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Adaptive Intelligent Mobile Robotics

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    Adaptive Intelligent Mobile Robotics - Presentation Transcript

      • Adaptive Intelligent Mobile Robotics
      • Leslie Pack Kaelbling
      • Artificial Intelligence Laboratory
      • MIT
    1. Pyramid
      • Addressing problem at multiple levels
      Planning Built-in Behaviors Learning
    2. Built-in Behaviors
      • Goal: general-purpose, robust visually guided local navigation
        • optical flow for depth information
        • finding the floor
          • optical flow information
          • Horswill’s ground-plane method
        • build local occupancy grids
        • navigate given the grid
          • reactive methods
          • dynamic programming
    3. Reactive Obstacle Avoidance
      • Standard method in mobile robotics is to use potential fields
        • attractive force toward goal
        • repulsive forces away from obstacles
        • robot moves in direction given by resultant force
      • New method for non-holonomic robots: move the center of the robot so that the front point is holonomic
    4. Human Obstacle Avoidance
      • Control law based on visual angle and distance to goal and obstacles
      • Parameters set based on experiments with humans in large free-walking VR environment
    5. Humans are Smooth!
    6. Behavior Learning
      • Typical RL methods require far too much data to be practical in an online setting. Address the problem with
        • strong generalization techniques
          • locally weighted regression
          • “skeptical” Q-Learning
        • bootstrapping from human-supplied policy
          • need not be optimal and might be very wrong
          • shows learner “interesting” parts of the space
          • “bad” initial policies might be more effective
    7. Two Learning Phases Learning System Phase One A R O Supplied Control Policy Environment
    8. Two Learning Phases Learning System A R O Phase Two Supplied Control Policy Environment
    9. New Results
      • Drive to goal, avoiding obstacles in visual field
      • Inputs (6 dimensions):
        • heading and distance to goal
        • image coordinates of two obstacles
      • Output:
        • steering angle
      • Reward:
        • +10 for getting to goal; -5 for running over obstacle
      • Training: simple policy that avoids one obstacle
    10. Robot’s View
    11. Local Navigation
    12. Map Learning
      • Robot learns high-level structure of environment
        • topological maps appropriate for large-scale structure
        • low-level behaviors induce topology
        • based on previous work using sonar
        • vision changes problem dramatically
          • no more problems with many states looking the same
          • now same state always looks different!
    13. Sonar-Based Map Learning Data True Model
    14. Current Issues in Map Learning
        • segmenting space into “rooms”
        • detecting doors and corridor openings
        • representation of places
          • stored images
          • gross 3D structure
          • features for image and structure matching
    15. Large Simulation Domain
      • Use for learning and large-scale experimentation that is impractical on a real robot
        • built using video-game engine
        • large multi-story building
        • packages to deliver
        • battery power management
        • other agents (to survey)
        • dynamically appearing items to collect
        • general Bayes-net specification so it can be used widely as a test bed
    16. Hierarchical MDP Planning
      • Large simulated domain has unspeakably many primitive states
      • Use hierarchical representation for planning
        • logarithmic improvement in planning times
        • some loss of optimality of plans
      • Existing work on planning and learning given a hierarchy
        • temporal abstraction: macro actions
        • spatial abstraction: aggregated states
      • Where does the hierarchy come from?
        • combined spatial and temporal abstraction
        • top-down splitting approach
    17. Region-Based Hierarchies
      • Divide state space into regions
        • each region is a single abstract state at next level
        • polices for moving through regions are abstract actions at next level
    18. Choosing Macros
      • Given a choice of a region, what is a good set of macro actions for traversing it?
        • existing approaches guarantee optimality with a number of macros exponential in the number of exit states
        • our method is approximate, but works well when here are no large rewards inside the region
    19. Point-Source Rewards
        • Compute a value function for each possible exit state, offline
        • Given a new valuation of all exit states online
        • Quickly combine value functions to determine near-optimal action
    20. Approximation is Good
    21. How to Use the Hierarchy
      • Off line:
        • Decompose environment into abstract states
        • Compute macro operators
      • On line:
        • Given new goal, assign values to exits at highest level
        • Propagate values at each level
        • In current low-level region, choose action
    22. What Makes a Decomposition Good?
      • Trade off
        • decrease in off-line planning time
        • decrease in on-line planning time
        • decrease in value of actions
      • We can articulate this criterion formally but…
      • … we can’t solve it
      • Current research on reasonable approximations
    23. Next Steps
      • Low-level
        • apply JAQL to tune obstacle avoidance behaviors
      • Map learning
        • landmark selection and representation
        • visual detection of openings
      • Hierarchy
        • algorithm for constructing decomposition
        • test hierarchical planning on huge simulated domain

    + ahmad bassiounyahmad bassiouny, 2 years ago

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