ROJan 14, 2023
World Models and Predictive Coding for Cognitive and Developmental Robotics: Frontiers and ChallengesTadahiro Taniguchi, Shingo Murata, Masahiro Suzuki et al.
Creating autonomous robots that can actively explore the environment, acquire knowledge and learn skills continuously is the ultimate achievement envisioned in cognitive and developmental robotics. Their learning processes should be based on interactions with their physical and social world in the manner of human learning and cognitive development. Based on this context, in this paper, we focus on the two concepts of world models and predictive coding. Recently, world models have attracted renewed attention as a topic of considerable interest in artificial intelligence. Cognitive systems learn world models to better predict future sensory observations and optimize their policies, i.e., controllers. Alternatively, in neuroscience, predictive coding proposes that the brain continuously predicts its inputs and adapts to model its own dynamics and control behavior in its environment. Both ideas may be considered as underpinning the cognitive development of robots and humans capable of continual or lifelong learning. Although many studies have been conducted on predictive coding in cognitive robotics and neurorobotics, the relationship between world model-based approaches in AI and predictive coding in robotics has rarely been discussed. Therefore, in this paper, we clarify the definitions, relationships, and status of current research on these topics, as well as missing pieces of world models and predictive coding in conjunction with crucially related concepts such as the free-energy principle and active inference in the context of cognitive and developmental robotics. Furthermore, we outline the frontiers and challenges involved in world models and predictive coding toward the further integration of AI and robotics, as well as the creation of robots with real cognitive and developmental capabilities in the future.
LGJul 10, 2023
Diffusion Policies for Out-of-Distribution Generalization in Offline Reinforcement LearningSuzan Ece Ada, Erhan Oztop, Emre Ugur
Offline Reinforcement Learning (RL) methods leverage previous experiences to learn better policies than the behavior policy used for data collection. However, they face challenges handling distribution shifts due to the lack of online interaction during training. To this end, we propose a novel method named State Reconstruction for Diffusion Policies (SRDP) that incorporates state reconstruction feature learning in the recent class of diffusion policies to address the problem of out-of-distribution (OOD) generalization. Our method promotes learning of generalizable state representation to alleviate the distribution shift caused by OOD states. To illustrate the OOD generalization and faster convergence of SRDP, we design a novel 2D Multimodal Contextual Bandit environment and realize it on a 6-DoF real-world UR10 robot, as well as in simulation, and compare its performance with prior algorithms. In particular, we show the importance of the proposed state reconstruction via ablation studies. In addition, we assess the performance of our model on standard continuous control benchmarks (D4RL), namely the navigation of an 8-DoF ant and forward locomotion of half-cheetah, hopper, and walker2d, achieving state-of-the-art results. Finally, we demonstrate that our method can achieve 167% improvement over the competing baseline on a sparse continuous control navigation task where various regions of the state space are removed from the offline RL dataset, including the region encapsulating the goal.
ROOct 7, 2022
Learning Social Navigation from Demonstrations with Conditional Neural ProcessesYigit Yildirim, Emre Ugur
Sociability is essential for modern robots to increase their acceptability in human environments. Traditional techniques use manually engineered utility functions inspired by observing pedestrian behaviors to achieve social navigation. However, social aspects of navigation are diverse, changing across different types of environments, societies, and population densities, making it unrealistic to use hand-crafted techniques in each domain. This paper presents a data-driven navigation architecture that uses state-of-the-art neural architectures, namely Conditional Neural Processes, to learn global and local controllers of the mobile robot from observations. Additionally, we leverage a state-of-the-art, deep prediction mechanism to detect situations not similar to the trained ones, where reactive controllers step in to ensure safe navigation. Our results demonstrate that the proposed framework can successfully carry out navigation tasks regarding social norms in the data. Further, we showed that our system produces fewer personal-zone violations, causing less discomfort.
ROOct 20, 2023
Correspondence learning between morphologically different robots via task demonstrationsHakan Aktas, Yukie Nagai, Minoru Asada et al.
We observe a large variety of robots in terms of their bodies, sensors, and actuators. Given the commonalities in the skill sets, teaching each skill to each different robot independently is inefficient and not scalable when the large variety in the robotic landscape is considered. If we can learn the correspondences between the sensorimotor spaces of different robots, we can expect a skill that is learned in one robot can be more directly and easily transferred to other robots. In this paper, we propose a method to learn correspondences among two or more robots that may have different morphologies. To be specific, besides robots with similar morphologies with different degrees of freedom, we show that a fixed-based manipulator robot with joint control and a differential drive mobile robot can be addressed within the proposed framework. To set up the correspondence among the robots considered, an initial base task is demonstrated to the robots to achieve the same goal. Then, a common latent representation is learned along with the individual robot policies for achieving the goal. After the initial learning stage, the observation of a new task execution by one robot becomes sufficient to generate a latent space representation pertaining to the other robots to achieve the same task. We verified our system in a set of experiments where the correspondence between robots is learned (1) when the robots need to follow the same paths to achieve the same task, (2) when the robots need to follow different trajectories to achieve the same task, and (3) when complexities of the required sensorimotor trajectories are different for the robots. We also provide a proof-of-the-concept realization of correspondence learning between a real manipulator robot and a simulated mobile robot.
NCOct 4, 2022
Predictive Event Segmentation and Representation with Neural Networks: A Self-Supervised Model Assessed by Psychological ExperimentsHamit Basgol, Inci Ayhan, Emre Ugur
People segment complex, ever-changing and continuous experience into basic, stable and discrete spatio-temporal experience units, called events. Event segmentation literature investigates the mechanisms that allow people to extract events. Event segmentation theory points out that people predict ongoing activities and observe prediction error signals to find event boundaries that keep events apart. In this study, we investigated the mechanism giving rise to this ability by a computational model and accompanying psychological experiments. Inspired from event segmentation theory and predictive processing, we introduced a self-supervised model of event segmentation. This model consists of neural networks that predict the sensory signal in the next time-step to represent different events, and a cognitive model that regulates these networks on the basis of their prediction errors. In order to verify the ability of our model in segmenting events, learning them during passive observation, and representing them in its internal representational space, we prepared a video that depicts human behaviors represented by point-light displays. We compared event segmentation behaviors of participants and our model with this video in two hierarchical event segmentation levels. By using point-biserial correlation technique, we demonstrated that event segmentation decisions of our model correlated with the responses of participants. Moreover, by approximating representation space of participants by a similarity-based technique, we showed that our model formed a similar representation space with those of participants. The result suggests that our model that tracks the prediction error signals can produce human-like event boundaries and event representations. Finally, we discussed our contribution to the literature of event cognition and our understanding of how event segmentation is implemented in the brain.
ROSep 19, 2023
Multi-Object Graph Affordance Network: Goal-Oriented Planning through Learned Compound Object AffordancesTuba Girgin, Emre Ugur
Learning object affordances is an effective tool in the field of robot learning. While the data-driven models investigate affordances of single or paired objects, there is a gap in the exploration of affordances of compound objects composed of an arbitrary number of objects. We propose the Multi-Object Graph Affordance Network which models complex compound object affordances by learning the outcomes of robot actions that facilitate interactions between an object and a compound. Given the depth images of the objects, the object features are extracted via convolution operations and encoded in the nodes of graph neural networks. Graph convolution operations are used to encode the state of the compounds, which are used as input to decoders to predict the outcome of the object-compound interactions. After learning the compound object affordances, given different tasks, the learned outcome predictors are used to plan sequences of stack actions that involve stacking objects on top of each other, inserting smaller objects into larger containers and passing through ring-like objects through poles. We showed that our system successfully modeled the affordances of compound objects that include concave and convex objects, in both simulated and real-world environments. We benchmarked our system with a baseline model to highlight its advantages.
LGFeb 20, 2023
Meta-World Conditional Neural ProcessesSuzan Ece Ada, Emre Ugur
We propose Meta-World Conditional Neural Processes (MW-CNP), a conditional world model generator that leverages sample efficiency and scalability of Conditional Neural Processes to enable an agent to sample from its own "hallucination". We intend to reduce the agent's interaction with the target environment at test time as much as possible. To reduce the number of samples required at test time, we first obtain a latent representation of the transition dynamics from a single rollout from the test environment with hidden parameters. Then, we obtain rollouts for few-shot learning by interacting with the "hallucination" generated by the meta-world model. Using the world model representation from MW-CNP, the meta-RL agent can adapt to an unseen target environment with significantly fewer samples collected from the target environment compared to the baselines. We emphasize that the agent does not have access to the task parameters throughout training and testing, and MW-CNP is trained on offline interaction data logged during meta-training.
LGDec 1, 2025
Forecasting in Offline Reinforcement Learning for Non-stationary EnvironmentsSuzan Ece Ada, Georg Martius, Emre Ugur et al.
Offline Reinforcement Learning (RL) provides a promising avenue for training policies from pre-collected datasets when gathering additional interaction data is infeasible. However, existing offline RL methods often assume stationarity or only consider synthetic perturbations at test time, assumptions that often fail in real-world scenarios characterized by abrupt, time-varying offsets. These offsets can lead to partial observability, causing agents to misperceive their true state and degrade performance. To overcome this challenge, we introduce Forecasting in Non-stationary Offline RL (FORL), a framework that unifies (i) conditional diffusion-based candidate state generation, trained without presupposing any specific pattern of future non-stationarity, and (ii) zero-shot time-series foundation models. FORL targets environments prone to unexpected, potentially non-Markovian offsets, requiring robust agent performance from the onset of each episode. Empirical evaluations on offline RL benchmarks, augmented with real-world time-series data to simulate realistic non-stationarity, demonstrate that FORL consistently improves performance compared to competitive baselines. By integrating zero-shot forecasting with the agent's experience, we aim to bridge the gap between offline RL and the complexities of real-world, non-stationary environments.
ROMar 6, 2024
Bidirectional Progressive Neural Networks with Episodic Return Progress for Emergent Task Sequencing and Robotic Skill TransferSuzan Ece Ada, Hanne Say, Emre Ugur et al.
Human brain and behavior provide a rich venue that can inspire novel control and learning methods for robotics. In an attempt to exemplify such a development by inspiring how humans acquire knowledge and transfer skills among tasks, we introduce a novel multi-task reinforcement learning framework named Episodic Return Progress with Bidirectional Progressive Neural Networks (ERP-BPNN). The proposed ERP-BPNN model (1) learns in a human-like interleaved manner by (2) autonomous task switching based on a novel intrinsic motivation signal and, in contrast to existing methods, (3) allows bidirectional skill transfer among tasks. ERP-BPNN is a general architecture applicable to several multi-task learning settings; in this paper, we present the details of its neural architecture and show its ability to enable effective learning and skill transfer among morphologically different robots in a reaching task. The developed Bidirectional Progressive Neural Network (BPNN) architecture enables bidirectional skill transfer without requiring incremental training and seamlessly integrates with online task arbitration. The task arbitration mechanism developed is based on soft Episodic Return progress (ERP), a novel intrinsic motivation (IM) signal. To evaluate our method, we use quantifiable robotics metrics such as 'expected distance to goal' and 'path straightness' in addition to the usual reward-based measure of episodic return common in reinforcement learning. With simulation experiments, we show that ERP-BPNN achieves faster cumulative convergence and improves performance in all metrics considered among morphologically different robots compared to the baselines.
ROOct 17, 2024
RAMPA: Robotic Augmented Reality for Machine Programming by DemonstrAtionFatih Dogangun, Serdar Bahar, Yigit Yildirim et al.
This paper introduces Robotic Augmented Reality for Machine Programming by Demonstration (RAMPA), the first ML-integrated, XR-driven end-to-end robotic system, allowing training and deployment of ML models such as ProMPs on the fly, and utilizing the capabilities of state-of-the-art and commercially available AR headsets, e.g., Meta Quest 3, to facilitate the application of Programming by Demonstration (PbD) approaches on industrial robotic arms, e.g., Universal Robots UR10. Our approach enables in-situ data recording, visualization, and fine-tuning of skill demonstrations directly within the user's physical environment. RAMPA addresses critical challenges of PbD, such as safety concerns, programming barriers, and the inefficiency of collecting demonstrations on the actual hardware. The performance of our system is evaluated against the traditional method of kinesthetic control in teaching three different robotic manipulation tasks and analyzed with quantitative metrics, measuring task performance and completion time, trajectory smoothness, system usability, user experience, and task load using standardized surveys. Our findings indicate a substantial advancement in how robotic tasks are taught and refined, promising improvements in operational safety, efficiency, and user engagement in robotic programming.
ROFeb 13, 2024
Conditional Neural Expert Processes for Learning Movement Primitives from DemonstrationYigit Yildirim, Emre Ugur
Learning from Demonstration (LfD) is a widely used technique for skill acquisition in robotics. However, demonstrations of the same skill may exhibit significant variances, or learning systems may attempt to acquire different means of the same skill simultaneously, making it challenging to encode these motions into movement primitives. To address these challenges, we propose an LfD framework, namely the Conditional Neural Expert Processes (CNEP), that learns to assign demonstrations from different modes to distinct expert networks utilizing the inherent information within the latent space to match experts with the encoded representations. CNEP does not require supervision on which mode the trajectories belong to. We compare the performance of CNEP against widely used and powerful LfD methods such as Gaussian Mixture Models, Probabilistic Movement Primitives, and Stable Movement Primitives and show that our method outperforms these baselines on multimodal trajectory datasets. The results reveal enhanced modeling performance for movement primitives, leading to the synthesis of trajectories that more accurately reflect those demonstrated by experts, particularly when the skill demonstrations include intersection points from various trajectories. We evaluated the CNEP model on two real-robot tasks, namely obstacle avoidance and pick-and-place tasks, that require the robot to learn multi-modal motion trajectories and execute the correct primitives given target environment conditions. We also showed that our system is capable of on-the-fly adaptation to environmental changes via an online conditioning mechanism. Lastly, we believe that CNEP offers improved explainability and interpretability by autonomously finding discrete behavior primitives and providing probability values about its expert selection decisions.
ROOct 13, 2024
VQ-CNMP: Neuro-Symbolic Skill Learning for Bi-Level PlanningHakan Aktas, Emre Ugur
This paper proposes a novel neural network model capable of discovering high-level skill representations from unlabeled demonstration data. We also propose a bi-level planning pipeline that utilizes our model using a gradient-based planning approach. While extracting high-level representations, our model also preserves the low-level information, which can be used for low-level action planning. In the experiments, we tested the skill discovery performance of our model under different conditions, tested whether Multi-Modal LLMs can be utilized to label the learned high-level skill representations, and finally tested the high-level and low-level planning performance of our pipeline.
LGJun 4, 2025
Unsupervised Meta-Testing with Conditional Neural Processes for Hybrid Meta-Reinforcement LearningSuzan Ece Ada, Emre Ugur
We introduce Unsupervised Meta-Testing with Conditional Neural Processes (UMCNP), a novel hybrid few-shot meta-reinforcement learning (meta-RL) method that uniquely combines, yet distinctly separates, parameterized policy gradient-based (PPG) and task inference-based few-shot meta-RL. Tailored for settings where the reward signal is missing during meta-testing, our method increases sample efficiency without requiring additional samples in meta-training. UMCNP leverages the efficiency and scalability of Conditional Neural Processes (CNPs) to reduce the number of online interactions required in meta-testing. During meta-training, samples previously collected through PPG meta-RL are efficiently reused for learning task inference in an offline manner. UMCNP infers the latent representation of the transition dynamics model from a single test task rollout with unknown parameters. This approach allows us to generate rollouts for self-adaptation by interacting with the learned dynamics model. We demonstrate our method can adapt to an unseen test task using significantly fewer samples during meta-testing than the baselines in 2D-Point Agent and continuous control meta-RL benchmarks, namely, cartpole with unknown angle sensor bias, walker agent with randomized dynamics parameters.
ROApr 1, 2025
Interleaved Multitask Learning with Energy Modulated Learning ProgressHanne Say, Suzan Ece Ada, Emre Ugur et al.
As humans learn new skills and apply their existing knowledge while maintaining previously learned information, "continual learning" in machine learning aims to incorporate new data while retaining and utilizing past knowledge. However, existing machine learning methods often does not mimic human learning where tasks are intermixed due to individual preferences and environmental conditions. Humans typically switch between tasks instead of completely mastering one task before proceeding to the next. To explore how human-like task switching can enhance learning efficiency, we propose a multi task learning architecture that alternates tasks based on task-agnostic measures such as "learning progress" and "neural computational energy expenditure". To evaluate the efficacy of our method, we run several systematic experiments by using a set of effect-prediction tasks executed by a simulated manipulator robot. The experiments show that our approach surpasses random interleaved and sequential task learning in terms of average learning accuracy. Moreover, by including energy expenditure in the task switching logic, our approach can still perform favorably while reducing neural energy expenditure.
ROApr 24, 2024
Cross-Embodied Affordance Transfer through Learning Affordance EquivalencesHakan Aktas, Yukie Nagai, Minoru Asada et al.
Affordances represent the inherent effect and action possibilities that objects offer to the agents within a given context. From a theoretical viewpoint, affordances bridge the gap between effect and action, providing a functional understanding of the connections between the actions of an agent and its environment in terms of the effects it can cause. In this study, we propose a deep neural network model that unifies objects, actions, and effects into a single latent vector in a common latent space that we call the affordance space. Using the affordance space, our system can generate effect trajectories when action and object are given and can generate action trajectories when effect trajectories and objects are given. Our model does not learn the behavior of individual objects acted upon by a single agent. Still, rather, it forms a `shared affordance representation' spanning multiple agents and objects, which we call Affordance Equivalence. Affordance Equivalence facilitates not only action generalization over objects but also Cross Embodiment transfer linking actions of different robots. In addition to the simulation experiments that demonstrate the proposed model's range of capabilities, we also showcase that our model can be used for direct imitation in real-world settings.
ROJan 31, 2024
A Reinforcement Learning Based Controller to Minimize Forces on the Crutches of a Lower-Limb ExoskeletonAydin Emre Utku, Suzan Ece Ada, Muhammet Hatipoglu et al.
Metabolic energy consumption of a powered lower-limb exoskeleton user mainly comes from the upper body effort since the lower body is considered to be passive. However, the upper body effort of the users is largely ignored in the literature when designing motion controllers. In this work, we use deep reinforcement learning to develop a locomotion controller that minimizes ground reaction forces (GRF) on crutches. The rationale for minimizing GRF is to reduce the upper body effort of the user. Accordingly, we design a model and a learning framework for a human-exoskeleton system with crutches. We formulate a reward function to encourage the forward displacement of a human-exoskeleton system while satisfying the predetermined constraints of a physical robot. We evaluate our new framework using Proximal Policy Optimization, a state-of-the-art deep reinforcement learning (RL) method, on the MuJoCo physics simulator with different hyperparameters and network architectures over multiple trials. We empirically show that our learning model can generate joint torques based on the joint angle, velocities, and the GRF on the feet and crutch tips. The resulting exoskeleton model can directly generate joint torques from states in line with the RL framework. Finally, we empirically show that policy trained using our method can generate a gait with a 35% reduction in GRF with respect to the baseline.
ROSep 2, 2023
Discovering Predictive Relational Object Symbols with Symbolic Attentive LayersAlper Ahmetoglu, Batuhan Celik, Erhan Oztop et al.
In this paper, we propose and realize a new deep learning architecture for discovering symbolic representations for objects and their relations based on the self-supervised continuous interaction of a manipulator robot with multiple objects on a tabletop environment. The key feature of the model is that it can handle a changing number number of objects naturally and map the object-object relations into symbolic domain explicitly. In the model, we employ a self-attention layer that computes discrete attention weights from object features, which are treated as relational symbols between objects. These relational symbols are then used to aggregate the learned object symbols and predict the effects of executed actions on each object. The result is a pipeline that allows the formation of object symbols and relational symbols from a dataset of object features, actions, and effects in an end-to-end manner. We compare the performance of our proposed architecture with state-of-the-art symbol discovery methods in a simulated tabletop environment where the robot needs to discover symbols related to the relative positions of objects to predict the observed effect successfully. Our experiments show that the proposed architecture performs better than other baselines in effect prediction while forming not only object symbols but also relational symbols. Furthermore, we analyze the learned symbols and relational patterns between objects to learn about how the model interprets the environment. Our analysis shows that the learned symbols relate to the relative positions of objects, object types, and their horizontal alignment on the table, which reflect the regularities in the environment.
ROJun 18, 2021
High-level Features for Resource Economy and Fast Learning in Skill TransferAlper Ahmetoglu, Emre Ugur, Minoru Asada et al.
Abstraction is an important aspect of intelligence which enables agents to construct robust representations for effective decision making. In the last decade, deep networks are proven to be effective due to their ability to form increasingly complex abstractions. However, these abstractions are distributed over many neurons, making the re-use of a learned skill costly. Previous work either enforced formation of abstractions creating a designer bias, or used a large number of neural units without investigating how to obtain high-level features that may more effectively capture the source task. For avoiding designer bias and unsparing resource use, we propose to exploit neural response dynamics to form compact representations to use in skill transfer. For this, we consider two competing methods based on (1) maximum information compression principle and (2) the notion that abstract events tend to generate slowly changing signals, and apply them to the neural signals generated during task execution. To be concrete, in our simulation experiments, we either apply principal component analysis (PCA) or slow feature analysis (SFA) on the signals collected from the last hidden layer of a deep network while it performs a source task, and use these features for skill transfer in a new target task. We compare the generalization performance of these alternatives with the baselines of skill transfer with full layer output and no-transfer settings. Our results show that SFA units are the most successful for skill transfer. SFA as well as PCA, incur less resources compared to usual skill transfer, whereby many units formed show a localized response reflecting end-effector-obstacle-goal relations. Finally, SFA units with lowest eigenvalues resembles symbolic representations that highly correlate with high-level features such as joint angles which might be thought of precursors for fully symbolic systems.
ROFeb 3, 2021
Object and Relation Centric Representations for Push Effect PredictionAhmet E. Tekden, Aykut Erdem, Erkut Erdem et al.
Pushing is an essential non-prehensile manipulation skill used for tasks ranging from pre-grasp manipulation to scene rearrangement, reasoning about object relations in the scene, and thus pushing actions have been widely studied in robotics. The effective use of pushing actions often requires an understanding of the dynamics of the manipulated objects and adaptation to the discrepancies between prediction and reality. For this reason, effect prediction and parameter estimation with pushing actions have been heavily investigated in the literature. However, current approaches are limited because they either model systems with a fixed number of objects or use image-based representations whose outputs are not very interpretable and quickly accumulate errors. In this paper, we propose a graph neural network based framework for effect prediction and parameter estimation of pushing actions by modeling object relations based on contacts or articulations. Our framework is validated both in real and simulated environments containing different shaped multi-part objects connected via different types of joints and objects with different masses, and it outperforms image-based representations on physics prediction. Our approach enables the robot to predict and adapt the effect of a pushing action as it observes the scene. It can also be used for tool manipulation with never-seen tools. Further, we demonstrate 6D effect prediction in the lever-up action in the context of robot-based hard-disk disassembly.
RODec 4, 2020
DeepSym: Deep Symbol Generation and Rule Learning from Unsupervised Continuous Robot Interaction for PlanningAlper Ahmetoglu, M. Yunus Seker, Justus Piater et al.
We propose a novel general method that finds action-grounded, discrete object and effect categories and builds probabilistic rules over them for non-trivial action planning. Our robot interacts with objects using an initial action repertoire that is assumed to be acquired earlier and observes the effects it can create in the environment. To form action-grounded object, effect, and relational categories, we employ a binary bottleneck layer in a predictive, deep encoder-decoder network that takes the image of the scene and the action applied as input, and generates the resulting effects in the scene in pixel coordinates. After learning, the binary latent vector represents action-driven object categories based on the interaction experience of the robot. To distill the knowledge represented by the neural network into rules useful for symbolic reasoning, a decision tree is trained to reproduce its decoder function. Probabilistic rules are extracted from the decision paths of the tree and are represented in the Probabilistic Planning Domain Definition Language (PPDDL), allowing off-the-shelf planners to operate on the knowledge extracted from the sensorimotor experience of the robot. The deployment of the proposed approach for a simulated robotic manipulator enabled the discovery of discrete representations of object properties such as `rollable' and `insertable'. In turn, the use of these representations as symbols allowed the generation of effective plans for achieving goals, such as building towers of the desired height, demonstrating the effectiveness of the approach for multi-step object manipulation. Finally, we demonstrate that the system is not only restricted to the robotics domain by assessing its applicability to the MNIST 8-puzzle domain in which learned symbols allow for the generation of plans that move the empty tile into any given position.
RONov 9, 2020
Reward Conditioned Neural Movement Primitives for Population Based Variational Policy OptimizationM. Tuluhan Akbulut, Utku Bozdogan, Ahmet Tekden et al.
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.
ROAug 26, 2020
Exploration with Intrinsic Motivation using Object-Action-Outcome Latent SpaceMelisa Sener, Yukie Nagai, Erhan Oztop et al.
One effective approach for equipping artificial agents with sensorimotor skills is to use self-exploration. To do this efficiently is critical, as time and data collection are costly. In this study, we propose an exploration mechanism that blends action, object, and action outcome representations into a latent space, where local regions are formed to host forward model learning. The agent uses intrinsic motivation to select the forward model with the highest learning progress to adopt at a given exploration step. This parallels how infants learn, as high learning progress indicates that the learning problem is neither too easy nor too difficult in the selected region. The proposed approach is validated with a simulated robot in a table-top environment. The simulation scene comprises a robot and various objects, where the robot interacts with one of them each time using a set of parameterized actions and learns the outcomes of these interactions. With the proposed approach, the robot organizes its curriculum of learning as in existing intrinsic motivation approaches and outperforms them in learning speed. Moreover, the learning regime demonstrates features that partially match infant development; in particular, the proposed system learns to predict the outcomes of different skills in a staged manner.
HCJul 26, 2020
Trick the Body Trick the Mind: Avatar representation affects the perception of available action possibilities in Virtual RealityTugce Akkoc, Emre Ugur, Inci Ayhan
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.
AIJul 23, 2020
Time Perception: A Review on Psychological, Computational and Robotic ModelsHamit Basgol, Inci Ayhan, Emre Ugur
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.
ROMar 25, 2020
ACNMP: Skill Transfer and Task Extrapolation through Learning from Demonstration and Reinforcement Learning via Representation SharingM. Tuluhan Akbulut, Erhan Oztop, M. Yunus Seker et al.
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.
ROSep 9, 2019
Belief Regulated Dual Propagation Nets for Learning Action Effects on Groups of Articulated ObjectsAhmet E. Tekden, Aykut Erdem, Erkut Erdem et al.
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.
LGSep 3, 2019
Generalization in Transfer LearningSuzan Ece Ada, Emre Ugur, H. Levent Akin
Agents trained with deep reinforcement learning algorithms are capable of performing highly complex tasks including locomotion in continuous environments. We investigate transferring the learning acquired in one task to a set of previously unseen tasks. Generalization and overfitting in deep reinforcement learning are not commonly addressed in current transfer learning research. Conducting a comparative analysis without an intermediate regularization step results in underperforming benchmarks and inaccurate algorithm comparisons due to rudimentary assessments. In this study, we propose regularization techniques in deep reinforcement learning for continuous control through the application of sample elimination, early stopping and maximum entropy regularized adversarial learning. First, the importance of the inclusion of training iteration number to the hyperparameters in deep transfer reinforcement learning will be discussed. Because source task performance is not indicative of the generalization capacity of the algorithm, we start by acknowledging the training iteration number as a hyperparameter. In line with this, we introduce an additional step of resorting to earlier snapshots of policy parameters to prevent overfitting to the source task. Then, to generate robust policies, we discard the samples that lead to overfitting via a method we call strict clipping. Furthermore, we increase the generalization capacity in widely used transfer learning benchmarks by using maximum entropy regularization, different critic methods, and curriculum learning in an adversarial setup. Subsequently, we propose maximum entropy adversarial reinforcement learning to increase the domain randomization. Finally, we evaluate the robustness of these methods on simulated robots in target environments where the morphology of the robot, gravity, and tangential friction coefficient of the environment are altered.
AIJan 26, 2018
Symbol Emergence in Cognitive Developmental Systems: a SurveyTadahiro Taniguchi, Emre Ugur, Matej Hoffmann et al.
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.
ROMar 2, 2016
Robotic Playing for Hierarchical Complex Skill LearningSimon Hangl, Emre Ugur, Sandor Szedmak et al.
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.