We study a novel architecture and training procedure for locomotion tasks. A high-frequency, low-level "spinal" network with access to proprioceptive sensors learns sensorimotor primitives by training on simple tasks. This pre-trained module is fixed and connected to a low-frequency, high-level "cortical" network, with access to all sensors, which drives behavior by modulating the inputs to the spinal network. Where a monolithic end-to-end architecture fails completely, learning with a pre-trained spinal module succeeds at multiple high-level tasks, and enables the effective exploration required to learn from sparse rewards. We test our proposed architecture on three simulated bodies: a 16-dimensional swimming snake, a 20-dimensional quadruped, and a 54-dimensional humanoid. Our results are illustrated in the accompanying video at this https URL
The notion that biological motor systems are hierarchical is ancient, dating to the 19th century @cite_18 . In the 20th century, Bernstein promulgated the notion of hierarchical control through motor synergies,'' or stereotyped, multi-joint muscle activation combinations @cite_2 . More recently, the notion of spinal motor primitives has been forwarded by Mussa-Ivaldi and Bizzi @cite_9 and others @cite_4 . Motor primitives have resonated in robotics, especially as Dynamic Movement Primitives @cite_6 , which are low-dimensionality attractor systems that can simplify the learning of robot movements, and hierarchical robot control abstractions date to at least the 1980s @cite_3 . Modern control theorists have also considered abstract hierarchical architectures for manipulation @cite_20 and more bio-mechanical descriptions of locomotion @cite_11 .
@cite_18 @cite_4 @cite_9 @cite_6 @cite_3 @cite_2 @cite_20 @cite_11
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It is generally thought that skilled behavior in human beings results from a functional hierarchy of the motor control system, within which reusable motor primitives are flexibly integrated into various sensori-motor sequence patterns. The underlying neural mechanisms governing the way in which continuous sensori-motor flows are segmented into primitives and the way in which series of primitives are integrated into various behavior sequences have, however, not yet been clarified. In earlier studies, this functional hierarchy has been realized through the use of explicit hierarchical structure, with local modules representing motor primitives in the lower level and a higher module representing sequences of primitives switched via additional mechanisms such as gate-selecting. When sequences contain similarities and overlap, however, a conflict arises in such earlier models between generalization and segmentation, induced by this separated modular structure. To address this issue, we propose a different type of neural network model. The current model neither makes use of separate local modules to represent primitives nor introduces explicit hierarchical structure. Rather than forcing architectural hierarchy onto the system, functional hierarchy emerges through a form of self-organization that is based on two distinct types of neurons, each with different time properties (‘‘multiple timescales’’). Through the introduction of multiple timescales, continuous sequences of behavior are segmented into reusable primitives, and the primitives, in turn, are flexibly integrated into novel sequences. In experiments, the proposed network model, coordinating the physical body of a humanoid robot through high-dimensional sensori-motor control, also successfully situated itself within a physical environment. Our results suggest that it is not only the spatial connections between neurons but also the timescales of neural activity that act as important mechanisms leading to functional hierarchy in neural systems. In this paper we discuss a new perspective on how the central nervous system (CNS) represents and solves some of the most fundamental computational problems of motor control. In particular, we consider the task of transforming a planned limb movement into an adequate set of motor commands. To carry out this task the CNS must solve a complex inverse dynamic problem. This problem involves the transformation from a desired motion to the forces that are needed to drive the limb. The inverse dynamic problem is a hard computational challenge because of the need to coordinate multiple limb segments and because of the continuous changes in the mechanical properties of the limbs and of the environment with which they come in contact. A number of studies of motor learning have provided support for the idea that the CNS creates, updates and exploits internal representations of limb dynamics in order to deal with the complexity of inverse dynamics. Here we discuss how such internal representations are likely to be built by combining the modular primitives in the spinal cord as well as other building blocks found in higher brain structures. Experimental studies on spinalized frogs and rats have led to the conclusion that the premotor circuits within the spinal cord are organized into a set of discrete modules. Each module, when activated, induces a specific force field and the simultaneous activation of multiple modules leads to the vectorial combination of the corresponding fields. We regard these force fields as computational primitives that are used by the CNS for generating a rich grammar of motor behaviours. Currently, the field of sensory-motor neuroscience lacks a computational model that can replicate real-time control of biological brain. Due to incomplete neural and anatomical data, traditional neural network training methods fail to model the sensory-motor systems. Here we introduce a novel modeling method based on stochastic optimal control framework which is well suited for this purpose. Our controller is implemented with a recurrent neural network (RNN) whose goal is approximating the optimal global control law for the given plant and cost function. We employ a risk-sensitive objective function proposed by Jacobson (1973) for robustness of controller. For maximum optimization efficiency, we introduce a step response sampling method, which minimizes complexity of the optimization problem. We use conjugate gradient descent method for optimization, and gradient is calculated via Pontryagins maximum principle. In the end, we obtain highly stable and robust RNN controllers that can generate infinite varieties of attractor dynamics of the plant, which are proposed as building blocks of movement generation. We show two such examples, a point attractor based and a limit-cycle based dynamics. In this paper, we proposed a visually stimulated motor control (VSMC) system for autonomous navigation of mobile robots. Inspired from a locusts’ motion sensitive interneuron – lobula giant movement detector (LGMD), the presented VSMC system enables a robot exploring local paths or interacting with dynamic objects effectively using visual input only. The VSMC consists of a pair of LGMD visual neural networks and a simple motor command generator. Each LGMD processes images covering part of the wide field of view and extracts relevant visual cues. The outputs from the two LGMDs are compared and interpreted into executable motor commands directly. These motor commands are then executed by the robot’s wheel control system in real-time to generate corresponded motion adjustment accordingly. Our experiments showed that this bio-inspired VSMC system worked well in different scenarios. We describe a new method for representing human movement compactly, in terms of a linear super-imposition of simpler movements termed i>primitives. This method is a part of a larger research project aimed at modeling motor control and imitation using the notion of perceptuo-motor primitives, a basis set of coupled perceptual and motor routines. In our model, the perceptual system is biased by the set of motor behaviors the agent can execute. Thus, an agent can automatically classify observed movements into its executable repertoire. In this paper, we describe a method for automatically deriving a set of primitives directly from human movement data. We used movement data gathered from a psychophysical experiment on human imitation to derive the primitives. The data were first filtered, then segmented, and principal component analysis was applied to the segments. The eigenvectors corresponding to a few of the highest eigenvalues provide us with a basis set of primitives. These are used, through superposition and sequencing, to reconstruct the training movements as well as novel ones. The validation of the method was performed on a humanoid simulation with physical dynamics. The effectiveness of the motion reconstruction was measured through an error metric. We also explored and evaluated a technique of clustering in the space of primitives for generating controllers for executing frequently used movements. Dynamic system-based motor primitives have enabled robots to learn complex tasks ranging from Tennis-swings to locomotion. However, to date there have been only few extensions which have incorporated perceptual coupling to variables of external focus, and, furthermore, these modifications have relied upon handcrafted solutions. Humans learn how to couple their movement primitives with external variables. Clearly, such a solution is needed in robotics. In this paper, we propose an augmented version of the dynamic systems motor primitives which incorporates perceptual coupling to an external variable. The resulting perceptually driven motor primitives include the previous primitives as a special case and can inherit some of their interesting properties. We show that these motor primitives can perform complex tasks such a Ball-in-a-Cup or Kendama task even with large variances in the initial conditions where a skilled human player would be challenged. For doing so, we initialize the motor primitives in the traditional way by imitation learning without perceptual coupling. Subsequently, we improve the motor primitives using a novel reinforcement learning method which is particularly well-suited for motor primitives. We present a hierarchical framework for approximately optimal control of redundant manipulators. The plant is augmented with a low-level feedback controller, designed to yield input-output behavior that captures the task-relevant aspects of plant dynamics but has reduced dimensionality. This makes it possible to reformulate the optimal control problem in terms of the augmented dynamics, and optimize a high-level feedback controller without running into the curse of dimensionality. The resulting control hierarchy compares favorably to existing methods in robotics. Furthermore, we demonstrate a number of similarities to (nonhierarchical) optimal feedback control. Besides its engineering applications, the new framework addresses a key unresolved problem in the neural control of movement. It has long been hypothesized that coordination involves selective control of task parameters via muscle synergies, but the link between these parameters and the synergies capable of controlling them has remained elusive. Our framework provides this missing link. © 2005 Wiley Periodicals, Inc. In recent years different lines of evidence have led to the idea that motor actions and movements in both vertebrates and invertebrates are composed of elementary building blocks. The entire motor repertoire can be spanned by applying a well-defined set of operations and transformations to these primitives and by combining them in many different ways according to well-defined syntactic rules. Motor and movement primitives and modules might exist at the neural, dynamic and kinematic levels with complicated mapping among the elementary building blocks subserving these different levels of representation. Hence, while considerable progress has been made in recent years in unravelling the nature of these primitives, new experimental, computational and conceptual approaches are needed to further advance our understanding of motor compositionality.