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  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>Knowledge Representation for Cognition- and Learning-enabled Robot Manipulation</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Cognition-</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Learning-enabled Robot Manipulation</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Daniel Be ler</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Sebastian Koralewski</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Michael Beetz</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Daniel BeßlIenrs</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>tSiteubta</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>toiarnAKrtoira</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>wlIsnkti</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>lMligi</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>el Beetz ⇤</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>Am FaInllsttiuturtmefo1r</institution>
          ,
          <addr-line>A2r8ti3fi5ci9al BInrteelmligeenn,ceGermany</addr-line>
        </aff>
        <aff id="aff1">
          <label>1</label>
          <institution>Am Fallturm 1</institution>
          ,
          <addr-line>28359 Bremen</addr-line>
          ,
          <country country="DE">Germany</country>
        </aff>
      </contrib-group>
      <fpage>11</fpage>
      <lpage>19</lpage>
      <abstract>
        <p>Knowledge representation Aandbsretarsoancintg (KR&amp;R) systems are widely employed for the representation of abstract knowlmet, an(dKiRti&amp;sRex)pescytsetdetmhast athree dweisdigenlyateedmepffleocytsedwiflolrtatkhee place wrheepnrtehseeancttaiotnioinsexoefcautbesdt.rHaocwtekvnero, wemlebdogdeie.dAagcetniotsn need admdiotidoenlasl kanroewluedsugealalbyourtehporwesethnetiartbioodnys shoofulsdtabtee moved ttoraancshiiteivoentsh:eiArgcotaiolsnwsitchaonut bcaeuspinegrfuonrwmaendtedifsidaell performtahnecier cbooupdlyedswhiothulsdubb-seymmboovliecddattoa, aancdhitehveye sthhaereir Reseavracthe aCnedntaecrad(Semonidcepruforrpsocsheusn.gsbereich) 1320 “EASE - Ev-</p>
      </abstract>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>-</title>
      <p>edge. Action models are usually representations of state
tran</p>
      <p>Knowledge representation and reasoning
sitions: Actions can be performed if all pre-conditions are
effects. The proposed action representation is based on force
pre-conditions are met, and it is expected that
dynamic events that occur when an embodied agent interacts
with itsthweordlde.sWigneastheodw ehowectpsattwerinlsl otfakfoercpeleavceentswchaenn
be usedt htoe daeficntieosnemisanteicxsecouftaecdti.onHvoerwbes.vRero,boetmsubsoedoiuerd
their experience through the knowledge service OPENEASE.
goals without causing unwanted side e ects.</p>
    </sec>
    <sec id="sec-2">
      <title>The proposed action representation is based</title>
      <p>on force dynIanmtricodevuecnttisonthat occur when an
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phases, aunsde tohurorumgho dtheel tporedaiccqtuioinreoefpeisffoedcitcs mthaetmaocrtiieosns
might cauwsheiicnhtaermestoofrifeosrcoef etvheenirtsptehraftomrmigahntcoeccouur.pled</p>
      <p>In thiswwiothrk,suwbe-sinyvmesbtoigliactedaantaa,ctaionnd mthoedyelsphoasrteultahteedirin
human pseyxcpheorlioegnyc,eantdhmroaukgehusethoef it kinnoanwalerdtigfieciaslesryvsitceem.
The modeolpweansEpAroSpoEs.ed by Flannagan et al. (2006). Actions
are decomposed into motion phases with different subgoals.
The subgoals are force dynamic events that also generate</p>
      <sec id="sec-2-1">
        <title>Introduction</title>
        <p>distinctive sensory feedback in the nervous system.
lematic because events may be monitored in the physics
ensible through the organization of actions in terms of
gine of virtual worlds, or observed by some agent. This is,
motion phases, and through the prediction of e ects
for example, that the hand gets into contact with the milk
packageTbheeforeresegarrcahsprienpgorittedfroinmthtihseptaapbelreh,aosr btheeant sthuepppoarctekd- by
age ltohoesGesercmoanntaRcetsteoartchheFsouupnpdoarttioinngDsFuGrf,aacsepwarhteonf Cthoellaabgoernattive
perfoRremsesaarcrhetCraecnttienrg(mSoontdioernfoarfstcehrutnhgesbmerilekichh)as1b32e0en\EgrAaSsEpe-d.Everyday Activity Science and Engineering", University of Bremen
⇤ T(hhtetpr:e/s/ewarwcwh.ereapseo-rctrecd.oirng/t)h.is paper has been supported by
Intelligence (www.aaai.org). All rights reserved.
erydaIyn:AGc.tiSvtiteyinSbcaiueenrc,eAa.nFderErenignin(eeedrsi.n):g”P,rUocneievdeirnsgitsyooffthBere1m1tehnInReach
Push
Retract
contact+
contactthat actions might cause in terms of force events that</p>
        <p>One of the main reasons for investigating action models
might occur.
from human psychology in robotics is that action models in</p>
        <p>In this work, we investigate an action model
posAI, such as PDDL (Ghallab et al. 1998), usually do not have
atnulaaptperdopinriahteumlevaenl opfsyacbhsotrlaocgtyio, nafnodr rmobaoktes.uIsnepoafrtiictuilnar,
aacntioanrtmiocdiaellssyinstAe mIo.fTtehneambsotrdaeclt wawasayprfroopmosbeoddbyymFoltaionn-s
annadgaonnlyetcoanl.ce[6n]t.raAtectoionnrseparreesednetcinogmapcotisoend
pinret-oamndotpioonstcpohnadsietisonwsi,tahndiseeqrueenntcesus.bIgnotealllsi.geTnht eemsubbogdoieadlsagaerentfsonreced
tdoybnraidmgiec tehveegnatps tbheatwt
eaelnsothgeesneerreaptreesdeinsttainticotnisvewsitehnsmoirsysifnegedinbfaocrkmiantiotnheanndertvhoeuasctsuyaslteemxe.cution of an action in the
physical world. Bridging this gap is non trivial and a
prob</p>
        <p>Intentions of others can not be monitored directly.
lem which is widely unsolved on the abstract level (i.e., by
Monitoring force events, on the other hand, is at least
re-usable general knowledge). It is further expected that
conless problematic because events may be monitored in
ditions and effects of actions are pre-defined – a hard to meet
the physics engine of virtual worlds, or observed by
requirement with the diversity of effects actions may cause
isnotmhee pahgyesnict.alTwhoirsld.</p>
        <p>is, for example, that the hand gets
into contact with the milk package before grasping it</p>
        <p>The central question for successful embodied action
exefcruotmionthies htaobwlea,goernttshsahtouthlde mpaocvkeatgheeilroboosedsiecsotnotaacchtieve
to
ctehretasinupefpfoecrttsinwghsiluerafavcoeidwinhgeunnwthaentaegdesnitdep-eerfffeocrtms.sTahirsei-s,
ftorraecxtianmgpmleo,thioown aafrtoebrotthsehomuilldkmhoavsebietsenargmrassupcehdt.hat the
panOcankee mofixthceonmtaaininedrienastohnesbofottrlei nitvehsotlidgsatiisnpgouarcetdionon
tmopodofeltshefropmanchaukmeamnakpesry,cahnodlofgoyrmins aropbaontciacskeiswtihthat1a0cc-m
dtiiaomn emteor.dIenlsthine aAreI,a soufchAIasthPerDeDarLe [o7n]l,yufseuwallayppdrooancohtes
that address this problem despite the semantic nature of this
have an appropriate level of abstraction for robots. In
reasoning problem.
particular, action models in AI often abstract away
from body motions and only concentrate on
representing action pre- and post-conditions, and sequences.
Intelligent embodied agents need to bridge the gap
between these representations with missing information
and the actual execution of an action in the physical
world. Bridging this gap is non trivial and a problem
which is widely unsolved on the abstract level (i.e.,
by re-usable general knowledge). It is further expected
that conditions and e ects of actions are pre-de ned {
a hard to meet requirement with the diversity of e ects
actions may cause in the physical world.</p>
        <p>The central question for successful embodied action
execution is how agents should move their bodies to
achieve certain e ects while avoiding unwanted
sidee ects. This is, for example, how a robot should move
its arm such that the pancake mix contained in the
bottle it holds is poured on top of the pancake maker,
and forms a pancake with 10cm diameter. In the area
of AI there are only few approaches that address this
problem despite the semantic nature of this reasoning
problem.</p>
        <p>
          One of the peculiarities of our KR&amp;R system is that
it runs inside the perception-action loop of a robotic
agent. Symbols correspond to data structures of the
robot control system, and as such they have a rather
simple grounding. The representations in our system
are inspired by the role that episodic memories play in
the acquisition of generalized knowledge in the human
memory system [
          <xref ref-type="bibr" rid="ref18">18</xref>
          ].
        </p>
        <p>The proposed representation of episodic memories
consists of two parts. One part stores experiences and
events as symbolic data. Those events and experiences
can be e.g. perceived objects, or performed actions,
their duration, and possible failures. The second part
stores sensor data from the robot in a database. We
de ne this unstructured data as sub-symbolic data.
In the rst section, we will describe the symbolic
knowledge representation. An overview about the
subsymbolic data will be given afterwards. Then, we will
show how those memories can be used to improve the
robot's action models by getting insights about
manipulation activities. This will be achieved by using
a combination of query answering and visual analytic
tools.</p>
        <p>
          Our KR&amp;R system is made available as part of the
knowledge web service openEASE 1 [
          <xref ref-type="bibr" rid="ref4">4</xref>
          ]. The web
service gives the KR community the opportunity to do
research in the context of real robot experiments.
Researchers in the eld of KR-based robot control can
further extend the knowledge base of the web
service by providing additional episodic memories of their
robots performing manipulation activities.
        </p>
        <p>We use the openEASE platform for storing and
managing the episodic memories represented with our
model. It also allows to ask queries about it, such as
how the robot was moving when an action was
performed, and to visualize snapshots of the activity with
visual annotations. Figure 1 shows such an example
where the robot was closing a drawer in a kitchen
environment. The action is properly segmented into the
di erent motion phases, which is also visible in the
Figure. The vision is to collect a large data set of episodic
memories, and utilize them for learning tasks to gain a
better understanding about manipulation activities.</p>
      </sec>
      <sec id="sec-2-2">
        <title>Related Work</title>
        <p>
          There are several projects with e orts to provide
symbolic knowledge about manipulation activities to
robots. The most notable one is the IEEE-RAS
working group ORA (Ontologies for Robotics and
Automation) [
          <xref ref-type="bibr" rid="ref13">13</xref>
          ], which aims at de ning standards for
knowledge representation in robotics. Schleno [
          <xref ref-type="bibr" rid="ref12">12</xref>
          ]
also presented a related approach for detecting
intentions in cooperative human-robot environments based
on states which are more easily recognizable by sensor
systems than actions. In his work, intentions are also
used for the prediction of the next action. For this
work, we extend the KnowRob system [
          <xref ref-type="bibr" rid="ref17">17</xref>
          ], which,
among others, de nes concepts for actions, and their
e ects [
          <xref ref-type="bibr" rid="ref16">16</xref>
          ]. KnowRob also has a notion of motion
phases, but these are not de ned using force
dynamics.
        </p>
        <p>
          Another related branch of research is task and
motion planning. In this work, we present an action model
that can be used to yield higher level activities from
observations of force events. Such force events can
also be detected through haptic feedback, and be used
to minimize uncertainty during manipulation
activity planning [
          <xref ref-type="bibr" rid="ref19">19</xref>
          ]. The relation of our system to
general planning systems is that planning domains can
be represented using our model and that plan
parameters can be inferred from knowledge represented in
our system. Action models in traditional planning
systems (such as PDDL) often only consider action
preconditions and their e ects, and do not incorporate
more detailed information about motions and forces.
More recently, systems emerged that enable robots to
perform planning on both task and motion level by
introducing an interface layer between task and motion
planner [
          <xref ref-type="bibr" rid="ref14 ref5">14, 5</xref>
          ]. Our action model could be used by
such systems to represent tasks, and to de ne action
pre-conditions which are occurrences of force events.
        </p>
        <p>
          Another aspect is that our system can yield partial
boundaries of motion phases given some observation.
Motion segmentation methods typically apply some
form of clustering to build stochastic representations of
primitive motions and motion sequences. These
methods include self-similarity [
          <xref ref-type="bibr" rid="ref8">8</xref>
          ], k-means [
          <xref ref-type="bibr" rid="ref10">10</xref>
          ] or
hierarchical [
          <xref ref-type="bibr" rid="ref20">20</xref>
          ] clustering. Primitive motions are often
represented as Hidden Markov Models [
          <xref ref-type="bibr" rid="ref11 ref15 ref9">9, 11, 15</xref>
          ] and
sequences as stochastic motion graphs [
          <xref ref-type="bibr" rid="ref15">15</xref>
          ]. This research
has mainly focused on body motions with some
exceptions that also consider object movement [
          <xref ref-type="bibr" rid="ref11 ref9">9, 11</xref>
          ].
Contrary to our approach, the listed motion segmentation
approaches do either not consider manipulated object
movement or only consider its trajectory. Instead, we
de ne motion boundaries according to interactions of
objects with the physical world through force
dynamics. These contact states seem particularly important
for control strategies employed by humans [
          <xref ref-type="bibr" rid="ref6">6</xref>
          ].
        </p>
      </sec>
      <sec id="sec-2-3">
        <title>Narrative of Episodic Memories</title>
        <p>This section introduces an action model for robots
inspired by the Flanagan model. The basis of it are force
events that occur when an agent moves its body, and
the di erent motion phases of actions. Our ontology
is organized along these areas. It has 4 levels: Force
events, situations, motion phases, and intentional
activities. In addition, we use rules to declare identity
constraints. In this section we provide a description of
how this information is organized and represented.</p>
        <p>In this work, we build upon the KnowRob
ontology, and (manually) extend it with concepts of our
action model such as ForceEvent and PouringMotion.
We have chosen KnowRob because it provides the
necessary infrastructure for interfacing with robot
control systems, and to record episodic memories from
task execution. It de nes concepts such as Event and
Situation, and also speci c ones to describe e.g. robots
and their parts.</p>
        <sec id="sec-2-3-1">
          <title>Force Events</title>
          <p>At the lowest level of our action representation there
are events that physical objects cause in a (simulated)
physical world. They are described independently from
intentions. This is to allow detecting them fully
automated, without taking into account previous events
and higher level knowledge about task or embodiment.</p>
          <p>PhysicalEvent v Event is the most general concept
in this ontology. It implies that physical events occur
at a particular time instant (derived from Event ), and
that at least one object is involved. Involved means
that one of their physical properties is salient during
the event. This is the case if the object involved is
created or destroyed, touched or untouched, transformed
into something else, etc.</p>
          <p>The most essential events are the contact events
(ContactEvent) that occur whenever an object moves
in the world such that it touches (contact+ v involved)
another object within a spatial region (contactRegion).</p>
          <p>The property contact+ is further decomposed into
functional properties contact+1 and contact+2
denoting the two salient objects during the contact event
(the two objects can be randomly assigned). The
objects remain touched until they separate again which
is indicated by a LeavingContactEvent. The contact
is either caused by an agent moving objects into
contact, or through a physical process such as gravity, for
example, pulling an object such that it falls onto the
oor.</p>
          <p>Creation (CreationEvent ) and destruction
(DestructionEvent ) events are also distinctive subgoals of
activities that we use for activity representation at a
higher level of our ontology (e.g., cutting a bread
creates a slice of bread).</p>
          <p>The last category of physical events we consider in
the scope of this work are uid ow events
(FluidFlowEvent ). These are events in which some liquid or
gaseous substance moves, for example, milk owing
from a package to a glass, or water owing in a river.
Such events may be intended as in \pouring milk in a
glass", or unintended as in \spilling milk on the oor
during navigating". The primary involved object is the
liquid or gaseous substance, linked to the event via the
functional property uid v involved.</p>
        </sec>
        <sec id="sec-2-3-2">
          <title>Force Situations</title>
          <p>At the next level of our ontology there are situations
during which force events occurred (ForceSituation v
Situation). Force events occur at time instants, for
example, in the moment the hand touches some object,
and when it leaves contact again. We use such
temporal patterns of force events to expand them to
distinctive situations.</p>
          <p>Sub-events are linked to situations via the inverse
functional event object property. With inverse
functional we imply that each event can only be the
subevent of a single situation. For detecting situations,
we use two dedicated events: One indicating the start
and the other indicating the end of the situation.
These are represented using the functional properties
starter v event for the event starting the situation,
and stopper v event for the one stopping it.</p>
          <p>
            Surely, starter event should occur before stopper
event. Situations during which the object is not in
contact could else be classi ed as contact situations.
We use predicates from Allen's interval algebra [
            <xref ref-type="bibr" rid="ref1">1</xref>
            ] and
an identity constraint to assert this relation between
starter and stopper event. As illustration, this
constraint can be written as:
8 instance of(x; ForceSituation) :
9(stopper after starter )(x; x)
(1)
Note that the fact that some event occurred after
another one is inferred on demand by our reasoner and
does not need to be asserted. The begin time of the
situation is further de ned as time of occurrence of the
starter, and the end time as the time of occurrence of
the stopper.
          </p>
          <p>The starter event of contact situations is the
contact event and the stopper event is the leaving contact
event. Both have exactly the same involved objects.
We represent this type of information using identity
constraint rules using a property chain starting from
the starter event via involved objects, stopper event,
and back to the starter event.</p>
          <p>Fluid ow situations are a bit di erent because
there are no distinct starter and stopper event types.
At some time instant the rst and at a later time the
last uid ow event of a situation occurs. However,
not every sequence of uid ow events referring to the
same uid makes a situation. If the container is put
aside for a while, for example, one would rather say
that the situation ended then, and that a new
situation starts when the container is used later on. This
can be enforced by asserting that, during uid ow
situations, the container may only be salient for uid
ow events.</p>
        </sec>
        <sec id="sec-2-3-3">
          <title>Motion Phases</title>
          <p>Motions can be detected by monitoring the joint
conguration of an agent. Movements are either re exive
or intentional. But at this level of our ontology,
without knowing intentions of agents, we can not
distinguish between re exive and intentional motions and
represent motions solely in terms of expected events
and body parts used.</p>
          <p>The di erent body parts are de ned in the
KnowRob ontology. Here, we de ne a general \body
part moved" concept for each of these body parts.
We de ne the functional relation partMoved to
represent which body part moved during a motion, and
restrict the range of this property to the
corresponding body part type. For ArmMovement 's, for example,
we assert: 8partM oved:Arm and = 1partM oved:Arm.
Force events salient for a motion are denoted by the
inverse functional event relation. Temporal ordering
constraints are asserted by temporal properties before,
after, and during.</p>
          <p>Here, we only investigate arm movements. Hand
movements are also represented, but only at a coarse
level using a boolean state: Opened or closed. We also
ignore gaze motions in this work. However, it would
be interesting to look into gaze contact events and to
compare gaze patterns for di erent expert levels in
future work.
Arm movements are fundamental for object
manipulation. The repertoire of di erent arm motions of
humans is rich: reaching, lifting, throwing, cutting,
pouring, etc. Some of which have distinct patterns of force
dynamic events, such as cutting, that we use for
representing them.</p>
          <p>We use force events as delimiters of motion phases.
In particular important are contact situations between
body parts and other objects. Motions during which
lifetime the contact between body part and object is
continuously salient are called carrying motions
(CarryingMotion). The body part in contact with the
object must be part of the body part (denoted by partOf )
which is moved during the motion. This is to allow, for
example, that the contact occurs between hand and
tool while the body part referred to by the motion is
the arm (which in turn has a hand part).</p>
          <p>Objects held by agents may also touch other objects
or liquids during the motion, causing distinct force
events during that interaction. We use this pattern
of force events for the representation of tool motions.
A cutting motion, for example, is a carrying motion,
performed with a cutting tool, during which some
object was cut into pieces. Cutting events may also be
destruction events in case the object cut into pieces
entirely disappeared. We further assert that the tool
used in the cutting event (cutter ) is also salient during
the carrying situation.</p>
          <p>Another challenging manipulation task is pouring.
It can be performed in many ways, and on many
different expert levels. The motion pro les of di erent
expert levels are drastically di erent, but they all
generate uid ow events when particles are leaving the
source container. We represent pouring motions as
contact situations with a subgoal which is a uid ow
situation. First, we state that pouring motions are
carrying situations where a container that contains some
uid is a salient object, and that at least one uid
ow situation is a subgoal of this situation. We further
state that the uid transported in uid ow events of
subgoals is exactly the uid inside of (contains) the
contacted container.</p>
        </sec>
        <sec id="sec-2-3-4">
          <title>Activities</title>
          <p>At the highest level of our ontology there are activities
composed of motions with expected event patterns.
At this level of the ontology, the intention of agents
is implied by action concepts. The standard example
quoted in the work of Flanagan et al. is a
fetch-andplace activity. During fetch-and-place tasks, there is
a contact situation between agent and fetched object,
and also distinct events indicating that the carried
object rst leaves contact to a supporting surface, and
later gets into contact with a supporting surface again.</p>
          <p>We state that fetch-and-place activities have a
submotion which is a carrying motion. And that there are
two additional force events linked to the action via the
subevent relation. We further state that there is a
subevent in which the carried object looses contact to a
supporting surface.</p>
          <p>At this level, we can distinguish between colliding,
supporting, and intentionally touching. Unexpected
contacts during an activity are classi ed as collisions.
This makes it very easy to detect them. With expected
we mean that the activity concept asserts their
occurrence during the activity.</p>
          <p>We use the same scheme to distinguish between
pouring and spilling: Pouring actions have intended
uid ow subgoals while spillage events are exactly
the unintended uid ow events occurring during an
action. More concretely, pouring actions have a
target location where the uid should be poured into or
onto. We classify all uid ow events where the uid is
transported to somewhere else then the target location
as spillage events.</p>
        </sec>
      </sec>
      <sec id="sec-2-4">
        <title>Experience of Episodic Memories</title>
        <p>Experience data captures low-level information about
experienced activities represented as time series data
streams. This data has often no or only unfeasible
lossless representation as facts in a knowledge base. To
make this data knowledgable, procedural hooks are
dened in the ontology to compute relations from the
experience data, and to embed this information in
logicbased reasoning.</p>
        <p>The data is stored in a NoSQL database using JSON
documents. Each individual type of data is stored in a
collection named according to the type of data stored
in it. When imported, the knowledge system stores the
data in a MongoDB 2 server, for which the knowledge
system implements a client for querying the data
during question answering.</p>
      </sec>
    </sec>
    <sec id="sec-3">
      <title>Pose Data</title>
      <p>A robotic system typically has many mobile
components arranged in a kinematic chain. Each component
in a kinematic chain has an associated named
coordinate frame such as world frame, base frame,
gripper frame, head frame, etc. 6 DOF relative poses are
assigned to frames. These are usually updated with
about 10 Hz during movements, and expressed relative
to the parent in the kinematic chain to avoid updates
when only the parent frame moves. The
transformation tree is rooted in the dedicated world frame node
(also often called map frame).</p>
      <p>The data is used by our knowledge system to answer
questions such as: \Where was the base relative to the
object, 5 seconds ago".</p>
      <sec id="sec-3-1">
        <title>Reasoning with Episodic Memories</title>
        <p>The knowledge represented in acquired experiences is
very comprehensive. It not only contains narrations
of activities but also raw experience data. Competent
robot behavior needs both: Experience data encodes
particularities of motions such as forces and velocities,
and the narrative is required to make sense of the data
at higher cognitive levels.</p>
        <p>Here, we provide reasoning examples with our
action representation. We rst describe how activities
can be obtained from force events, and also how an
agent can make sense of action concepts. We nally
outline some analytical reasoning tasks that can be
performed on episodic memories.</p>
        <sec id="sec-3-1-1">
          <title>Activity Parsing</title>
          <p>In virtual worlds, force dynamic events can be
monitored perfectly. These can be asserted to the
knowledge base as they occur. Given the occurrence of force
events, we can infer new knowledge using descriptions
from higher levels of our ontology. In the rst step, the
events are expanded to situations. The situations are
then re ned to motions with distinct force event
patterns. Finally, high level activities are detected based
on patterns of force events and motions.</p>
        </sec>
      </sec>
    </sec>
    <sec id="sec-4">
      <title>Expanding Force Events</title>
      <p>The expansion process exploits representations of
situation concepts to identify events that determine
the situation. Situations are determined by so called
starter and stopper events. The events are processed
from earliest to latest. A situation symbol is created
when a starter event was detected, and a triple that
speci es the starter relation is asserted. The
procedure stores a list of situations without stopper events.
For each new event, this list is rst iterated to test
whether the event is a stopper event of the situation,
and a triple that speci es the stopper relation is
asserted if this is the case. Finally, it is also tested if new
events are sub-event of one of the situations without
stopper.</p>
    </sec>
    <sec id="sec-5">
      <title>Classifying Motions</title>
      <p>We assume that arm motions are only segmented by
zero velocity segmentation in advance. We use force
events as delimiters for coarse-grained segmentation.
We think that this segmentation is su cient because it
captures the force events which are the essential
subgoals of manipulation activities. Here, we only
consider arm motions. For each situation during which an
arm motion occurred, we iterate through the di erent
subclasses of ArmMotion which are also contact
situations, and we test if classifying the situation with that
type would yield a contradiction. The motion type is
asserted if this is not the case. The motion classes are
disjoint such that situations can only be classi ed as
being instance of one of the motion classes.</p>
    </sec>
    <sec id="sec-6">
      <title>Parsing Activities</title>
      <p>Motions and force events are then used as building
blocks for activities. Activities can be parsed using
rules that detect temporal patterns of events and
motions that are distinctive for them. Force events and
motions that are subgoals of activities are denoted by
the subevent and submotion properties. Patterns with
partial ordering constraints can be inferred from this
model. The output of the parser is an ontology,
describing instances of detected actions. Here, we provide
one hand-written rule that is used to detect
pick-andplace activities shown in Algorithm 1.</p>
      <p>Algorithm 1 Detect Pick-and-Place
1: procedure detect-pick-and-place
2: CarryingMotion(?s); contact+S (?s; ?obj),
3: LeavingContactEvent(?ev1),
4: loose-support-event(?s; ?ev1; ?obj),
5: ContactEvent(?ev2),
6: gain-support-event(?s; ?ev2; ?obj),
7: before(?ev1; ?ev2).
8: procedure loose-support-event(?s,?ev,?obj)
9: contact-(?ev; ?obj); contact-(?ev; ?t),
10: SupportingSurface(?t),
11: stopper(?s; ?x); before(?ev; ?x).
12: procedure gain-support-event(?s,?ev,?obj)
13: contact+(?ev; ?obj); contact+(?ev; ?t),
14: SupportingSurface(?t),
15: starter(?s; ?x); after(?ev; ?x).</p>
      <sec id="sec-6-1">
        <title>Activity Interpretation</title>
        <p>Our ultimate goal is to enhance the performance of
robots by supplying them with knowledge about
everyday activities, and in particular with high-level stories
about what happened combined with experience data.
In this section, we provide a description of how robots
may use the information represented in episodic
memories.</p>
        <p>A typical query rst asks for a particular
semantic action that ful lls certain constraints such as
being successful, being performed by a particular agent,
etc. The inferred action symbol is bound to a
variable which is used as index to sub-symbolic data in
the experience part of episodic memories. This is done
to access data slices corresponding to the semantic
activity for which the symbol was inferred earlier. An
example of such a query is shown in the following:
e n t i t y ( Act , [ an , a c t i o n , [ type , putting down ] ] ) ,
o c c u r s ( Act , [ , End ] ) ,
h o l d s ( pose ( pr2 : ' p r 2 b a s e l i n k ' , Pose ) , End ) .
Which corresponds to the question \Where did the
robot stand at the end of put-down actions?".</p>
        <p>
          Based on our model, we can also ask questions
about the goals of an action, for example, \What
motion phases are the subgoals of an action". For our
introductory example of a robot closing a drawer (see
Figure 1), the motion phases can be queried with a
query such as:
e n t i t y ( Act , [ an , a c t i o n , [ type , c l o s i n g a d r a w e r ] ,
[ part moved , [ an , o b j e c t , [ b a s e l i n k , HandBase ] ] ] ] ) ,
f i n d a l l (M, e n t i t y ( Act , [ sub motion , M] ) , Motions ) .
For a more detailed description of the question
answering system used here, please consult the system paper
written by Beetz et al. [
          <xref ref-type="bibr" rid="ref2">2</xref>
          ].
        </p>
      </sec>
      <sec id="sec-6-2">
        <title>Activity Analytics</title>
        <p>Episodic memories are very comprehensive and
additional tools for inspection are required. For
illustration, we pick one simple pick-and-place task performed
by a robot and show how our visual analytics tools are
used to get insights about manipulation activities and
reasoning processes. Our goal is to provide tools for
gathering data for learning algorithms, and to learn
about the requirements for robots performing
everyday activities. Clustering methods may be used, for
example, to group actions based on their
parameterizations, and to identify e.g. what kind of actions
require two arms to be performed successfully, or what
kind of actions require additional tools. Di erent
components of our analytics framework will be described
below.</p>
      </sec>
    </sec>
    <sec id="sec-7">
      <title>Action Hierarchy Visualization</title>
      <p>
        Cognition-enabled plan frameworks, such as CRAM
[
        <xref ref-type="bibr" rid="ref3">3</xref>
        ], generate action hierarchies instead of sequences of
actions. This is because, in cognition-enabled plans,
most actions are abstract and require reasoning which
results in action hierarchies. For instance, a pick and
place action requires a "pick" sub-action to be
performed followed by a "place" sub-action. Action
hierarchies are stored in our episodic memory as symbolic
data. To get a better understanding of an experiment,
openEASE contains a component to visual the whole
action hierarchy. This visualization gives an overview
about what actions were executed by the robot, the
relationship between those actions and which tasks were
successful and which not.
      </p>
      <p>With our visual analytics framework we want to go
beyond showing just hierarchies and statistics. Each
visual component is linked to the knowledge base
which allows us to perform queries on the displayed
data. To be speci c, the nodes in the action
hierarchy can be selected by the user, and the user can ask
queries about them such as getting the error type of
an unsuccessful task, the time duration, etc. In
addition, trajectories during actions can be queried and
visualized. Having the experience data linked to the
narrative of an activity further allows to correlate
success of an action with e.g. the goal pose relative to the
base.</p>
    </sec>
    <sec id="sec-8">
      <title>Visualization of Errors</title>
      <p>For every episodic memory we can request a
cooccurrence matrix between actions and errors which
occurred during an activity. Figure 2 shows an error
matrix for a pick and place activity. The rows and
columns can be sorted by frequency to get quickly an
overview which actions failed the most or which error
type occurs the most. Referring to Figure 2, the matrix
shows that most failed action was MovingToLocation
due to collision.</p>
      <p>We are also using the error matrix to extract action
preconditions which were not considered during plan
design. Currently we are extracting the preconditions
manually. In the future we are planning to automatize
this extraction so the robot can extend its action model
by itself.</p>
      <p>The matrix is also linked to the knowledge base, this
allows us to query detailed information about the
errors. For instance, for perception errors we can query
which objects could not be perceived. Those queries
can give us an overview e.g. for which objects the
perception system might need to be improved.</p>
      <p>MovingToLocation</p>
      <p>BaseMovement</p>
      <p>LookingAt
VisualPerception</p>
      <p>LookingFor</p>
      <p>Reaching</p>
      <p>MovingToOperate
PickingUpAnObject</p>
      <p>Retracting
PuttingDown</p>
      <p>LiftingAnArm
OpeningAGripper
LoweringAnArm</p>
      <p>Pulling
FetchAndDeliver</p>
      <p>AcquireGrasp
ClosingAGripper
SettingAGripper
Cognition-enabled plans require a signi cant amount
of reasoning. We provide multiple visualization tools
available to get insights about reasoning processes.
Figure 3 shows a co-occurrence matrix with the action
types (rows) and the reasoning questions (columns)
which are asked during a pick and place action. This
matrix gives an overview which reasoning tasks were
performed the most and which tasks required the most
reasoning. In our example, a signi cant amount of
spatial and perception reasoning tasks were performed.</p>
      <p>Our analytics framework serves additional
statistics, such as depicted in Figure 4. The left pie chart
shows the ratio between the frequency of reasoning
tasks compared to actions. A high number of
reasoning tasks indicates the robot performed a very abstract
plan since it required a lot of reasoning to be able to
execute it. The right pie chart in Figure 4 depicts an
overall time usage between reasoning and action
execution. Note that even though the general amount of
reasoning tasks is signi cantly higher than the
number of actions, the action execution requires the most
time. This insight gives us the the opportunity to let
the robot do more expensive reasoning in the future
without extending the overall experiment runtime
because we could run the reasoning in parallel during the
action execution.</p>
      <sec id="sec-8-1">
        <title>Conclusion</title>
        <p>In this paper, we have introduced an approach for
representing episodic memories of embodied agents
performing manipulation tasks. The action model is
inspired by a model from human psychology. Its
representations are based on force dynamic events which
are used to de ne semantics of action verbs. We have
86
14</p>
        <p>Action
Action
98
2</p>
        <p>Reasoning
shown that patterns of force events can be used to
detect intentions, and what actions an embodied agent
performed. The action model is coupled with
experience data that stores control level information. We
believe that collections of episodic memories are key
for understanding how experiential knowledge about
manipulation tasks can be generalized.</p>
      </sec>
    </sec>
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