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Speeding Up Affordance Learning for Tool Use, Using Proprioceptive and Kinesthetic Inputs

机译:通过使用本体感受和动觉输入来加快工具使用的负担能力学习

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End-to-end learning in deep reinforcement learning based on raw visual input has shown great promise in various tasks involving sensorimotor control. However, complex tasks such as tool use require recognition of affordance and a series of non-trivial subtasks such as reaching the tool, grasping the tool, and wielding the tool. In such tasks, end-to-end approaches with only the raw input (e.g. pixel-wise images) may fail to learn to perform the task or may take too long to converge. In this paper, inspired by the biological sensorimotor system, we explore the use of proprioceptive/kinesthetic inputs (internal inputs for body position and motion) as well as raw visual inputs (exteroception, external perception) for use in affordance learning for tool use tasks. We set up a reaching task in a simulated physics environment (MuJoCo), where the agent has to pick up a T-shaped tool to reach and drag a target object to a designated region in the environment. We used an Actor-Critic-based reinforcement learning algorithm called ACKTR (Actor-Critic using Kronecker-Factored Trust Region) and trained it using various input conditions to assess the utility of proprioceptive/kinesthetic inputs. Our results show that the inclusion of proprioceptive/kinesthetic inputs (position and velocity of the limb) greatly enhances the performance of the agent: higher success rate, and faster convergence to the solution. The lesson we learned is the important factor of the intertwined relationship of exteroceptive and proprioceptive in sensorimotor learning and that although end-to-end learning based on raw input may be appealing, separating the exteroceptive and proprioceptive/kinesthetic factors in the input to the learner, and providing the necessary internal inputs can lead to faster, more effective learning.
机译:基于原始视觉输入的深度强化学习中的端到端学习在涉及感觉运动控制的各种任务中显示出了巨大的希望。但是,复杂的任务(例如使用工具)需要识别负担能力,并且需要一系列非平凡的子任务,例如到达工具,抓紧工具和操纵工具。在此类任务中,仅使用原始输入的端到端方法(例如,逐像素图像)可能无法学习执行任务,或者可能花费太长时间才能收敛。在本文中,受生物感觉运动系统的启发,我们探索了本体感受/动觉输入(身体位置和运动的内部输入)以及原始视觉输入(外在感受,外部感知)的使用,以用于工具使用任务的能力学习。我们在模拟物理环境(MuJoCo)中设置了一个到达任务,其中代理必须拿起T形工具才能到达并将目标对象拖到环境中的指定区域。我们使用了一种基于Actor-Critic的强化学习算法,称为ACKTR(使用Kronecker-Factored Trust Region的Actor-Critic),并使用各种输入条件对其进行了训练,以评估本体感受/动觉输入的效用。我们的结果表明,包括本体感觉/运动感觉输入(肢体的位置和速度)在内,可大大提高代理的性能:成功率更高,解决方案收敛更快。我们吸取的教训是感觉运动学习中知觉和本体感受相互交织的关系的重要因素,尽管基于原始输入的端到端学习可能很有吸引力,但将输入中的知觉/本体感觉/运动感觉因素分开,并提供必要的内部投入,可以使学习更快,更有效。

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