We present a follow-up study on our unified visuomotor neural model for the robotic tasks of identifying, localizing, and grasping a target object in a scene with multiple objects. Our Retinanet-based model enables end-to-end training of visuomotor abilities in a biologically inspired developmental approach. In our initial implementation, a neural model was able to grasp selected objects from a planar surface. We embodied the model on the NICO humanoid robot. In this follow-up study, we expand the task and the model to reaching for objects in a three-dimensional space with a novel dataset based on augmented reality and a simulation environment. We evaluate the influence of training with auxiliary tasks, i.e., if learning of the primary visuomotor task is supported by learning to classify and locate different objects. We show that the proposed visuomotor model can learn to reach for objects in a three-dimensional space. We analyze the results for biologically-plausible biases based on object locations or properties. We show that the primary visuomotor task can be successfully trained simultaneously with one of the two auxiliary tasks. This is enabled by a complex neurocognitive model with shared and task-specific components, similar to models found in biological systems.
Human infants are able to acquire natural language seemingly easily at an early age. Their language learning seems to occur simultaneously with learning other cognitive functions as well as with playful interactions with the environment and caregivers. From a neuroscientific perspective, natural language is embodied, grounded in most, if not all, sensory and sensorimotor modalities, and acquired by means of crossmodal integration. However, characterising the underlying mechanisms in the brain is difficult and explaining the grounding of language in crossmodal perception and action remains challenging. In this paper, we present a neurocognitive model for language grounding which reflects bio-inspired mechanisms such as an implicit adaptation of timescales as well as end-to-end multimodal abstraction. It addresses developmental robotic interaction and extends its learning capabilities using larger-scale knowledge-based data. In our scenario, we utilise the humanoid robot NICO in obtaining the EMIL data collection, in which the cognitive robot interacts with objects in a children's playground environment while receiving linguistic labels from a caregiver. The model analysis shows that crossmodally integrated representations are sufficient for acquiring language merely from sensory input through interaction with objects in an environment. The representations self-organise hierarchically and embed temporal and spatial information through composition and decomposition. This model can also provide the basis for further crossmodal integration of perceptually grounded cognitive representations.
Recent applications of autonomous agents and robots, for example, self-driving cars, scenario-based trainers, exploration robots, service robots, have brought attention to crucial trust-related problems associated with the current generation of artificial intelligence (AI) systems. AI systems particularly dominated by the connectionist deep learning neural network approach lack capabilities of explaining their decisions and actions to others, despite their great successes. They are fundamentally non-intuitive black boxes, which renders their decision or actions opaque, making it difficult to trust them in safety-critical applications. The recent stance on the explainability of AI systems has witnessed several works on eXplainable Artificial Intelligence; however, most of the studies have focused on data-driven XAI systems applied in computational sciences. Studies addressing the increasingly pervasive goal-driven agents and robots are still missing. This paper reviews works on explainable goal-driven intelligent agents and robots, focusing on techniques for explaining and communicating agents perceptual functions (for example, senses, vision, etc.) and cognitive reasoning (for example, beliefs, desires, intention, plans, and goals) with humans in the loop. The review highlights key strategies that emphasize transparency and understandability, and continual learning for explainability. Finally, the paper presents requirements for explainability and suggests a roadmap for the possible realization of effective goal-driven explainable agents and robots
Combining model-based and model-free learning systems has been shown to improve the sample efficiency of learning to perform complex robotic tasks. However, dual-system approaches fail to consider the reliability of the learned model when it is applied to make multiple-step predictions, resulting in a compounding of prediction errors and performance degradation. In this paper, we present a novel dual-system motor learning approach where a meta-controller arbitrates online between model-based and model-free decisions based on an estimate of the local reliability of the learned model. The reliability estimate is used in computing an intrinsic feedback signal, encouraging actions that lead to data that improves the model. Our approach also integrates arbitration with imagination where a learned latent-space model generates imagined experiences, based on its local reliability, to be used as additional training data. We evaluate our approach against baseline and state-of-the-art methods on learning vision-based robotic grasping in simulation and real world. The results show that our approach outperforms the compared methods and learns near-optimal grasping policies in dense- and sparse-reward environments.
Whenever we are addressing a specific object or refer to a certain spatial location, we are using referential or deictic gestures usually accompanied by some verbal description. Especially pointing gestures are necessary to dissolve ambiguities in a scene and they are of crucial importance when verbal communication may fail due to environmental conditions or when two persons simply do not speak the same language. With the currently increasing advances of humanoid robots and their future integration in domestic domains, the development of gesture interfaces complementing human-robot interaction scenarios is of substantial interest. The implementation of an intuitive gesture scenario is still challenging because both the pointing intention and the corresponding object have to be correctly recognized in real-time. The demand increases when considering pointing gestures in a cluttered environment, as is the case in households. Also, humans perform pointing in many different ways and those variations have to be captured. Research in this field often proposes a set of geometrical computations which do not scale well with the number of gestures and objects, use specific markers or a predefined set of pointing directions. In this paper, we propose an unsupervised learning approach to model the distribution of pointing gestures using a growing-when-required (GWR) network. We introduce an interaction scenario with a humanoid robot and define so-called ambiguity classes. Our implementation for the hand and object detection is independent of any markers or skeleton models, thus it can be easily reproduced. Our evaluation comparing a baseline computer vision approach with our GWR model shows that the pointing-object association is well learned even in cases of ambiguities resulting from close object proximity.
Combining model-based and model-free deep reinforcement learning has shown great promise for improving sample efficiency on complex control tasks while still retaining high performance. Incorporating imagination is a recent effort in this direction inspired by human mental simulation of motor behavior. We propose a learning-adaptive imagination approach which, unlike previous approaches, takes into account the reliability of the learned dynamics model used for imagining the future. Our approach learns an ensemble of disjoint local dynamics models in latent space and derives an intrinsic reward based on learning progress, motivating the controller to take actions leading to data that improves the models. The learned models are used to generate imagined experiences, augmenting the training set of real experiences. We evaluate our approach on learning vision-based robotic grasping and show that it significantly improves sample efficiency and achieves near-optimal performance in a sparse reward environment.
Selective attention plays an essential role in information acquisition and utilization from the environment. In the past 50 years, research on selective attention has been a central topic in cognitive science. Compared with unimodal studies, crossmodal studies are more complex but necessary to solve real-world challenges in both human experiments and computational modeling. Although an increasing number of findings on crossmodal selective attention have shed light on humans' behavioral patterns and neural underpinnings, a much better understanding is still necessary to yield the same benefit for computational intelligent agents. This article reviews studies of selective attention in unimodal visual and auditory and crossmodal audiovisual setups from the multidisciplinary perspectives of psychology and cognitive neuroscience, and evaluates different ways to simulate analogous mechanisms in computational models and robotics. We discuss the gaps between these fields in this interdisciplinary review and provide insights about how to use psychological findings and theories in artificial intelligence from different perspectives.
Recent success in deep reinforcement learning for continuous control has been dominated by model-free approaches which, unlike model-based approaches, do not suffer from representational limitations in making assumptions about the world dynamics and model errors inevitable in complex domains. However, they require a lot of experiences compared to model-based approaches that are typically more sample-efficient. We propose to combine the benefits of the two approaches by presenting an integrated approach called Curious Meta-Controller. Our approach alternates adaptively between model-based and model-free control using a curiosity feedback based on the learning progress of a neural model of the dynamics in a learned latent space. We demonstrate that our approach can significantly improve the sample efficiency and achieve near-optimal performance on learning robotic reaching and grasping tasks from raw-pixel input in both dense and sparse reward settings.
In this paper, we present a new intrinsically motivated actor-critic algorithm for learning continuous motor skills directly from raw visual input. Our neural architecture is composed of a critic and an actor network. Both networks receive the hidden representation of a deep convolutional autoencoder which is trained to reconstruct the visual input, while the centre-most hidden representation is also optimized to estimate the state value. Separately, an ensemble of predictive world models generates, based on its learning progress, an intrinsic reward signal which is combined with the extrinsic reward to guide the exploration of the actor-critic learner. Our approach is more data-efficient and inherently more stable than the existing actor-critic methods for continuous control from pixel data. We evaluate our algorithm for the task of learning robotic reaching and grasping skills on a realistic physics simulator and on a humanoid robot. The results show that the control policies learned with our approach can achieve better performance than the compared state-of-the-art and baseline algorithms in both dense-reward and challenging sparse-reward settings.