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.
These works @cite_37 @cite_21 @cite_2 are close to the work presented in this paper. They gather in a single study affordance learning, online learning, exploration process, and interactive perception. The affordance map of Kim and Sukhatme @cite_21 is close to our relevance map by the way they both segment interesting elements for the agent, but exploration and learning were conducted in simulation only, in simple environments and setups, and only one affordance was learnt. The study proposed by @cite_2 can learn several affordances in simulation, but it was tested in reality with only one action. The approach proposed in this article is based on similar principles but it allows the system to learn relevance maps relative to several affordances in more complex and realistic environments, in real world-experiments.
@cite_37 @cite_21 @cite_2
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Robots are often required to operate in environments where humans are not present, but yet require the human context information for better human robot interaction. Even when humans are present in the environment, detecting their presence in cluttered environments could be challenging. As a solution to this problem, this paper presents the concept of affordance-map which learns human context by looking at geometric features of the environment. Instead of observing real humans to learn human context, it uses virtual human models and their relationships with the environment to map hidden human affordances in 3D scenes. The affordance-map learning problem is formulated as a multi label classification problem that can be learned using cost-sensitive SVM. Experiments carried out in a real 3D scene dataset recorded promising results and proved the applicability of affordance-map for mapping human context. The concept of affordances, introduced in psychology by J. J. Gibson, has recently attracted interest in the development of cognitive systems in autonomous robotics. In earlier work (Sahin, Cakmak, Dogar, Ugur, & Acoluk), we reviewed the uses of this concept in different fields and proposed a formalism to use affordances at different levels of robot control. In this article, we first review studies in ecological psychology on the learning and perception of traversability in organisms and describe how the existence of traversability was judged to exist. We then describe the implementation of one part of the affordance formalism for the learning and perception of traversability affordances on a mobile robot equipped with range sensing ability. Through experiments inspired by ecological psychology, we show that the robot, by interacting with its environment, can learn to perceive the traversability affordances. Moreover, we claim that three of the main attributes that are commonly associated with affordances, that is, affordances being relative to the environment, providing perceptual economy, and providing general information, are simply consequences of learning from the interactions of the robot with the environment. Affordances encode relationships between actions, objects, and effects. They play an important role on basic cognitive capabilities such as prediction and planning. We address the problem of learning affordances through the interaction of a robot with the environment, a key step to understand the world properties and develop social skills. We present a general model for learning object affordances using Bayesian networks integrated within a general developmental architecture for social robots. Since learning is based on a probabilistic model, the approach is able to deal with uncertainty, redundancy, and irrelevant information. We demonstrate successful learning in the real world by having an humanoid robot interacting with objects. We illustrate the benefits of the acquired knowledge in imitation games. Analyzing affordances has its root in socio-cognitive development of primates. Knowing what the environment, including other agents, can offer in terms of action capabilities is important for our day-to-day interaction and cooperation. In this paper, we will merge two complementary aspects of affordances: from agent-object perspective, what an agent afford to do with an object, and from agent-agent perspective, what an agent can afford to do for other agent, and present a unified notion of Affordance Graph. The graph will encode affordances for a variety of tasks: take, give, pick, put on, put into, show, hide, make accessible, etc. Another novelty will be to incorporate the aspects of effort and perspective-taking in constructing such graph. Hence, the Affordance Graph will tell about the action-capabilities of manipulating the objects among the agents and across the places, along with the information about the required level of efforts and the potential places. We will also demonstrate some interesting applications.