The paper tackles the issue of mapping logic axioms formalised in the Ontology Web Language (OWL) within the Object-Oriented Programming (OOP) paradigm. The issues of mapping OWL axioms hierarchies and OOP objects hierarchies are due to OWL-based reasoning algorithms, which might change an OWL hierarchy at runtime; instead, OOP hierarchies are usually defined as static structures. Although programming paradigms based on reflection allow changing the OOP hierarchies at runtime and mapping OWL axioms dynamically, there are no currently available mechanisms that do not limit the reasoning algorithms. Thus, the factory-based paradigm is typically used since it decouples the OWL and OOP hierarchies. However, the factory inhibits OOP polymorphism and introduces a paradigm shift with respect to widely accepted OOP paradigms. We present the OWLOOP API, which exploits the factory to not limit reasoning algorithms, and it provides novel OOP interfaces concerning the axioms in an ontology. OWLOOP is designed to limit the paradigm shift required for using ontologies while improving, through OOP-like polymorphism, the modularity of software architectures that exploit logic reasoning. The paper details our OWL to OOP mapping mechanism, and it shows the benefits and limitations of OWLOOP through examples concerning a robot in a smart environment.
We present a symbolic learning framework inspired by cognitive-like memory functionalities (i.e., storing, retrieving, consolidating and forgetting) to generate task representations to support high-level task planning and knowledge bootstrapping. We address a scenario involving a non-expert human, who performs a single task demonstration, and a robot, which online learns structured knowledge to re-execute the task based on experiences, i.e., observations. We consider a one-shot learning process based on non-annotated data to store an intelligible representation of the task, which can be refined through interaction, e.g., via verbal or visual communication. Our general-purpose framework relies on fuzzy Description Logic, which has been used to extend the previously developed Scene Identification and Tagging algorithm. In this paper, we exploit such an algorithm to implement cognitive-like memory functionalities employing scores that rank memorised observations over time based on simple heuristics. Our main contribution is the formalisation of a framework that can be used to systematically investigate different heuristics for bootstrapping hierarchical knowledge representations based on robot observations. Through an illustrative assembly task scenario, the paper presents the performance of our framework to discuss its benefits and limitations.
We foresee robots that bootstrap knowledge representations and use them for classifying relevant situations and making decisions based on future observations. Particularly for assistive robots, the bootstrapping mechanism might be supervised by humans who should not repeat a training phase several times and should be able to refine the taught representation. We consider robots that bootstrap structured representations to classify some intelligible categories. Such a structure should be incrementally bootstrapped, i.e., without invalidating the identified category models when a new additional category is considered. To tackle this scenario, we presented the Scene Identification and Tagging (SIT) algorithm, which bootstraps structured knowledge representation in a crisp OWL-DL ontology. Over time, SIT bootstraps a graph representing scenes, sub-scenes and similar scenes. Then, SIT can classify new scenes within the bootstrapped graph through logic-based reasoning. However, SIT has issues with sensory data because its crisp implementation is not robust to perception noises. This paper presents a reformulation of SIT within the fuzzy domain, which exploits a fuzzy DL ontology to overcome the robustness issues. By comparing the performances of fuzzy and crisp implementations of SIT, we show that fuzzy SIT is robust, preserves the properties of its crisp formulation, and enhances the bootstrapped representations. On the contrary, the fuzzy implementation of SIT leads to less intelligible knowledge representations than the one bootstrapped in the crisp domain.
As collaborative robot (Cobot) adoption in many sectors grows, so does the interest in integrating digital twins in human-robot collaboration (HRC). Virtual representations of physical systems (PT) and assets, known as digital twins, can revolutionize human-robot collaboration by enabling real-time simulation, monitoring, and control. In this article, we present a review of the state-of-the-art and our perspective on the future of digital twins (DT) in human-robot collaboration. We argue that DT will be crucial in increasing the efficiency and effectiveness of these systems by presenting compelling evidence and a concise vision of the future of DT in human-robot collaboration, as well as insights into the possible advantages and challenges associated with their integration.
Implicit communication plays such a crucial role during social exchanges that it must be considered for a good experience in human-robot interaction. This work addresses implicit communication associated with the detection of physical properties, transport, and manipulation of objects. We propose an ecological approach to infer object characteristics from subtle modulations of the natural kinematics occurring during human object manipulation. Similarly, we take inspiration from human strategies to shape robot movements to be communicative of the object properties while pursuing the action goals. In a realistic HRI scenario, participants handed over cups - filled with water or empty - to a robotic manipulator that sorted them. We implemented an online classifier to differentiate careful/not careful human movements, associated with the cups' content. We compared our proposed "expressive" controller, which modulates the movements according to the cup filling, against a neutral motion controller. Results show that human kinematics is adjusted during the task, as a function of the cup content, even in reach-to-grasp motion. Moreover, the carefulness during the handover of full cups can be reliably inferred online, well before action completion. Finally, although questionnaires did not reveal explicit preferences from participants, the expressive robot condition improved task efficiency.
This article presents an open-source architecture for conveying robots' intentions to human teammates using Mixed Reality and Head-Mounted Displays. The architecture has been developed focusing on its modularity and re-usability aspects. Both binaries and source code are available, enabling researchers and companies to adopt the proposed architecture as a standalone solution or to integrate it in more comprehensive implementations. Due to its scalability, the proposed architecture can be easily employed to develop shared Mixed Reality experiences involving multiple robots and human teammates in complex collaborative scenarios.
Dexterous in-hand manipulation is a peculiar and useful human skill. This ability requires the coordination of many senses and hand motion to adhere to many constraints. These constraints vary and can be influenced by the object characteristics or the specific application. One of the key elements for a robotic platform to implement reliable inhand manipulation skills is to be able to integrate those constraints in their motion generations. These constraints can be implicitly modelled, learned through experience or human demonstrations. We propose a method based on motion primitives dictionaries to learn and reproduce in-hand manipulation skills. In particular, we focused on fingertip motions during the manipulation, and we defined an optimization process to combine motion primitives to reach specific fingertip configurations. The results of this work show that the proposed approach can generate manipulation motion coherent with the human one and that manipulation constraints are inherited even without an explicit formalization.
We present an approach for safe motion planning under robot state and environment (obstacle and landmark location) uncertainties. To this end, we first develop an approach that accounts for the landmark uncertainties during robot localization. Existing planning approaches assume that the landmark locations are well known or are known with little uncertainty. However, this might not be true in practice. Noisy sensors and imperfect motions compound to the errors originating from the estimate of environment features. Moreover, possible occlusions and dynamic objects in the environment render imperfect landmark estimation. Consequently, not considering this uncertainty can wrongly localize the robot, leading to inefficient plans. Our approach thus incorporates the landmark uncertainty within the Bayes filter estimation framework. We also analyze the effect of considering this uncertainty and delineate the conditions under which it can be ignored. Second, we extend the state-of-the-art by computing an exact expression for the collision probability under Gaussian distributed robot motion, perception and obstacle location uncertainties. We formulate the collision probability process as a quadratic form in random variables. Under Gaussian distribution assumptions, an exact expression for collision probability is thus obtained which is computable in real-time. In contrast, existing approaches approximate the collision probability using upper-bounds that can lead to overly conservative estimate and thereby suboptimal plans. We demonstrate and evaluate our approach using a theoretical example and simulations. We also present a comparison of our approach to different state-of-the-art methods.
The minimum constraint removal problem seeks to find the minimum number of constraints, i.e., obstacles, that need to be removed to connect a start to a goal location with a collision-free path. This problem is NP-hard and has been studied in robotics, wireless sensing, and computational geometry. This work contributes to the existing literature by presenting and discussing two results. The first result shows that the minimum constraint removal is NP-hard for simply connected obstacles where each obstacle intersects a constant number of other obstacles. The second result demonstrates that for $n$ simply connected obstacles in the plane, instances of the minimum constraint removal problem with minimum removable obstacles lower than $(n+1)/3$ can be solved in polynomial time. This result is also empirically validated using several instances of randomly sampled axis-parallel rectangles.
The problem of integrating high-level task planning in the execution loop of a real-world robot architecture remains challenging, as the planning times of traditional symbolic planners explode combinatorially with the number of symbols to plan upon. In this paper, we present Teriyaki, a framework for training Large Language Models (LLMs), and in particular the now well-known GPT-3 model, into neurosymbolic planners compatible with the Planning Domain Definition Language (PDDL). Unlike symbolic approaches, LLMs require a training process. However, their response time scales with the combined length of the input and the output. Hence, LLM-based planners can potentially provide significant performance gains on complex planning problems as the technology matures and becomes more accessible. In this preliminary work, which to our knowledge is the first using LLMs for planning in robotics, we (i) outline a methodology for training LLMs as PDDL solvers, (ii) generate PDDL-compliant planners for two challenging PDDL domains, and (iii) test the planning times and the plan quality associated with the obtained planners, while also comparing them to a state-of-the-art PDDL planner, namely Probe. Results confirm the viability of the approach, with Teriyaki-based planners being able to solve 95.5% of problems in a test data set of 1000 samples, and even generating plans up to 13.5% shorter on average than the employed traditional planner, depending on the domain.