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Robot Learning Jeremy Wyatt School of Computer Science University of Birmingham
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Plan Why and when What we can do –Learning how to act –Learning maps –Evolutionary Robotics How we do it –Supervised Learning –Learning from punishments and rewards –Unsupervised Learning
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Learning How to Act What can we do? –Reaching –Road following –Box pushing –Wall following –Pole-balancing –Stick juggling –Walking
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Learning How to Act: Reaching We can learn from reinforcement or from a teacher (supervised learning) Reinforcement Learning: –Action: Move your arm ( ) –You received a reward of 2.1 Supervised Learning: –Action: Move your hand to –You should have moved to (x,y,z)
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Learning How to Act: Driving ALVINN: learned to drive in 5 minutes Learns to copy the human response Feedforward multilayer neural network 30 32 Steering wheel position
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Learning How to Act: Driving Network outputs form a Gaussian Mean encodes the driving direction Compare with the “correct” human action Compute error for each unit given desired Gaussian
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Learning How to Act: Driving Distribution of training examples from on the fly learning causes problems Network doesn’t see how to cope with misalignments Network can forget if it doesn’t see a situation for a while Answer: generate new examples from the on the fly images
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Learning How to Act: Driving Use camera geometry to assess new field of view Fill in using information about road structure Transform the target steering direction Present as a new training example
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Learning How to Act: Driving
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Learning How to Act Obelix Learns to push boxes Reinforcement Learning
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What is Reinforcement Learning? Learning from punishments and rewards Agent moves through world, observing states and rewards Adapts its behaviour to maximise some function of reward s9s9 s5s5 s4s4 …… … +50 +3 r9r9 r5r5 r4r4 r1r1 s1s1 a9a9 a5a5 a4a4 a2a2 … a3a3 a1a1 s2s2 s3s3
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Return: Long term performance Let’s assume our agent acts according to some rules, called a policy, The return R t is a measure of long term reward collected after time t The expected return for a state-action pair is called a Q value Q(s,a) +50 +3 r9r9 r5r5 r4r4 r1r1
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One step Q-learning Guess how good state-action pairs are Take an action Watch the new state and reward Update the state-action value s t+1 atat stst r t+1
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Obelix Won’t converge with a single controller Works if you divide it into behaviours But …
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Evolutionary Robotics
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Learning Maps
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