Imitation is a powerful mechanism whereby knowledge may be transferred between agents (both biological and artificial). Key problems on the topic of imitation have emerged in various areas close to artificial intelligence, including the cognitive and social sciences, animal behavior, robotics, human-computer interaction, embodied intelligence, software engineering, programming by example and machine learning. Artificial systems used to study imitation can both test models of imitation derived from observational or neurobiological data on imitation in animals and then apply them to different kinds of nonbiological systems ranging from robots to software agents. A crucial problem in imitation is the correspondence problem, mapping action sequences of the demonstrator and the imitator agent. This problem becomes particularly obvious when the two agents do not share the same embodiment and affordances. This paper describes a new general imitation mechanism called Action Learning for Imitation via Correspondence between embodiments (ALICE) that specifically addresses the correspondence problem. The mechanism is implemented and its efficacy illustrated on the "chessworld" testbed that was created to study imitation from an agent-based perspective, i.e., by a particular agent in a particular environment.
Abstract-This paper addresses the problem of body mapping in robotic imitation where the demonstrator and imitator may not share the same embodiment [degrees of freedom (DOFs), body morphology, constraints, affordances, and so on]. Body mappings are formalized using a unified (linear) approach via correspondence matrices, which allow one to capture partial, mirror symmetric, one-to-one, one-to-many, many-to-one, and many-to-many associations between various DOFs across dissimilar embodiments. We show how metrics for matching state and action aspects of behavior can be mathematically determined by such correspondence mappings, which may serve to guide a robotic imitator. The approach is illustrated and validated in a number of simulated 3-D robotic examples, using agents described by simple kinematic models and different types of correspondence mappings.Index Terms-Correspondence problem, imitation and social learning, programming by demonstration, state and action metrics.
Imitative learning and learning by observation are social mechanisms that allow a robot to acquire knowledge from a human or another robot. However to be able to obtain skills in this way the robot faces many complex issues, one of which is that of finding solutions to the correspondence problem. Evolutionary predecessors to observational imitation may have been self-imitation where an agent avoids the complexities of the correspondence problem by learning and replicating actions it has experienced through the manipulation of its body. We investigate how a robotic control and teaching system using self-imitation can be constructed with reference to psychological models of motor control and ideas from social scaffolding seen in animals. Within these scaffolded environments sets of competencies can be built by constructing hierarchical state/action memory maps of the robot's interaction within that environment. The scaffolding process provides a mechanism to enable learning to be scaled up. The resulting system allows a human trainer to teach a robot new skills and modify skills that the robot may possess. Additionally the system allows the robot to notify the trainer when it is being taught skills it already has in its repertoire and to direct and focus its attention and sensor resources to relevant parts of the skill being executed. We argue that these mechanisms may be a first step towards the transformation from self-imitation to observational imitation. The system is validated on a physical pioneer robot that is taught using self-imitation to track, follow and point to a patterned object.
The study of imitation and other mechanisms of social learning is an exciting area of research for all those interested in understanding the origin and the nature of animal learning in asocial context. Moreover, imitation is an increasingly important research topic in Artificial Intelligence and social robotics which opens up the possibility ofindividualized social intelligencein robots that are part of a community, and allows us to harness not only individual learning by the single robot, but also the acquisition of new skills by observing other members of the community (robots, humans, or virtual agents). After an introduction to the main research issues in research on imitation in various fields (including psychology, biology and robotics), we motivate the particular focus of this work, namely thecorrespondence problem. We describeAction Learning for Imitation via Correspondences between Embodiments(Alice), an implemented generic framework for solving the correspondence problem between differently embodied robots. Alice enables a robotic agent to learn a behavioral repertoire suitable to performing a task by observing a model agent. Importantly, the model agent could possibly possess a different type of body, e.g. a different number of limbs or joints (implying different degrees of freedom), a different height, different sensors, a different basic action repertoire, etc. Previously, in a test-bed where the agents differed according to their possible movement patterns, we demonstrated that the character of imitation achieved will depend on the granularity of subgoal matching, and on the metrics used to evaluate success.In our current work, we implemented Alice in a new test-bed calledRabitwhere simple simulated robotic arm agents use various metrics for evaluating success according to actions, states, effects, or weighted combinations.We examine the roles ofsynchronization,looseness of perceptual matching, and ofproprioceptive matchingby a series of experiments. Also, we study how Alice copes withchanges in the embodimentof the imitator during learning. Our simulation results suggest thatsynchronizationandloose perceptual matchingallow for faster acquisition of behavioral compentencies at low error rates.Social learning (broadly construed) plays a role as areplicationmechanism for behaviors and results invariabilitywhen the transmitted behavior differs from the model’s behavior, thus providing theevolutionary substrate for cultureand its pre-cursors. Social learning in robotics could therefore serve as the basis for culture in societies whose members include artificial agents. We address the use of imitative social learning mechanisms like Alice for transmission of skills between robots, and give first examples of transmission of a skill despite differences in embodiment of agents involved. In the particular setup, transmission occurs through a chain, as well as emerging in cyclic arrangements of robots. These simple examples demonstrate that by using social learning and imitation,(proto-)cultural transmissionis possible among robots, even in heterogeneous groups of robots.
We present a hybrid Immersive Analytics system to support asymmetrical collaboration between a pair of users during synchronous data exploration. The system consists of an immersive Virtual Reality application, a non-immersive web application, and a real-time communication interface connecting both applications to provide features to facilitate the collaborators' mutual understanding and their ability to make (spatial) references. We conducted a real world case study with pairs of language students, encouraging them to use the developed system to investigate a large multivariate Twitter dataset from a sociolinguistic perspective within an explorative analysis scenario. Based on the results of usability scores, log file analyses, observations, and interviews, we were able to validate the approach in general, and gain insights into the users' collaboration with respect to awareness, deixis, and group dynamics. CCS Concepts: • Human-centered computing → Virtual reality; Collaborative interaction; Empirical studies in HCI ; Collaborative and social computing.
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