Humans can effortlessly perceive an object they encounter for the first time in a possibly cluttered scene and memorize its appearance for later recognition. Such performance is still difficult to achieve with artificial vision systems because it is not clear how to define the concept of objectness in its full generality. In this paper we propose a paradigm that integrates the robot’s manipulation and sensing capabilities to detect a new, previously unknown object and learn its visual appearance. By making use of the robot’s manipulation capabilities and force sensing, we introduce additional information that can be utilized to reliably separate unknown objects from the background. Once an object has been identified, the robot can continuously manipulate it to accumulate more information about it and learn its complete visual appearance. We demonstrate the feasibility of the proposed approach by applying it to the problem of autonomous learning of visual representations for viewpoint-independent object recognition on a humanoid robot.
Classical conditioning (conventionally modeled as correlation-based learning) and operant conditioning (conventionally modeled as reinforcement learning or reward-based learning) have been found in biological systems. Evidence shows that these two mechanisms strongly involve learning about associations. Based on these biological findings, we propose a new learning model to achieve successful control policies for artificial systems. This model combines correlation-based learning using input correlation learning (ICO learning) and reward-based learning using continuous actor–critic reinforcement learning (RL), thereby working as a dual learner system. The model performance is evaluated by simulations of a cart-pole system as a dynamic motion control problem and a mobile robot system as a goal-directed behavior control problem. Results show that the model can strongly improve pole balancing control policy, i.e., it allows the controller to learn stabilizing the pole in the largest domain of initial conditions compared to the results obtained when using a single learning mechanism. This model can also find a successful control policy for goal-directed behavior, i.e., the robot can effectively learn to approach a given goal compared to its individual components. Thus, the study pursued here sharpens our understanding of how two different learning mechanisms can be combined and complement each other for solving complex tasks.
In the study of theology relevant to contemporary advances in science and technology, the underpinnings with regards to the religious and spiritual outcomes have to be considered. In the case of humanoids for spiritual augmentation of children with various brain impairments, the religious implications to the children and their families require adequate support prior to the sessions. Hence, this paper provides a review of a monotheistic religion, Islam, that is, the perceptions on the use of robots for spiritual augmentation of special-needs children within the context of the Islamic faith. This is important to teachers and researchers in anticipating better outcomes and in contradicting the debate on psychedelic consequences.
In this study, we propose a novel use of reinforcement learning for estimating hidden variables and parameters of nonlinear dynamical systems. A critical issue in hidden-state estimation is that we cannot directly observe estimation errors. However, by defining errors of observable variables as a delayed penalty, we can apply a reinforcement learning frame-work to state estimation problems. Specifically, we derive a method to construct a nonlinear state estimator by finding an appropriate feedback input gain using the policy gradient method. We tested the proposed method on single pendulum dynamics and show that the joint angle variable could be successfully estimated by observing only the angular velocity, and vice versa. In addition, we show that we could acquire a state estimator for the pendulum swing-up task in which a swing-up controller is also acquired by reinforcement learning simultaneously. Furthermore, we demonstrate that it is possible to estimate the dynamics of the pendulum itself while the hidden variables are estimated in the pendulum swing-up task. Application of the proposed method to a two-linked biped model is also presented.
In this paper, we propose a hierarchical reinforcement learning architecture that realizes practical learning speed in real hardware control tasks. In order to enable learning in a practical number of trials, we introduce a low-dimensional representation of the state of the robot for higher-level planning. The upper level learns a discrete sequence of sub-goals in a low-dimensional state space for achieving the main goal of the task. The lower-level modules learn local trajectories in the original high-dimensional state space to achieve the sub-goal specified by the upper level.We applied the hierarchical architecture to a three-link, two-joint robot for the task of learning to stand up by trial and error. The upper-level learning was implemented by Q-learning, while the lower-level learning was implemented by a continuous actor-critic method. The robot successfully learned to stand up within 750 trials in simulation and then in an additional 170 trials using real hardware. The effects of the setting of the search steps in the upper level and the use of a supplementary reward for achieving sub-goals are also tested in simulation. (C) 2001 Elsevier Science B.V. All rights reserved.
Hierarchical reinforcement learning for motion learning: learning 'stand-up' trajectories Jun Morimoto a & Kenji Doya b a Graduate School of Information, Nara Institute of Science and Technology, 8916-5 Takayama-cho, Ikomashi, Nara 630-0101, Japan, Kawato Dynamic Brain Project (Japan Science and Technology Corporation), 2-2 Hikaridai, Seika-cho, Soraku-gun, Kyoto 619-0288, Japan b Graduate School of Information, Nara Institute of Science and Technology, 8916-5 Takayama-cho, Ikomashi, Nara 630-0101, Japan, Kawato Dynamic Brain Project (Japan Science and Technology Corporation), 2-2 Hikaridai, Seika-cho, Soraku-gun, Kyoto 619-0288, Japan Published online: 02 Apr 2012.
In this paper, we propose a hierarchical reinforcement learning method which enables a learner to learn tasks in a high-dimensional state space. In the upper level, the learner coarsely explores the low-dimensional state space. In the lower level, the learner finely explores the high-dimensional state space. Specifically, the learner learns to set up appropriate subgoals for the task in the upper level, and learns to achieve the subgoals in the lower level. As an example task, we choose a stand-up task involving a two-joint three-link robot. This robot has a ten-dimensional state space. The robot learns to find subgoal postures in the upper level, and to achieve these subgoal postures in the lower level. Simulation results show that the hierarchical architecture acceralates the learning of the robot to stand up.
We propose a learning method for implementing human-like sequential movements in robots. As an example of dynamic sequential movement, we consider the "stand-up" task for a two-joint, three-link robot. In contrast to the case of steady walking or standing, the desired trajectory for such a transient behavior is very difficult to derive. The goal of the task is to find a path that links a lying state to an upright state under the constraints of the system dynamics. The geometry of the robot is such that there is no static solution; the robot has to stand up dynamically utilizing the momentum of its body. We use reinforcement learning, in particular, a continuous time and state temporal difference (TD) learning method. For successful results, we use 1) an efficient method of value function approximation in a high-dimensional state space, and 2) a hierarchical architecture which divides a large state space into a few smaller pieces.