We bridge the gap between two issues in infant development: vocal development and intrinsic motivation. We propose and experimentally test the hypothesis that general mechanisms of intrinsically motivated spontaneous exploration, also called curiosity-driven learning, can self-organize developmental stages during early vocal learning. We introduce a computational model of intrinsically motivated vocal exploration, which allows the learner to autonomously structure its own vocal experiments, and thus its own learning schedule, through a drive to maximize competence progress. This model relies on a physical model of the vocal tract, the auditory system and the agent's motor control as well as vocalizations of social peers. We present computational experiments that show how such a mechanism can explain the adaptive transition from vocal self-exploration with little influence from the speech environment, to a later stage where vocal exploration becomes influenced by vocalizations of peers. Within the initial self-exploration phase, we show that a sequence of vocal production stages self-organizes, and shares properties with data from infant developmental psychology: the vocal learner first discovers how to control phonation, then focuses on vocal variations of unarticulated sounds, and finally automatically discovers and focuses on babbling with articulated proto-syllables. As the vocal learner becomes more proficient at producing complex sounds, imitating vocalizations of peers starts to provide high learning progress explaining an automatic shift from self-exploration to vocal imitation.
This paper addresses the problem of active object learning by a humanoid child-like robot, using a developmental approach. We propose a cognitive architecture where the visual representation of the objects is built incrementally through active exploration. We present the design guidelines of the cognitive architecture, its main functionalities, and we outline the cognitive process of the robot by showing how it learns to recognize objects in a human-robot interaction scenario inspired by social parenting. The robot actively explores the objects through manipulation, driven by a combination of social guidance and intrinsic motivation. Besides the robotics and engineering achievements, our experiments replicate some observations about the coupling of vision and manipulation in infants, particularly how they focus on the most informative objects. We discuss the further benefits of our architecture, particularly how it can be improved and used to ground concepts.
We present an active learning architecture that allows a robot to actively learn which data collection strategy is most e cient for acquiring motor skills to achieve multiple outcomes, and generalise over its experience to achieve new outcomes. The robot explores its environment both via interactive learning and goal-babbling. It learns at the same time when, who and what to actively imitate from several available teachers, and learns when not to use social guidance but use active goal-oriented self-exploration. This is formalised in the framework of life-long strategic learning. The proposed architecture, called Socially Guided Intrinsic Motivation with Active Choice of Teacher and Strategy (SGIM-ACTS), relies on hierarchical active decisions of what and how to learn driven by empirical evaluation of learning progress for each learning strategy. We illustrate with an experiment where a simulated robot learns to control its arm for realising two kinds of di erent outcomes. It has to choose actively and hierarchically at each learning episode: 1) what to learn: which outcome is most interesting to select as a goal to focus on for goal-directed exploration; 2) how to learn: which data collection strategy to use among self-exploration, mimicry and emulation; 3) once he has decided when and what to imitate by choosing mimicry or emulation, then he has to choose who to imitate, from a set of di erent teachers. We show that SGIM-ACTS learns significantly more e ciently than using single learning strategies, and coherently selects the best strategy with respect to the chosen outcome, taking advantage of the available teachers (with di erent levels of skills).Keywords strategic learner · imitation learning · mimicry · emulation · artificial curiosity · intrinsic motivation · interactive learner · active learning · goal babbling · robot skill learning Strategic Active Learning for Life-Long Acquisition of Multiple SkillsLife-long learning by robots to acquire multiple skills in unstructured environments poses challenges of not only predicting the consequences or outcomes of their actions on the environment, but also learning the causal e ectiveness of their actions for varied outcomes. The set of outcomes can be in large and high-dimensional sensorimotor spaces, while the physical embedding of robots allows only limited time for collecting training data. The learning agent has to decide for instance in which order he should focus on learning how to achieve the di erent outcomes, how much time he can spend to learn to achieve an outcome or which data collection strategy to use for learning to achieve a given outcome.
Assistive technologies (AT) became pervasive and virtually present in all our life domains. They can be either an enabler or an obstacle leading to social exclusion. The Fondation Médéric Alzheimer gathered international experts of dementia care, with backgrounds in biomedical, human and social sciences, to analyse how AT can address the capabilities of people with dementia, on the basis of their needs. Discussion covered the unmet needs of people with dementia, the domains of daily life activities where AT can provide help to people with dementia, the enabling and empowering impact of technology to improve their safety and wellbeing, barriers and limits of use, technology assessment, ethical and legal issues. The capability approach (possible freedom) appears particularly relevant in person-centered dementia care and technology development. The focus is not on the solution, rather on what the person can do with it: seeing dementia as disability, with technology as an enabler to promote capabilities of the person, provides a useful framework for both research and practice. This article summarizes how these concepts took momentum in professional practice and public policies in the past fifteen years (2000)(2001)(2002)(2003)(2004)(2005)(2006)(2007)(2008)(2009)(2010)(2011)(2012)(2013)(2014)(2015), discusses current issues in the design, development and economic model of AT for people with dementia, and covers how these technologies are being used and assessed.
We aim at a robot capable to learn sequences of actions to achieve a field of complex tasks. In this paper, we are considering the learning of a set of interrelated complex tasks hierarchically organized. To learn this high-dimensional mapping between a continuous high-dimensional space of tasks and an infinite dimensional space of unbounded sequences of actions, we introduce a new framework called “procedures”, which enables the autonomous discovery of how to combine previously learned skills in order to learn increasingly complex combinations of motor policies. We propose an active learning algorithmic architecture, capable of organizing its learning process in order to achieve a field of complex tasks by learning sequences of primitive motor policies. Based on heuristics of active imitation learning, goal-babbling and strategic learning using intrinsic motivation, our algorithmic architecture leverages our procedures framework to actively decide during its learning process which outcome to focus on and which exploration strategy to apply. We show on a simulated environment that our new architecture is capable of tackling the learning of complex motor policies by adapting the complexity of its policies to the task at hand. We also show that our “procedures” enable the learning agent to discover the task hierarchy and exploit his experience of previously learned skills to learn new complex tasks.
Recent advances in Internet of Things (IoT) technologies and the reduction in the cost of sensors have encouraged the development of smart environments, such as smart homes. Smart homes can offer home assistance services to improve the quality of life, autonomy, and health of their residents, especially for the elderly and dependent. To provide such services, a smart home must be able to understand the daily activities of its residents. Techniques for recognizing human activity in smart homes are advancing daily. However, new challenges are emerging every day. In this paper, we present recent algorithms, works, challenges, and taxonomy of the field of human activity recognition in a smart home through ambient sensors. Moreover, since activity recognition in smart homes is a young field, we raise specific problems, as well as missing and needed contributions. However, we also propose directions, research opportunities, and solutions to accelerate advances in this field.
This paper studies the coupling of internally guided learning and social interaction, and more specifically the improvement owing to demonstrations of the learning by intrinsic motivation. We present Socially Guided Intrinsic Motivation by Demonstration (SGIM-D), an algorithm for learning in continuous, unbounded and non-preset environments. After introducing social learning and intrinsic motivation, we describe the design of our algorithm, before showing through a fishing experiment that SGIM-D efficiently combines the advantages of social learning and intrinsic motivation to gain a wide repertoire while being specialised in specific subspaces.
This paper presents a technical approach to robot learning of motor skills which combines active intrinsically motivated learning with imitation learning. Our architecture, called SGIM-D, allows efficient learning of high-dimensional continuous sensorimotor inverse models in robots, and in particular learns distributions of parameterised motor policies that solve a corresponding distribution of parameterised goals/tasks. This is made possible by the technical integration of imitation learning techniques within an algorithm for learning inverse models that relies on active goal babbling. After reviewing social learning and intrinsic motivation approaches to action learning, we describe the general framework of our algorithm, before detailing its architecture. In an experiment where a robot arm has to learn to use a flexible fishing line , we illustrate that SGIM-D efficiently combines the advantages of social learning and intrinsic motivation and benefits from human demonstration properties to learn how to produce varied outcomes in the environment, while developing more precise control policies in large spaces.
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