams are commonly perceived to be critical for mission success. To explore the direct and perceived impact of operator input on task success and team performance, 16 real-world missions (10 hrs) were conducted based on the DARPA Subterranean Challenge. These missions were to deploy a heterogeneous team of robots for a search task to locate and identify artifacts such as climbing rope, drills and mannequins representing human survivors. Two conditions were evaluated: human operators that could control the robot team with state-of-the-art autonomy (Human-Robot Team) compared to autonomous missions without human operator input (Robot-Autonomy). Human-Robot Teams were often in directed autonomy mode (70% of mission time), found more items, traversed more distance, covered more unique ground, and had a higher time between safety-related events. Human-Robot Teams were faster at finding the first artifact, but slower to respond to information from the robot team. In routine conditions, scores were comparable for artifacts, distance, and coverage. Reasons for intervention included creating waypoints to prioritise high-yield areas, and to navigate through error-prone spaces. After observing robot autonomy, operators reported increases in robot competency and trust, but that robot behaviour was not always transparent and understandable, even after high mission performance.

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Adapting Neural Models with Sequential Monte Carlo Dropout

The ability to adapt to changing environments and settings is essential for robots acting in dynamic and unstructured environments or working alongside humans with varied abilities or preferences. This work introduces an extremely simple and effective approach to adapting neural models in response to changing settings. We first train a standard network using dropout, which is analogous to learning an ensemble of predictive models or distribution over predictions. At run-time, we use a particle filter to maintain a distribution over dropout masks to adapt the neural model to changing settings in an online manner. Experimental results show improved performance in control problems requiring both online and look-ahead prediction, and showcase the interpretability of the inferred masks in a human behaviour modelling task for drone teleoperation.

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In-Hand Gravitational Pivoting Using Tactile Sensing

We study gravitational pivoting, a constrained version of in-hand manipulation, where we aim to control the rotation of an object around the grip point of a parallel gripper. To achieve this, instead of controlling the gripper to avoid slip, we embrace slip to allow the object to rotate in-hand. We collect two real-world datasets, a static tracking dataset and a controller-in-the loop dataset, both annotated with object angle and angular velocity labels. Both datasets contain force-based tactile information on ten different household objects. We train an LSTM model to predict the angular position and velocity of the held object from purely tactile data. We integrate this model with a controller that opens and closes the gripper allowing the object to rotate to desired relative angles. We conduct real-world experiments where the robot is tasked to achieve a relative target angle. We show that our approach outperforms a sliding-window based MLP in a zero-shot generalization setting with unseen objects. Furthermore, we show a 16.6% improvement in performance when the LSTM model is fine-tuned on a small set of data collected with both the LSTM model and the controller in-the-loop. Code and videos are available at https://rhys-newbury.github.io/projects/pivoting/

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Learning from Sparse Demonstrations

This paper develops the method of Continuous Pontryagin Differentiable Programming (Continuous PDP), which enables a robot to learn an objective function from a few sparsely demonstrated keyframes. The keyframes, labeled with some time stamps, are the desired task-space outputs, which a robot is expected to follow sequentially. The time stamps of the keyframes can be different from the time of the robot's actual execution. The method jointly finds an objective function and a time-warping function such that the robot's resulting trajectory sequentially follows the keyframes with minimal discrepancy loss. The Continuous PDP minimizes the discrepancy loss using projected gradient descent, by efficiently solving the gradient of the robot trajectory with respect to the unknown parameters. The method is first evaluated on a simulated robot arm and then applied to a 6-DoF quadrotor to learn an objective function for motion planning in unmodeled environments. The results show the efficiency of the method, its ability to handle time misalignment between keyframes and robot execution, and the generalization of objective learning into unseen motion conditions.

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Natural Language Communication with a Teachable Agent

Conversational teachable agents offer a promising platform to support learning, both in the classroom and in remote settings. In this context, the agent takes the role of the novice, while the student takes on the role of teacher. This framing is significant for its ability to elicit the Protégé effect in the student-teacher, a pedagogical phenomenon known to increase engagement in the teaching task, and also improve cognitive outcomes. In prior work, teachable agents often take a passive role in the learning interaction, and there are few studies in which the agent and student engage in natural language dialogue during the teaching task. This work investigates the effect of teaching modality when interacting with a virtual agent, via the web-based teaching platform, the Curiosity Notebook. A method of teaching the agent by selecting sentences from source material is compared to a method paraphrasing the source material and typing text input to teach. A user study has been conducted to measure the effect teaching modality on the learning outcomes and engagement of the participants. The results indicate that teaching via paraphrasing and text input has a positive effect on learning outcomes for the material covered, and also on aspects of affective engagement. Furthermore, increased paraphrasing effort, as measured by the similarity between the source material and the material the teacher conveyed to the robot, improves learning outcomes for participants.

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On-The-Go Robot-to-Human Handovers with a Mobile Manipulator

Existing approaches to direct robot-to-human handovers are typically implemented on fixed-base robot arms, or on mobile manipulators that come to a full stop before performing the handover. We propose "on-the-go" handovers which permit a moving mobile manipulator to hand over an object to a human without stopping. The on-the-go handover motion is generated with a reactive controller that allows simultaneous control of the base and the arm. In a user study, human receivers subjectively assessed on-the-go handovers to be more efficient, predictable, natural, better timed and safer than handovers that implemented a "stop-and-deliver" behavior.

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Visibility Maximization Controller for Robotic Manipulation

Occlusions caused by a robot's own body is a common problem for closed-loop control methods employed in eye-to-hand camera setups. We propose an optimization-based reactive controller that minimizes self-occlusions while achieving a desired goal pose. The approach allows coordinated control between the robot's base, arm and head by encoding the line-of-sight visibility to the target as a soft constraint along with other task-related constraints, and solving for feasible joint and base velocities. The generalizability of the approach is demonstrated in simulated and real-world experiments, on robots with fixed or mobile bases, with moving or fixed objects, and multiple objects. The experiments revealed a trade-off between occlusion rates and other task metrics. While a planning-based baseline achieved lower occlusion rates than the proposed controller, it came at the expense of highly inefficient paths and a significant drop in the task success. On the other hand, the proposed controller is shown to improve visibility to the line target object(s) without sacrificing too much from the task success and efficiency. Videos and code can be found at: rhys-newbury.github.io/projects/vmc/.

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Identifying Functions and Behaviours of Social Robots during Learning Activities: Teachers' Perspective

With advances in artificial intelligence, research is increasingly exploring the potential functions that social robots can play in education. As teachers are a critical stakeholder in the use and application of educational technologies, we conducted a study to understand teachers' perspectives on how a social robot could support a variety of learning activities in the classroom. Through interviews, robot puppeteering, and group brainstorming sessions with five elementary and middle school teachers from a local school in Canada, we take a socio-technical perspective to conceptualize possible robot functions and behaviours, and the effects they may have on the current way learning activities are designed, planned, and executed. Overall, the teachers responded positively to the idea of introducing a social robot as a technological tool for learning activities, envisioning differences in usage for teacher-robot and student-robot interactions. Further, Engeström's Activity System Model -- a framework for analyzing human needs, tasks, and outcomes -- illustrated a number of tensions associated with learning activities in the classroom. We discuss the fine-grained robot functions and behaviours conceived by teachers, and how they address the current tensions -- providing suggestions for improving the design of social robots for learning activities.

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Memory-based Deep Reinforcement Learning for POMDPs

A promising characteristic of Deep Reinforcement Learning (DRL) is its capability to learn optimal policy in an end-to-end manner without relying on feature engineering. However, most approaches assume a fully observable state space, i.e. fully observable Markov Decision Processes (MDPs). In real-world robotics, this assumption is unpractical, because of issues such as sensor sensitivity limitations and sensor noise, and the lack of knowledge about whether the observation design is complete or not. These scenarios lead to Partially Observable MDPs (POMDPs). In this paper, we propose Long-Short-Term-Memory-based Twin Delayed Deep Deterministic Policy Gradient (LSTM-TD3) by introducing a memory component to TD3, and compare its performance with other DRL algorithms in both MDPs and POMDPs. Our results demonstrate the significant advantages of the memory component in addressing POMDPs, including the ability to handle missing and noisy observation data.

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Learning to Assist Drone Landings

Unmanned aerial vehicles (UAVs) are often used for navigating dangerous terrains, however they are difficult to pilot. Due to complex input-output mapping schemes, limited perception, the complex system dynamics and the need to maintain a safe operation distance, novice pilots experience difficulties in performing safe landings in obstacle filled environments. In this work we propose a shared autonomy approach that assists novice pilots to perform safe landings on one of several elevated platforms at a proficiency equal to or greater than experienced pilots. Our approach consists of two modules, a perceptual module and a policy module. The perceptual module compresses high dimensionality RGB-D images into a latent vector trained with a cross-modal variational auto-encoder. The policy module provides assistive control inputs trained with the reinforcement algorithm TD3. We conduct a user study (n=33) where participants land a simulated drone with and without the use of the assistant. Despite the goal platform not being known to the assistant, participants of all skill levels were able to outperform experienced participants while assisted in the task.

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Inverse Optimal Control from Incomplete Trajectory Observations

This article develops a methodology that enables learning an objective function of an optimal control system from incomplete trajectory observations. The objective function is assumed to be a weighted sum of features (or basis functions) with unknown weights, and the observed data is a segment of a trajectory of system states and inputs. The proposed technique introduces the concept of the recovery matrix to establish the relationship between any available segment of the trajectory and the weights of given candidate features. The rank of the recovery matrix indicates whether a subset of relevant features can be found among the candidate features and the corresponding weights can be learned from the segment data. The recovery matrix can be obtained iteratively and its rank non-decreasing property shows that additional observations may contribute to the objective learning. Based on the recovery matrix, a method for using incomplete trajectory observations to learn the weights of selected features is established, and an incremental inverse optimal control algorithm is developed by automatically finding the minimal required observation. The effectiveness of the proposed method is demonstrated on a linear quadratic regulator system and a simulated robot manipulator.

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Fast Approximate Multi-output Gaussian Processes

Gaussian processes regression models are an appealing machine learning method as they learn expressive non-linear models from exemplar data with minimal parameter tuning and estimate both the mean and covariance of unseen points. However, exponential computational complexity growth with the number of training samples has been a long standing challenge. During training, one has to compute and invert an $N \times N$ kernel matrix at every iteration. Regression requires computation of an $m \times N$ kernel where $N$ and $m$ are the number of training and test points respectively. In this work we show how approximating the covariance kernel using eigenvalues and functions leads to an approximate Gaussian process with significant reduction in training and regression complexity. Training with the proposed approach requires computing only a $N \times n$ eigenfunction matrix and a $n \times n$ inverse where $n$ is a selected number of eigenvalues. Furthermore, regression now only requires an $m \times n$ matrix. Finally, in a special case the hyperparameter optimization is completely independent form the number of training samples. The proposed method can regress over multiple outputs, estimate the derivative of the regressor of any order, and learn the correlations between them. The computational complexity reduction, regression capabilities, and multioutput correlation learning are demonstrated in simulation examples.

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Learning to Engage with Interactive Systems: A Field Study on Deep Reinforcement Learning in a Public Museum

Physical agents that can autonomously generate engaging, life-like behaviour will lead to more responsive and interesting robots and other autonomous systems. Although many advances have been made for one-to-one interactions in well controlled settings, future physical agents should be capable of interacting with humans in natural settings, including group interaction. In order to generate engaging behaviours, the autonomous system must first be able to estimate its human partners' engagement level. In this paper, we propose an approach for estimating engagement during group interaction by simultaneously taking into account active and passive interaction, i.e. occupancy, and use the measure as the reward signal within a reinforcement learning framework to learn engaging interactive behaviours. The proposed approach is implemented in an interactive sculptural system in a museum setting. We compare the learning system to a baseline using pre-scripted interactive behaviours. Analysis based on sensory data and survey data shows that adaptable behaviours within an expert-designed action space can achieve higher engagement and likeability.

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The Effect of Multi-step Methods on Overestimation in Deep Reinforcement Learning

Multi-step (also called n-step) methods in reinforcement learning (RL) have been shown to be more efficient than the 1-step method due to faster propagation of the reward signal, both theoretically and empirically, in tasks exploiting tabular representation of the value-function. Recently, research in Deep Reinforcement Learning (DRL) also shows that multi-step methods improve learning speed and final performance in applications where the value-function and policy are represented with deep neural networks. However, there is a lack of understanding about what is actually contributing to the boost of performance. In this work, we analyze the effect of multi-step methods on alleviating the overestimation problem in DRL, where multi-step experiences are sampled from a replay buffer. Specifically building on top of Deep Deterministic Policy Gradient (DDPG), we propose Multi-step DDPG (MDDPG), where different step sizes are manually set, and its variant called Mixed Multi-step DDPG (MMDDPG) where an average over different multi-step backups is used as update target of Q-value function. Empirically, we show that both MDDPG and MMDDPG are significantly less affected by the overestimation problem than DDPG with 1-step backup, which consequently results in better final performance and learning speed. We also discuss the advantages and disadvantages of different ways to do multi-step expansion in order to reduce approximation error, and expose the tradeoff between overestimation and underestimation that underlies offline multi-step methods. Finally, we compare the computational resource needs of Twin Delayed Deep Deterministic Policy Gradient (TD3), a state-of-art algorithm proposed to address overestimation in actor-critic methods, and our proposed methods, since they show comparable final performance and learning speed.

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Supportive Actions for Manipulation in Human-Robot Coworker Teams

The increasing presence of robots alongside humans, such as in human-robot teams in manufacturing, gives rise to research questions about the kind of behaviors people prefer in their robot counterparts. We term actions that support interaction by reducing future interference with others as supportive robot actions and investigate their utility in a co-located manipulation scenario. We compare two robot modes in a shared table pick-and-place task: (1) Task-oriented: the robot only takes actions to further its own task objective and (2) Supportive: the robot sometimes prefers supportive actions to task-oriented ones when they reduce future goal-conflicts. Our experiments in simulation, using a simplified human model, reveal that supportive actions reduce the interference between agents, especially in more difficult tasks, but also cause the robot to take longer to complete the task. We implemented these modes on a physical robot in a user study where a human and a robot perform object placement on a shared table. Our results show that a supportive robot was perceived as a more favorable coworker by the human and also reduced interference with the human in the more difficult of two scenarios. However, it also took longer to complete the task highlighting an interesting trade-off between task-efficiency and human-preference that needs to be considered before designing robot behavior for close-proximity manipulation scenarios.

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Improving User Specifications for Robot Behavior through Active Preference Learning: Framework and Evaluation

An important challenge in human-robot interaction (HRI) is enabling non-expert users to specify complex tasks for autonomous robots. Recently, active preference learning has been applied in HRI to interactively shape a robot's behavior. We study a framework where users specify constraints on allowable robot movements on a graphical interface, yielding a robot task specification. However, users may not be able to accurately assess the impact of such constraints on the performance of a robot. Thus, we revise the specification by iteratively presenting users with alternative solutions where some constraints might be violated, and learn about the importance of the constraints from the users' choices between these alternatives. We demonstrate our framework in a user study with a material transport task in an industrial facility. We show that nearly all users accept alternative solutions and thus obtain a revised specification through the learning process, and that the revision leads to a substantial improvement in robot performance. Further, the learning process reduces the variances between the specifications from different users and, thus, makes the specifications more similar. As a result, the users whose initial specifications had the largest impact on performance benefit the most from the interactive learning.

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Stable Gaussian Process based Tracking Control of Euler-Lagrange Systems

Perfect tracking control for real-world Euler-Lagrange systems is challenging due to uncertainties in the system model and external disturbances. The magnitude of the tracking error can be reduced either by increasing the feedback gains or improving the model of the system. The latter is clearly preferable as it allows to maintain good tracking performance at low feedback gains. However, accurate models are often difficult to obtain. In this article, we address the problem of stable high-performance tracking control for unknown Euler-Lagrange systems. In particular, we employ Gaussian Process regression to obtain a data-driven model that is used for the feed-forward compensation of unknown dynamics of the system. The model fidelity is used to adapt the feedback gains allowing low feedback gains in state space regions of high model confidence. The proposed control law guarantees a globally bounded tracking error with a specific probability. Simulation studies demonstrate the superiority over state of the art tracking control approaches.

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