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  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>Panta Rhei: Curiosity-Driven Exploration to Learn the Image-Schematic A ordances of Pouring Liquids</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Applied Linguistics Department</string-name>
        </contrib>
        <contrib contrib-type="author">
          <string-name>University of Bremen</string-name>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Germany [pomarlan]@uni-bremen.de</string-name>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>Digital Media Lab, University of Bremen</institution>
          ,
          <country country="DE">Germany</country>
        </aff>
        <aff id="aff1">
          <label>1</label>
          <institution>Jonkoping Arti cial Intelligence Laboratory, Jonkoping University</institution>
          ,
          <country country="SE">Sweden</country>
        </aff>
      </contrib-group>
      <abstract>
        <p>Despite rapid progress, cognitive robots have yet to match the facility with which humans acquire and nd ways to reuse manipulation skills. An important component of human cognition seems to be our curiosity-driven exploration of our environments, which results in generalizable theories for action outcome prediction via analogical reasoning. In this paper, we implement a method to emulate this curiosity drive in simulations of the situation of pouring liquids between containers, and to use these simulations to construct a symbolic theory of pouring. The theory links qualitative descriptions of an initial state and manner of pouring with observed behaviors, and can be used to predict qualitative outcomes or select manners of pouring towards achieving a goal.</p>
      </abstract>
      <kwd-group>
        <kwd>Curiosity-driven Learning</kwd>
        <kwd>Hybrid Approaches</kwd>
        <kwd>Cognitive Robotics</kwd>
        <kwd>Intrinsic Motivation</kwd>
        <kwd>Commonsense Reasoning</kwd>
      </kwd-group>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>Introduction</title>
      <p>
        Lifelong open-ended learning is considered one of the hallmarks of intelligent
behavior. Therefore, any formal system modelling intelligent behavior requires an
autonomous component for unprompted learning. Looking at human behavior
for inspiration, it is apparent that children engage in play and other learning
activities with no other purpose than \for their own sake" [
        <xref ref-type="bibr" rid="ref4">4</xref>
        ]. Likewise, adults
spend considerable time practicing hobbies that have little to do with
evolutionary bene ts, such as survival and reproduction. Instead, learning is intrinsically
motivated, where curiosity drives cognitive processes to match external stimuli
with internal representations [
        <xref ref-type="bibr" rid="ref1">1</xref>
        ]4. Experiencing novel situations at all times,
children quickly form and consistently update world assumptions regarding object
4 In this particular research area, intrinsic motivation and curiosity are commonly
      </p>
      <p>treated as synonymous concepts.</p>
      <p>
        Copyright 2021 for this paper by its authors. Use permitted under Creative Commons License Attribution 4.0 International (CC BY 4.0)
properties, spatiotemporal relationships between objects, agent and environment
and, in so doing, learn to anticipate outcomes of particular constellations [
        <xref ref-type="bibr" rid="ref2 ref23">2, 23</xref>
        ].
      </p>
      <p>Through curious play, a developing agent learns to appreciate regularities of the
world, e.g. when and how objects fall to the ground, that at, solid objects can be
stacked, and that contained objects will move with the container. As the agent's
knowledge grows, increasingly sophisticated models of the world are formed, yet
the conceptual skeleton remains as generalizable patterns that can be used for
predicting outcomes of analogous situations.</p>
      <p>
        Machine learning (ML) provides well-established techniques to teach arti
cial agents how to perform various tasks, e.g. image prediction or action selection
[
        <xref ref-type="bibr" rid="ref30 ref6">6, 30</xref>
        ]. However, learning problems are often operationalized as feeding an
existing dataset, perhaps augmented with random modi cations, into a learning
algorithm; autonomous learning is (most commonly) not included in such
approaches, which negatively impacts generalizability of the learned models. To
address these limitations, curiosity-driven learning methods are becoming
increasingly common (e.g. [
        <xref ref-type="bibr" rid="ref11 ref32 ref33 ref8">8, 11, 32, 33</xref>
        ]). Usually starting with little or no symbolic
knowledge about the world, these methods demonstrate how progressively more
complicated predictive models can be built by agents via increasingly
sophisticated play. Instead of tasking an arti cial agent to solve a speci c problem, the
agent is encouraged to learn the rules of the environment and the a ordances
of objects without any particular goal state in mind. The idea is to simulate
curiosity-induced autonomy and allow the agent to learn to predict outcomes
and reason about scenes and activities it may be tasked with.
      </p>
      <p>
        In this paper, we cut out a tiny slice of the full range of household
situations robots may encounter and through curiosity-driven exploration, we build a
theory about the interactions of liquids and solids, particularly the relationships
involved in pouring a liquid from one container to another. We take inspiration
from previous work by Oudeyer and Kaplan [
        <xref ref-type="bibr" rid="ref27">27</xref>
        ], arguing that curiosity and
learnability should guide exploration in a play environment, in our case a
simulation. However, we apply a symbolic air to our models to anticipate the future,
and have the robot learn symbolic rules in a logic of image schemas to describe
how a situation might develop. These symbolic rules could then be used by an
agent to construct perception queries and select actions [
        <xref ref-type="bibr" rid="ref15">15</xref>
        ] and we intend to
pursue this line of research in future work.
2
      </p>
    </sec>
    <sec id="sec-2">
      <title>Related Work</title>
      <p>
        Cognitive robotics o ers an interesting platform to investigate the bene ts of
curiosity-driven learning of everyday activities. On the one hand, robots are
embodied, arti cial agents that have the possibility to perceive and physically
interact with their environment in a way similar to how humans would. On the
other hand, they are subject to their programming and limited by the capacities
of their hardware. Previous research demonstrates that while cognitive robots
are pro cient in well-de ned tasks, they are usually unable to handle
underspeci ed instructions and unfamiliar situations [
        <xref ref-type="bibr" rid="ref19 ref25 ref3">3, 19, 25</xref>
        ]. This means that their
abilities for commonsense reasoning, prediction and adaptation require
substantial improvements before they reach any level of human-like intelligence.
      </p>
      <p>
        Our proposal is to combine the strength of curiosity-driven learning with
symbolic description of functional relationships in the form of image-schematic
micro-theories. Image schemas are spatiotemporal relationships between objects,
agents and environments that have been argued to capture the meaning of a
ordances and the human conceptualisation of particular events [
        <xref ref-type="bibr" rid="ref13 ref17">13, 17</xref>
        ]. Following
the reasoning behind embodied cognition5, it is our hypothesis that this is a
good foundation to formally model cognitive aspects of learning. This means
that together with conceptual information about the environment, we add an
ability for curiosity to, on its own terms, encourage the robots to engage with
and extract meaningful information from its environment.
      </p>
      <p>Before presenting the state of the art, we take a closer look at the cognitive
processes of extracting generalizable information from unfamiliar scenarios.
2.1</p>
      <sec id="sec-2-1">
        <title>Generalizable Patterns of Learning</title>
        <p>
          Motivated by curiosity (and instinct for survival), humans learn novel things as
they are exposed to unfamiliar scenarios. However, unlike arti cial agents, they
do not come empty-handed to most unfamiliar situations. Human cognition has
mastered the skill of using generalized snippets of information learned from one
situation, and in relation to other objects and concepts, and analogically apply
it to di erent, unknown situations [
          <xref ref-type="bibr" rid="ref16">16</xref>
          ]. In this fashion, events are generalized
into smaller temporal segments of motion events [
          <xref ref-type="bibr" rid="ref34">34</xref>
          ] and objects are thought to
be conceptualized in relation to the a ordances6 they o er in the environment.
Combined, these concepts formulate the foundation for image schemas [
          <xref ref-type="bibr" rid="ref17 ref21">17, 21</xref>
          ],
described as \dynamic analog representations of spatial relations and movements
in space" [22, p.591]. Formally they can be thought of as functional relationships
over time and space that constitute the conceptual components that structure
the understanding of the environment. For instance, a cup a ords the image
schema of Containment7, and a car a ords the motion-event of being
transported from one point to another as the image-schematic pattern Source Path
Goal. These conceptual patterns can then be combined into pro les [
          <xref ref-type="bibr" rid="ref14 ref26">14, 26</xref>
          ] to
form increasingly complex understandings of the relationships between objects
involved in a particular situation. For instance, if the knowledge that a plate
can be Supported by a table is present, it can be analogously inferred that a
book can be Supported by a desk. Originally stemming from cognitive
linguistics to motivate the high amount of spatial metaphors and used to describe the
shared structure that information is transferred on in analogy, they have been
proposed to play the part of the most general components involved in
commonsense reasoning of everyday activities for formal systems [
          <xref ref-type="bibr" rid="ref13 ref18">13, 18</xref>
          ]. Previous work
5 The embodied cognition hypothesis argue that the body's interaction with its
environment is the source for concept formation.
6 By a ordances we refer to the theory introduced by Gibson [
          <xref ref-type="bibr" rid="ref12">12</xref>
          ].
7 Following convention, all image schemas are written in capitalized uppercase letters.
suggests it is motion-events [
          <xref ref-type="bibr" rid="ref5">5</xref>
          ] and changes in image-schematic states [
          <xref ref-type="bibr" rid="ref14 ref34">14, 34</xref>
          ]
that constitute the principles for event segmentation in human cognition.
        </p>
        <p>
          Image schemas have also been proposed as a way to link symbolic
inference and numeric methods, and in so doing, impart a deeper understanding
of functional relations in the physical world to an arti cial agent. In [
          <xref ref-type="bibr" rid="ref29">29</xref>
          ], and
the resulting hybrid reasoning is employed to discover which objects in a scene
contribute towards maintaining a functional relation, beyond what is explicitly
asserted at the symbolic level.
2.2
        </p>
      </sec>
      <sec id="sec-2-2">
        <title>Intrinsic Motivation for Learning</title>
        <p>
          Curiosity-driven approaches to learning are a specialized form of reinforcement
learning (RL) algorithms that aim to maximize reward functions. The di erence
to traditional RL is that instead of rewards being o ered from particular states
of the environment, they are calculated in relation to the novelty of the learned
information [
          <xref ref-type="bibr" rid="ref32">32</xref>
          ]. One account of intrinsic motivation is the work [
          <xref ref-type="bibr" rid="ref31">31</xref>
          ], in which
prediction accuracy is enhanced based on the principle of maximizing intrinsic
rewards. The theory encourages any method to explore event sequences unknown
to the agent, but still regular enough to allow for learnable algorithmic structure.
In [
          <xref ref-type="bibr" rid="ref33">33</xref>
          ], environment exploration is focused in areas where a classi er is uncertain.
Information gain maximization is used in [
          <xref ref-type="bibr" rid="ref11">11</xref>
          ] to teach a robot motion planning.
        </p>
        <p>
          In [
          <xref ref-type="bibr" rid="ref28">28</xref>
          ], the authors demonstrate how solving novel tasks in novel situations
is signi cantly faster when using their curiosity-driven algorithm rather than
classic reinforcement learning. Using this method on a large-scale, in [
          <xref ref-type="bibr" rid="ref8">8</xref>
          ] the
authors show how the system learns to play several Atari games.
        </p>
        <p>
          A di erent approach is taken by [
          <xref ref-type="bibr" rid="ref27">27</xref>
          ]. In their work they show how an AIBO
robot learns to interact in increasingly complex ways with its environment by
focusing its attention towards what it can learn best, as opposed to which
interaction is expected to produce the most surprise. This results in behavior in
which interactions that are too complex for the agent to comprehend are rarely
attempted. Likewise, what is already well understood and predictable is also
avoided. The result is an autonomously constructed curriculum for the robot,
that strikes a balance between challenges and learning.
        </p>
        <p>
          One particular area in which curiosity-driven learning could be applied, is
learning object a ordances. Through exploration, agents are able to identify
the potential usages of particular objects and their environments. In similarity
to how children learn image-schematic a ordances by embodied interactions,
so could arti cial agents. The work on learning image-schematic notions and
a ordances is a large research area within cognitive robotics characterized by
many di erent methodologies (e.g. [
          <xref ref-type="bibr" rid="ref24 ref7 ref9">7, 9, 24</xref>
          ]). For instance, in [
          <xref ref-type="bibr" rid="ref20">20</xref>
          ] the authors
demonstrate how a robotic system can, through analogical reasoning, learn the
object a ordances of pouring co ee into di erent kinds of containers without
having experience of that particular container.
Previous work on curiosity-driven learning has focused on reinforcement learning
methods that produce numeric models. Often, such models are di cult to
interpret and di cult to reuse outside of the context in which they were learned.
Inspired by the conceptual building blocks in image schemas, we will instead
describe a method to construct symbolic rules based on a set of observations
of simulated scenes. This set of simulations is constructed and expanded during
the learning process, and each expansion aims to explore scene parameterizations
expected to deliver not yet seen behaviors.
        </p>
        <p>To showcase our method, we have selected the pouring liquids task. On the
one hand, indirectly manipulating liquids via pouring is an important component
of many everyday activities. On the other hand, the interactions of liquids with
their surrounding objects are sensitive to many variables { pouring from too
high may increase spillage, pouring too much to the side might tip an unstable
container and so on. For tractability reasons, we approximate liquids in our work
here by a collection of small rigid particles (Fig. 1). While not entirely realistic,
this simpli ed model nonetheless allows interesting behaviors in simulation.
Our goal is for an arti cial agent to develop a \nave physics" model of the
world, at least in matters that pertain to transferring uids between containers
via pouring. This model will be a collection of rules stipulating that if some
antecedent holds { a conjunction of propositions qualitatively describing a
situation { then the observed behaviors of objects will obey a qualitative description
{ the consequent. The rules in the theory are defeasible, to capture the fact that
such nave rules are subject to exceptions that further experience may uncover.</p>
        <p>Human playful exploration discovers what features of the world are
interesting, or important, to look for. In this paper, we restrict our ambition by telling
the agent what aspects of behavior will be interesting to monitor, and we are
satis ed if the agent is merely able to adjust the parameters of its simulations
such that it discovers behaviors not seen before.</p>
        <p>
          We build on the approach from [
          <xref ref-type="bibr" rid="ref29">29</xref>
          ] where image schemas are represented
at di erent levels of abstraction via theories for functional or spatial relations
at the symbolic level, and methods to parameterize relations between geometric
primitives at the numeric level. As such, the propositions we use to describe a
scene relate to image-schematic aspects such as verticality, alignment, and
relative movement (similarly to the method used in [
          <xref ref-type="bibr" rid="ref10">10</xref>
          ]). Further, these propositions
are associated with generative models that allow the agent to either instantiate
a spatial arrangement that obeys a qualitative description, or judge how well
an arrangement or trajectory conforms to such. Through the generative
models, antecedents { conjunctions of propositions { are associated to regions of the
simulated scene parameter space describing an initial state and some action
parameters. Conversely, the resulting trajectories from the simulation are used to
decide which propositions qualitatively describe the observed behavior.
        </p>
        <p>To discover the rules of a nave physics model for pouring, one could use a
dense grid of possible parameterizations of a simulation, and for each of these
use the generative models to see which qualitative descriptions best t the
initial state and subsequent behavior. Such an approach is not feasible when there
are many parameters { the curse of dimensionality. It follows that some
heuristic to identify interesting parameterizations is necessary. A parameterization is
interesting if it may result in behavior that has not been seen before, i.e. its
qualitative description is di erent from that of previous simulations.</p>
        <p>Our approach to tackle this problem consists of the following: for an
antecedent, i.e. a qualitative description of an initial state, generate a set of
parameterizations and for each of these, see how well the observed simulated behaviors
obey each of a set of possible qualitative expectations. In e ect, the simulator
or physics engine is treated as a function mapping parameterizations to
expectation ful llment scores. This function is approximated by a set of hyperplanes,
one for each expectation score, and each hyperplane gives a direction in which
that expectation score is most sensitive to variation, at least in the region of
parameter space covered by the considered antecedent. The antecedent is modi ed
such that the parameterizations likely to be generated by its modi ed version
are in the most interesting directions of variation, and the process is repeated.</p>
        <p>It is useful to update the `interestingness' of exploration directions in the
region of parameter space covered by an antecedent as more simulation runs
become available, so a nuance to the approach outlined above is to also compute
and update weights that, intuitively, represent how strong the association is
between a particular antecedent and parameterization. This allows the interesting
directions of exploration around an antecedent to change as what was previously
interesting gets explored and associated to other antecedents.</p>
        <p>Thus, the \playful exploration" in simulation can be formalized. Let there
be a list E of m propositions describing possible qualitative behaviors observed
in simulation, a set D of propositions qualitatively describing either aspects of
the initial state or of the pouring action, and a set of antecedents A 2D. A
simulation is parameterized by some point p in I = Rn where each component
gives the value of some parameter. As output, the simulation produces a point in
O = ([0; 1])m, where the kth component is a \score" describing how well the kth
qualitative description from E applies to the simulated behavior. The physics
engine running the simulation works according to some physical model but, for
our purpose of learning a set of rules, we can treat it as a function simulate :
I ! O and we record samples of this function as they become available during
the agent's exploration.</p>
        <p>Because the propositions in an antecedent a have generative models attached
to them to select parameter values, for a given simulation parameterization p
there is a probability P (pja), estimating the likelihood of the parameterization
if we want to instantiate a scene for description a. As our symbolic model grows
and includes more rules, it may be the case that a parameterization is somewhat
likely for several antecedents; however, it will be necessary to keep track of
which simulations are particularly likely for only a few antecedents. To do this,
we de ne a weight function w. Given a set of antecedents explored so far H, and
an antecedent a 2 H, the weight of a parameterization p for antecedent a is:
w(a; p) = Pb2H P (pjb)</p>
        <p>P (pja)
(1)
w(a; p) answers the following question: assuming a-priori that all antecedents in
H are equally likely, and we know the antecedent we sampled for a
parameterization produced p, how likely is it that the antecedent we sampled was a? As we
will explain next, it is useful to allow the system to \forget" which antecedent
actually generated a parameterization.</p>
        <p>Our agent \explores" an antecedent a by generating several
parameterizations, simulating them, and observing the results. However, the next step will
be in deciding how to change the antecedent to (hopefully) get new outcomes.
Therefore, it may be interesting to know which are the directions in which the
simulate function is changing faster at the \point" corresponding to the
antecedent. To estimate this, simulate is approximated by a hyperplane using
weighted linear regression, where the weight of a parameterization p (whether
it was actually sampled using a or not) is w(a; p). This is because, as the
number of recorded simulations and known antecedents grows, a previously recorded
simulation may have a parameterization that ts several antecedents, and as a
result is less informative about new directions to explore around any antecedent.
\Learning" would then proceed according to the steps described in Algorithm 1.
The algorithm uses the following functions:
{ sample is a function which, given an antecedent and an integer n, produces
n parameterizations sampled from P (pja).
{ simulate is a function which, given a parameterization p, returns the
resulting scores for the monitored expectations.
{ weight is a function which maps an antecedent a, a parameterization p, and
a set of antecedents H to which a belongs, to w(a; p).
{ planeF it performs weighted linear regression on a collection of
parameterization/result pairs S with a vector of weights W .</p>
        <p>Algorithm 1 Symbolic prediction model building via curious exploration</p>
        <p>P lanes [ f(a; planef it(W eights(a); Simulations))g
{ bestAbsSlope is a function which, given a hyperplane h, returns the direction
of largest slope in this plane, and the absolute magnitude of this slope.
{ modif y is a function which, given an antecedent a, a direction of variation
dir, and a set of antecedents H, returns a set of antecedents obtained from
modifying a such that these new antecedents are more likely to generate
parameterizations that di er in direction dir compared to those sampled for
a, and such that these new antecedents do not already appear in H.
{ Finally, qualif y is a function which maps the result of a simulation s to the
consequent that best describes it.
3.2</p>
      </sec>
      <sec id="sec-2-3">
        <title>Exploring the Naive Physics of Pouring</title>
        <p>We simulated scenarios in which a collection of small, rigid-body particles
represent a liquid, and are poured from one bowl into another. The pouring motion is
described via three poses of the source bowl and the duration of motions between
those poses. Physical parameters for the source and destination bowls, and the
particles representing the liquid, are also considered: mass, restitution, friction.
The amount of particles used to represent the liquid in a simulation can vary.
In total, 30 parameter values are needed for one simulation. To adjust these
numeric parameters, several statements can be combined in antecedents. There are
86 propositions to select from and combine to create a qualitative description
of a pouring scene. Not all of these combinations make sense however and the
number of possible qualitative scenes is on the order of one billion.</p>
        <p>The qualitative behaviors we monitor to construct our consequents relate
to the motion of the liquid and the destination during the di erent stages of
the source movement. We expect the destination to stay still throughout the
pouring, and the liquid to leave the source, enter and eventually remain in the
destination. In total, 9 propositions are used to check the simulation behavior.</p>
        <p>We then ran the algorithm described in 1. Despite there being about one
billion possible antecedents, the algorithm shows a clear tendency towards slowing
down the growth of the Anew list: while the rst antecedent considered
produced 17 new ones to explore, the last explored antecedents added 1 or 0 new
antecedents to explore. Nonetheless, we stopped exploration after 25 rules were
produced, which include rules such as:
{ pouring from the side will result in spillage
{ too light a liquid will not entirely leave the source
{ when pouring a lightweight liquid and then righting up the source while low
above the destination will result in the liquid not remaining in the destination
4</p>
      </sec>
    </sec>
    <sec id="sec-3">
      <title>Conclusion and future work</title>
      <p>In this paper, we have described a method to use simulations to construct a
symbolic model to predict qualitative outcomes of an action. The method focuses
exploration on areas of the parameter space that are likely to yield new behaviors.
The resulting model can then be used to predict action outcomes, or select action
parameterizations. We showcase our method through a pouring liquids scenario.</p>
      <p>As future work we intend to deploy such qualitative models for action
selection for a simulated agent. Another direction is to adjust the generative models
used to convert between qualitative and numeric descriptions, in an attempt to
emulate the context- and task-dependent nature of human qualitative
descriptions (e.g. \the weather is hot" vs. \the oven is hot" have di erent meanings in
terms of expected temperature values).</p>
      <sec id="sec-3-1">
        <title>Acknowledgements</title>
        <p>The research reported in this paper has been supported by the FET-Open
Project 951846 \MUHAI { Meaning and Understanding for Human-centric AI"
(http://www.muhai.org/) funded by the EU Program Horizon 2020 as well as
the German Research Foundation DFG, as part of Collaborative Research Center
(Sonderforschungsbereich) 1320 \EASE - Everyday Activity Science and
Engineering", University of Bremen (http://www.ease-crc.org/). The research was
conducted in sub-projects P01 Embodied semantics for the language of action
and change: Combining analysis, reasoning and simulation.</p>
      </sec>
    </sec>
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