ترغب بنشر مسار تعليمي؟ اضغط هنا

Interactively Picking Real-World Objects with Unconstrained Spoken Language Instructions

59   0   0.0 ( 0 )
 نشر من قبل Sosuke Kobayashi
 تاريخ النشر 2017
  مجال البحث الهندسة المعلوماتية
والبحث باللغة English




اسأل ChatGPT حول البحث

Comprehension of spoken natural language is an essential component for robots to communicate with human effectively. However, handling unconstrained spoken instructions is challenging due to (1) complex structures including a wide variety of expressions used in spoken language and (2) inherent ambiguity in interpretation of human instructions. In this paper, we propose the first comprehensive system that can handle unconstrained spoken language and is able to effectively resolve ambiguity in spoken instructions. Specifically, we integrate deep-learning-based object detection together with natural language processing technologies to handle unconstrained spoken instructions, and propose a method for robots to resolve instruction ambiguity through dialogue. Through our experiments on both a simulated environment as well as a physical industrial robot arm, we demonstrate the ability of our system to understand natural instructions from human operators effectively, and how higher success rates of the object picking task can be achieved through an interactive clarification process.

قيم البحث

اقرأ أيضاً

With robotics rapidly advancing, more effective human-robot interaction is increasingly needed to realize the full potential of robots for society. While spoken language must be part of the solution, our ability to provide spoken language interaction capabilities is still very limited. The National Science Foundation accordingly convened a workshop, bringing together speech, language, and robotics researchers to discuss what needs to be done. The result is this report, in which we identify key scientific and engineering advances needed. Our recommendations broadly relate to eight general themes. First, meeting human needs requires addressing new challenges in speech technology and user experience design. Second, this requires better models of the social and interactive aspects of language use. Third, for robustness, robots need higher-bandwidth communication with users and better handling of uncertainty, including simultaneous consideration of multiple hypotheses and goals. Fourth, more powerful adaptation methods are needed, to enable robots to communicate in new environments, for new tasks, and with diverse user populations, without extensive re-engineering or the collection of massive training data. Fifth, since robots are embodied, speech should function together with other communication modalities, such as gaze, gesture, posture, and motion. Sixth, since robots operate in complex environments, speech components need access to rich yet efficient representations of what the robot knows about objects, locations, noise sources, the user, and other humans. Seventh, since robots operate in real time, their speech and language processing components must also. Eighth, in addition to more research, we need more work on infrastructure and resources, including shareable software modules and internal interfaces, inexpensive hardware, baseline systems, and diverse corpora.
We develop a system to disambiguate object instances within the same class based on simple physical descriptions. The system takes as input a natural language phrase and a depth image containing a segmented object and predicts how similar the observe d object is to the object described by the phrase. Our system is designed to learn from only a small amount of human-labeled language data and generalize to viewpoints not represented in the language-annotated depth image training set. By decoupling 3D shape representation from language representation, this method is able to ground language to novel objects using a small amount of language-annotated depth-data and a larger corpus of unlabeled 3D object meshes, even when these objects are partially observed from unusual viewpoints. Our system is able to disambiguate between novel objects, observed via depth images, based on natural language descriptions. Our method also enables view-point transfer; trained on human-annotated data on a small set of depth images captured from frontal viewpoints, our system successfully predicted object attributes from rear views despite having no such depth images in its training set. Finally, we demonstrate our approach on a Baxter robot, enabling it to pick specific objects based on human-provided natural language descriptions.
83 - Yichi Zhang , Joyce Chai 2021
Despite recent progress, learning new tasks through language instructions remains an extremely challenging problem. On the ALFRED benchmark for task learning, the published state-of-the-art system only achieves a task success rate of less than 10% in an unseen environment, compared to the human performance of over 90%. To address this issue, this paper takes a closer look at task learning. In a departure from a widely applied end-to-end architecture, we decomposed task learning into three sub-problems: sub-goal planning, scene navigation, and object manipulation; and developed a model HiTUT (stands for Hierarchical Tasks via Unified Transformers) that addresses each sub-problem in a unified manner to learn a hierarchical task structure. On the ALFRED benchmark, HiTUT has achieved the best performance with a remarkably higher generalization ability. In the unseen environment, HiTUT achieves over 160% performance gain in success rate compared to the previous state of the art. The explicit representation of task structures also enables an in-depth understanding of the nature of the problem and the ability of the agent, which provides insight for future benchmark development and evaluation.
We train embodied neural networks to plan and navigate unseen complex 3D environments, emphasising real-world deployment. Rather than requiring prior knowledge of the agent or environment, the planner learns to model the state transitions and rewards . To avoid the potentially hazardous trial-and-error of reinforcement learning, we focus on differentiable planners such as Value Iteration Networks (VIN), which are trained offline from safe expert demonstrations. Although they work well in small simulations, we address two major limitations that hinder their deployment. First, we observed that current differentiable planners struggle to plan long-term in environments with a high branching complexity. While they should ideally learn to assign low rewards to obstacles to avoid collisions, we posit that the constraints imposed on the network are not strong enough to guarantee the network to learn sufficiently large penalties for every possible collision. We thus impose a structural constraint on the value iteration, which explicitly learns to model any impossible actions. Secondly, we extend the model to work with a limited perspective camera under translation and rotation, which is crucial for real robot deployment. Many VIN-like planners assume a 360 degrees or overhead view without rotation. In contrast, our method uses a memory-efficient lattice map to aggregate CNN embeddings of partial observations, and models the rotational dynamics explicitly using a 3D state-space grid (translation and rotation). Our proposals significantly improve semantic navigation and exploration on several 2D and 3D environments, succeeding in settings that are otherwise challenging for this class of methods. As far as we know, we are the first to successfully perform differentiable planning on the difficult Active Vision Dataset, consisting of real images captured from a robot.
This paper proposes a novel method for randomized bin-picking based on learning. When a two-fingered gripper tries to pick an object from the pile, a finger often contacts a neighboring object. Even if a finger contacts a neighboring object, the targ et object will be successfully picked depending on the configuration of neighboring objects. In our proposed method, we use the visual information on neighboring objects to train the discriminator. Corresponding to a grasping posture of an object, the discriminator predicts whether or not the pick will be successful even if a finger contacts a neighboring object. We examine two learning algorithms, the linear support vector machine (SVM) and the random forest (RF) approaches. By using both methods, we demonstrate that the picking success rate is significantly higher than with conventional methods without learning.
التعليقات
جاري جلب التعليقات جاري جلب التعليقات
سجل دخول لتتمكن من متابعة معايير البحث التي قمت باختيارها
mircosoft-partner

هل ترغب بارسال اشعارات عن اخر التحديثات في شمرا-اكاديميا