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Emre Ugur

Publications and source records attributed to Emre Ugur.

43 records · Page 3Linked to original sources

Time Perception: A Review on Psychological, Computational and Robotic Models

Animals exploit time to survive in the world. Temporal information is required for higher-level cognitive abilities such as planning, decision making, communication, and effective cooperation. Since time is an inseparable part of cognition, there is a growing interest in the artificial intelligence approach to subjective time, which has a possibility of advancing the field. The current survey study aims to provide researchers with an interdisciplinary perspective on time perception. Firstly, we introduce a brief background from the psychology and neuroscience literature, covering the characteristics and models of time perception and related abilities. Secondly, we summarize the emergent computational and robotic models of time perception. A general overview to the literature reveals that a substantial amount of timing models are based on a dedicated time processing like the emergence of a clock-like mechanism from the neural network dynamics and reveal a relationship between the embodiment and time perception. We also notice that most models of timing are developed for either sensory timing (i.e. ability to assess an interval) or motor timing (i.e. ability to reproduce an interval). The number of timing models capable of retrospective timing, which is the ability to track time without paying attention, is insufficient. In this light, we discuss the possible research directions to promote interdisciplinary collaboration in the field of time perception.

cs.AI↗

ACNMP: Skill Transfer and Task Extrapolation through Learning from Demonstration and Reinforcement Learning via Representation Sharing

To equip robots with dexterous skills, an effective approach is to first transfer the desired skill via Learning from Demonstration (LfD), then let the robot improve it by self-exploration via Reinforcement Learning (RL). In this paper, we propose a novel LfD+RL framework, namely Adaptive Conditional Neural Movement Primitives (ACNMP), that allows efficient policy improvement in novel environments and effective skill transfer between different agents. This is achieved through exploiting the latent representation learned by the underlying Conditional Neural Process (CNP) model, and simultaneous training of the model with supervised learning (SL) for acquiring the demonstrated trajectories and via RL for new trajectory discovery. Through simulation experiments, we show that (i) ACNMP enables the system to extrapolate to situations where pure LfD fails; (ii) Simultaneous training of the system through SL and RL preserves the shape of demonstrations while adapting to novel situations due to the shared representations used by both learners; (iii) ACNMP enables order-of-magnitude sample-efficient RL in extrapolation of reaching tasks compared to the existing approaches; (iv) ACNMPs can be used to implement skill transfer between robots having different morphology, with competitive learning speeds and importantly with less number of assumptions compared to the state-of-the-art approaches. Finally, we show the real-world suitability of ACNMPs through real robot experiments that involve obstacle avoidance, pick and place and pouring actions.

cs.RO↗

Reward Conditioned Neural Movement Primitives for Population Based Variational Policy Optimization

The aim of this paper is to study the reward based policy exploration problem in a supervised learning approach and enable robots to form complex movement trajectories in challenging reward settings and search spaces. For this, the experience of the robot, which can be bootstrapped from demonstrated trajectories, is used to train a novel Neural Processes-based deep network that samples from its latent space and generates the required trajectories given desired rewards. Our framework can generate progressively improved trajectories by sampling them from high reward landscapes, increasing the reward gradually. Variational inference is used to create a stochastic latent space to sample varying trajectories in generating population of trajectories given target rewards. We benefit from Evolutionary Strategies and propose a novel crossover operation, which is applied in the self-organized latent space of the individual policies, allowing blending of the individuals that might address different factors in the reward function. Using a number of tasks that require sequential reaching to multiple points or passing through gaps between objects, we showed that our method provides stable learning progress and significant sample efficiency compared to a number of state-of-the-art robotic reinforcement learning methods. Finally, we show the real-world suitability of our method through real robot execution involving obstacle avoidance.

cs.RO↗

Trick the Body Trick the Mind: Avatar representation affects the perception of available action possibilities in Virtual Reality

In immersive Virtual Reality (VR), your brain can trick you into believing that your virtual hands are your real hands. Manipulating the representation of the body, namely the avatar, is a potentially powerful tool for the design of innovative interactive systems in VR. In this study, we investigated interactive behavior in VR by using the methods of experimental psychology. Objects with handles are known to potentiate the afforded action. Participants tend to respond faster when the handle is on the same side as the responding hand in bi-manual speed response tasks. In the first experiment, we successfully replicated this affordance effect in a Virtual Reality (VR) setting. In the second experiment, we showed that the affordance effect was influenced by the avatar, which was manipulated by two different hand types: 1) hand models with full finger tracking that are able to grasp objects, and 2) capsule-shaped -- fingerless -- hand models that are not able to grasp objects. We found that less than 5 minutes of adaptation to an avatar, significantly altered the affordance perception. Counter intuitively, action planning was significantly shorter with the hand model that is not able to grasp. Possibly, fewer action possibilities provided an advantage in processing time. The presence of a handle speeded up the initiation of the hand movement but slowed down the action completion because of ongoing action planning. The results were examined from a multidisciplinary perspective and the design implications for VR applications were discussed.

cs.HC↗

Belief Regulated Dual Propagation Nets for Learning Action Effects on Groups of Articulated Objects

In recent years, graph neural networks have been successfully applied for learning the dynamics of complex and partially observable physical systems. However, their use in the robotics domain is, to date, still limited. In this paper, we introduce Belief Regulated Dual Propagation Networks (BRDPN), a general-purpose learnable physics engine, which enables a robot to predict the effects of its actions in scenes containing groups of articulated multi-part objects. Specifically, our framework extends recently proposed propagation networks (PropNets) and consists of two complementary components, a physics predictor and a belief regulator. While the former predicts the future states of the object(s) manipulated by the robot, the latter constantly corrects the robot's knowledge regarding the objects and their relations. Our results showed that after training in a simulator, the robot can reliably predict the consequences of its actions in object trajectory level and exploit its own interaction experience to correct its belief about the state of the environment, enabling better predictions in partially observable environments. Furthermore, the trained model was transferred to the real world and verified in predicting trajectories of pushed interacting objects whose joint relations were initially unknown. We compared BRDPN against PropNets, and showed that BRDPN performs consistently well. Moreover, BRDPN can adapt its physic predictions, since the relations can be predicted online.

cs.RO↗

Symbol Emergence in Cognitive Developmental Systems: a Survey

Humans use signs, e.g., sentences in a spoken language, for communication and thought. Hence, symbol systems like language are crucial for our communication with other agents and adaptation to our real-world environment. The symbol systems we use in our human society adaptively and dynamically change over time. In the context of artificial intelligence (AI) and cognitive systems, the symbol grounding problem has been regarded as one of the central problems related to {\it symbols}. However, the symbol grounding problem was originally posed to connect symbolic AI and sensorimotor information and did not consider many interdisciplinary phenomena in human communication and dynamic symbol systems in our society, which semiotics considered. In this paper, we focus on the symbol emergence problem, addressing not only cognitive dynamics but also the dynamics of symbol systems in society, rather than the symbol grounding problem. We first introduce the notion of a symbol in semiotics from the humanities, to leave the very narrow idea of symbols in symbolic AI. Furthermore, over the years, it became more and more clear that symbol emergence has to be regarded as a multifaceted problem. Therefore, secondly, we review the history of the symbol emergence problem in different fields, including both biological and artificial systems, showing their mutual relations. We summarize the discussion and provide an integrative viewpoint and comprehensive overview of symbol emergence in cognitive systems. Additionally, we describe the challenges facing the creation of cognitive systems that can be part of symbol emergence systems.

cs.AI↗

Robotic Playing for Hierarchical Complex Skill Learning

In complex manipulation scenarios (e.g. tasks requiring complex interaction of two hands or in-hand manipulation), generalization is a hard problem. Current methods still either require a substantial amount of (supervised) training data and / or strong assumptions on both the environment and the task. In this paradigm, controllers solving these tasks tend to be complex. We propose a paradigm of maintaining simpler controllers solving the task in a small number of specific situations. In order to generalize to novel situations, the robot transforms the environment from novel situations into a situation where the solution of the task is already known. Our solution to this problem is to play with objects and use previously trained skills (basis skills). These skills can either be used for estimating or for changing the current state of the environment and are organized in skill hierarchies. The approach is evaluated in complex pick-and-place scenarios that involve complex manipulation. We further show that these skills can be learned by autonomous playing.

cs.RO↗