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A Survey of Robot Learning from Demonstration
"... We present a comprehensive survey of robot Learning from Demonstration (LfD), a technique that develops policies from example state to action mappings. We introduce the LfD design choices in terms of demonstrator, problem space, policy derivation and performance, and contribute the foundations for a ..."
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Cited by 63 (15 self)
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We present a comprehensive survey of robot Learning from Demonstration (LfD), a technique that develops policies from example state to action mappings. We introduce the LfD design choices in terms of demonstrator, problem space, policy derivation and performance, and contribute the foundations for a structure in which to categorize LfD research. Specifically, we analyze and categorize the multiple ways in which examples are gathered, ranging from teleoperation to imitation, as well as the various techniques for policy derivation, including matching functions, dynamics models and plans. To conclude we discuss LfD limitations and related promising areas for future research.
Bayesian models of human action understanding
- Advances in Neural Information Processing Systems 18
, 2006
"... We present a Bayesian framework for explaining how people reason about and predict the actions of an intentional agent, based on observing its behavior. Action-understanding is cast as a problem of inverting a probabilistic generative model, which assumes that agents tend to act rationally in order ..."
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Cited by 13 (3 self)
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We present a Bayesian framework for explaining how people reason about and predict the actions of an intentional agent, based on observing its behavior. Action-understanding is cast as a problem of inverting a probabilistic generative model, which assumes that agents tend to act rationally in order to achieve their goals given the constraints of their environment. Working in a simple sprite-world domain, we show how this model can be used to infer the goal of an agent and predict how the agent will act in novel situations or when environmental constraints change. The model provides a qualitative account of several kinds of inferences that preverbal infants have been shown to perform, and also fits quantitative predictions that adult observers make in a new experiment. 1
R-IAC: Robust Intrinsically Motivated Exploration and Active Learning
- IEEE Transactions on Autonomous Mental Development
"... Abstract—Intelligent adaptive curiosity (IAC) was initially introduced as a developmental mechanism allowing a robot to self-organize developmental trajectories of increasing complexity without preprogramming the particular developmental stages. In this paper, we argue that IAC and other intrinsical ..."
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Cited by 11 (6 self)
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Abstract—Intelligent adaptive curiosity (IAC) was initially introduced as a developmental mechanism allowing a robot to self-organize developmental trajectories of increasing complexity without preprogramming the particular developmental stages. In this paper, we argue that IAC and other intrinsically motivated learning heuristics could be viewed as active learning algorithms that are particularly suited for learning forward models in unprepared sensorimotor spaces with large unlearnable subspaces. Then, we introduce a novel formulation of IAC, called robust intelligent adaptive curiosity (R-IAC), and show that its performances as an intrinsically motivated active learning algorithm are far superior to IAC in a complex sensorimotor space where only a small subspace is neither unlearnable nor trivial. We also show results in which the learnt forward model is reused in a control scheme. Finally, an open source accompanying software containing these algorithms as well as tools to reproduce all the experiments presented in this paper is made publicly available. Index Terms—Active learning, artificial curiosity, developmental robotics, exploration, intrinsic motivation, sensorimotor learning.
Believability Testing and Bayesian Imitation in Interactive Computer Games
"... Abstract. In imitation learning, agents are trained to carry out certain actions by examining a demonstration of the task at hand. Though common in robotics, little work has been done in translating these concepts to computer games. Given that present-day games generally use antiquated AI techniques ..."
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Cited by 8 (0 self)
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Abstract. In imitation learning, agents are trained to carry out certain actions by examining a demonstration of the task at hand. Though common in robotics, little work has been done in translating these concepts to computer games. Given that present-day games generally use antiquated AI techniques which can often lead to stilted, mechanical and conspicuously artificial behaviour, it seems likely that approaches based on the imitation of human players may produce agents which convey a more humanlike impression than their traditional counterparts. At the same time, there exists no formal method of quantifying what constitutes a ‘humanlike ’ impression; an equivalent of the Turing test is needed, with the requirement that an agent’s appearance and behaviour be capable of deceiving an observer into misidentifying it as human. The aims of this paper are thus threefold; we describe an approach to the imitation of strategic behaviour and motion, propose a formal method of quantifying the degree to which different agents are perceived as ‘humanlike’, and present the results of a series of experiments using these two systems. 1
Probabilistic Gaze Imitation and Saliency Learning in a Robotic Head
, 2004
"... Imitation is a powerful mechanism for transferring knowledge from an instructor to a naive observer. We first present Bayesian algorithms, based on Meltzoff and Moore's AIM model for imitation in infants, that implement the core of an imitation learning framework. Next, we present Bayesian algor ..."
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Cited by 4 (0 self)
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Imitation is a powerful mechanism for transferring knowledge from an instructor to a naive observer. We first present Bayesian algorithms, based on Meltzoff and Moore's AIM model for imitation in infants, that implement the core of an imitation learning framework. Next, we present Bayesian algorithms for learning which objects an instructor considers salient in a task. Finally, we demonstrate the performance of our algorithms in a gaze following and saliency learning task implemented on an active vision robotic head. Our results suggest that the ability to follow gaze and learn instructor- and task-specific saliency models could play a crucial role in building systems capable of complex forms of humanrobot interaction.
Shape recognition through dynamic motor representations
- in Neurodynamics of Higher-Level Cognition and Consciousness
, 2007
"... Summary. How can agents, natural or artificial, learn about the external environment based only on its internal state (such as the activation patterns in the brain)? There are two problems involved here: first, forming the internal state based on sensory data to reflect reality, and second, forming ..."
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Cited by 2 (1 self)
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Summary. How can agents, natural or artificial, learn about the external environment based only on its internal state (such as the activation patterns in the brain)? There are two problems involved here: first, forming the internal state based on sensory data to reflect reality, and second, forming thoughts and desires based on these internal states. (Aristotle termed these passive and active intellect, respectively [1].) How are these to be accomplished? Chapters in this book consider mechanisms of the instinct for learning (chapter PERLOVSKY) and reinforcement learning (chapter IFTEKHARUDDIN; chapter WERBOS), which modify the mind’s representation for better fitting sensory data. Our approach (as those in chapters FREEMAN and KOZMA) emphasizes the importance of action in this process. Action plays a key role in recovering sensory stimulus properties that are represented by the internal state. Generating the right kind of action is essential to decoding the internal state. Action that maintains invariance in the internal state are important as it will have the same property as that of the represented sensory stimulus. However, such an approach alone does not address how it can be generalized to learn more complex
Towards integrated imitation of strategic planning and motion modelling in interactive computer games
- in Proc. 3rd ACM Annual International Conference in Computer Game Design and Technology (GDTW 05
, 2005
"... Modern, commercial computer games rely primarily on AI techniques that were developed several decades ago, and until recently there has been little impetus to change this. Despite the fact that the computer-controlled agents in such games often possess abilities far in advance of the limits imposed ..."
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Cited by 2 (0 self)
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Modern, commercial computer games rely primarily on AI techniques that were developed several decades ago, and until recently there has been little impetus to change this. Despite the fact that the computer-controlled agents in such games often possess abilities far in advance of the limits imposed on human participants, competent players are capable of easily beating their artificial opponents, suggesting that approaches based on the analysis and imitation of human play may produce superior agents, in terms of both performance and believability. In this article, we describe our work in imitating the observed goal-oriented behaviors of a human player, based on concepts from data analysis and reinforcement learning. Since even the most intelligent artificial agent will be quickly identified as such if it is observed to move in a robotic manner, we also seek to incorporate mechanisms that will result in believably human-like motion. We then present some illustrative examples, demonstrating the effectiveness of our model. Finally, we discuss future work in this field.
Learning Full-Body Motions from Monocular Vision: Dynamic Imitation in a Humanoid Robot
"... Abstract — In an effort to ease the burden of programming motor commands for humanoid robots, a computer vision technique is developed for converting a monocular video sequence of human poses into stabilized robot motor commands for a humanoid robot. The human teacher wears a multi-colored body suit ..."
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Cited by 1 (0 self)
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Abstract — In an effort to ease the burden of programming motor commands for humanoid robots, a computer vision technique is developed for converting a monocular video sequence of human poses into stabilized robot motor commands for a humanoid robot. The human teacher wears a multi-colored body suit while performing a desired set of actions. Leveraging the colors of the body suit, the system detects the most probable locations of the different body parts and joints in the image. Then, by exploiting the known dimensions of the body suit, a user specified number of candidate 3D poses are generated for each frame. Using human to robot joint correspondences, the estimated 3D poses for each frame are then mapped to corresponding robot motor commands. An initial set of kinematically valid motor commands is generated using an approximate best path search through the pose candidates for each frame. Finally a learning-based probabilistic dynamic balance model obtains a dynamically stable imitative sequence of motor commands. We demonstrate the viability of the approach by presenting results showing full-body imitation of human actions by a Fujitsu HOAP-2 humanoid robot. I.
Distinguishing Between Intentional and Unintentional Sequences of Actions
"... Human beings, from the very young age of 18 months, have been shown to be able to extrapolate intentions from actions. That is, upon viewing another human executing a series of actions, the observer can guess the underlying intention, even before the goal has been achieved, and even when the perform ..."
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Human beings, from the very young age of 18 months, have been shown to be able to extrapolate intentions from actions. That is, upon viewing another human executing a series of actions, the observer can guess the underlying intention, even before the goal has been achieved, and even when the performer failed at achieving the goal. We identify an important preliminary stage in this process, that of determining whether or not an action stream exhibits any intentionality at all. We propose a model of this ability and evaluate it in several experiments.

