Natural Tasking of Robots Based on Human Interaction Cues

MIT Computer Science and Artificial Intelligence Laboratory
The Stata Center
32 Vassar Street
Cambridge, MA 02139
USA

PI: Rodney A. Brooks


DARPA logo

Cog turns a crank
M4 robot head drawing
Kismet plays with a frog
Coco the gorilla robot

Achieved Deliverables

1999 - 2000

2000 - 2001:

Cog

 

Lazlo

 

Kismet

 

Cog

  • Detecting Head Orientation:
  • We have implemented and evaluated a system that detects the orientation of a person's head from as far as six meters away from the robot. To accomplish this, we have implemented a multi-stage behavior. Whenever the robot sees an item of interest, it moves its eyes and head to bring that object within the field of view of the foveal cameras. A face finding algorithm based on skin color and shape is used to identify faces and a software zoom is used to capture as much information as possible. The system then identifies a set of facial features (eyes and nose/mouth) and uses a model of human facial structure to identify the orientation of the person's head.

    Watch it in action (Quicktime movie):

    This video clip demonstrates the simple ways that Cog interprets the intentions of the instructor. Note that unlike the other video clips, in this example, the instructor was given a specific sequence of tasks to perform in front of the robot. The instructor was asked to "get the robot's attention and then look over at the block". Cog responds by first fixating the instructor and then shifting its gaze to the block. The instructor was asked to again get the robot's attention and then to reach slowly for the block. Cog looks back at the instructor, observes the instructor moving toward the block, and interprets that the instructor might want the block. Although Cog has relatively little capabilities to assist the instructor in this case, we programmed the robot to attempt to reach for any target that the instructor became interested in. view quicktime movie button

    For more information see:

    Brian Scassellati. "Foundations for a Theory of Mind for a Humanoid Robot", Massachusetts Institute of Technology, Department of Electrical Engineering and Computer Science, Cambridge, MA, PhD Thesis, June 2001. download PDF button download PS button

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  • Mimicry:
  • Cog's torso was retrofitted with force sensing capabilities in order to implement body motion via virtual spring force control. In addition, we developed a representational language for humanoid motor control inspired by the neurophysiological organizing principle of motor primitives. Both endeavors allowed Cog to broadly mimic the motions of a person with whom it interacts using its body or arms. In the arm imitation behavior, the robot continuously tracks many object trajectories. A trajectory is selected on the basis of animacy and the attentional state of the instructor. Motion trajectories are then converted from a visual representation to a motor representation which the robot can execute.The performance of this mimicry response was evaluated with naive human instructors.

    Watch it in action (Quicktime movie):

    A video clip of Cog's new force-control torso exhibiting virtual spring behavior. The ability to use virtual spring control on the torso allows for full body/arm integration and for safe human-robot interaction. view quicktime movie button

    This video clip shows an example of Cog mimicking the movement of a person. The visual attention system directs the robot to look and turn its head toward the person. Cog observes the movement of the person's hand, recognizes that movement as an animate stimulus, and responds by moving its own hand in a similar fashion. view quicktime movie button

    We have also tested the performance of this mimicry response with naive human instructors. In this case, the subject gives the robot the American Sign Language gesture for "eat", which the robot mimics back at the person. Note that the robot has no understanding of the semantics of this gesture, it is merely mirroring the person's action. view quicktime movie button

    For more information see:

    Aaron Edsinger. "A Gestural Language for a Humanoid Robot", Massachusetts Institute of Technology, Department of Electrical Engineering and Computer Science, Master's Thesis, Cambridge, MA, 2000. download PDF button download PS button

    Brian Scassellati. "Foundations for a Theory of Mind for a Humanoid Robot", Massachusetts Institute of Technology, Department of Electrical Engineering and Computer Science, Cambridge, MA, PhD Thesis, June 2001. download PDF button download PS button

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  • Distinguishing Animate from Inanimate:
  • We have implemented a system that distinguishes between the movement patterns of animate objects from those of inanimate objects. This system uses a multi-agent architecture to represent a set of naive rules of physics that are drawn from experimental results on human subjects. These naive rules represent the effects of gravity, inertia, and other intuitive parts of Newtonian mechanics. We have evaluated this system by comparing the results to human performance on classifying the movement of point-light sources, and found the system to be more than 85% accurate on a test suite of recorded real-world data.

    Watch it in action (Quicktime movie):

    Cog does not mimic every movement that it sees. Two types of social cues are used to indicate which moving object out of the many objects that the robot is tracking should be imitated. The first criterion is that the object display self-propelled movement. This eliminates objects that are either stationary or that are moving in ways that are explained by naive rules of physics. In this video clip, when the robot observes the ball moving down the ramp, Cog interprets the movement as linear and following gravity and ignores the motion. When the same stimulus moves against gravity and rolls uphill, the robot becomes interested and mimics its movement. view quicktime movie button

    For more information see:

    Brian Scassellati. "Discriminating Animate from Inanimate Visual Stimuli," to appear at the International Joint Conference on Artificial Intelligence, Seattle, Washington, August 2001. download PDF button download PS button

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  • Joint Reference:
  • Using its new 2-DOF hands that exploit series elastic actuators and rapid prototyping technology, Cog demonstrated basic grasping and gestures. The gestural ability was combined with models from human development for establishing joint reference, that is, for the robot to attend to the same object that an instructor is attending to. Objects that are within the approximate attention range of the human instructor are made more salient to the robot. Information from head orientation is the primary cue of attention in the instructor.

    Brian Scassellati. "Foundations for a Theory of Mind for a Humanoid Robot", Massachusetts Institute of Technology, Department of Electrical Engineering and Computer Science, Cambridge, MA, PhD Thesis, June 2001. download PDF button download PS button

    Watch it in action (Quicktime movie):

    This video clip demonstrates the simple ways that Cog interprets the intentions of the instructor. Note that unlike the other video clips, in this example, the instructor was given a specific sequence of tasks to perform in front of the robot. The instructor was asked to "get the robot's attention and then look over at the block". Cog responds by first fixating the instructor and then shifting its gaze to the block. The instructor was asked to again get the robot's attention and then to reach slowly for the block. Cog looks back at the instructor, observes the instructor moving toward the block, and interprets that the instructor might want the block. Although Cog has relatively little capabilities to assist the instructor in this case, we programmed the robot to attempt to reach for any target that the instructor became interested in. view quicktime movie button

    For more information see:

    Brian Scassellati. "Foundations for a Theory of Mind for a Humanoid Robot", Massachusetts Institute of Technology, Department of Electrical Engineering and Computer Science, Cambridge, MA, PhD Thesis, June 2001. download PDF button download PS button

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  • Simulated Musculature:
  • Cog's arm and body are controlled via simulated muscle-like elements that span multiple joints and operate independently. Muscle strength and fatigue over time are modulated by a biochemical model. The muscle-like elements are inspired by real physiology and allow Cog to move with dynamics that are more human-like than conventional manipulator control.

    For more information see:

    Bryan Adams. "Learning Humanoid Arm Gestures". Working Notes - AAAI Spring Symposium Series: Learning Grounded Representations, Stanford, CA. March 26-28, 2001, pp. 1-3 download PDF button download PS button

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    Lazlo

  • Attentional System Based on Space Variant Vision:
  • Lazlo uses an attentional system based completely on space variant (in particular log-polar) vision. This allowed Lazlo to saccade and track with human-like smoothness, pace and accuracy. Algorithms for color processing, optic flow, and disparity computation were developed. The attentional software modules are the first layer of a more complicated system which will next incorporate the learning of object recognition, trajectory tracking, and naive physics understanding during the natural interaction of the robot with the environment.

    For more information see:

    Giorgio Metta. "An Attentional System for a Humanoid Robot Exploiting Space Variant Vistion," Submitted to IEEE-RAS International Conference on Humanoid Robots 2001, Tokyo, Japan, Nov. 22--24, 2001. download PDF button download PS button

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    Kismet

  • Vocabulary Management
  • Kismet needs to acquire a vocabulary relevant to a human's purpose. Towards this goal, first, we have implemented a command protocol for introducing vocabulary to Kismet. Second, we have developed an unsupervised mechanism for extracting candidate vocabulary items from natural continuous speech. Third, we have analyzed the speech used in teaching Kismet words in order to determine whether humans naturally modify their speech in ways that would enable better word learning by the robot.

    For more information see:

    Paulina Varchavskaia, Paul Fitzpatrick and Cynthia Breazeal. "Characterizing and Processing Robot-Directed Speech," Submitted to IEEE-RAS International Conference on Humanoid Robots 2001, Tokyo, Japan, Nov. 22-24, 2001. download PDF button download PS button

    Paul Fitzpatrick. "From Word-spotting to OOV Modelling," Term Paper for MIT Course 6.345, Cambridge, MA, 2001. download PDF button download PS button

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    Head Pose Estimation

    We developed a fully automatic system for recovering the rigid components of head pose. The conventional approach of tracking pose changes relative to a reference configuration can give high accuracy but is subject to drift. In face-to-face interaction with a robot, there are likely to be frequent presentations of the head in a close to frontal orientation, so we used that to make opportunistic corrections. Tracking of pose was done in an intermediate mixed coordinate system chosen to minimize the impact of errors in estimates of the 3D shape of the head being tracked. This is vital for practical application to unknown users in cluttered conditions.

    Watch it in action (Quicktime movie):

    This video clip shows the pose of a subject's head being tracked. The initial pose of the head is not known. Whenever the head is close to a frontal position, its pose can be determined accurately and tracking is reset. In this example, the mesh is shaded in two colors, showing where the left and right parts of the face are believed to be. view quicktime movie button

    For more information see:

    Paul Fitzpatrick. "Head Pose Estimation Without Manual Initialization," Term Paper for MIT Course 6.892, Cambridge, MA, 2001. download PDF button download PS button

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    Process Learning

    Communicating a task to a robot will involve introducing it to actions and percepts peculiar to that task, and showing how these can be structured into the complete activity. In this work, the structure of the task is communicated to the robot first. Examples of the activity are presented, with any unfamiliar actions and percepts being accompanied by verbal annotation. This allows the robot to identify the role these components need to play within the activity, using Augmented Markov Models.

    Watch it in action (Quicktime movie):

    This video clip shows part of a training session in which Kismet is taught the structure of a sorting task. The first part shows Kismet acquiring some task-specific vocabulary -- in this case, the word "yellow". The robot is then shown green objects being placed on one side, and yellow objects being placed on another. Throughout the task the presenter is commenting in the shared vocabulary. Towards the end of the video, Kismet makes predictions based on what the presenter says. view quicktime movie button

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