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  • About
  • The Global ETD Search service is a free service for researchers to find electronic theses and dissertations. This service is provided by the Networked Digital Library of Theses and Dissertations.
    Our metadata is collected from universities around the world. If you manage a university/consortium/country archive and want to be added, details can be found on the NDLTD website.
1

Achieving Imitation-Based Learning for a Humanoid Robot by Evolutionary Computation

Chung, Chi-Hsiu 29 July 2009 (has links)
This thesis presents an imitation-based methodology, also a simple and easy way, for a service robot to learn the behaviors demonstrated by the user. With this proposed method, a robot can learn human behavior through observation. Inspired by the concept of biological learning, this learning model is initiated when facing a new learning event. A series of experiments are conducted to use a humanoid robot as a platform to implement the proposed algorithm. Discussions are made of how the robot generates a complete behavior sequences performed by its demonstrator. Because it is time consuming for a robot to go through the whole process of learning, we thus propose a decomposed learning method to enhance the learning performance, that is, based on the past learning information, the robot can skip learning again the behaviors already known. For simple robot behaviors, a hierarchical evolutionary mechanism is developed to evolve the complete behavior trajectories. For complex behaviors sequences, different ways are used to tackle the scalability problem, including decomposing the overall task into several sub-tasks, exploiting behavior information recorded previously, and constructing a new strategy to maintain population diversity. To verify our approach, a different series of experiments have been conducted. The results show that our imitation-based approach is a natural way to teach the robot new behaviors. This evolutionary mechanism successfully enables a humanoid robot to perform the behavior sequences it learns.
2

Representing and learning affordance-based behaviors

Hermans, Tucker Ryer 22 May 2014 (has links)
Autonomous robots deployed in complex, natural human environments such as homes and offices need to manipulate numerous objects throughout their deployment. For an autonomous robot to operate effectively in such a setting and not require excessive training from a human operator, it should be capable of discovering how to reliably manipulate novel objects it encounters. We characterize the possible methods by which a robot can act on an object using the concept of affordances. We define affordance-based behaviors as object manipulation strategies available to a robot, which correspond to specific semantic actions over which a task-level planner or end user of the robot can operate. This thesis concerns itself with developing the representation of these affordance- based behaviors along with associated learning algorithms. We identify three specific learning problems. The first asks which affordance-based behaviors a robot can successfully apply to a given object, including ones seen for the first time. Second, we examine how a robot can learn to best apply a specific behavior as a function of an object’s shape. Third, we investigate how learned affordance knowledge can be transferred between different objects and different behaviors. We claim that decomposing affordance-based behaviors into three separate factors— a control policy, a perceptual proxy, and a behavior primitive—aids an autonomous robot in learning to manipulate. Having a varied set of affordance-based behaviors available allows a robot to learn which behaviors perform most effectively as a function of an object’s identity or pose in the workspace. For a specific behavior a robot can use interactions with previously encountered objects to learn to robustly manipulate a novel object when first encountered. Finally, our factored representation allows a robot to transfer knowledge learned with one behavior to effectively manipulate an object in a qualitatively different manner by using a distinct controller or behavior primitive. We evaluate all work on a bimanual, mobile-manipulator robot. In all experiments the robot interacts with real-world objects sensed by an RGB-D camera.
3

Autonomous Learning for Robotic Assembly Applications

Marvel, Jeremy Alan 17 May 2010 (has links)
No description available.
4

Learning of Multi-Dimensional, Multi-Modal Features for Robotic Grasping

Detry, Renaud 22 September 2010 (has links)
While robots are extensively used in factories, our industry hasn't yet been able to prepare them for working in human environments - for instance in houses or in human-operated factories. The main obstacle to these applications lies in the amplitude of the uncertainty inherent to the environments humans are used to work in, and in the difficulty in programming robots to cope with it. For instance, in robot-oriented environments, robots can expect to find specific tools and objects in specific places. In a human environment, obstacles may force one to find a new way of holding a tool, and new objects appear continuously and need to be dealt with. As it proves difficult to build into robots the knowledge necessary for coping with uncertain environments, the robotics community is turning to the development of agents that acquire this knowledge progressively and that adapt to unexpected events. This thesis studies the problem of vision-based robotic grasping in uncertain environments. We aim to create an autonomous agent that develops grasping skills from experience, by interacting with objects and with other agents. To this end, we present a 3D object model for autonomous, visuomotor interaction. The model represents grasping strategies along with visual features that predict their applicability. It provides a robot with the ability to compute grasp parameters from visual observations. The agent acquires models interactively by manipulating objects, possibly imitating a teacher. With time, it becomes increasingly efficient at inferring grasps from visual evidence. This behavior relies on (1) a grasp model representing relative object-gripper configurations and their feasibility, and (2) a model of visual object structure, which aligns the grasp model to arbitrary object poses (3D positions and orientations). The visual model represents object edges or object faces in 3D by probabilistically encoding the spatial distribution of small segments of object edges or the distribution of small patches of object surface. A model is learned from a few segmented 3D scans or stereo images of an object. Monte Carlo simulation provides robust estimates of the object's 3D position and orientation in cluttered scenes. The grasp model represents the likelihood of success of relative object-gripper configurations. Initial models are acquired from visual cues or by observing a teacher. Models are then refined autonomously by ``playing' with objects and observing the effects of exploratory grasps. After the robot has learned a few object models, learning becomes a combination of cross-object generalization and interactive experience: grasping strategies are generalized across objects that share similar visual substructures; they are then adapted to new objects through autonomous exploration. The applicability of our model is supported by numerous examples of pose estimates in cluttered scenes, and by a robot platform that shows increasing grasping capabilities as it explores its environment.
5

Cognition Rehearsed : Recognition and Reproduction of Demonstrated Behavior / Robotövningar : Igenkänning och återgivande av demonstrerat beteende

Billing, Erik January 2012 (has links)
The work presented in this dissertation investigates techniques for robot Learning from Demonstration (LFD). LFD is a well established approach where the robot is to learn from a set of demonstrations. The dissertation focuses on LFD where a human teacher demonstrates a behavior by controlling the robot via teleoperation. After demonstration, the robot should be able to reproduce the demonstrated behavior under varying conditions. In particular, the dissertation investigates techniques where previous behavioral knowledge is used as bias for generalization of demonstrations. The primary contribution of this work is the development and evaluation of a semi-reactive approach to LFD called Predictive Sequence Learning (PSL). PSL has many interesting properties applied as a learning algorithm for robots. Few assumptions are introduced and little task-specific configuration is needed. PSL can be seen as a variable-order Markov model that progressively builds up the ability to predict or simulate future sensory-motor events, given a history of past events. The knowledge base generated during learning can be used to control the robot, such that the demonstrated behavior is reproduced. The same knowledge base can also be used to recognize an on-going behavior by comparing predicted sensor states with actual observations. Behavior recognition is an important part of LFD, both as a way to communicate with the human user and as a technique that allows the robot to use previous knowledge as parts of new, more complex, controllers. In addition to the work on PSL, this dissertation provides a broad discussion on representation, recognition, and learning of robot behavior. LFD-related concepts such as demonstration, repetition, goal, and behavior are defined and analyzed, with focus on how bias is introduced by the use of behavior primitives. This analysis results in a formalism where LFD is described as transitions between information spaces. Assuming that the behavior recognition problem is partly solved, ways to deal with remaining ambiguities in the interpretation of a demonstration are proposed. The evaluation of PSL shows that the algorithm can efficiently learn and reproduce simple behaviors. The algorithm is able to generalize to previously unseen situations while maintaining the reactive properties of the system. As the complexity of the demonstrated behavior increases, knowledge of one part of the behavior sometimes interferes with knowledge of another parts. As a result, different situations with similar sensory-motor interactions are sometimes confused and the robot fails to reproduce the behavior. One way to handle these issues is to introduce a context layer that can support PSL by providing bias for predictions. Parts of the knowledge base that appear to fit the present context are highlighted, while other parts are inhibited. Which context should be active is continually re-evaluated using behavior recognition. This technique takes inspiration from several neurocomputational models that describe parts of the human brain as a hierarchical prediction system. With behavior recognition active, continually selecting the most suitable context for the present situation, the problem of knowledge interference is significantly reduced and the robot can successfully reproduce also more complex behaviors.
6

Action Recognition Through Action Generation

Akgun, Baris 01 August 2010 (has links) (PDF)
This thesis investigates how a robot can use action generation mechanisms to recognize the action of an observed actor in an on-line manner i.e., before the completion of the action. Towards this end, Dynamic Movement Primitives (DMP), an action generation method proposed for imitation, are modified to recognize the actions of an actor. Specifically, a human actor performed three different reaching actions to two different objects. Three DMP&#039 / s, each corresponding to a different reaching action, were trained using this data. The proposed method used an object-centered coordinate system to define the variables for the action, eliminating the difference between the actor and the robot. During testing, the robot simulated action trajectories by its learned DMPs and compared the resulting trajectories against the observed one. The error between the simulated and the observed trajectories were integrated into a recognition signal, over which recognition was done. The proposed method was applied on the iCub humanoid robot platform using an active motion capture device for sensing. The results showed that the system was able to recognize actions with high accuracy as they unfold in time. Moreover, the feasibility of the approach is demonstrated in an interactive game between the robot and a human.
7

Reinforcement Learning from Demonstration

Suay, Halit Bener 25 April 2016 (has links)
Off-the-shelf Reinforcement Learning (RL) algorithms suffer from slow learning performance, partly because they are expected to learn a task from scratch merely through an agent's own experience. In this thesis, we show that learning from scratch is a limiting factor for the learning performance, and that when prior knowledge is available RL agents can learn a task faster. We evaluate relevant previous work and our own algorithms in various experiments. Our first contribution is the first implementation and evaluation of an existing interactive RL algorithm in a real-world domain with a humanoid robot. Interactive RL was evaluated in a simulated domain which motivated us for evaluating its practicality on a robot. Our evaluation shows that guidance reduces learning time, and that its positive effects increase with state space size. A natural follow up question after our first evaluation was, how do some other previous works compare to interactive RL. Our second contribution is an analysis of a user study, where na"ive human teachers demonstrated a real-world object catching with a humanoid robot. We present the first comparison of several previous works in a common real-world domain with a user study. One conclusion of the user study was the high potential of RL despite poor usability due to slow learning rate. As an effort to improve the learning efficiency of RL learners, our third contribution is a novel human-agent knowledge transfer algorithm. Using demonstrations from three teachers with varying expertise in a simulated domain, we show that regardless of the skill level, human demonstrations can improve the asymptotic performance of an RL agent. As an alternative approach for encoding human knowledge in RL, we investigated the use of reward shaping. Our final contributions are Static Inverse Reinforcement Learning Shaping and Dynamic Inverse Reinforcement Learning Shaping algorithms that use human demonstrations for recovering a shaping reward function. Our experiments in simulated domains show that our approach outperforms the state-of-the-art in cumulative reward, learning rate and asymptotic performance. Overall we show that human demonstrators with varying skills can help RL agents to learn tasks more efficiently.
8

Constructing mobile manipulation behaviors using expert interfaces and autonomous robot learning

Nguyen, Hai Dai 13 January 2014 (has links)
With current state-of-the-art approaches, development of a single mobile manipulation capability can be a labor-intensive process that presents an impediment to the creation of general purpose household robots. At the same time, we expect that involving a larger community of non-roboticists can accelerate the creation of new novel behaviors. We introduce the use of a software authoring environment called ROS Commander (ROSCo) allowing end-users to create, refine, and reuse robot behaviors with complexity similar to those currently created by roboticists. Akin to Photoshop, which provides end-users with interfaces for advanced computer vision algorithms, our environment provides interfaces to mobile manipulation algorithmic building blocks that can be combined and configured to suit the demands of new tasks and their variations. As our system can be more demanding of users than alternatives such as using kinesthetic guidance or learning from demonstration, we performed a user study with 11 able-bodied participants and one person with quadriplegia to determine whether computer literate non-roboticists will be able to learn to use our tool. In our study, all participants were able to successfully construct functional behaviors after being trained. Furthermore, participants were able to produce behaviors that demonstrated a variety of creative manipulation strategies, showing the power of enabling end-users to author robot behaviors. Additionally, we introduce how using autonomous robot learning, where the robot captures its own training data, can complement human authoring of behaviors by freeing users from the repetitive task of capturing data for learning. By taking advantage of the robot's embodiment, our method creates classifiers that predict using visual appearances 3D locations on home mechanisms where user constructed behaviors will succeed. With active learning, we show that such classifiers can be learned using a small number of examples. We also show that this learning system works with behaviors constructed by non-roboticists in our user study. As far as we know, this is the first instance of perception learning with behaviors not hand-crafted by roboticists.
9

Robot Motion and Task Learning with Error Recovery

Chang, Guoting January 2013 (has links)
The ability to learn is essential for robots to function and perform services within a dynamic human environment. Robot programming by demonstration facilitates learning through a human teacher without the need to develop new code for each task that the robot performs. In order for learning to be generalizable, the robot needs to be able to grasp the underlying structure of the task being learned. This requires appropriate knowledge abstraction and representation. The goal of this thesis is to develop a learning by imitation system that abstracts knowledge of human demonstrations of a task and represents the abstracted knowledge in a hierarchical framework. The learning by imitation system is capable of performing both action and object recognition based on video stream data at the lower level of the hierarchy, while the sequence of actions and object states observed is reconstructed at the higher level of the hierarchy in order to form a coherent representation of the task. Furthermore, error recovery capabilities are included in the learning by imitation system to improve robustness to unexpected situations during task execution. The first part of the thesis focuses on motion learning to allow the robot to both recognize the actions for task representation at the higher level of the hierarchy and to perform the actions to imitate the task. In order to efficiently learn actions, the actions are segmented into meaningful atomic units called motion primitives. These motion primitives are then modeled using dynamic movement primitives (DMPs), a dynamical system model that can robustly generate motion trajectories to arbitrary goal positions while maintaining the overall shape of the demonstrated motion trajectory. The DMPs also contain weight parameters that are reflective of the shape of the motion trajectory. These weight parameters are clustered using affinity propagation (AP), an efficient exemplar clustering algorithm, in order to determine groups of similar motion primitives and thus, performing motion recognition. The approach of DMPs combined with APs was experimentally verified on two separate motion data sets for its ability to recognize and generate motion primitives. The second part of the thesis outlines how the task representation is created and used for imitating observed tasks. This includes object and object state recognition using simple computer vision techniques as well as the automatic construction of a Petri net (PN) model to describe an observed task. Tasks are composed of a sequence of actions that have specific pre-conditions, i.e. object states required before the action can be performed, and post-conditions, i.e. object states that result from the action. The PNs inherently encode pre-conditions and post-conditions of a particular event, i.e. action, and can model tasks as a coherent sequence of actions and object states. In addition, PNs are very flexible in modeling a variety of tasks including tasks that involve both sequential and parallel components. The automatic PN creation process has been tested on both a sequential two block stacking task and a three block stacking task involving both sequential and parallel components. The PN provides a meaningful representation of the observed tasks that can be used by a robot to imitate the tasks. Lastly, error recovery capabilities are added to the learning by imitation system in order to allow the robot to readjust the sequence of actions needed during task execution. The error recovery component is able to deal with two types of errors: unexpected, but known situations and unexpected, unknown situations. In the case of unexpected, but known situations, the learning system is able to search through the PN to identify the known situation and the actions needed to complete the task. This ability is useful not only for error recovery from known situations, but also for human robot collaboration, where the human unexpectedly helps to complete part of the task. In the case of situations that are both unexpected and unknown, the robot will prompt the human demonstrator to teach how to recover from the error to a known state. By observing the error recovery procedure and automatically extending the PN with the error recovery information, the situation encountered becomes part of the known situations and the robot is able to autonomously recover from the error in the future. This error recovery approach was tested successfully on errors encountered during the three block stacking task.
10

Robot Motion and Task Learning with Error Recovery

Chang, Guoting January 2013 (has links)
The ability to learn is essential for robots to function and perform services within a dynamic human environment. Robot programming by demonstration facilitates learning through a human teacher without the need to develop new code for each task that the robot performs. In order for learning to be generalizable, the robot needs to be able to grasp the underlying structure of the task being learned. This requires appropriate knowledge abstraction and representation. The goal of this thesis is to develop a learning by imitation system that abstracts knowledge of human demonstrations of a task and represents the abstracted knowledge in a hierarchical framework. The learning by imitation system is capable of performing both action and object recognition based on video stream data at the lower level of the hierarchy, while the sequence of actions and object states observed is reconstructed at the higher level of the hierarchy in order to form a coherent representation of the task. Furthermore, error recovery capabilities are included in the learning by imitation system to improve robustness to unexpected situations during task execution. The first part of the thesis focuses on motion learning to allow the robot to both recognize the actions for task representation at the higher level of the hierarchy and to perform the actions to imitate the task. In order to efficiently learn actions, the actions are segmented into meaningful atomic units called motion primitives. These motion primitives are then modeled using dynamic movement primitives (DMPs), a dynamical system model that can robustly generate motion trajectories to arbitrary goal positions while maintaining the overall shape of the demonstrated motion trajectory. The DMPs also contain weight parameters that are reflective of the shape of the motion trajectory. These weight parameters are clustered using affinity propagation (AP), an efficient exemplar clustering algorithm, in order to determine groups of similar motion primitives and thus, performing motion recognition. The approach of DMPs combined with APs was experimentally verified on two separate motion data sets for its ability to recognize and generate motion primitives. The second part of the thesis outlines how the task representation is created and used for imitating observed tasks. This includes object and object state recognition using simple computer vision techniques as well as the automatic construction of a Petri net (PN) model to describe an observed task. Tasks are composed of a sequence of actions that have specific pre-conditions, i.e. object states required before the action can be performed, and post-conditions, i.e. object states that result from the action. The PNs inherently encode pre-conditions and post-conditions of a particular event, i.e. action, and can model tasks as a coherent sequence of actions and object states. In addition, PNs are very flexible in modeling a variety of tasks including tasks that involve both sequential and parallel components. The automatic PN creation process has been tested on both a sequential two block stacking task and a three block stacking task involving both sequential and parallel components. The PN provides a meaningful representation of the observed tasks that can be used by a robot to imitate the tasks. Lastly, error recovery capabilities are added to the learning by imitation system in order to allow the robot to readjust the sequence of actions needed during task execution. The error recovery component is able to deal with two types of errors: unexpected, but known situations and unexpected, unknown situations. In the case of unexpected, but known situations, the learning system is able to search through the PN to identify the known situation and the actions needed to complete the task. This ability is useful not only for error recovery from known situations, but also for human robot collaboration, where the human unexpectedly helps to complete part of the task. In the case of situations that are both unexpected and unknown, the robot will prompt the human demonstrator to teach how to recover from the error to a known state. By observing the error recovery procedure and automatically extending the PN with the error recovery information, the situation encountered becomes part of the known situations and the robot is able to autonomously recover from the error in the future. This error recovery approach was tested successfully on errors encountered during the three block stacking task.

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