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Although a manipulator must interact with objects in terms of their full complexity, it is the qualitative structure of the objects in an environment and the relationships between them which define the composition of that environment, and allow for the construction of efficient plans to enable the completion of various elaborate tasks. This paper presents(More)
We describe the first part of a study investigating the usefulness of high school language results as a predictor of success in first year computer science courses at a university where students have widely varying English language skills. Our results indicate that contrary to the generally accepted view that achievement in high school mathematics courses(More)
The computational complexity of learning in sequential decision problems grows exponentially with the number of actions available to the agent at each state. We present a method for accelerating this process by learning action priors that express the usefulness of each action in each state. These are learned from a set of different optimal policies from(More)
Different interfaces allow a user to achieve the same end goal through different action sequences, e.g., command lines vs. drop down menus. Interface efficiency can be described in terms of a cost incurred, e.g., time taken, by the user in typical tasks. Realistic users arrive at evaluations of efficiency, hence making choices about which interface to use,(More)
Autonomous grasping is a problem that receives continuous attention from our community because it is both key to many applications, and difficult to solve. The complexity of robot grasping is counter-intuitive. For us humans, planning a grasp is a trivial task that requires neither considerable effort nor time to solve, it is difficult to imagine the(More)
In many situations, agents are required to use a set of strategies (behaviors) and switch among them during the course of an interaction. This work focuses on the problem of recognizing the strategy used by an agent within a small number of interactions. We propose using a Bayesian framework to address this problem. Bayesian policy reuse (BPR) has been(More)
Constructing robust controllers to perform tasks in large, continually changing worlds is a difficult problem. A long-lived agent placed in such a world could be required to perform a variety of different tasks. For this to be possible, the agent needs to be able to abstract its experiences in a reusable way. This paper addresses the problem of online(More)
We present a method for segmenting a set of unstructured demonstration trajectories to discover reusable skills using inverse reinforcement learning (IRL). Each skill is characterised by a latent reward function which the demonstrator is assumed to be optimizing. The skill boundaries and the number of skills making up each demonstration are unknown. We use(More)