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Justus Piater

Publications and source records attributed to Justus Piater.

At least 37 records · Page 2Linked to original sources

Evaluating the Progress of Deep Learning for Visual Relational Concepts

Convolutional Neural Networks (CNNs) have become the state of the art method for image classification in the last ten years. Despite the fact that they achieve superhuman classification accuracy on many popular datasets, they often perform much worse on more abstract image classification tasks. We will show that these difficult tasks are linked to relational concepts from cognitive psychology and that despite progress over the last few years, such relational reasoning tasks still remain difficult for current neural network architectures. We will review deep learning research that is linked to relational concept learning, even if it was not originally presented from this angle. Reviewing the current literature, we will argue that some form of attention will be an important component of future systems to solve relational tasks. In addition, we will point out the shortcomings of currently used datasets, and we will recommend steps to make future datasets more relevant for testing systems on relational reasoning.

cs.CV↗

Learning Descriptor of Constrained Task from Demonstration

Constrained objects, such as doors and drawers are often complex and share a similar structure in the human environment. A robot needs to interact accurately with constrained objects to safely and successfully complete a task. Learning from Demonstration offers an appropriate path to learn the object structure of the demonstration for unknown objects for unknown tasks. There is work that extracts the kinematic model from motion. However, the gap remains when the robot faces a new object with a similar model but different contexts, e.g. size, appearance, etc. In this paper, we propose a framework that integrates all the information needed to learn a constrained motion from a depth camera into a descriptor of the constrained task. The descriptor consists of object information, grasping point model, constrained model, and reference frame model. By associating constrained learning and reference frame with the constrained object, we demonstrate that the robot can learn the book opening model and parameter of the constraints from demonstration and generalize to novel books.

cs.RO↗

How do Offline Measures for Exploration in Reinforcement Learning behave?

Sufficient exploration is paramount for the success of a reinforcement learning agent. Yet, exploration is rarely assessed in an algorithm-independent way. We compare the behavior of three data-based, offline exploration metrics described in the literature on intuitive simple distributions and highlight problems to be aware of when using them. We propose a fourth metric,uniform relative entropy, and implement it using either a k-nearest-neighbor or a nearest-neighbor-ratio estimator, highlighting that the implementation choices have a profound impact on these measures.

cs.LG↗

Improving the Exploration of Deep Reinforcement Learning in Continuous Domains using Planning for Policy Search

Local policy search is performed by most Deep Reinforcement Learning (D-RL) methods, which increases the risk of getting trapped in a local minimum. Furthermore, the availability of a simulation model is not fully exploited in D-RL even in simulation-based training, which potentially decreases efficiency. To better exploit simulation models in policy search, we propose to integrate a kinodynamic planner in the exploration strategy and to learn a control policy in an offline fashion from the generated environment interactions. We call the resulting model-based reinforcement learning method PPS (Planning for Policy Search). We compare PPS with state-of-the-art D-RL methods in typical RL settings including underactuated systems. The comparison shows that PPS, guided by the kinodynamic planner, collects data from a wider region of the state space. This generates training data that helps PPS discover better policies.

cs.LG↗

Reconfigurable Behavior Trees: Towards an Executive Framework Meeting High-level Decision Making and Control Layer Features

Behavior Trees constitute a widespread AI tool which has been successfully spun out in robotics. Their advantages include simplicity, modularity, and reusability of code. However, Behavior Trees remain a high-level decision making engine; control features cannot be easily integrated. This paper proposes the Reconfigurable Behavior Trees (RBTs), an extension of the traditional BTs that considers physical constraints from the robotic environment in the decision making process. We endow RBTs with continuous sensory information that permits the online monitoring of the task execution. The resulting stimulus-driven architecture is capable of dynamically handling changes in the executive context while keeping the execution time low. The proposed framework is evaluated on a set of robotic experiments. The results show that RBTs are a promising approach for robotic task representation, monitoring, and execution.

cs.RO↗

Action Representations in Robotics: A Taxonomy and Systematic Classification

Understanding and defining the meaning of "action" is substantial for robotics research. This becomes utterly evident when aiming at equipping autonomous robots with robust manipulation skills for action execution. Unfortunately, to this day we still lack both a clear understanding of the concept of an action and a set of established criteria that ultimately characterize an action. In this survey we thus first review existing ideas and theories on the notion and meaning of action. Subsequently we discuss the role of action in robotics and attempt to give a seminal definition of action in accordance with its use in robotics research. Given this definition we then introduce a taxonomy for categorizing action representations in robotics along various dimensions. Finally, we provide a systematic literature survey on action representations in robotics where we categorize relevant literature along our taxonomy. After discussing the current state of the art we conclude with an outlook towards promising research directions.

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↗

Learning Movement Assessment Primitives for Force Interaction Skills

We present a novel, reusable and task-agnostic primitive for assessing the outcome of a force-interaction robotic skill, useful e.g.\ for applications such as quality control in industrial manufacturing. The proposed method is easily programmed by kinesthetic teaching, and the desired adaptability and reusability are achieved by machine learning models. The primitive records sensory data during both demonstrations and reproductions of a movement. Recordings include the end-effector's Cartesian pose and exerted wrench at each time step. The collected data are then used to train Gaussian Processes which create models of the wrench as a function of the robot's pose. The similarity between the wrench models of the demonstration and the movement's reproduction is derived by measuring their Hellinger distance. This comparison creates features that are fed as inputs to a Naive Bayes classifier which estimates the movement's probability of success. The evaluation is performed on two diverse robotic assembly tasks -- snap-fitting and screwing -- with a total of 5 use cases, 11 demonstrations, and more than 200 movement executions. The performance metrics prove the proposed method's capability of generalization to different demonstrations and movements.

cs.RO↗

A novel Skill-based Programming Paradigm based on Autonomous Playing and Skill-centric Testing

We introduce a novel paradigm for robot pro- gramming with which we aim to make robot programming more accessible for unexperienced users. In order to do so we incorporate two major components in one single framework: autonomous skill acquisition by robotic playing and visual programming. Simple robot program skeletons solving a task for one specific situation, so-called basic behaviours, are provided by the user. The robot then learns how to solve the same task in many different situations by autonomous playing which reduces the barrier for unexperienced robot programmers. Programmers can use a mix of visual programming and kinesthetic teaching in order to provide these simple program skeletons. The robot program can be implemented interactively by programming parts with visual programming and kinesthetic teaching. We further integrate work on experience-based skill-centric robot software testing which enables the user to continuously test implemented skills without having to deal with the details of specific components.

cs.RO↗

Autonomous Skill-centric Testing using Deep Learning

Software testing is an important tool to ensure software quality. This is a hard task in robotics due to dynamic environments and the expensive development and time-consuming execution of test cases. Most testing approaches use model-based and / or simulation-based testing to overcome these problems. We propose model-free skill-centric testing in which a robot autonomously executes skills in the real world and compares it to previous experiences. The skills are selected by maximising the expected information gain on the distribution of erroneous software functions. We use deep learning to model the sensor data observed during previous successful skill executions and to detect irregularities. Sensor data is connected to function call profiles such that certain misbehaviour can be related to specific functions. We evaluate our approach in simulation and in experiments with a KUKA LWR 4+ robot by purposefully introducing bugs to the software. We demonstrate that these bugs can be detected with high accuracy and without the need for the implementation of specific tests or task-specific models.

cs.RO↗

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↗

Skill Learning by Autonomous Robotic Playing using Active Learning and Creativity

We treat the problem of autonomous acquisition of manipulation skills where problem-solving strategies are initially available only for a narrow range of situations. We propose to extend the range of solvable situations by autonomous playing with the object. By applying previously-trained skills and behaviours, the robot learns how to prepare situations for which a successful strategy is already known. The information gathered during autonomous play is additionally used to learn an environment model. This model is exploited for active learning and the creative generation of novel preparatory behaviours. We apply our approach on a wide range of different manipulation tasks, e.g. book grasping, grasping of objects of different sizes by selecting different grasping strategies, placement on shelves, and tower disassembly. We show that the creative behaviour generation mechanism enables the robot to solve previously-unsolvable tasks, e.g. tower disassembly. We use success statistics gained during real-world experiments to simulate the convergence behaviour of our system. Experiments show that active improves the learning speed by around 9 percent in the book grasping scenario.

cs.RO↗

Grasp Learning by Sampling from Demonstration

Robotic grasping traditionally relies on object features or shape information for learning new or applying already learned grasps. We argue however that such a strong reliance on object geometric information renders grasping and grasp learning a difficult task in the event of cluttered environments with high uncertainty where reasonable object models are not available. This being so, in this paper we thus investigate the application of model-free stochastic optimization for grasp learning. For this, our proposed learning method requires just a handful of user-demonstrated grasps and an initial prior by a rough sketch of an object's grasp affordance density, yet no object geometric knowledge except for its pose. Our experiments show promising applicability of our proposed learning method.

cs.RO↗

Active and Transfer Learning of Grasps by Sampling from Demonstration

We guess humans start acquiring grasping skills as early as at the infant stage by virtue of two key processes. First, infants attempt to learn grasps for known objects by imitating humans. Secondly, knowledge acquired during this process is reused in learning to grasp novel objects. We argue that these processes of active and transfer learning boil down to a random search of grasps on an object, suitably biased by prior experience. In this paper we introduce active learning of grasps for known objects as well as transfer learning of grasps for novel objects grounded on kernel adaptive, mode-hopping Markov Chain Monte Carlo. Our experiments show promising applicability of our proposed learning methods.

cs.RO↗

Active and Transfer Learning of Grasps by Kernel Adaptive MCMC

Human ability of both versatile grasping of given objects and grasping of novel (as of yet unseen) objects is truly remarkable. This probably arises from the experience infants gather by actively playing around with diverse objects. Moreover, knowledge acquired during this process is reused during learning of how to grasp novel objects. We conjecture that this combined process of active and transfer learning boils down to a random search around an object, suitably biased by prior experience, to identify promising grasps. In this paper we present an active learning method for learning of grasps for given objects, and a transfer learning method for learning of grasps for novel objects. Our learning methods apply a kernel adaptive Metropolis-Hastings sampler that learns an approximation of the grasps' probability density of an object while drawing grasp proposals from it. The sampler employs simulated annealing to search for globally-optimal grasps. Our empirical results show promising applicability of our proposed learning schemes.

cs.RO↗

25 years of CNNs: Can we compare to human abstraction capabilities?

We try to determine the progress made by convolutional neural networks over the past 25 years in classifying images into abstractc lasses. For this purpose we compare the performance of LeNet to that of GoogLeNet at classifying randomly generated images which are differentiated by an abstract property (e.g., one class contains two objects of the same size, the other class two objects of different sizes). Our results show that there is still work to do in order to solve vision problems humans are able to solve without much difficulty.

cs.CV↗

Learning Abstract Classes using Deep Learning

Humans are generally good at learning abstract concepts about objects and scenes (e.g.\ spatial orientation, relative sizes, etc.). Over the last years convolutional neural networks have achieved almost human performance in recognizing concrete classes (i.e.\ specific object categories). This paper tests the performance of a current CNN (GoogLeNet) on the task of differentiating between abstract classes which are trivially differentiable for humans. We trained and tested the CNN on the two abstract classes of horizontal and vertical orientation and determined how well the network is able to transfer the learned classes to other, previously unseen objects.

cs.CV↗