Spatial reasoning poses a particular challenge for intelligent agents and is at the same time a prerequisite for their successful interaction and communication in the physical world. One such reasoning task is to describe the position of a target object with respect to the intrinsic orientation of some reference object via relative directions. In this paper, we introduce GRiD-A-3D, a novel diagnostic visual question-answering (VQA) dataset based on abstract objects. Our dataset allows for a fine-grained analysis of end-to-end VQA models' capabilities to ground relative directions. At the same time, model training requires considerably fewer computational resources compared with existing datasets, yet yields a comparable or even higher performance. Along with the new dataset, we provide a thorough evaluation based on two widely known end-to-end VQA architectures trained on GRiD-A-3D. We demonstrate that within a few epochs, the subtasks required to reason over relative directions, such as recognizing and locating objects in a scene and estimating their intrinsic orientations, are learned in the order in which relative directions are intuitively processed.
Understanding spatial relations is essential for intelligent agents to act and communicate in the physical world. Relative directions are spatial relations that describe the relative positions of target objects with regard to the intrinsic orientation of reference objects. Grounding relative directions is more difficult than grounding absolute directions because it not only requires a model to detect objects in the image and to identify spatial relation based on this information, but it also needs to recognize the orientation of objects and integrate this information into the reasoning process. We investigate the challenging problem of grounding relative directions with end-to-end neural networks. To this end, we provide GRiD-3D, a novel dataset that features relative directions and complements existing visual question answering (VQA) datasets, such as CLEVR, that involve only absolute directions. We also provide baselines for the dataset with two established end-to-end VQA models. Experimental evaluations show that answering questions on relative directions is feasible when questions in the dataset simulate the necessary subtasks for grounding relative directions. We discover that those subtasks are learned in an order that reflects the steps of an intuitive pipeline for processing relative directions.
Human infants learn language while interacting with their environment in which their caregivers may describe the objects and actions they perform. Similar to human infants, artificial agents can learn language while interacting with their environment. In this work, first, we present a neural model that bidirectionally binds robot actions and their language descriptions in a simple object manipulation scenario. Building on our previous Paired Variational Autoencoders (PVAE) model, we demonstrate the superiority of the variational autoencoder over standard autoencoders by experimenting with cubes of different colours, and by enabling the production of alternative vocabularies. Additional experiments show that the model's channel-separated visual feature extraction module can cope with objects of different shapes. Next, we introduce PVAE-BERT, which equips the model with a pretrained large-scale language model, i.e., Bidirectional Encoder Representations from Transformers (BERT), enabling the model to go beyond comprehending only the predefined descriptions that the network has been trained on; the recognition of action descriptions generalises to unconstrained natural language as the model becomes capable of understanding unlimited variations of the same descriptions. Our experiments suggest that using a pretrained language model as the language encoder allows our approach to scale up for real-world scenarios with instructions from human users.
Due to the COVID-19 pandemic, robots could be seen as potential resources in tasks like helping people work remotely, sustaining social distancing, and improving mental or physical health. To enhance human-robot interaction, it is essential for robots to become more socialised, via processing multiple social cues in a complex real-world environment. Our study adopted a neurorobotic paradigm of gaze-triggered audio-visual crossmodal integration to make an iCub robot express human-like social attention responses. At first, a behavioural experiment was conducted on 37 human participants. To improve ecological validity, a round-table meeting scenario with three masked animated avatars was designed with the middle one capable of performing gaze shift, and the other two capable of generating sound. The gaze direction and the sound location are either congruent or incongruent. Masks were used to cover all facial visual cues other than the avatars' eyes. We observed that the avatar's gaze could trigger crossmodal social attention with better human performance in the audio-visual congruent condition than in the incongruent condition. Then, our computational model, GASP, was trained to implement social cue detection, audio-visual saliency prediction, and selective attention. After finishing the model training, the iCub robot was exposed to similar laboratory conditions as human participants, demonstrating that it can replicate similar attention responses as humans regarding the congruency and incongruency performance, while overall the human performance was still superior. Therefore, this interdisciplinary work provides new insights on mechanisms of crossmodal social attention and how it can be modelled in robots in a complex environment.
Reasoning about potential occlusions is essential for robots to efficiently predict whether an object exists in an environment. Though existing work shows that a robot with active perception can achieve various tasks, it is still unclear if occlusion reasoning can be achieved. To answer this question, we introduce the task of robotic object existence prediction: when being asked about an object, a robot needs to move as few steps as possible around a table with randomly placed objects to predict whether the queried object exists. To address this problem, we propose a novel recurrent neural network model that can be jointly trained with supervised and reinforcement learning methods using a curriculum training strategy. Experimental results show that 1) both active perception and occlusion reasoning are necessary to successfully achieve the task; 2) the proposed model demonstrates a good occlusion reasoning ability by achieving a similar prediction accuracy to an exhaustive exploration baseline while requiring only about $10\%$ of the baseline's number of movement steps on average; and 3) the model generalizes to novel object combinations with a moderate loss of accuracy.
Telerobotic systems must adapt to new environmental conditions and deal with high uncertainty caused by long-time delays. As one of the best alternatives to human-level intelligence, Reinforcement Learning (RL) may offer a solution to cope with these issues. This paper proposes to integrate RL with the Model Mediated Teleoperation (MMT) concept. The teleoperator interacts with a simulated virtual environment, which provides instant feedback. Whereas feedback from the real environment is delayed, feedback from the model is instantaneous, leading to high transparency. The MMT is realized in combination with an intelligent system with two layers. The first layer utilizes Dynamic Movement Primitives (DMP) which accounts for certain changes in the avatar environment. And, the second layer addresses the problems caused by uncertainty in the model using RL methods. Augmented reality was also provided to fuse the avatar device and virtual environment models for the teleoperator. Implemented on DLR's Exodex Adam hand-arm haptic exoskeleton, the results show RL methods are able to find different solutions when changes are applied to the object position after the demonstration. The results also show DMPs to be effective at adapting to new conditions where there is no uncertainty involved.
In this paper, we investigate the roles that social robots can take in physical exercise with human partners. In related work, robots or virtual intelligent agents take the role of a coach or instructor whereas in other approaches they are used as motivational aids. These are two "paradigms", so to speak, within the small but growing area of robots for social exercise. We designed an online questionnaire to test whether the preferred role in which people want to see robots would be the companion or the coach. The questionnaire asks people to imagine working out with a robot with the help of three utilized questionnaires: (1) CART-Q which is used for judging coach-athlete relationships, (2) the mind perception questionnaire and (3) the System Usability Scale (SUS). We present the methodology, some preliminary results as well as our intended future work on personal robots for coaching.
In order to detect and correct physical exercises, a Grow-When-Required Network (GWR) with recurrent connections, episodic memory and a novel subnode mechanism is developed in order to learn spatiotemporal relationships of body movements and poses. Once an exercise is performed, the information of pose and movement per frame is stored in the GWR. For every frame, the current pose and motion pair is compared against a predicted output of the GWR, allowing for feedback not only on the pose but also on the velocity of the motion. In a practical scenario, a physical exercise is performed by an expert like a physiotherapist and then used as a reference for a humanoid robot like Pepper to give feedback on a patient's execution of the same exercise. This approach, however, comes with two challenges. First, the distance from the humanoid robot and the position of the user in the camera's view of the humanoid robot have to be considered by the GWR as well, requiring a robustness against the user's positioning in the field of view of the humanoid robot. Second, since both the pose and motion are dependent on the body measurements of the original performer, the expert's exercise cannot be easily used as a reference. This paper tackles the first challenge by designing an architecture that allows for tolerances in translation and rotations regarding the center of the field of view. For the second challenge, we allow the GWR to grow online on incremental data. For evaluation, we created a novel exercise dataset with virtual avatars called the Virtual-Squat dataset. Overall, we claim that our novel architecture based on the GWR can use a learned exercise reference for different body variations through continual online learning, while preventing catastrophic forgetting, enabling for an engaging long-term human-robot interaction with a humanoid robot.
Cognitive Psychology and related disciplines have identified several critical mechanisms that enable intelligent biological agents to learn to solve complex problems. There exists pressing evidence that the cognitive mechanisms that enable problem-solving skills in these species build on hierarchical mental representations. Among the most promising computational approaches to provide comparable learning-based problem-solving abilities for artificial agents and robots is hierarchical reinforcement learning. However, so far the existing computational approaches have not been able to equip artificial agents with problem-solving abilities that are comparable to intelligent animals, including human and non-human primates, crows, or octopuses. Here, we first survey the literature in Cognitive Psychology, and related disciplines, and find that many important mental mechanisms involve compositional abstraction, curiosity, and forward models. We then relate these insights with contemporary hierarchical reinforcement learning methods, and identify the key machine intelligence approaches that realise these mechanisms. As our main result, we show that all important cognitive mechanisms have been implemented independently in isolated computational architectures, and there is simply a lack of approaches that integrate them appropriately. We expect our results to guide the development of more sophisticated cognitively inspired hierarchical methods, so that future artificial agents achieve a problem-solving performance on the level of intelligent animals.