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Petar Kormushev

Publications and source records attributed to Petar Kormushev.

34 records · Page 2Linked to original sources

Scaling All-Goals Updates in Reinforcement Learning Using Convolutional Neural Networks

Being able to reach any desired location in the environment can be a valuable asset for an agent. Learning a policy to navigate between all pairs of states individually is often not feasible. An all-goals updating algorithm uses each transition to learn Q-values towards all goals simultaneously and off-policy. However the expensive numerous updates in parallel limited the approach to small tabular cases so far. To tackle this problem we propose to use convolutional network architectures to generate Q-values and updates for a large number of goals at once. We demonstrate the accuracy and generalization qualities of the proposed method on randomly generated mazes and Sokoban puzzles. In the case of on-screen goal coordinates the resulting mapping from frames to distance-maps directly informs the agent about which places are reachable and in how many steps. As an example of application we show that replacing the random actions in epsilon-greedy exploration by several actions towards feasible goals generates better exploratory trajectories on Montezuma's Revenge and Super Mario All-Stars games.

cs.LG↗

Sim-to-Real Learning for Casualty Detection from Ground Projected Point Cloud Data

This paper addresses the problem of human body detection---particularly a human body lying on the ground (a.k.a. casualty)---using point cloud data. This ability to detect a casualty is one of the most important features of mobile rescue robots, in order for them to be able to operate autonomously. We propose a deep-learning-based casualty detection method using a deep convolutional neural network (CNN). This network is trained to be able to detect a casualty using a point-cloud data input. In the method we propose, the point cloud input is pre-processed to generate a depth image-like ground-projected heightmap. This heightmap is generated based on the projected distance of each point onto the detected ground plane within the point cloud data. The generated heightmap -- in image form -- is then used as an input for the CNN to detect a human body lying on the ground. To train the neural network, we propose a novel sim-to-real approach, in which the network model is trained using synthetic data obtained in simulation and then tested on real sensor data. To make the model transferable to real data implementations, during the training we adopt specific data augmentation strategies with the synthetic training data. The experimental results show that data augmentation introduced during the training process is essential for improving the performance of the trained model on real data. More specifically, the results demonstrate that the data augmentations on raw point-cloud data have contributed to a considerable improvement of the trained model performance.

cs.CV↗

Action Branching Architectures for Deep Reinforcement Learning

Discrete-action algorithms have been central to numerous recent successes of deep reinforcement learning. However, applying these algorithms to high-dimensional action tasks requires tackling the combinatorial increase of the number of possible actions with the number of action dimensions. This problem is further exacerbated for continuous-action tasks that require fine control of actions via discretization. In this paper, we propose a novel neural architecture featuring a shared decision module followed by several network branches, one for each action dimension. This approach achieves a linear increase of the number of network outputs with the number of degrees of freedom by allowing a level of independence for each individual action dimension. To illustrate the approach, we present a novel agent, called Branching Dueling Q-Network (BDQ), as a branching variant of the Dueling Double Deep Q-Network (Dueling DDQN). We evaluate the performance of our agent on a set of challenging continuous control tasks. The empirical results show that the proposed agent scales gracefully to environments with increasing action dimensionality and indicate the significance of the shared decision module in coordination of the distributed action branches. Furthermore, we show that the proposed agent performs competitively against a state-of-the-art continuous control algorithm, Deep Deterministic Policy Gradient (DDPG).

cs.LG↗

ResQbot: A Mobile Rescue Robot with Immersive Teleperception for Casualty Extraction

In this work, we propose a novel mobile rescue robot equipped with an immersive stereoscopic teleperception and a teleoperation control. This robot is designed with the capability to perform safely a casualty-extraction procedure. We have built a proof-of-concept mobile rescue robot called ResQbot for the experimental platform. An approach called "loco-manipulation" is used to perform the casualty-extraction procedure using the platform. The performance of this robot is evaluated in terms of task accomplishment and safety by conducting a mock rescue experiment. We use a custom-made human-sized dummy that has been sensorised to be used as the casualty. In terms of safety, we observe several parameters during the experiment including impact force, acceleration, speed and displacement of the dummy's head. We also compare the performance of the proposed immersive stereoscopic teleperception to conventional monocular teleperception. The results of the experiments show that the observed safety parameters are below key safety thresholds which could possibly lead to head or neck injuries. Moreover, the teleperception comparison results demonstrate an improvement in task-accomplishment performance when the operator is using the immersive teleperception.

cs.RO↗

Casualty Detection from 3D Point Cloud Data for Autonomous Ground Mobile Rescue Robots

One of the most important features of mobile rescue robots is the ability to autonomously detect casualties, i.e. human bodies, which are usually lying on the ground. This paper proposes a novel method for autonomously detecting casualties lying on the ground using obtained 3D point-cloud data from an on-board sensor, such as an RGB-D camera or a 3D LIDAR, on a mobile rescue robot. In this method, the obtained 3D point-cloud data is projected onto the detected ground plane, i.e. floor, within the point cloud. Then, this projected point cloud is converted into a grid-map that is used afterwards as an input for the algorithm to detect human body shapes. The proposed method is evaluated by performing detection of a human dummy, placed in different random positions and orientations, using an on-board RGB-D camera on a mobile rescue robot called ResQbot. To evaluate the robustness of the casualty detection method to different camera angles, the orientation of the camera is set to different angles. The experimental results show that using the point-cloud data from the on-board RGB-D camera, the proposed method successfully detects the casualty in all tested body positions and orientations relative to the on-board camera, as well as in all tested camera angles.

cs.RO↗

Human-centered manipulation and navigation with Robot DE NIRO

Social assistance robots in health and elderly care have the potential to support and ease human lives. Given the macrosocial trends of aging and long-lived populations, robotics-based care research mainly focused on helping the elderly live independently. In this paper, we introduce Robot DE NIRO, a research platform that aims to support the supporter (the caregiver) and also offers direct human-robot interaction for the care recipient. Augmented by several sensors, DE NIRO is capable of complex manipulation tasks. It reliably interacts with humans and can autonomously and swiftly navigate through dynamically changing environments. We describe preliminary experiments in a demonstrative scenario and discuss DE NIRO's design and capabilities. We put particular emphases on safe, human-centered interaction procedures implemented in both hardware and software, including collision avoidance in manipulation and navigation as well as an intuitive perception stack through speech and face recognition.

cs.RO↗

Goal-oriented Trajectories for Efficient Exploration

Exploration is a difficult challenge in reinforcement learning and even recent state-of-the art curiosity-based methods rely on the simple epsilon-greedy strategy to generate novelty. We argue that pure random walks do not succeed to properly expand the exploration area in most environments and propose to replace single random action choices by random goals selection followed by several steps in their direction. This approach is compatible with any curiosity-based exploration and off-policy reinforcement learning agents and generates longer and safer trajectories than individual random actions. To illustrate this, we present a task-independent agent that learns to reach coordinates in screen frames and demonstrate its ability to explore with the game Super Mario Bros. improving significantly the score of a baseline DQN agent.

cs.LG↗

Visuospatial Skill Learning for Robots

A novel skill learning approach is proposed that allows a robot to acquire human-like visuospatial skills for object manipulation tasks. Visuospatial skills are attained by observing spatial relationships among objects through demonstrations. The proposed Visuospatial Skill Learning (VSL) is a goal-based approach that focuses on achieving a desired goal configuration of objects relative to one another while maintaining the sequence of operations. VSL is capable of learning and generalizing multi-operation skills from a single demonstration, while requiring minimum prior knowledge about the objects and the environment. In contrast to many existing approaches, VSL offers simplicity, efficiency and user-friendly human-robot interaction. We also show that VSL can be easily extended towards 3D object manipulation tasks, simply by employing point cloud processing techniques. In addition, a robot learning framework, VSL-SP, is proposed by integrating VSL, Imitation Learning, and a conventional planning method. In VSL-SP, the sequence of performed actions are learned using VSL, while the sensorimotor skills are learned using a conventional trajectory-based learning approach. such integration easily extends robot capabilities to novel situations, even by users without programming ability. In VSL-SP the internal planner of VSL is integrated with an existing action-level symbolic planner. Using the underlying constraints of the task and extracted symbolic predicates, identified by VSL, symbolic representation of the task is updated. Therefore the planner maintains a generalized representation of each skill as a reusable action, which can be used in planning and performed independently during the learning phase. The proposed approach is validated through several real-world experiments.

cs.RO↗

INFRAWEBS axiom editor - a graphical ontology-driven tool for creating complex logical expressions

The current INFRAWEBS European research project aims at developing ICT framework enabling software and service providers to generate and establish open and extensible development platforms for Web Service applications. One of the concrete project objectives is developing a full-life-cycle software toolset for creating and maintaining Semantic Web Services (SWSs) supporting specific applications based on Web Service Modelling Ontology (WSMO) framework. According to WSMO, functional and behavioural descriptions of a SWS may be represented by means of complex logical expressions (axioms). The paper describes a specialized user-friendly tool for constructing and editing such axioms - INFRAWEBS Axiom Editor. After discussing the main design principles of the Editor, its functional architecture is briefly presented. The tool is implemented in Eclipse Graphical Environment Framework and Eclipse Rich Client Platform.

cs.SE↗

Fuzzy inference based mentality estimation for eye robot agent

Household robots need to communicate with human beings in a friendly fashion. To achieve better understanding of displayed information, an importance and a certainty of the information should be communicated together with the main information. The proposed intent expression system aims to convey this additional information using an eye robot. The eye motions are represented as states in a pleasure-arousal space model. Change of the model state is calculated by fuzzy inference according to the importance and certainty of the displayed information. This change influences the arousal-sleep coordinate in the space which corresponds to activeness in communication. The eye robot provides a basic interface for the mascot robot system which is an easy to understand information terminal for home environments in a humatronics society.

cs.RO↗

Intent expression using eye robot for mascot robot system

An intent expression system using eye robots is proposed for a mascot robot system from a viewpoint of humatronics. The eye robot aims at providing a basic interface method for an information terminal robot system. To achieve better understanding of the displayed information, the importance and the degree of certainty of the information should be communicated along with the main content. The proposed intent expression system aims at conveying this additional information using the eye robot system. Eye motions are represented as the states in a pleasure-arousal space model. Changes in the model state are calculated by fuzzy inference according to the importance and degree of certainty of the displayed information. These changes influence the arousal-sleep coordinates in the space that corresponds to levels of liveliness during communication. The eye robot provides a basic interface for the mascot robot system that is easy to be understood as an information terminal for home environments in a humatronics society.

cs.RO↗

Eligibility Propagation to Speed up Time Hopping for Reinforcement Learning

A mechanism called Eligibility Propagation is proposed to speed up the Time Hopping technique used for faster Reinforcement Learning in simulations. Eligibility Propagation provides for Time Hopping similar abilities to what eligibility traces provide for conventional Reinforcement Learning. It propagates values from one state to all of its temporal predecessors using a state transitions graph. Experiments on a simulated biped crawling robot confirm that Eligibility Propagation accelerates the learning process more than 3 times.

cs.AI↗

Design, development and implementation of a tool for construction of declarative functional descriptions of semantic web services based on WSMO methodology

Semantic web services (SWS) are self-contained, self-describing, semantically marked-up software resources that can be published, discovered, composed and executed across the Web in a semi-automatic way. They are a key component of the future Semantic Web, in which networked computer programs become providers and users of information at the same time. This work focuses on developing a full-life-cycle software toolset for creating and maintaining Semantic Web Services (SWSs) based on the Web Service Modelling Ontology (WSMO) framework. A main part of WSMO-based SWS is service capability - a declarative description of Web service functionality. A formal syntax and semantics for such a description is provided by Web Service Modeling Language (WSML), which is based on different logical formalisms, namely, Description Logics, First-Order Logic and Logic Programming. A WSML description of a Web service capability is represented as a set of complex logical expressions (axioms). We develop a specialized user-friendly tool for constructing and editing WSMO-based SWS capabilities. Since the users of this tool are not specialists in first-order logic, a graphical way for constricting and editing axioms is proposed. The designed process for constructing logical expressions is ontology-driven, which abstracts away as much as possible from any concrete syntax of logical language. We propose several mechanisms to guarantees the semantic consistency of the produced logical expressions. The tool is implemented in Java using Eclipse for IDE and GEF (Graphical Editing Framework) for visualization.

cs.AI↗

Visual approach for data mining on medical information databases using Fastmap algorithm

The rapid development of tools for acquisition and storage of information has lead to the formation of enormous medical databases. The large quantity of data definitely surpasses the abilities of humans for efficient usage without specialized tools for analysis. The situation is described as rich in data, but poor in information. In order to fill this growing gap, different approaches from the field of Data Mining are applied. These methods perform analysis of large sets of observed data in order to find new dependencies or concise representation of the data, which is more meaningful to humans. One of the possible approaches for discovery of dependencies is the visual approach, in which data is processed and visualized in a way suitable for analysis by a domain expert. This work proposes a visual approach, in which data is processed and visualized in a way suitable for analysis by a domain expert. We design and implement a software solution for visualization of multi-dimensional, classified medical data using the FastMap algorithm for graduate reduction of dimensions. The implementation of the graphical user interface is described in detail since it is the most important factor for the ease of use of these tools by non-professionals in data mining.

cs.IR↗

Time manipulation technique for speeding up reinforcement learning in simulations

A technique for speeding up reinforcement learning algorithms by using time manipulation is proposed. It is applicable to failure-avoidance control problems running in a computer simulation. Turning the time of the simulation backwards on failure events is shown to speed up the learning by 260% and improve the state space exploration by 12% on the cart-pole balancing task, compared to the conventional Q-learning and Actor-Critic algorithms.

cs.AI↗