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Simulation of Optimal Movements Using the Minimum-Muscle-Tension-Change Model

Neural Information Processing Systems

This work discusses various optimization techniques which were proposed in models for controlling arm movements. In particular, the minimum-muscle-tension-change model is investigated. A dynamic simulator of the monkey's arm, including seventeen single and double joint muscles, is utilized to generate horizontal hand movements. The hand trajectories produced by this algorithm are discussed.


A Computational Mechanism to Account for Averaged Modified Hand Trajectories

Neural Information Processing Systems

Using the double-step target displacement paradigm the mechanisms underlying arm trajectory modification were investigated. Using short (10-110 msec) inter-stimulus intervals the resulting hand motions were initially directed in between the first and second target locations. The kinematic features of the modified motions were accounted for by the superposition scheme, which involves the vectorial addition of two independent point-topoint motion units: one for moving the hand toward an internally specified location and a second one for moving between that location and the final target location. The similarity between the inferred internally specified locations and previously reported measured endpoints of the first saccades in double-step eye-movement studies may suggest similarities between perceived target locations in eye and hand motor control.


A Cortico-Cerebellar Model that Learns to Generate Distributed Motor Commands to Control a Kinematic Arm

Neural Information Processing Systems

A neurophysiologically-based model is presented that controls a simulated kinematic arm during goal-directed reaches. The network generates a quasi-feedforward motor command that is learned using training signals generated by corrective movements. For each target, the network selects and sets the output of a subset of pattern generators. During the movement, feedback from proprioceptors turns off the pattern generators. The task facing individual pattern generators is to recognize when the arm reaches the target and to turn off. A distributed representation of the motor command that resembles population vectors seen in vivo was produced naturally by these simulations.


Learning Global Direct Inverse Kinematics

Neural Information Processing Systems

S n, the robot has redundant degrees-of-freedom (dof's). In general, control objectives such as the positioning and orienting of the endeffector are specified with respect to task space coordinates; however, the manipulator is typica1ly controlled only in the configuration space.


Reverse TDNN: An Architecture For Trajectory Generation

Neural Information Processing Systems

Trajectory generation finds interesting applications in the field of robotics, automation, filtering, or time series prediction. Neural networks, with their ability to learn from examples, have been proposed very early on for solving nonlinear control problems adaptively. Several neural net architectures have been proposed for trajectory generation, most notably recurrent networks, either with discrete time and externalloops (Jordan, 1986), or with continuous time (Pearlmutter, 1988). Aside from being recurrent, these networks are not specifically tailored for trajectory generation. It has been shown that specific architectures, such as the Time Delay Neural Networks (Lang and Hinton, 1988), or convolutional networks in general, are better than fully connected networks at recognizing time sequences such as speech (Waibel et al., 1989), or pen trajectories (Guyon et al., 1991). We show that special architectures can also be devised for trajectory generation, with dramatic performance improvement.


Fast, Robust Adaptive Control by Learning only Forward Models

Neural Information Processing Systems

A large class of motor control tasks requires that on each cycle the controller is told its current state and must choose an action to achieve a specified, state-dependent, goal behaviour. This paper argues that the optimization of learning rate, the number of experimental control decisions before adequate performance is obtained, and robustness is of prime importance-if necessary at the expense of computation per control cycle and memory requirement. This is motivated by the observation that a robot which requires two thousand learning steps to achieve adequate performance, or a robot which occasionally gets stuck while learning, will always be undesirable, whereas moderate computational expense can be accommodated by increasingly powerful computer hardware. It is not unreasonable to assume the existence of inexpensive 100 Mflop controllers within a few years and so even processes with control cycles in the low tens of milliseconds will have millions of machine instructions in which to make their decisions. This paper outlines a learning control scheme which aims to make effective use of such computational power. 1 MEMORY BASED LEARNING Memory-based learning is an approach applicable to both classification and function learning in which all experiences presented to the learning box are explicitly remembered. The memory, Mem, is a set of input-output pairs, Mem {(Xl, YI), (X21 Y2),..., (Xb Yk)}.


Fast Learning with Predictive Forward Models

Neural Information Processing Systems

A method for transforming performance evaluation signals distal both in space and time into proximal signals usable by supervised learning algorithms, presented in [Jordan & Jacobs 90], is examined. A simple observation concerning differentiation through models trained with redundant inputs (as one of their networks is) explains a weakness in the original architecture and suggests a modification: an internal world model that encodes action-space exploration and, crucially, cancels input redundancy to the forward model is added. Learning time on an example task, cartpole balancing, is thereby reduced about 50 to 100 times. 1 INTRODUCTION In many learning control problems, the evaluation used to modify (and thus improve) control may not be available in terms of the controller's output: instead, it may be in terms of a spatial transformation of the controller's output variables (in which case we shall term it as being "distal in space"), or it may be available only several time steps into the future (termed as being "distal in time"). For example, control of a robot arm may be exerted in terms of joint angles, while evaluation may be in terms of the endpoint cartesian coordinates; furthermore, we may only wish to evaluate the endpoint coordinates reached after a certain period of time: the co- ·Current address: Computation and Neural Systems Program, California Institute of Technology, Pasadena CA.


Refining PID Controllers using Neural Networks

Neural Information Processing Systems

We apply this method to the task of controlling the outflow and temperature of a water tank, producing statistically-significant gains in accuracy over both a standard neural network approach and a non-learning PID controller. Furthermore, using the PID knowledge to initialize the weights of the network produces statistically less variation in testset accuracy when compared to networks initialized with small random numbers.


Recognition of Manipulated Objects by Motor Learning

Neural Information Processing Systems

We present two neural network controller learning schemes based on feedbackerror-learning and modular architecture for recognition and control of multiple manipulated objects. In the first scheme, a Gating Network is trained to acquire object-specific representations for recognition of a number of objects (or sets of objects). In the second scheme, an Estimation Network is trained to acquire function-specific, rather than object-specific, representations which directly estimate physical parameters. Both recognition networks are trained to identify manipulated objects using somatic and/or visual information. After learning, appropriate motor commands for manipulation of each object are issued by the control networks.


Active Exploration in Dynamic Environments

Neural Information Processing Systems

Many real-valued connectionist approaches to learning control realize exploration by randomness in action selection. This might be disadvantageous when costs are assigned to "negative experiences". The basic idea presented in this paper is to make an agent explore unknown regions in a more directed manner. This is achieved by a so-called competence map, which is trained to predict the controller's accuracy, and is used for guiding exploration. Based on this, a bistable system enables smoothly switching attention between two behaviors - exploration and exploitation - depending on expected costs and knowledge gain. The appropriateness of this method is demonstrated by a simple robot navigation task.