Robotic platforms that can efficiently collaborate with humans in physical tasks constitute a major goal in robotics. However, many existing robotic platforms are either designed for social interaction or industrial object manipulation tasks. The design of collaborative robots seldom emphasizes both their social interaction and physical collaboration abilities. To bridge this gap, we present the novel semi-humanoid NICOL, the Neuro-Inspired COLlaborator. NICOL is a large, newly designed, scaled-up version of its well-evaluated predecessor, the Neuro-Inspired COmpanion (NICO). While we adopt NICO's head and facial expression display, we extend its manipulation abilities in terms of precision, object size and workspace size. To introduce and evaluate NICOL, we first develop and extend different neural and hybrid neuro-genetic visuomotor approaches initially developed for the NICO to the larger NICOL and its more complex kinematics. Furthermore, we present a novel neuro-genetic approach that improves the grasp accuracy of the NICOL to over 99%, outperforming the state-of-the-art IK solvers KDL, TRACK-IK and BIO-IK. Furthermore, we introduce the social interaction capabilities of NICOL, including the auditory and visual capabilities, but also the face and emotion generation capabilities. Overall, this article presents for the first time the humanoid robot NICOL and, thereby, with the neuro-genetic approaches, contributes to the integration of social robotics and neural visuomotor learning for humanoid robots.
Deep Reinforcement Learning agents often suffer from catastrophic forgetting, forgetting previously found solutions in parts of the input space when training on new data. Replay Memories are a common solution to the problem, decorrelating and shuffling old and new training samples. They naively store state transitions as they come in, without regard for redundancy. We introduce a novel cognitive-inspired replay memory approach based on the Grow-When-Required (GWR) self-organizing network, which resembles a map-based mental model of the world. Our approach organizes stored transitions into a concise environment-model-like network of state-nodes and transition-edges, merging similar samples to reduce the memory size and increase pair-wise distance among samples, which increases the relevancy of each sample. Overall, our paper shows that map-based experience replay allows for significant memory reduction with only small performance decreases.
In general, a similarity threshold (i.e., a vigilance parameter) for a node learning process in Adaptive Resonance Theory (ART)-based algorithms has a significant impact on clustering performance. In addition, an edge deletion threshold in a topological clustering algorithm plays an important role in adaptively generating well-separated clusters during a self-organizing process. In this paper, we propose a new parameter-free ART-based topological clustering algorithm capable of continual learning by introducing parameter estimation methods. Experimental results with synthetic and real-world datasets show that the proposed algorithm has superior clustering performance to the state-of-the-art clustering algorithms without any parameter pre-specifications.
Explaining the behavior of intelligent agents such as robots to humans is challenging due to their incomprehensible proprioceptive states, variational intermediate goals, and resultant unpredictability. Moreover, one-step explanations for reinforcement learning agents can be ambiguous as they fail to account for the agent's future behavior at each transition, adding to the complexity of explaining robot actions. By leveraging abstracted actions that map to task-specific primitives, we avoid explanations on the movement level. Our proposed framework combines reward decomposition (RD) with abstracted action spaces into an explainable learning framework, allowing for non-ambiguous and high-level explanations based on object properties in the task. We demonstrate the effectiveness of our framework through quantitative and qualitative analysis of two robot scenarios, showcasing visual and textual explanations, from output artifacts of RD explanation, that are easy for humans to comprehend. Additionally, we demonstrate the versatility of integrating these artifacts with large language models for reasoning and interactive querying.
Over the last few years, we have not seen any major developments in model-free or model-based learning methods that would make one obsolete relative to the other. In most cases, the used technique is heavily dependent on the use case scenario or other attributes, e.g. the environment. Both approaches have their own advantages, for example, sample efficiency or computational efficiency. However, when combining the two, the advantages of each can be combined and hence achieve better performance. The TD-MPC framework is an example of this approach. On the one hand, a world model in combination with model predictive control is used to get a good initial estimate of the value function. On the other hand, a Q function is used to provide a good long-term estimate. Similar to algorithms like MuZero a latent state representation is used, where only task-relevant information is encoded to reduce the complexity. In this paper, we propose the use of a reconstruction function within the TD-MPC framework, so that the agent can reconstruct the original observation given the internal state representation. This allows our agent to have a more stable learning signal during training and also improves sample efficiency. Our proposed addition of another loss term leads to improved performance on both state- and image-based tasks from the DeepMind-Control suite.
Neural fields are neural networks which map coordinates to a desired signal. When a neural field should jointly model multiple signals, and not memorize only one, it needs to be conditioned on a latent code which describes the signal at hand. Despite being an important aspect, there has been little research on conditioning strategies for neural fields. In this work, we explore the use of neural fields as decoders for 2D semantic segmentation. For this task, we compare three conditioning methods, simple concatenation of the latent code, Feature Wise Linear Modulation (FiLM), and Cross-Attention, in conjunction with latent codes which either describe the full image or only a local region of the image. Our results show a considerable difference in performance between the examined conditioning strategies. Furthermore, we show that conditioning via Cross-Attention achieves the best results and is competitive with a CNN-based decoder for semantic segmentation.
Human-robot interaction relies on a noise-robust audio processing module capable of estimating target speech from audio recordings impacted by environmental noise, as well as self-induced noise, so-called ego-noise. While external ambient noise sources vary from environment to environment, ego-noise is mainly caused by the internal motors and joints of a robot. Ego-noise and environmental noise reduction are often decoupled, i.e., ego-noise reduction is performed without considering environmental noise. Recently, a variational autoencoder (VAE)-based speech model has been combined with a fully adaptive non-negative matrix factorization (NMF) noise model to recover clean speech under different environmental noise disturbances. However, its enhancement performance is limited in adverse acoustic scenarios involving, e.g. ego-noise. In this paper, we propose a multichannel partially adaptive scheme to jointly model ego-noise and environmental noise utilizing the VAE-NMF framework, where we take advantage of spatially and spectrally structured characteristics of ego-noise by pre-training the ego-noise model, while retaining the ability to adapt to unknown environmental noise. Experimental results show that our proposed approach outperforms the methods based on a completely fixed scheme and a fully adaptive scheme when ego-noise and environmental noise are present simultaneously.
Robot facial expressions and gaze are important factors for enhancing human-robot interaction (HRI), but their effects on human collaboration and perception are not well understood, for instance, in collaborative game scenarios. In this study, we designed a collaborative triadic HRI game scenario, where two participants worked together to insert objects into a shape sorter. One participant assumed the role of a guide. The guide instructed the other participant, who played the role of an actor, by placing occluded objects into the sorter. A humanoid robot issued instructions, observed the interaction, and displayed social cues to elicit changes in the two participants' behavior. We measured human collaboration as a function of task completion time and the participants' perceptions of the robot by rating its behavior as intelligent or random. Participants also evaluated the robot by filling out the Godspeed questionnaire. We found that human collaboration was higher when the robot displayed a happy facial expression at the beginning of the game compared to a neutral facial expression. We also found that participants perceived the robot as more intelligent when it displayed a positive facial expression at the end of the game. The robot's behavior was also perceived as intelligent when directing its gaze toward the guide at the beginning of the interaction, not the actor. These findings provide insights into how robot facial expressions and gaze influence human behavior and perception in collaboration.
Programming robot behaviour in a complex world faces challenges on multiple levels, from dextrous low-level skills to high-level planning and reasoning. Recent pre-trained Large Language Models (LLMs) have shown remarkable reasoning ability in zero-shot robotic planning. However, it remains challenging to ground LLMs in multimodal sensory input and continuous action output, while enabling a robot to interact with its environment and acquire novel information as its policies unfold. We develop a robot interaction scenario with a partially observable state, which necessitates a robot to decide on a range of epistemic actions in order to sample sensory information among multiple modalities, before being able to execute the task correctly. An interactive perception framework is therefore proposed with an LLM as its backbone, whose ability is exploited to instruct epistemic actions and to reason over the resulting multimodal sensations (vision, sound, haptics, proprioception), as well as to plan an entire task execution based on the interactively acquired information. Our study demonstrates that LLMs can provide high-level planning and reasoning skills and control interactive robot behaviour in a multimodal environment, while multimodal modules with the context of the environmental state help ground the LLMs and extend their processing ability.
Model-based reinforcement learning (MBRL) with real-time planning has shown great potential in locomotion and manipulation control tasks. However, the existing planning methods, such as the Cross-Entropy Method (CEM), do not scale well to complex high-dimensional environments. One of the key reasons for underperformance is the lack of exploration, as these planning methods only aim to maximize the cumulative extrinsic reward over the planning horizon. Furthermore, planning inside the compact latent space in the absence of observations makes it challenging to use curiosity-based intrinsic motivation. We propose Curiosity CEM (CCEM), an improved version of the CEM algorithm for encouraging exploration via curiosity. Our proposed method maximizes the sum of state-action Q values over the planning horizon, in which these Q values estimate the future extrinsic and intrinsic reward, hence encouraging reaching novel observations. In addition, our model uses contrastive representation learning to efficiently learn latent representations. Experiments on image-based continuous control tasks from the DeepMind Control suite show that CCEM is by a large margin more sample-efficient than previous MBRL algorithms and compares favorably with the best model-free RL methods.