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. 2013 Nov 26:4:833.
doi: 10.3389/fpsyg.2013.00833. eCollection 2013.

Confidence-based progress-driven self-generated goals for skill acquisition in developmental robots

Affiliations

Confidence-based progress-driven self-generated goals for skill acquisition in developmental robots

Hung Ngo et al. Front Psychol. .

Abstract

A reinforcement learning agent that autonomously explores its environment can utilize a curiosity drive to enable continual learning of skills, in the absence of any external rewards. We formulate curiosity-driven exploration, and eventual skill acquisition, as a selective sampling problem. Each environment setting provides the agent with a stream of instances. An instance is a sensory observation that, when queried, causes an outcome that the agent is trying to predict. After an instance is observed, a query condition, derived herein, tells whether its outcome is statistically known or unknown to the agent, based on the confidence interval of an online linear classifier. Upon encountering the first unknown instance, the agent "queries" the environment to observe the outcome, which is expected to improve its confidence in the corresponding predictor. If the environment is in a setting where all instances are known, the agent generates a plan of actions to reach a new setting, where an unknown instance is likely to be encountered. The desired setting is a self-generated goal, and the plan of action, essentially a program to solve a problem, is a skill. The success of the plan depends on the quality of the agent's predictors, which are improved as mentioned above. For validation, this method is applied to both a simulated and real Katana robot arm in its "blocks-world" environment. Results show that the proposed method generates sample-efficient curious exploration behavior, which exhibits developmental stages, continual learning, and skill acquisition, in an intrinsically-motivated playful agent.

Keywords: AI planning; artificial curiosity; continual learning; developmental robotics; intrinsic motivation; markov decision processes; online active learning; systematic exploration.

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Figures

Figure 1
Figure 1
The Katana robot arm in its blocks-world environment.
Figure 2
Figure 2
Left: (a–f) Examples illustrating the features that were used. Right: An example showing how the state and action are encoded (bottom) for a given blocks-world setting (top). See text for details.
Figure 3
Figure 3
A single robot-environment interaction, illustrating a setting change. Each pick and place “experiment” causes a change in setting. The outcome of the previous experiment was that the robot placed the blue block on top of the yellow block, and observed the label +1, corresponding to “stable.” Now (middle), the robot examines three fovea locations (t, t' and t”), each of which involves a query. The query is false for t' and t”, but true for t, and the robot immediately (greedily) grasps the furthest block, which happens to be the red one, and places it at the queried location. The action causes a change in setting to i + 1 and the outcome −1 is observed (“unstable”).
Figure 4
Figure 4
Exploration history (averaged over 10 runs).
Figure 5
Figure 5
KL-divergence between learned models and ground-truth models (averaged over 10 runs). Best viewed in color.
Figure 6
Figure 6
How the focus of the self-generated exploration goals at height 1 changes over time as the learned predictive model gets closer to the true one.
Figure 7
Figure 7
How the focus of the self-generated exploration goals at height 2 changes over time as the learned predictive model gets closer to the true one.
Figure 8
Figure 8
Experience distribution after the last timestep (learning has completed) for heights 1–6.
Figure 9
Figure 9
A comparison of exploration methods in terms of the KL-divergence between the learned predictive models at each time step and their ground-truth models. Results are averaged over 10 runs.
Figure 10
Figure 10
Sample query sequence on real robot (1/3).
Figure 11
Figure 11
Sample query sequence on real robot (2/3).
Figure 12
Figure 12
Sample query sequence on real robot (3/3).
Figure 13
Figure 13
Learning progress of the Katana robot arm's predictive models at height 1 and 2 after 30 settings. Action 1 (no bits set) is the most unstable. Action 6 (all bits set) is the most stable. See earlier discussion on the features and Figure 2.
Figure 14
Figure 14
A “tricky” situation to test the robot's stacking skill. We show this case to illustrate the value of exploring to learn how the world works. Consider the robot is faced with a task to build a stack of blocks as fast as possible from this initial setting. Given its learned model of the world, the robot will decide to start stacking from height 1 instead of height 2, as with high probability the stack of two blocks will fall after placing another block upon them.

References

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