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Matej Hoffmann

Publications and source records attributed to Matej Hoffmann.

61 records · Page 4Linked to original sources

DAC-h3: A Proactive Robot Cognitive Architecture to Acquire and Express Knowledge About the World and the Self

This paper introduces a cognitive architecture for a humanoid robot to engage in a proactive, mixed-initiative exploration and manipulation of its environment, where the initiative can originate from both the human and the robot. The framework, based on a biologically-grounded theory of the brain and mind, integrates a reactive interaction engine, a number of state-of-the-art perceptual and motor learning algorithms, as well as planning abilities and an autobiographical memory. The architecture as a whole drives the robot behavior to solve the symbol grounding problem, acquire language capabilities, execute goal-oriented behavior, and express a verbal narrative of its own experience in the world. We validate our approach in human-robot interaction experiments with the iCub humanoid robot, showing that the proposed cognitive architecture can be applied in real time within a realistic scenario and that it can be used with naive users.

cs.AI↗

Where is my forearm? Clustering of body parts from simultaneous tactile and linguistic input using sequential mapping

Humans and animals are constantly exposed to a continuous stream of sensory information from different modalities. At the same time, they form more compressed representations like concepts or symbols. In species that use language, this process is further structured by this interaction, where a mapping between the sensorimotor concepts and linguistic elements needs to be established. There is evidence that children might be learning language by simply disambiguating potential meanings based on multiple exposures to utterances in different contexts (cross-situational learning). In existing models, the mapping between modalities is usually found in a single step by directly using frequencies of referent and meaning co-occurrences. In this paper, we present an extension of this one-step mapping and introduce a newly proposed sequential mapping algorithm together with a publicly available Matlab implementation. For demonstration, we have chosen a less typical scenario: instead of learning to associate objects with their names, we focus on body representations. A humanoid robot is receiving tactile stimulations on its body, while at the same time listening to utterances of the body part names (e.g., hand, forearm and torso). With the goal at arriving at the correct "body categories", we demonstrate how a sequential mapping algorithm outperforms one-step mapping. In addition, the effect of data set size and noise in the linguistic input are studied.

cs.NE↗

The encoding of proprioceptive inputs in the brain: knowns and unknowns from a robotic perspective

Somatosensory inputs can be grossly divided into tactile (or cutaneous) and proprioceptive -- the former conveying information about skin stimulation, the latter about limb position and movement. The principal proprioceptors are constituted by muscle spindles, which deliver information about muscle length and speed. In primates, this information is relayed to the primary somatosensory cortex and eventually the posterior parietal cortex, where integrated information about body posture (postural schema) is presumably available. However, coming from robotics and seeking a biologically motivated model that could be used in a humanoid robot, we faced a number of difficulties. First, it is not clear what neurons in the ascending pathway and primary somatosensory cortex code. To an engineer, joint angles would seem the most useful variables. However, the lengths of individual muscles have nonlinear relationships with the angles at joints. Kim et al. (Neuron, 2015) found different types of proprioceptive neurons in the primary somatosensory cortex -- sensitive to movement of single or multiple joints or to static postures. Second, there are indications that the somatotopic arrangement ("the homunculus") of these brain areas is to a significant extent learned. However, the mechanisms behind this developmental process are unclear. We will report first results from modeling of this process using data obtained from body babbling in the iCub humanoid robot and feeding them into a Self-Organizing Map (SOM). Our results reveal that the SOM algorithm is only suited to develop receptive fields of the posture-selective type. Furthermore, the SOM algorithm has intrinsic difficulties when combined with population code on its input and in particular with nonlinear tuning curves (sigmoids or Gaussians).

cs.NE↗

Trade-Offs in Exploiting Body Morphology for Control: from Simple Bodies and Model-Based Control to Complex Bodies with Model-Free Distributed Control Schemes

Tailoring the design of robot bodies for control purposes is implicitly performed by engineers, however, a methodology or set of tools is largely absent and optimization of morphology (shape, material properties of robot bodies, etc.) is lagging behind the development of controllers. This has become even more prominent with the advent of compliant, deformable or "soft" bodies. These carry substantial potential regarding their exploitation for control---sometimes referred to as "morphological computation" in the sense of offloading computation needed for control to the body. Here, we will argue in favor of a dynamical systems rather than computational perspective on the problem. Then, we will look at the pros and cons of simple vs. complex bodies, critically reviewing the attractive notion of "soft" bodies automatically taking over control tasks. We will address another key dimension of the design space---whether model-based control should be used and to what extent it is feasible to develop faithful models for different morphologies.

cs.RO↗

The implications of embodiment for behavior and cognition: animal and robotic case studies

In this paper, we will argue that if we want to understand the function of the brain (or the control in the case of robots), we must understand how the brain is embedded into the physical system, and how the organism interacts with the real world. While embodiment has often been used in its trivial meaning, i.e. 'intelligence requires a body', the concept has deeper and more important implications, concerned with the relation between physical and information (neural, control) processes. A number of case studies are presented to illustrate the concept. These involve animals and robots and are concentrated around locomotion, grasping, and visual perception. A theoretical scheme that can be used to embed the diverse case studies will be presented. Finally, we will establish a link between the low-level sensory-motor processes and cognition. We will present an embodied view on categorization, and propose the concepts of 'body schema' and 'forward models' as a natural extension of the embodied approach toward first representations.

cs.AI↗

SNF Project Locomotion: Final report 2009-2010

Summary of results in last project period (1. 10. 2009 - 30. 9. 2010) of SNFS Project "From locomotion to cognition" The research that we have been involved in, and will continue to do, starts from the insight that in order to understand and design intelligent behavior, we must adopt an embodied perspective, i.e. we must take the entire agent, including its shape or morphology, the materials out of which it is built, and its interaction with the environment into account, in addition to the neural control. A lot of our research in the past has been on relatively low-level sensory-motor tasks such as locomotion (e.g. walking, running, jumping), navigation, and grasping. While this research is of interest in itself, in the context of artificial intelligence and cognitive science, this leads to the question of what these kinds of tasks have to do with higher levels of cognition, or to put it more provocatively, "What does walking have to do with thinking?" This question is of course reminiscent of the notorious "symbol grounding problem". In contrast to most of the research on symbol grounding, we propose to exploit the dynamic interaction between the embodied agent and the environment as the basis for grounding. We use the term "morphological computation" to designate the fact that some of the control or computation can be taken over by the dynamic interaction derived from morphological properties (e.g. the passive forward swing of the leg in walking, the spring-like properties of the muscles, and the weight distribution). By taking morphological computation into account, an agent will be able to achieve not only faster, more robust, and more energy-efficient behavior, but also more situated exploration by the agent for the comprehensive understanding of the environment.

cs.RO↗

SNF Project Locomotion: Progress report 2008-2009

Summary of results (project period 1. 10. 2008 - 30. 9. 2009) of SNFS Project "From locomotion to cognition" The research that we have been involved in, and will continue to do, starts from the insight that in order to understand and design intelligent behavior, we must adopt an embodied perspective, i.e. we must take the entire agent, including its shape or morphology, the materials out of which it is built, and its interaction with the environment into account, in addition to the neural control. A lot of our research in the past has been on relatively low-level sensory-motor tasks such as locomotion (e.g. walking, running, jumping), navigation, and grasping. While this research is of interest in itself, in the context of artificial intelligence and cognitive science, this leads to the question of what these kinds of tasks have to do with higher levels of cognition, or to put it more provocatively, "What does walking have to do with thinking?" This question is of course reminiscent of the notorious "symbol grounding problem". In contrast to most of the research on symbol grounding, we propose to exploit the dynamic interaction between the embodied agent and the environment as the basis for grounding. We use the term "morphological computation" to designate the fact that some of the control or computation can be taken over by the dynamic interaction derived from morphological properties (e.g. the passive forward swing of the leg in walking, the spring-like properties of the muscles, and the weight distribution). By taking morphological computation into account, an agent will be able to achieve not only faster, more robust, and more energy-efficient behavior, but also more situated exploration by the agent for the comprehensive understanding of the environment.

cs.RO↗