Robots need to understand their environment to perform their task. If it is possible to pre-program a visual scene analysis process in closed environments, robots operating in an open environment would benefit from the ability to learn it through their interaction with their environment. This ability furthermore opens the way to the acquisition of affordances maps in which the action capabilities of the robot structure its visual scene understanding. We propose an approach to build such affordances maps by relying on an interactive perception approach and an online classification. In the proposed formalization of affordances, actions and effects are related to visual features, not objects, and they can be combined. We have tested the approach on three action primitives and on a real PR2 robot.
Kim and Sukhatme @cite_21 , with a similar idea, seek to learn pushable objects in a simulated environment using a PR2 with an RGB-D camera. The objects are blocks the size of the robot. They are either pushable in one or two directions, or not pushable. The PR2 uses its two arms to try to push the blocks. The learning process relies on a logistic regression classifier and a Markov random field is used to smooth spatially the predictions. The robot explores then the environment and collects data by trying to push the blocks. The outcome of the framework is what they called an affordance map indicating the probability of pushability of a block. When in the work of U g @cite_37 the learning is made on continuous space, in the work of Kim and Sukathme @cite_21 the environment is discretized in a grid with the cells of the size of a block, thus, the learning space is discrete. Finally, they use an exploration strategy based on uncertainty reduction to select the next block to interact with.
@cite_37 @cite_21
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This paper presents a novel method for classifying regions from human movements in service robots' working environments. The entire space is segmented subject to the class type according to the functionality or affordance of each place which accommodates a typical human behavior. This is achieved based on a grid map in two steps. First a probabilistic model is developed to capture human movements for each grid cell by using a non-ergodic HMM. Then the learned transition probabilities corresponding to these movements are used to cluster all cells by using the K-means algorithm. The knowledge of typical human movements for each location, represented by the prototypes from K-means and summarized in a ‘behavior-based map’, enables a robot to adjust the strategy of interacting with people according to where they are located, and thus greatly enhances its capability to assist people. The performance of the proposed classification method is demonstrated by experimental results from 8 hours of data that are collected in a kitchen environment. We describe a learning strategy that allows a humanoid robot to autonomously build a representation of its workspace: we call this representation Reachable Space Map. Interestingly, the robot can use this map to: (i) estimate the Reachability of a visually detected object (i.e. judge whether the object can be reached for, and how well, according to some performance metric) and (ii) modify its body posture or its position with respect to the object to achieve better reaching. The robot learns this map incrementally during the execution of goal-directed reaching movements; reaching control employs kinematic models that are updated online as well. Our solution is innovative with respect to previous works in three aspects: the robot workspace is described using a gaze-centered motor representation, the map is built incrementally during the execution of goal-directed actions, learning is autonomous and online. We implement our strategy on the 48-DOFs humanoid robot Kobian and we show how the Reachable Space Map can support intelligent reaching behavior with the whole-body (i.e. head, eyes, arm, waist, legs). We present a system for grasping unknown objects, even from piles or cluttered scenes, given a point cloud. Our method is based on the topography of a given scene and abstracts grasp-relevant structures to enable machine learning techniques for grasping tasks. We describe how Height Accumulated Features HAF and their extension, Symmetry Height Accumulated Features, extract grasp relevant local shapes. We investigate grasp quality using an F-score metric. We demonstrate the gain and the expressive power of HAF by comparing its trained classifier with one that resulted from training on simple height grids. An efficient way to calculate HAF is presented. We describe how the trained grasp classifier is used to explore the whole grasp space and introduce a heuristic to find the most robust grasp. We show how to use our approach to adapt the gripper opening width before grasping. In robotic experiments we demonstrate different aspects of our system on three robot platforms: a Schunk seven-degree-of-freedom arm, a PR2 and a Kuka LWR arm. We perform tasks to grasp single objects, autonomously unload a box and clear the table. Thereby we show that our approach is easily adaptable and robust with respect to different manipulators. As part of the experiments we compare our algorithm with a state-of-the-art method and show significant improvements. Concrete examples are used to illustrate the benefit of our approach compared with established grasp approaches. Finally, we show advantages of the symbiosis between our approach and object recognition. We show how a robot can autonomously learn an ontology of objects to explain aspects of its sensor input from an unknown dynamic world. Unsupervised learning about objects is an important conceptual step in developmental learning, whereby the agent clusters observations across space and time to construct stable perceptual representations of objects. Our proposed unsupervised learning method uses the properties of allocentric occupancy grids to classify individual sensor readings as static or dynamic. Dynamic readings are clustered and the clusters are tracked over time to identify objects, separating them both from the background of the environment and from the noise of unexplainable sensor readings. Once trackable clusters of sensor readings (i.e., objects) have been identified, we build shape models where they are stable and consistent properties of these objects. However, the representation can tolerate, represent, and track amorphous objects as well as those that have well-defined shape. In the end, the learned ontology makes it possible for the robot to describe a cluttered dynamic world with symbolic object descriptions along with a static environment model, both models grounded in sensory experience, and learned without external supervision.