Bottom-Up Skill Building for Bold Hearts 3D 2007

D. Polani, J. Garner, S. Jayasudha, P. Haghighi Rad, M. Snelling, P. Moe, F. Yeoung

School of Computer Science University of Hertfordshire, UK


Abstract Consistent with our earlier work and the other work in our research group, we are interested in developing principled methods to learn behaviours. This is particularly interesting and challenging in humanoids since any possible tactical, strategical or cooperative aspects can only be successfully tackled once the basic skills are in place.

The construction of basic skills in humanoids is usually an intricate business that requires a large amount of hand-tuning. We aim to develop a path towards reducing this amount of handtuning and moving towards a "self-organized" learning methodology.

The approach championed here in skill learning is based on biologically inspired algorithms (such as GAs, and central pattern generators), guided by information-theoretic quantities which help to structure the search space and to search it more efficiently.

1 Introduction

Consistent with the work of the last years, and with the other research goals in our group, the main goal of this year's team is to move towards a comprehensive bottom-up strategy for skill development and learning. Doing so is particularly challenging, interesting and relevant in humanoids since any possible tactical, strategical or cooperative aspects can only be successfully addressed, once the basic skills are in place. We particular wish to address the fact that the construction of basic skills in humanoids is usually an intricate business that requires a large amount of hand-tuning. While interesting from a purely engineering point of view, from an Artificial Intelligence point of view, it is unsatisfactory that such skills are essentially to be designed by hand, rather than being developed in a bottom-up approach. An additional incentive to study the bottom-up view is provided by biology: we know that organisms are very good at learning skills (or even evolving them). In particular, if the environment or the agent itself changes, it would be desirable if it were not difficult to adapt the agent to the new situation, as in biology. Thus, our goal is to develop a path towards reducing this amount of handtuning and moving towards a "self-organized" learning methodology. We have been moving towards this path in the last years, but the relative ease with which good control for the sphere robots can be designed, makes the effort of a systematic design of behaviour sets for the simple sphere robots obsolete — hand-crafted solutions fare quite strongly, with explicitly designed rules. However, we have the strong expectation that the requirements for the development of strong and general humanoid control skills has the right level of complexity to be sufficiently challenging to make the automatic approach relevant and ultimately competitive.

The approach we champion here in skill learning is based on biologically inspired algorithms (such as GAs, and central pattern generators), but who are in the same time guided by information-theoretic quantities which help to structure the search space and to search it more efficiently.

2 Evolution of Walk Patterns (Demo Executable)

We have begun with experiments for the evolution of walk patterns. Due to the limited time the server was available, only short evolutionary runs of a few hours length could have been performed until now. The submitted executable shows some of the evolved walk patterns for a multiobjective optimization according to two objectives: walk time (an agent is killed if its head — approximately — drops below a certain point), and walk distance (the length of the path between the start of the agent to the moment when it is killed). The idea is to evolve the parameters of the walk pattern (amplitude, frequency and phase) for the legs. The feet (parameters 5 and 6) are frozen, and such is the lateral leg movement (parameter 3), similarly the arms are frozen in these experiments. The file oscparam.dat needs to be copied into the current directory where the executable (the script bh start makes sure that the LD LIBRARY PATH covers the special dynamic libraries) is placed. It should be started several times to appreciate the results in their variation (in the current version, the agent is blind — it only uses its sensors to report back the length of the walk to the Genetic Algorithm). Also, some different oscparam.dat-files are given, and should be copied onto oscparam.dat, to try out different walk patterns. Currently, the stability is still a problem, but, as remarked, we expect much longer runs (at least 24-48 hours) to give more satisfactory results. One advantage of using a Genetic Algorithm is the fact that one can hope to discover stable walk patterns which are not exactly human-plausible (e.g. the "shaky" patterns of the agent — see for instance oscparam 7*.dat provide a comparatively long-lived walking pattern).

3 Guidance through Information

We emphasized in earlier team descriptions that Shannon information can be a powerful indicator of where "interesting" properties of the world lie. This is important because, although learning, specifically reinforcement learning has been part of the RoboCup endeavour for a longer time [21, 19, 2, 16]. As emphasized in [7], reinforcement learning methods are of interest because of their generality and mathematical grounding. They are also quite successful in nontrivial problems [20]; in conjunction with kernel methods, they can address even larger problems in a highly efficient way [6, 12, 11, 10].

Still, the problems to address are quite large (and large-dimensional), however, realistic embodied agents offer a selection of possible partial decompositions [9]. The use of information-theoretic (or information-theoretically motivated) decompositions is a natural approach. The complexity of the sensor/actuator space for the agents at question suggests either the use of an a-priori pre-structuring la informatory sensoritopic map [17], or some kind of projection of the sensory state map onto a lower-dimensional (and informationally more parsimonious) manifold according to the Optimal Manifold Algorithm [3]. Another direction, which we will emphasize this year, is the use of empowerment [14, 15], an informationtheoretic quantity which identifies "interesting" areas in the sensorimotor space, and is defined through the potential information flow through the environment using the agent's sensorimotor loop. We have studied this quantity in a number of sensorimotor scenarios, and found that it is highly plausible as a possible candidate for taskless utilities (other examples include the novelty detection [13], homeokinesis [5], excess entropy [18]). Here, however, we will stick to the empowerment measure as developed by our group, because of its well-understood ramifications and connections with the other issues concerning information-theoretical views onto the perception-action loop of embodied agents. We expect empowerment to provide us with local learning utilities which will allow us to learn motoric skills incrementally — it will be used to direct the GA (and possibly other, more sophisticated learning algorithms) towards interesting areas of behaviour, before requiring to solve a large-scale problem as a whole.

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