text: This paper explores the problem of task learning and planning, contributing the Action-Category Representation (ACR) to improve computational performance of both Planning and Reinforcement Learning (RL). ACR is an algorithm-agnostic, abstract data representation that maps objects to action categories (groups of actions), inspired by the psychological concept of action codes. We validate our approach in StarCraft and Lightworld domains; our results demonstrate several benefits of ACR relating to improved computational performance of planning and RL, by reducing the action space for the agent.
  @cite_13: In this paper we build an imitation learning algorithm for a humanoid robot on top of a general world model provided by learned object affordances. We consider that the robot has previously learned a task independent affordance-based model of its interaction with the world. This model is used to recognize the demonstration by another agent (a human) and infer the task to be learned. We discuss several important problems that arise in this combined framework, such as the influence of an inaccurate model in the recognition of the demonstration. We illustrate the ideas in the paper with some experimental results obtained with a real robot.
  @cite_31: This paper introduces a novel approach to representing and learning tool affordances by a robot. The tool representation described here uses a behavior-based approach to ground the tool affordances in the behavioral repertoire of the robot. The representation is learned during a behavioral babbling stage in which the robot randomly chooses different exploratory behaviors, applies them to the tool, and observes their effects on environmental objects. The paper shows how the autonomously learned affordance representation can be used to solve tool-using tasks by dynamically sequencing the exploratory behaviors based on their expected outcomes. The quality of the learned representation was tested on extension-of-reach tool-using tasks.
  @cite_4: Affordances encode relationships between actions, objects, and effects. They play an important role on basic cognitive capabilities such as prediction and planning. We address the problem of learning affordances through the interaction of a robot with the environment, a key step to understand the world properties and develop social skills. We present a general model for learning object affordances using Bayesian networks integrated within a general developmental architecture for social robots. Since learning is based on a probabilistic model, the approach is able to deal with uncertainty, redundancy, and irrelevant information. We demonstrate successful learning in the real world by having an humanoid robot interacting with objects. We illustrate the benefits of the acquired knowledge in imitation games.
summary: Traditional approaches to affordance learning often involves behavioral babbling'' @cite_31 @cite_4 @cite_13 wherein the agent physically interacts with objects in a goal-free manner to discover their affordances. Hence, the resulting affordance representation is dissociated from a task, focusing instead on object properties. Such approaches involve several agent-object interactions affecting the scalability of the learning process, making it unfeasible in situations where there is an implicit cost or time constraint on the robot. ACR helps mitigate this cost by the grouping of actions into categories.