Introduction
In school we learned many things: e.g.
vocabulary, grammar, geography, solving mathematical equations,
and coordinating movements in sports. These are very different
things which involve declarative knowledge as well as procedural
knowledge or skills in principally all fields. We are used to
subsume these various processes of obtaining this knowledge and
skills under the single word “learning”. And, we learned
that learning is important. Why is it important to a living
organism?
Learning is a crucial capability if the
effective environment cannot be foreseen in all relevant
details, either due to complexity, or due to the nonstationarity
of the environment. The mechanisms of learning allow nature to
create and re-produce organisms or systems which can evolve —
with respect to the later given environment —optimized behavior.
This is a fascinating mechanism, which also has
very attractive technical perspectives. Today many technical
appliances and systems are standardized and cost-efficient mass
products. As long as they are non-adaptable, they require the
environment and its users to comply to the given standard. Using
learning mechanisms, advanced technical systems can adapt to the
different given needs, and locally reach a satisfying level of
helpful performance.
Of course, the mechanisms of learning are very old. It
took until the end of the last century, when first important
aspects were elucidated. A major discovery was made in the
context of physiological studies of animal digestion: Ivan
Pavlov fed dogs and found that the inborn (“unconditional”)
salivation reflex upon the taste of meat can become accompanied
by a conditioned reflex
triggered by other stimuli. For example, when a bell was
rung always before the dog has been fed, the response salivation became
associated to the new stimulus, the acoustic
signal. This fundamental form of associative learning has become
known under the name
classical conditioning. In the beginning of this century it
was debated whether the conditioning reflex in Pavlov's dogs was
a stimulus–response (S-R) or a stimulus–stimulus (S-S)
association between the perceptual stimuli, here taste and
sound. Later it became apparent that at the level of the nervous
system this distinction fades away, since both cases refer to
associations between neural representations.
The fine structure of the nervous system could
be investigated after staining techniques for brain tissue had
become established (Golgi and Ramón y Cajal). They revealed that
neurons are highly interconnected to other neurons by their
tree-like extremities, the dendrites and axons (comparable to
input and output structures). D.O. Hebb (1949) postulated that
the synaptic junction from neuron
A
to neuron B
was strengthened each time
A
was activated simultaneously, or shortly before
B.
Hebb's rule explained the conditional learning on a qualitative
level and influenced many other, mathematically formulated
learning models since. The most prominent ones are probably the perceptron, the
Hopfield model and
the Kohonen map. They
are, among other neural network approaches, characterized in
chapter 3. It discusses learning from the standpoint of an
approximation problem. How to find an efficient mapping which
solves the desired learning task? Chapter 3 explains Kohonen's
“Self-Organizing Map” procedure and techniques to improve the
learning of continuous, highdimensional output mappings.
The appearance and the growing availability of
computers became a further major influence on the understanding
of learning aspects. Several main reasons can be identified:
First, the computer allowed to isolate the
mechanisms of learning from the wet, biological substrate. This
enabled the testing and developing of learning algorithms in
simulation.
Second, the computer helped to carry out and
evaluate neuro-physiological, psychophysical, and cognitive
experiments, which revealed many more details about information
processing in the biological world.
Third, the computer facilitated bringing the
principles of learning to technical applications. This
contributed to attract even more interest and opened important
resources. Resources which set up a broad interdisci plinary field of researchers from physiology,
neuro-biology, cognitive and computer science. Physics contributed methods to
deal with systems constituted by an extremely large number of interacting
elements, like in a ferromagnet. Since the human brain contains of
about
neurons with
interconnections and shows a — to a
certain extent — homogeneous structure, stochastic physics (in particular the
Hopfield model) also enlarged the views of neuroscience.
Beyond the phenomenon of “learning”, the rapidly
increasing achievements that became possible by the computer also forced
us to re-think about the before unproblematic phenomena
“machine” and “intelligence”. Our ideas about the notions “body” and “mind”
became enriched by the relation to the dualism of “hardware” and
“software”. With the appearance of the computer, a new
modeling paradigm came into the foreground and led to the research
field of artificial
intelligence. It takes the digital computer as a prototype and
tries to model mental functions as processes, which manipulate symbols following
logical rules – here fully decoupled from any biological
substrate. Goal is the development of algorithms which emulate cognitive functions,
especially human intelligence. Prominent examples are chess, or
solving algebraic equations, both of which require of humans considerable
mental effort.
In particular the call for practical
applications revealed the limitations of traditional computer hardware and software
concepts. Remarkably, traditional computer systems solve tasks, which are
distinctively hard for humans, but fail to solve tasks, which appear
“effortless” in our daily life, e.g. listening, watching, talking, walking in
the forest, or steering a car. This appears related to the fundamental
differences in the information processing architectures of brains and
computers, and caused the renaissance of the field of connectionist research.
Based on the von-Neumannarchitecture, today computers usually employ one, or a small
number of central processors, working with high speed, and
following a sequential program. Nevertheless, the tremendous growth in
availability of costefficiency computing power enables to conveniently
investigate also parallel computation strategies in simulation on
sequential computers.
Often learning mechanisms are explored in
computer simulations, but studying learning in a complex environment has
severe limitations - when it comes to
action. As soon as learning involves responses, acting
on, or inter-acting with the environment, simulation becomes too
easily unrealistic. The solution, as seen by many researchers
is, that “learning must meet the real world”. Of course,
simulation can be a helpful technique, but needs realistic
counter-checks in real-world experiments. Here, the field of
robotics plays an important role.
The word “robot” is young. It was coined 1935
by the playwriter Karl Capek and has its roots in the Czech word
for “forced labor”. The first modern industrial robots are even
younger: the “Unimates” were developed by Joe Engelberger in the
early 60's. What is a robot? A robot is a mechanism, which is
able to move in a given environment. The main difference to an
ordinary machine is, that a robot is more versatile and
multi-functional, and it can be programmed, or commanded to
perform functions normally ascribed to humans. Its mechanical
structure is driven by actuators which are governed by some
controller according to an intended task. Sensors deliver the
required feed-back in order to adjust the current trajectory to
the commanded motion and task.
Robot tasks can be specified in various ways:
e.g. with respect to a certain reference coordinate system, or
in terms of desired proximities, or forces, etc. However, the
robot is governed by its own actuator variables. This makes the
availability of precise mappings from different sensory
variables, physical, motor, and actuator values a crucial issue.
Often these sensorimotor mappings are highly non-linear
and sometimes very hard to derive analytically. Furthermore,
they may change in time, i.e. drift by wear-and-tear or due to
unintended collisions. The effective learning and adaption of
the sensorimotor mappings are of particular importance when a
precise model is lacking or it is difficult or costly to
recalibrate the robot, e.g. since it may be remotely deployed.
Chapter 2 describes work done for
establishing a hardware infrastructure and experimental platform
that is suitable for carrying out experiments needed to develop
and test robot learning algorithms. Such a laboratory comprises
many different components required for advanced, sensorbased
robotics. Our main actuated mechanical structures are an
industrial manipulator, and a hydraulically driven robot hand.
The perception side has been enlarged by various sensory
equipment. In addition, a variety of hardware and software
structures are required for command and control purposes, in
order to make a robot system useful.
The reality of working with real robots has
several effects:
It
enlarges the field of problems and relevant disciplines, and
includes also material, engineering, control, and communication
sciences. The time for gathering training data becomes a major
issue. This includes also the time for preparing the learning
set-up. In principle, the learning solution competes with the
conventional solution developed by a human analyzing the system.
The faced complexity draws attention also towards the efficient
structuring of re-usable building blocks in general, and
in particular for learning.
And
finally, it makes also technically inclined people appreciate
that the complexity of biological organisms requires a rather
long time of adolescence for good reasons; Many learning
algorithms exhibit stochastic, iterative adaptation and require
a large number of training steps until the learned mapping is
reliable. This property can also be found in the biological
brain. There is evidence, that learned associations are
gradually enhanced by repetition, and the performance is
improved by practice - even when they are learned insightfully.
The stimulus-sampling theory explains the slow
learning by the complexity and variations of environment
(context) stimuli.
Since the environment is always changing to a
certain extent, many trials are required before a response is
associated with a relatively complete set of context stimuli.
But there exits also other, rapid forms of associative
learning, e.g. “oneshot learning”. This can occur by
insight, or triggered by a particularly strong impression, by an
exceptional event or circumstances. Another form is
“imprinting”, which is characterized by a sensitive
period, within which learning takes place. The timing can be
even genetically programmed. A remarkable example was discovered
by Konrad Lorenz, when he studied the behavior of chicks and
mallard ducklings. He found, that they imprint the image and
sound of their mother most effectively only from 13 to 16 hours
after hatching. During this period a duckling possibly accepts
another moving object as mother (e.g. man), but not before or
afterwards.
Analyzing the circumstances when rapid
learning can be successful, at least two important
prerequisites can be identified:
First,
the importance and correctness of the learned prototypical
association is clarified.
And second, the correct
structural context is known.
This is important in order to draw meaningful
inferences from the prototypical data set, when the system needs
to generalize in new, previously unknown situations. The
main focus of the present work are learning mechanisms of this
category: rapid learning – requiring only a small number
of training data. Our computational approach to the realization
of such learning algorithm is derived form the “Self-Organizing
Map” (SOM). An essential new ingredient is the use of a
continuous parametric representation that allows a rapid and
very flexible construction of manifolds with intrinsic
dimensionality up to 4
8
i.e. in a range that is very typical for many situations in
robotics.
This algorithm, is termed “Parameterized
Self-Organizing Map” (PSOM) and aims at continuous, smooth
mappings in higher dimensional spaces. The PSOM manifolds have a
number of attractive properties. We show that the PSOM is most
useful in situations where the structure of the obtained
training data can be correctly inferred. Similar to the SOM, the
structure is encoded in the topological order of prototypical
examples.
As explained in chapter 4, the discrete
nature of the SOM is overcome by using a set of basis functions.
Together with a set of prototypical training data, they build a
continuous mapping manifold, which can be used in several ways.
The PSOM manifold offers auto-association capability, which can
serve for completion of partial inputs and simultaneously
mapping to multiple coordinate spaces.
The PSOM approach exhibits unusual mapping
properties, which are exposed in chapter 5. The special
construction of the continuous manifold deserves consideration
and approaches to improve the mapping accuracy and computational
efficiency. Several extensions to the standard formulations are
presented in Chapter 6. They are illustrated at a number of
examples.
In cases where the topological structure of
the training data is known beforehand, e.g. generated by
actively sampling the examples, the PSOM “learning” time reduces
to an immediate construction. This feature is of particular
interest in the domain of robotics: as already pointed out, here
the cost of gathering the training data is
very relevant as well as the availability of adaptable,
high-dimensional sensorimotor transformations. Chapter 7 and 8
present several PSOM examples in the vision and the robotics
domain. The flexible association mechanism facilitates
applications:
feature completion; dynamical sensor fusion,
improving noise rejection; generating perceptual hypotheses for
other sensor systems; various robot kinematic transformation can
be directly augmented to combine e.g. visual coordinate spaces.
This even works with redundant degrees of freedom, which can
additionally comply to extra constraints.
Chapter 9 turns to the next higher level of
one-shot learning. Here the learning of prototypical
mappings is used to rapidly adapt a learning system to new
context situations. This leads to a hierarchical architecture,
which is conceptually linked, but not restricted to the PSOM
approach. One learning module learns the context-dependent skill
and encodes the obtained expertise in a (more-or-less
large) set of parameters or weights.
A second meta-mapping module learns
the association between the recognized context stimuli and the
corresponding mapping expertise. The learning of a set of
prototypical mappings may be called an investment learning
stage, since effort is invested, to train the system for the
second, the one-shot learning phase. Observing the
context, the system can now adapt most rapidly by “mixing” the
expertise previously obtained. This mixture-of-expertise
architecture complements the mixture-of-experts
architecture (as coined by Jordan) and appears advantageous in
cases where the variation of the underlying model are continuous
within the chosen mapping domain.
Chapter 10 summarizes the main points. Of
course the full complexity of learning and the complexity of
real robots is still unsolved today. The present work attempts
to make a contribution to a few of the many things that still
can be and must be improved.