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Doctoral Dissertation Probabilistic Techniques in Semantic Mapping for Mobile Robotics José Raúl Ruiz Sarmiento 2016 Tesis doctoral Ingeniería Mecatrónica Dpt. de Ingeniería de Sistemas y Automática Universidad de Málaga
AUTOR: José Raúl Ruiz Sarmiento http://orcid.org/0000-0002-9929-5309 EDITA: Publicaciones y Divulgación Científica. Universidad de Málaga Esta obra está bajo una licencia de Creative Commons ReconocimientoNoComercial-SinObraDerivada 4.0 Internacional: http://creativecommons.org/licenses/by-nc-nd/4.0/legalcode Cualquier parte de esta obra se puede reproducir sin autorización pero con el reconocimiento y atribución de los autores. No se puede hacer uso comercial de la obra y no se puede alterar, transformar o hacer obras derivadas. Esta Tesis Doctoral está depositada en el Repositorio Institucional de la Universidad de Málaga (RIUMA): riuma.uma.es
Dept. of System Engineering and Automation University of Málaga Studies in Mechatronics Probabilistic Techniques in Semantic Mapping for Mobile Robotics AUTHOR: José Raúl Ruiz Sarmiento SUPERVISORS: Javier González Jiménez Cipriano Galindo Andrades Thesis defended on 25th November 2016 JURY: Antonio Jesús Bandera Rubio (Málaga University, Spain) Luís Filipe de Seabra Lopes (Aveiro University, Portugal) José Luis Blanco Claraco (Almería University, Spain)
To my family, in heaven and on earth. A mi familia, en el cielo y en la tierra.
Table of Contents Table of Contents i Abstract v Acknowledgments vii Resumen de la Tesis ix I Thesis description 1 1 Introduction 3 1.1 Motivation................................ 4 1.2 Contributions .............................. 6 1.2.1 Contributions to contextual scene understanding . . . . . . . 6 1.2.2 Contributions to semantic mapping . . . . . . . . . . . . . . 7 1.2.3 Publications........................... 7 1.3 Thesisframework............................ 8 1.4 Thesisoutline.............................. 11 2 Theoretical background 13 2.1 Probabilistic Graphical Models . . . . . . . . . . . . . . . . . . . . . 13 2.1.1 The happiness example . . . . . . . . . . . . . . . . . . . . . 14 2.1.2 Learning the models . . . . . . . . . . . . . . . . . . . . . . 16 2.1.3 Probabilistic inference . . . . . . . . . . . . . . . . . . . . . 16 2.2 Knowledgebases ............................ 17 i
viii During my PhD years I have been in several conferences and schools. In there, I have met great people that were a plus within the study-develop-publish cycle. I also completed a stay at the University of Osnabrück, under the supervision of Prof. Dr. Joachim Hertzberg, a brilliant and close person, where I shared office with my colleague and friend Martin Günther, and I met nice people like Sebastian Stock, Jochen Sprickerhof, Sven Albrecht, Thomas Wiemann, Kai Lingemann, and Astrid Heinze. Thank you all for that enriching adventure, unfortunately my level of German is still low, I promise to improve it!. A special thanks to Bárbara Rotstein, my Spanish girl in Osnabrück, my stay there would had been quite different without her. Friends have also played a pivotal role during the development of this thesis, specially Cristian F. Segura, Ismael Gutiérrez, José D. Pérez, José D. Sarmiento (compadre), Jesús Ramírez, Francisco Jiménez, Francisco A. Nieto, and Laura R., as well as their respective and lovely partners. They forgave my absence from many meetings, and illuminated me with their brilliant careers and growth as people. You fellows are awesome. My relatives have been like parts of my body, I could not conceive this period of time without them. My mother María Sarmiento, was my heart, and my father José Ruiz, was my mind. My strong brother Juan L. Ruiz, his pretty wife Mónica Gallardo, and my lovely nephew Juan A. Ruiz were my skeleton. My uncles M. Josefa Sarmiento, Inmaculada Sarmiento, Toñi Sarmiento, and Antonio Díaz, and my cousin Samuel D. Díaz were my muscles. I just put the soul, and we all together achieved this goal. I do not forget my grandparents, specially José Sarmiento. I am sure that, wherever you are, you are reading these lines. It does not matter that you did not speak English, the language of love is universal. Heartfelt thanks. Last but not the least, I would like to thank my neni, Rocío, and her family, now also mine, for sharing with me the last two years of this project. You enjoyed my victories like yours, and spent weekends with me at home working in front of a computer screen, patiently waiting for having some leisure time. The effort has now its rewards, and I promise to return all your support and love back, but multiplied by two. José Raúl Ruiz Sarmiento Málaga September 2016 This thesis was partially supported by the Spanish grant program FPU-MICINN 2010, and by the research projects PROMOVE: Advances in mobile robotics for promoting independent life of elders (DPI2014-55826-R) and IRO: Improvement of the sensorial and autonomous capability of Robots through Olfaction (2012-TEP-530), funded by the the Spanish Government and the Andalucía Regional Government, respectively.
Resumen Introducción El invierno se acerca. Un robot sirviente detecta que la temperatura está disminuyendo y decide llevarle una manta a una adorable abuela. En el mismo edificio, otro robot encargado de patrullar una planta de oficinas se alerta al detectar una luz encendida en una habitación; rápidamente se percata de que es el compañero del área de investigación, Bob, trabajando hasta tarde por tercera noche en esta semana. Mientras tanto, su hija Alice está triste por la ausencia de sus padres, y su colega robótico, apodado cariñosamente Roboto, busca su oso de peluche favorito. Sophie, la madre de Alice, también está contando las horas para verla, y ordena a un robot limpiar las mesas una vez que su restaurante ha cerrado al público. Estos escenarios son ejemplos donde los robots móviles de hoy en día, en mayor o menor medida, pueden proveer una serie de servicios para mejorar el nivel de vida de la sociedad. Cada vez se vislumbra más claramente que los robots están llegando para quedarse, como se ve en su exitosa aplicación a diversas tareas como vigilancia, cuidado de la salud, compañía, entretenimiento, mantenimiento del hogar, etcétera [97], donde colaboran con humanos o los reemplazan en tediosos o peligrosos quehaceres. Algo común a todas las aplicaciones anteriores es la necesidad de construir representaciones del entorno de trabajo, comúnmente llamadas mapas, las cuales permiten a un robot móvil alcanzar un cierto grado de consciencia respecto a sus alrededores para poder, por ejemplo, navegar evitando obstáculos, localizarse a si mismo con respecto a un sistema de referencia dado, almacenar información relevante sobre los elementos a su alrededor, etc. Las representaciones tradicionales del entorno de trabajo del robot, como es el caso de mapas geométricos [23, 140], topológicos [110, 109], o híbridos [139, 13], aún son intensivamente usadas gracias a las habilidades básicas con las que dotan ix
x al robot (navegación y localización). A pesar de ello, la ejecución de tareas de alto nivel como las mencionadas en los escenarios anteriores requiere representaciones más sofisticadas, cercanas al modo en el que los humanos interpretan su entorno. Los mapas semánticos (semantic maps en inglés) aparecieron para cubrir esta necesidad, permitiendo a un robot no sólo comprender los aspectos espaciales de su entorno, sino además el significado de sus elementos (objetos y habitaciones) y cómo los humanos interactúan con ellos, por ejemplo funcionalidades, eventos, y relaciones. Para ello se considera meta-información, comúnmente conocida como Conocimiento Semántico (Semantic Knowledge oSK en inglés1), sobre los tipos de elementos que se pueden encontrar en el área de trabajo del robot, incluyendo sus relaciones. Esbozos de dicha información, típicamente codificada en una base de conocimiento (Knowledge Base oKB en inglés), pueden ser: las mantas se encuentran habitualmente almacenadas en armarios; las luces de la oficina deben estar apagadas tras la jornada laboral; los osos de peluche mejoran el estado de ánimo; la vajilla frágil debe lavarse en el lavavajillas. Motivación Típicamente, los mapas semánticos son poblados2con información exacta, por ejemplo un objeto es una manta o no lo es. Esto se debe a la incapacidad de las representaciones semánticas tradicionales para tratar con resultados inciertos, lo que fuerza la utilización de algoritmos de reconocimiento que provean información exacta, habitualmente mediante la aplicación de umbrales a resultados probabilísticos. Por ejemplo, un algoritmo de reconocimiento3indicando que un objeto puede ser una manta con una probabilidad de 0.52, y una alfombra con 0.48, podría proveer un único resultado considerando el objeto como una manta y desechando la otra hipótesis, aunque esta es también altamente probable. Este enfoque exacto claramente compromete la operación del robot: la incertidumbre, proveniente de fuentes como el propio sistema de percepción del robot o los modelos empleados para tratar el problema, se ignora al almacenar los resultados de reconocimiento en el mapa semántico. De este modo, aunque los resultados del ejemplo claramente muestran que el reconocimiento es ambiguo, nuestra querida abuela podría terminar con una áspera alfombra encima suya. Este es un escenario de entre los muchos posibles que ponen de manifiesto la necesidad de utilizar técnicas capaces de proveer mediciones de incertidumbre sobre sus resultados para poblar y mantener mapas semánticos – para lo cual la literatura recurre comúnmente a técnicas probabilísticas [141, 65] –, así como de adaptar las representaciones semánticas actuales para poder manejar información incierta. Esto resultaría en una operación más coherente y eficiente por parte del robot móvil. 1Cuando sea posible, a lo largo de este resumen se utilizarán los acrónimos en inglés de las herramientas utilizadas, por ser su uso más común en la comunidad científica. 2Poblar un mapa semántico se refiere al proceso de introducción de los elementos espaciales en el entorno del robot en dicho mapa, comúnmente objetos y habitaciones, percibidos mediante su sistema sensorial. 3Para simplificar la explicación se considera que existen sólo dos tipos de objetos, mantas y alfombras.
xi Tratando de evidenciar aún más la conveniencia de trabajar con información incierta, supongamos un escenario donde a un robot sirviente, recién aterrizado en su nueva casa desde el laboratorio, se le encomienda el traer las zapatillas a la abuela adorable. En ausencia de información espacial, el robot puede inferir (de acuerdo con la información cargada en su KB) que la localización más probable de las zapatillas es un dormitorio. Durante el mapeo inicial de la casa por parte del robot, este reconoció un dormitorio correspondiente a la habitación más lejana con respecto a la posición actual de la abuela con una probabilidad de 0.45, y 0.43 de ser una cocina4. Otra habitación cercana a la posición del robot ha sido reconocida como cocina con una probabilidad de 0.48, y como dormitorio con 0.47. La utilización de la interpretación más probable, el modus operandi usual cuando se trabaja con mapas semánticos tradicionales, daría lugar a la exploración de la habitación más lejana, con un 45% de probabilidades de ser el lugar correcto, mientras que el considerar ambas interpretaciones produciría un plan más lógico: echar primero un vistazo a la habitación más cercana. Aunque existen numerosos algoritmos para el reconocimiento de objetos y/o habitaciones que proveen mediciones de incertidumbre sobre sus resultados, estos usualmente trabajan mediante el procesamiento individual de cada elemento espacial de acuerdo con sus características geométricas (forma, tamaño, orientación, etc.) o de apariencia (color, textura, brillo, etc.). En otras palabras, si el tipo más probable para un objeto es manta, este es considerado una manta sin tener en cuenta que otros objetos hay a su alrededor ni su localización. Este enfoque ignora la rica información contextual presente en los entornos humanos: la distribución de las habitaciones sigue un cierto orden, y los objetos no están colocados aleatoriamente, sino siguiendo una cierta configuración acorde a su funcionalidad (por ejemplo, un mando a distancia suele estar en el entorno de una televisión, un pasillo conecta habitaciones, o una bañera suele encontrarse en el cuarto de baño) [113, 73, 117]. El modelado y aprovechamiento de esta información contextual puede ser útil, por ejemplo, para clarificar resultados inciertos: siguiendo con el ejemplo anterior, si el objeto se encuentra en un armario, este pertenecerá más probablemente al tipo manta que al tipo alfombra, el cual se encuentra usualmente sobre el suelo. Este tipo de información puede codificarse de manera natural en las bases de conocimiento, no obstante, su explotación para el reconocimiento contextual de objetos/habitaciones manejando incertidumbre no es simple. Los Modelos Gráficos Probabilísticos (Probabilistic Graphical Models oPGMs en inglés) [65] son una herramienta ampliamente utilizada para el modelado y la explotación de relaciones de contexto tratando con incertidumbre. Estos modelos trabajan con una representación en forma de grafo, donde los nodos representan variables aleatorias y los arcos conectan variables que tienen algún tipo de relación. Por ejemplo, en el caso del reconocimiento de objetos, cada objeto en la escena es representado como una variable aleatoria que toma valores de entre los tipos de objetos posibles 4Nótese que la suma de ambas probabilidades es de 0.88. El resto, hasta sumar 1, se corresponde con las probabilidades de pertenecer a otro tipo de habitación, e.g. pasillo, cuarto de baño, salón, etc.
xii (mesa, sofá, libro, etc.), mientras que los arcos conectan variables cuyos objetos asociados están situados cerca en la escena. Esta representación soporta la ejecución de algoritmos de inferencia probabilística, los cuales son capaces de proveer los resultados de reconocimiento deseados, junto con mediciones de incertidumbre sobre dichos resultados. Los PGMs han sido aplicados con éxito a tareas como eliminación de ruido en imágenes, procesamiento de lenguaje natural, reconocimiento de la actividad en una escena, predicción meteorológica, etc. A pesar de ello, estos modelos muestran una serie de limitaciones que deben ser tratadas antes de ser utilizados para poblar mapas semánticos, a saber: son computacionalmente intratables cuando la complejidad del problema a modelar incrementa (en este caso, cuando el número de objetos/habitaciones en el entorno y sus posibles tipos crece), necesitan una considerable cantidad de datos de entrenamiento para ajustar modelos exitosos, y son incapaces de detectar resultados incoherentes así como de aprender de experiencias pasadas. Contribuciones Las contribuciones de la presente tesis tratan de solucionar las limitaciones de los mapas semánticos tradicionales anteriormente comentadas mediante el uso de técnicas probabilísticas. Concretamente, los objetivos de la tesis, que tuvieron como fruto el desarrollo de dichas técnicas, fueron definidos como: •Desarrollo de un sistema de reconocimiento completo: Proveer algoritmos probabilísticos para el reconocimiento de objetos y/o habitaciones manejando información tanto de contexto como incierta, en los cuales también se considere conocimiento semántico, con el objetivo de presentar una serie de características deseables como escalabilidad, detección de resultados erróneos, aprendizaje de experiencias pasadas, etc. •Mejora de los mapas semánticos para el manejo incertidumbre: Acomodar los resultados probabilísticos de dichos algoritmos en una novedosa representación de mapas semánticos, de tal modo que un robot pueda explotarlos para conseguir una noción de la certeza del mismo sobre su comprensión del entorno de trabajo, permitiéndole operar de un modo más coherente. De este modo, las contribuciones de esta tesis pueden agruparse en dos temas principales: comprensión contextual de la escena, y mapeo semántico de la misma. Contribuciones a la comprensión contextual de la escena El primer grupo de contribuciones, presentadas en los artículos [114, 116, 119, 117, 115, 122, 121], se centra en el problema del reconocimiento de objetos y/o habitaciones empleando información contextual. Los PGMs en general, y los Campos Aleatorios Condicionales (Conditional Random Fields oCRFs en inglés) en particular, son usados para modelar este problema desde un punto de vista holístico, considerando las
xiii relaciones de contexto entre objetos y/o habitaciones, y tratando de manera formal la incertidumbre inherente al proceso de reconocimiento. Su aplicabilidad al problema tratado ha sido verificada tras una exhaustiva evaluación de los algoritmos más populares tanto de entrenamiento como de inferencia probabilística sobre dichos modelos. Estos CRFs trabajan en conjunción con KBs, lo que permite mantener sus ventajas cuando trabajan por separado a la vez que se mitigan sus limitaciones: • Las KBs dotan a los CRFs con capacidades para: reducir su complejidad, explotar información a priori sobre el dominio del problema, verbalizar sus resultados, generar un numero aleatorio de ejemplos de entrenamiento sintéticos para su ajuste, detectar resultados incoherentes, y aprender de la experiencia del robot. • Los CRFs permiten a las KBs manejar información incierta y explotar relaciones de contexto de acuerdo con una base teórica fundamentada. Los resultados devueltos durante la evaluación de los métodos desarrollados han sido comparados con los de otras soluciones punteras empleando conjuntos de datos del estado del arte. Además, se ha reunido y hecho público un nuevo repositorio de datos, llamado UMA-Offices, consistente en observaciones tridimensionales de 25 habitaciones de nuestro entorno de oficinas. También se ha implementado la librería software de código abierto Undirected Probabilistic Graphical Models in C++5 (UPGMpp) con el fin de manejar eficientemente los PGMs. Contribuciones al mapeo semántico El objetivo del segundo grupo de contribuciones, presentadas en los artículos [120, 118, 123], es el de acomodar los resultados probabilísticos provenientes de las técnicas anteriores en una representación semántica del entorno. Para ello se ha desarrollado la representación Multiversal Semantic Map (MvSmap), la cual permite considerar diferentes interpretaciones del entorno de trabajo del robot en forma de universos, también almacenando información sobre la probabilidad de que sean las interpretaciones correctas. Esto permite al robot tener en cuenta no sólo el universo más probable, sino otros que también muestran una alta probabilidad de ser válidos. Este novedoso mapa se acompaña de técnicas para mantener tratable el número de universos considerados, de tal manera que sea aplicable a entornos complejos con numerosos objetos y habitaciones. La idoneidad de los MvSmaps, así como su capacidad para manejar datos inciertos de una manera eficiente, se ha comprobado empleando el novedoso conjunto de datos Robot@Home, acumulado por un robot móvil al explorar una serie de entornos domésticos. Además, el conjunto de herramientas Object Labeling Toolkit6(OLT), disponible públicamente para la comunidad investigadora, ha sido desarrollado para 5 http://mapir.isa.uma.es/work/upgmpp-library 6 http://mapir.isa.uma.es/work/object-labeling-toolkit
xiv procesar de manera fácil y rápida conjuntos de datos formados por secuencias de información sensorial, como es el caso de Robot@Home. Publicaciones La presente tesis ha dado lugar a las siguientes publicaciones: Revistas •Jose-Raul Ruiz-Sarmiento, Cipriano Galindo, y Javier Gonzalez-Jimenez.Building Multiversal Semantic Maps for Mobile Robot Operation. Enviado a Knowledge-Based Systems (2016). •Jose-Raul Ruiz-Sarmiento, Cipriano Galindo, y Javier Gonzalez-Jimenez.A Survey on Learning Approaches for Undirected Graphical Models. Application to Scene Object Recognition. En International Journal of Approximate Resoning, (aceptado, por aparecer) (2016). •Jose-Raul Ruiz-Sarmiento, Cipriano Galindo, y Javier Gonzalez-Jimenez. Robot@Home, a Robotic Dataset for Semantic Mapping of Home Environments. Enviado a International Journal of Robotics Research (2016). •Jose-Raul Ruiz-Sarmiento, Cipriano Galindo, y Javier Gonzalez-Jimenez.Scene Object Recognition for Mobile Robots Through Semantic Knowledge and Probabilistic Graphical Models. En Expert Systems with Applications, vol. 42, no. 22, pp. 8805–8816, (2015). •Jose-Raul Ruiz-Sarmiento, Cipriano Galindo, y Javier Gonzalez-Jimenez.Exploiting Semantic Knowledge for Robot Object Recognition. En KnowledgeBased Systems, vol. 86, pp. 131–142, (2015). Conferencias •Jose-Raul Ruiz-Sarmiento, Cipriano Galindo, y Javier Gonzalez-Jimenez.Probability and Common-Sense: Tandem Towards Robust Robotic Object Recognition in Ambient Assisted Living. En 10th International Conference on Ubiquitous Computing & Ambient Intelligence, Las Palmas de Gran Canaria, Spain, (2016). •Jose-Raul Ruiz-Sarmiento, Cipriano Galindo, y Javier Gonzalez-Jimenez.Joint Categorization of Objects and Rooms for Mobile Robots. En IEEE/RSJ International Conference on Intelligent Robots and Systems (IROS), Hamburg, Germany, (2015). •Jose-Raul Ruiz-Sarmiento, Cipriano Galindo, y Javier Gonzalez-Jimenez.OLT: A Toolkit for Object Labeling Applied to Robotic RGB-D Datasets. En European Conference on Mobile Robots (ECMR), Lincoln, UK, (2015).
xv •Jose-Raul Ruiz-Sarmiento, Cipriano Galindo, y Javier Gonzalez-Jimenez. UPGMpp: a Software Library for Contextual Object Recognition. En 3rd. Workshop on Recognition and Action for Scene Understanding (REACTS), Valletta, Malta, (2015). •Jose-Raul Ruiz-Sarmiento, Cipriano Galindo, y Javier Gonzalez-Jimenez.Mobile Robot Object Recognition through the Synergy of Probabilistic Graphical Models and Semantic Knowledge. En European Conference on Artificial Intelligence, Workshop on Cognitive Robotics (CogRob), Prague, Czech Republic, (2014). Marco de la tesis Esta tesis es el resultado de 5 años de trabajo del autor como miembro del grupo Machine Perception and Intelligent Robotics7(MAPIR), el cual se encuentra dentro del departamento de Ingeniería de Sistemas y Automática de la Universidad de Málaga. La investigación realizada ha sido principalmente financiada por el programa de ayudas Formación de Profesorado Universitario (FPU), promovido por el Ministerio de Educación. Durante este periodo, el autor completó con éxito el programa doctoral en Ingeniería Mecatrónica, coordinado por el mismo departamento del que es miembro, donde obtuvo un conocimiento sólido sobre los pilares fundamentales de la robótica: sistemas de control, sistemas electrónicos, sistemas mecánicos, y ordenadores. Esta educación académica fue completada con distintos cursos, como es el caso de Writing in the sciences, impartido por la Universidad de Stanford, y la participación en la Primera Örebro Winter School en Artificial Intelligence and Robotics, la cual pretende acercar dos campos estrechamente relacionados como son los de la Inteligencia Artificial y la Robótica. Esta escuela también hizo posible el conocer otros investigadores en el mismo campo de estudio, relaciones que se mantienen a día de hoy. El autor también completó una estancia de tres meses en el Knowledge-Based Systems Research Group8, en la Universidad de Osnabrück en Alemania, durante el año 2014, bajo la supervisión de Prof. Dr. Joachim Hertzberg. Durante este tiempo la investigación realizada se centró en el análisis y la implementación de diferentes algoritmos para el manejo eficiente de PGMs, así como de su aplicación para el reconocimiento online de objetos en robots móviles. En esta gran experiencia también se establecieron colaboraciones con distintos miembros del grupo receptor. Además, también cabe destacar que el autor ha estado activo en el proceso de revisión de artículos de conferencias y revistas prestigiosas, como es el caso de las conferencias International Conference on Robotics and Automation (ICRA, 2014, 2015, 2016), e International Conference on Intelligent Robots and Systems (IROS, 2015), o las revistas Association for the Advancement of Artificial Intelligence eIntelligent Service Robotics. 7http://mapir.isa.uma.es/ 8www.inf.uos.de/kbs/
xvi La beca FPU también ofreció al autor la oportunidad de colaborar como profesor asistente con el departamento del que es miembro. Concretamente, impartió docencia en la asignatura de Robótica en la Escuela Técnica Superior de Ingeniería Informática, en la Universidad de Málaga. También supervisó el trabajo fin de grado de un estudiante, David Zúñiga, titulado Visual SLAM with RGB-D Cameras Based on Pose Graph Optimization. Además de la investigación presentada en esta tesis, el autor también ha participado en otros proyectos dentro del grupo MAPIR, algunos de ellos de temática relacionada: •TCS: Tunnel Continuous Setout (Nov’08 – Jul’11): Este proyecto se centró en el desarrollo de un sistema para el replanteo automático de secciones de túneles a ser perforadas. El prototipo del sistema, que toma el mismo nombre que el proyecto, combina una unidad de escaneo que realiza mediciones sobre el frente de excavación y un láser proyector que continuamente muestra la sección del túnel a perforar. La parte más desafiante del proyecto fue la implementación de las técnicas de calibración para localizar con exactitud todos los componentes del sistema dentro de un marco de referencia global. •ExCITE: Enabling SoCial Interaction Through Embodiment (Jul’10 – Jun’13): El rol del autor en este proyecto estuvo relacionado con el desarrollo de mejoras técnicas para la plataforma robótica de telepresencia Giraff: un manejo más simple y seguro, detección de obstáculos, y visualización de la posición del robot en un mapa esquemático del lugar visitado. Una arquitectura de control, llamada Navigation Assistant (NAS), fue desarrollada para cumplir con estas necesidades especiales. •Taroth: New developments toward a Robot at Home (Ene’12 – Dic’15): Este proyecto persiguió tres objetivos principales: i) aumentar la independencia del robot en cuanto a su movimiento, ii) integrar y explotar información semántica para mejorar la autonomía del robot y permitirle interactuar con humanos, y iii) desarrollar una arquitectura de control robótica para el manejo de servicios de la llamada Ambient Assisted Living, como son el entretenimiento, la domótica, las relaciones sociales, la seguridad, etc. •IRO: Improvement of the sensorial and autonomous capability of Robots through Olfaction (Ene’14 – Feb’19): La investigación en este proyecto se orienta al estudio de mecanismos para usar información olfativa en problemas como el reconocimiento de objetos y la interpretación de la actividad en una escena. Dicho estudio presta especial atención al rol de la información semántica en los procesos de percepción por parte del robot y toma de decisiones, persiguiéndose una mejora en términos de eficiencia, autonomía y utilidad. Del trabajo del autor en estos proyectos se desprendieron una serie de publicaciones adicionales:
xvii Revistas •Javier Gonzalez-Jimenez, Vicente Arévalo, Cipriano Galindo, y Jose-Raul RuizSarmiento.An Automated Surveying and Marking System for Continuous Setting-out of Tunnels. En Computer-Aided Civil and Infrastructure Engineering, vol. 31, no. 3, pp. 219–228, (2016). Conferencias •David Zuñiga-Noël, Jose-Raul Ruiz-Sarmiento, y Javier Gonzalez-Jimenez.Detección de Lugares con Cámaras RGB-D. Aplicación a Cierre de Bucles en SLAM. En XXXVII Jornadas de Automática, Madrid, Spain, (2016). •Javier Gonzalez-Jimenez, Jose-Raul Ruiz-Sarmiento, y Cipriano Galindo.Improving 2D Reactive Navigators with Kinect. En 10th International Conference on Informatics in Control, Automation and Robotics (ICINCO), Reykjavic, (Iceland, 2013). •Javier Gonzalez-Jimenez, Cipriano Galindo, Francisco Melendez-Fernandez, y Jose-Raul Ruiz-Sarmiento.Building and Exploiting Maps in a Telepresence Robotic Application. En 10th International Conference on Informatics in Control, Automation and Robotics (ICINCO), Reykjavic, Iceland, (2013). •Javier Gonzalez-Jimenez, Cipriano Galindo, y Jose-Raul Ruiz-Sarmiento.Technical Improvements of the Giraff Telepresence Robot Based on Users’ Evaluation. En The 21st IEEE International Symposium on Robot and Human Interactive Communication (RO-MAN), Paris, France, (2012). •Jose-Raul Ruiz-Sarmiento, Cipriano Galindo, y Javier Gonzalez-Jimenez.Cámaras basadas en tiempo de vuelo. Uso en la mejora de métodos de detección de caras. En XXXII Jornadas de Automática, Sevilla, Spain, (2011). Informes técnicos •Jose-Raul Ruiz-Sarmiento, Cipriano Galindo, y Javier Gonzalez-Jimenez.Experimental Study of the Performance of the Kinect Range Camera for Mobile Robotics. Universidad de Malaga, Andalucia Tech, Departamento de Ingenieria de Sistemas y Automatica, (2013). Estructura de la tesis Mas allá del capítulo introductorio (Chapter 1: Introduction) el resto de capítulos en la primera parte de esta tesis (Part I: Thesis description) están organizados como sigue:
xxiv información sobre los elementos del dominio, lo cual se ha aprovechado para definir la frecuencia de aparición de los distintos tipos de objetos. La usual formulación de los CRFs ha sido consecuentemente adaptada para explotar esta fuente de información, permitiendo a estos modelos alcanzar unos resultados de reconocimiento más coherentes. El SK también se ha empleado para la detección de incoherencias en los resultados, y para aprender de las mismas en colaboración con un humano. Este enfoque soluciona la incapacidad de los CRFs para aprender de experiencias pasadas, y les permite mejorar su rendimiento y robustez a largo plazo en su aplicación a entornos humanos. Una vez desarrolladas las técnicas para el reconocimiento, estas fueron integradas en un sistema de mapeo semántico. Para ello se diseñó una novedosa representación del entorno llamada Multiversal Semantic Map (MvSmap), la cual es capaz de acomodar y aprovechar los resultados probabilísticos de los métodos de reconocimiento. Dicho mapa considera diferentes interpretaciones de los elementos espaciales, o universos, como instancias de Ontologías, creándose un multiverso. Estas Ontologías son además automáticamente anotadas con las probabilidades devueltas por el sistema de reconocimiento, así como con su probabilidad de ser las interpretaciones correctas. De este modo, el desempeño del robot no se limita a la utilización del universo más probable, modus operandi de los mapas semánticos tradicionales, sino que también puede considerar otras posibles explicaciones con diferentes interpretaciones semánticas. Además se discutió una estrategia para mantener tratable el número de universos considerados, clave para la eficiencia de esta representación semántica. También se han hecho públicos dos recursos relacionados con las técnicas de mapeo semántico. El primero se corresponde con el conjunto de datos Robot@Home, el cual contiene, entre otros: 87,000+ observaciones recogidas en distintas casas por un robot móvil dotado de un aparejo con 4 cámaras RGB-D y un escáner láser 2D, reconstrucciones tanto en 2D como en 3D de las escenas exploradas, información topológica sobre la conectividad de las habitaciones, y anotaciones sobre los tipos de los objetos y habitaciones percibidos. El repositorio de datos es rico en información contextual de los elementos espaciales antes mencionados, una característica que no se encuentra en la mayoría de los repositorios actuales, lo cual puede ser aprovechado por sistemas de mapeo semántico. La segunda contribución a este respecto es el conjunto de herramientas denominado Object Labeling Toolkit (OLT), diseñado para procesar eficientemente repositorios de datos compuestos de secuencias de observaciones RGB-D. Estas herramientas son altamente customizables y expansibles, facilitando la integración de algoritmos ya desarrollados, y han mostrado su utilidad para reducir drásticamente el tiempo y esfuerzo necesarios para procesar repositorios conteniendo ese tipo de información. Por ejemplo, OLT fue usado para el procesamiento de Robot@Home. Como observación final, cabe destacar que aunque las técnicas descritas en esta tesis han sido evaluadas con conjuntos de datos provenientes de entornos domésticos y de oficinas, su utilización no se limita a esos dominios, sino que pueden ser empleadas en cualquier escenario que exhiba información semántica como pueda ser el caso de hospitales o centros comerciales. También es interesante añadir que su uso no
xxv está restringido al campo de la robótica móvil, sino que podrían ser exportadas a otros campos que se pudieran beneficiar de la explotación de mapas semánticos tales como asistencia a invidentes o personas mayores, realidad aumentada, y otras aplicaciones por venir en la era de los dispositivos portátiles con gran capacidad de cómputo. Hoy en día, de hecho, nuestros teléfonos móviles son casi tan potentes como los ordenadores de sobremesa. Los esfuerzos en la investigación en mapeo semántico, junto con los avances tecnológicos, nos aseguran la aparición de apasionantes y rompedoras aplicaciones. ¡Manténgase atento!. Trabajos futuros El trabajo realizado en la presente tesis deja abiertas una serie de líneas de investigación y expansiones. Algunas de las más relevantes se describen a continuación. Generación de hipótesis. La generación de hipótesis empleando la información codificada en la Ontología podría ser demasiado restrictiva en algunas situaciones, principalmente con objetos que muestran unas características particulares. Supóngase una escena con un libro en el suelo. En esta situación el razonador lógico no devolvería la clase libro como hipótesis, dado que su altura desde el suelo difiere en gran medida de la esperada. Una opción podría ser considerar el resultado del proceso de inferencia lógica como una puntuación a ser considerada en la formulación de los CRFs, a expensas de comprometer la opción de inferencia exacta. Aprovechamiento de los MvSmaps. El potencial real de los Multiversal Semantic Maps (en opinión del autor) está aún por verse. Se han diseñado y realizado diversas pruebas de concepto en tareas típicamente robóticas, pero debe estudiarse en mayor detalle el beneficio de estos mapas en problemas reales como navegación eficiente y búsqueda de objetos, localización del robot, planificación de tareas con información incierta/incompleta, etc. Aprendiendo de experiencias. El sistema propuesto para el aprendizaje en base a la experiencia acumulada puede ser ampliado en diferentes aspectos. Primero, debe realizarse una evaluación rigurosa del sistema empleando complejos CRFs y Ontologías, incluyendo información de objetos y habitaciones, a lo largo de extensos periodos de tiempo. También podría estudiarse, dado que un humano forma parte del bucle de aprendizaje, cómo afectan al rendimiento del sistema posibles instrucciones incorrectas por parte del usuario. Además el sistema también se podría beneficiar de un estudio acerca de cuándo sería más apropiado preguntar a dicho humano sobre un resultado incoherente, de tal manera que se le moleste lo mínimo posible. Posibles desarrollos dentro de UPGMpp. Sería interesante explorar algunas características adicionales relacionadas con el rendimiento de UPGMpp. Por ejemplo, aunque las partes que requieren más tiempo de ejecución han sido paralelizadas empleando OpenMP, algunas operaciones repetitivas que utilicen datos de forma ma-
xxvi siva podrían beneficiarse de su ejecución en núcleos GPU empleando, por ejemplo, CUDA uOpenCL. También sería útil el contar con herramientas gráficas para visualizar y modificar los grafos de los PGMs, así como para comprender cómo evolucionan en tiempo de ejecución. También se contempla la incorporación de técnicas para la generación de muestras de la distribución de probabilidad definida por un PGM (como Markov Chain Monte Carlo). Por supuesto, es bienvenida cualquier contribución a esta librería por parte de la comunidad robótica o de visión por computador. Mejoras a OLT. La incorporación de algoritmos para un registro globalmente consistente de las observaciones RGB-D en una secuencia podría dar lugar a reconstrucciones incluso más precisas. La experiencia de usuario también se podría mejorar considerando otras primitivas geométricas para segmentar y etiquetar escenas, además de las cajas empleadas actualmente, como puedan ser esferas o cilindros. Por último, el tiempo necesario para el etiquetado también podría reducirse si se ofreciera al usuario una segmentación inicial de la escena, así como etiquetas tentativas para los objetos/habitaciones apareciendo en la misma. Punto y aparte Esta sección concluye el resumen de la presente tesis, Probabilistic Techniques in Semantic Mapping for Mobile Robotics. El lector puede continuar con los siguientes capítulos, en el idioma inglés, donde se describen en mayor detalle las contribuciones de la misma.
Part I Thesis description 1
1 Introduction Winter is coming. A servant robot senses that the temperature is decreasing and takes a blanket to a lovely grandma. In the same building, another robot patrolling an offices’ floor is alerted by a light turned on in a room; rapidly it notices that the research fellow, Bob, is working late in the night, the third time that week. Meanwhile, baby Alice, Bob’s daughter, is sad because of the absence of her daddy, and her robotic colleague warmly nicknamed as Roboto looks for her favorite teddy. Sophie, Alice’s mom, is also counting the hours to see her, and commands a robot to clean the tables once the restaurant she runs is closed to the public. These scenarios are some examples where mobile robots, to a greater or lesser extent, can provide a number of services for raising the standards of living. Nowadays, it becomes clear that robots are coming to stay, as it is shown by their remarkable application to an increasing number of tasks where they collaborate with humans or release them from tedious or hazardous chores, such as surveillance, health care, companion, entertainment, household maintenance, etcetera [97]. Figure 1.1 depicts some examples of modern robots aimed at performing some of these tasks. Common to all these robotic applications is the necessity of building representations of the working environment, commonly referred to as maps, which permit a mobile robot to be aware of its surroundings in order to navigate avoiding obstacles, localize itself with respect to a given reference frame, store relevant information about spatial elements for accomplishing its goals, etc. Traditional spatial representations, like geometric, topological, or hybrid maps, are extensively used due to the core skills they provide, i.e. navigation and localization. Nevertheless, the execution of high-level tasks, like the ones involved in the aforementioned scenarios, calls for more sophisticated representations closer to the way in which humans interpret and behave within their environments. Semantic maps came out to cope with this need, permitting a robot to understand not only the spatial aspects of its workspace, but also the meaning of its elements (objects and rooms) and how humans interact with them, e.g. functionalities, events, and relations. This is 3
4CHAPTER 1. INTRODUCTION Figure 1.1: Examples of state-of-the-art robots successfully applied to different tasks. From left to right: the educational robot Zowi, the companion and entertainment robot Zenbo, the security patrol robot S5, and the Giraff robot employed in telehealth-care applications. achieved by considering meta-information, commonly referred to as common-sense or Semantic Knowledge (SK), concerning the types of elements (and their relations) to be found in the robot workspace. Pieces of this information, typically encoded into a Knowledge Base (KB), could be: blankets are often stored in cupboards; lights must be switched off after the working day; teddies make kids happier; fragile crockery should not be cleaned in the dishwasher. 1.1 Motivation Typically, semantic maps are populated with crispy information,e.g. an object is a blanket or not. This is due to the weakness of traditional semantic representations to handle uncertainty, which forces the use of recognition algorithms providing a crispy outcome, probably by thresholding a probabilistic result. For example, a recognition algorithm1stating that an object can be a blanket with a probability of 0.52, and a carpet with 0.48, might yield a unique outcome by considering the object as a blanket and neglecting the other, high probable, hypothesis. This crispy stance clearly compromises the robot operation: the uncertainty coming from sources like the robot sensory system and the employed models is being disregarded when the recognition results are stored in the semantic map. So, despite the results clamor for a disambiguation, our lovely grandma could end up with a rugged carpet on top of her. Therefore, it becomes clear the necessity of levering probabilistic techniques for populating and 1For the sake of simplicity only two possible object types are considered at this point.
1.1. MOTIVATION 5 maintaining semantic maps, as well as to adapt semantic representations for managing uncertain information, which would permit a mobile robot to operate in a more coherent and efficient way. As an illustrative example of the convenience of dealing with uncertain information, let’s suppose an scenario where a servant robot right landed from the lab into its new home is commanded to bring the slippers to the grandma. In the absence of spatial information, the robot could infer (according to the loaded KB) that the most probable location for slippers is a bedroom. During the preliminary setup, the robot initially recognized a bedroom corresponding to the farthest room from the current grandma location with a probability of 0.45, and 0.43 of being a kitchen2. Another room, close to the robot location, has been recognized as a kitchen with a probability of 0.48, and as a bedroom with 0.47. The utilization of only the most probable interpretation, modus operandi of traditional, crispy semantic maps, would lead to the exploration of the farthest room having a 45% of being the correct place, while the consideration of both interpretations would produce the more logical plan (for the robot battery and the grandma patience) of taking a look at the closer room first. Although there exist numerous algorithms for the recognition of objects and/or rooms that provide uncertainty measurements about their results, they usually work by individually processing each spatial element according to its geometric/appearance features. In other words, if the most probable type of an object is blanket, it is considered a blanket no matter other objects placed nearby nor its location. Nevertheless, human-made environments are rich in contextual information worth to exploit, i.e. the room’s layout follows a certain order, and objects are not placed randomly but following certain configurations according to their functionality: e.g. a remote control is usually found close to a tv, a corridor connects rooms, or bathtubs are (as indicated by its name) placed at bathrooms. Modeling and leveraging context is useful, for example, to disambiguate uncertain results: following the previous example, if the object is found into a wardrobe it would be more probably a blanket than a carpet, which are usually lying on the floor. This kind of information can be naturally encoded in KBs, however, its exploitation for contextual object/room recognition, also managing uncertainties, is not straightforward. Probabilistic Graphical Models (PGMs) have been a widely resorted tool for modeling and exploiting contextual relations, while dealing with uncertainty. They work with a graph-based representation, where nodes stand for random variables and edges link variables showing some type of relation. For example, in the case of the object recognition problem, each object in the scene is represented by a random variable that takes values from the set of possible object types (table, book, couch, etc.), and nodes whose associated objects are close to each other in the scene are linked by an edge. This representation supports the efficient execution of probabilistic inference methods, which permit us to retrieve the scene object recognition results along with a measure of their uncertainty. PGMs have been successfully applied to tasks 2Notice that the sum of both probabilities is 0.88. The remaining probabilities, up to a total of 1, correspond to other possible room types: corridor, bedroom, living room. etc.
6CHAPTER 1. INTRODUCTION like image denoising, natural language processing, activity recognition, etc. However, they exhibit a number of limitations that could prevent their utilization for populating semantic maps: they become computationally intractable when the complexity of the problem increases, i.e. the number of objects/rooms in the environment and their types augments, they need a considerable amount of training data to tune successful models, and they are unable to detect incoherent results as well as to learn from experience. 1.2 Contributions This thesis contributes to overcome some of the aforementioned limitations of traditional semantic maps by resorting to probabilistic techniques. Concretely, the goals of the thesis, which resulted in the development of those techniques, were stated as: •Development of reliable recognition methods: To provide contextual object/room recognition algorithms able to exploit contextual relations and handle uncertainty, in close synergy with KBs, also offering a number of desirable features like scalability, efficiency, detection of wrong results, learning from experience, etc. •Enhancement of traditional representations to manage uncertainty: To accommodate the probabilistic outcomes of such algorithms into a novel semantic map representation, in such a way that a robot could have a grounded belief about the certainty of its understanding of the surroundings, hence operating in a coherent fashion. Thereby, the contributions of this thesis can be grouped into two major topics: contextual scene understanding, and semantic mapping. 1.2.1 Contributions to contextual scene understanding The first set of contributions, presented in the papers [114, 121, 122, 115, 116, 119, 117] focuses on the scene object and/or room recognition problems. To overcome these problems is crucial for the proper building of the semantic representations sought. Probabilistic Graphical Models, concretely Conditional Random Fields (CRF), are used to model those issues from a holistic stance, considering the contextual relations among objects and/or rooms, and to natively deal with uncertainty. Their suitability for the problem at hand has been verified through a comprehensive evaluation of PGMs trained and exploited by the most popular learning and probabilistic inference algorithms. These CRFs work in synergy with KBs, a mutually beneficial relationship which permits to keep their advantages and mitigate their limitations: • KBs provide CRFs with the capabilities to: reduce their complexity, exploit prior information, verbalize their outcome, generate an arbitrary number of training samples, detect incoherent results, and learn from experience.
1.2. CONTRIBUTIONS 7 • CRFs enables KBs to handle uncertainty and exploit contextual relations in a holistic and principled manner. The developed algorithms have been compared with other cutting-edge solutions employing state-of-the-art datasets. Additionally, a dataset consisting of 25 rooms from our facilities, called UMA-Offices, has been collected and made public. An opensource library, called Undirected Probabilistic Graphical Models in C++ (UPGMpp), has been also implemented for working with PGMs paying attention to the special requirements of software targeted at robotic applications. 1.2.2 Contributions to semantic mapping The goal of the second group of contributions, presented in the papers [123, 118, 120], is to accommodate the probabilistic outcome of the previous techniques into a semantic map representation. For that, the so-called Multiversal Semantic Map (MvSmap) representation has been developed. This map turns such outcome into different interpretations of the robot workspace, coined universes, which are annotated with their probability of being the true ones. This permits the robot to consider not only the most probable universe, but other ones also showing a high probability, hence unlocking a more coherent and efficient operation. Techniques to keep the number of possible universes tractable in complex environments, crowded of objects and rooms, has been also studied. The suitability of this map as well as its capacity to efficiently handle uncertain information have been tested with a novel dataset, Robot@Home, collected by a mobile robot surveying a number of apartments. The Object Labeling Toolkit (OLT), publicly available for the researcher community, has been developed to effortlessly process datasets compounded of sequences of sensory information, such as Robot@Home. 1.2.3 Publications The present thesis encompasses the following publications: Journals •Jose-Raul Ruiz-Sarmiento, Cipriano Galindo, and Javier Gonzalez-Jimenez. Building Multiversal Semantic Maps for Mobile Robot Operation. Submitted to Knowledge-Based Systems (2016). •Jose-Raul Ruiz-Sarmiento, Cipriano Galindo, and Javier Gonzalez-Jimenez.A Survey on Learning Approaches for Undirected Graphical Models. Application to Scene Object Recognition. In International Journal of Approximate Reasoning, accepted (2016). •Jose-Raul Ruiz-Sarmiento, Cipriano Galindo, and Javier Gonzalez-Jimenez. Robot@Home, a Robotic Dataset for Semantic Mapping of Home Environments. Submitted to International Journal of Robotics Research (2016).
14 CHAPTER 2. THEORETICAL BACKGROUND T B S A T B S A XA XTXBXS A 0 0.3 A 1 0.7 B 0 0.4 B 1 0.6 S 0 0.4 S 1 0.6 T 0 0.5 T 1 0.5 A 0 B0 1 A 0 B1 0.5 A 1 B0 0.5 A 1 B1 1 B 0 T0 1 B 0 T1 0.9 B 1 T0 0.9 B 1 T1 1 ɸ(A) ɸ(B) ɸ(S) ɸ(T) ɸ(A,B) = ɸ(A,S) = ɸ(B,S) ɸ(B,T) a) b) c) Figure 2.1: a) Graph representation of the MRF happiness model. b) Factors defined over such a graph. c) CRF representation including measures about different aspects. PGMs have been successfully applied to a variety of domains like medicine, computer vision, robotics, etc. Depending on the types of edges, PGMs can be grouped on Directed or Undirected models. On the one hand, Directed Graphical Models, also called Bayesian Networks (BNs) [98], model the dependencies among nodes through directed edges, encoding causality relations. These models have been utilized with notable success in problems like medical diagnosis [84], biology [159], weather forecasting [1], or robotic localization and map building [14]. On the other hand, Undirected Graphical Models (UGMs), also called Markov Random Fields (MRFs) [63], employ undirected edges to define symmetric relations among random variables. This approach has reached a remarkable success in computer vision [50]. The choice between BNs and MRFs largely depends on the target application, since they are able to encode different types of dependencies (e.g. BNs can define induced dependencies, while MRFs are able to represent cyclic dependencies). In the case of the object/room recognition problem, the more suitable framework is such of MRFs, since the nature of the relations among objects and rooms is symmetric, and they can also exhibit loops, which are non trivial to model within the BNs framework. In its turn, the discriminative variant of MRFs, called Conditional Random Fields (CRFs) [70], are more appropriate in classification problems where the random variables are conditioned to observed data [59, 69]. The next section shows an example to illustrate the differences among these models. 2.1.1 The happiness example Let’s suppose the family formed by Bob, Sophie, and Alice presented in the introductory chapter, and a mobile robot with the goal of modeling their happiness state through a MRF. As human beings, we empathize with each other, and we are directly affected and affect the well-being and emotional state of our relatives, so it makes sense to take into account these relationships when trying to predict the happiness state of a person. PGMs model this in a principled way. Figure 2.1-a) shows the graph representation exemplifying the relations among the happiness state of each
2.1. PROBABILISTIC GRAPHICAL MODELS 15 family member, also including our lovely grandma, called Tess, who have nice conversations with Bob in the elevator. From this representation it can be inferred that the happiness of Alice, Bob, or Sophie directly influences the feelings of the other family members, while Tess has only influence and is influenced by Bob. At this point, instead of modeling the whole probability distribution P(y)(with y= [A,B,S,T]), MRFs break it down into smaller pieces through the utilization of factors, i.e. functions defined over different parts of the graph. The first row of Figure 2.1-b) shows factors defined over the nodes of the graph, which are commonly called unary factors, stating the likelihood of these nodes to take certain values. Let’s simplify the happiness of a person to two possible states, unhappy (0) and happy (1). Having a closer look at these factors, we can see for example that Alice is more probable to be happy than Tess. In its turn, the second row shows factors defined over pair of nodes, called pairwise factors, that set the likelihood about those nodes taking a certain values combination. The defined factors tell us that Bob, Alice and Sophie are prone to share their happiness, and although Bob and Tess are also inclined to have the same state, this influence is weaker. The values defined in a factor have not to sum up 1, since they are not probabilities. Exhaustively defining P(y)in this toy example requires the codification of 24=16 probabilities. In this case, the MRF codification through factors does not save so much work, however, in more realistic scenarios with dozens, hundreds or thousands of random variables their utilization becomes crucial to keep the problem tractable. For example, a scenario with 20 binary random variables entails the definition of 220 ≃106probabilities. Thus, according to the Hammersley-Clifford theorem [48], the probability P(y) can be factorized over the graph Gas a product of factors φ(·): p(y) = 1 Z∏ c∈C φ(yc)(2.1) where Cis the set of maximal cliques1of the graph G, and Z(·)is the so-called partition function that plays a normalization role so ∑ξ(y)p(y) = 1, being ξ(y)a possible assignment to the variables in y. Therefore, the computation of the partition function is needed for computing the probability of a given assignment. This way to define factors is rigid and naive: the happiness of a person can hardly be modeled by writing in stone his tendency to be happy, and it is additionally influenced by a number of (hopefully measurable) daily aspects: the sleeping hours, the success at work, hours spent with family and friends, etc. These aspects could be also included in the MRF graph as additional random variables, although the modeling of their probabilities and relations tend to be needlessly complex. Conditional Random Fields (CRF) [70] avoid the need to model them by conditioning the probability distribution over yto the values of these aspects, referred to as features. Thus, a CRF 1A maximal clique is a fully-connected subgraph that can not be enlarged by including an adjacent node.
16 CHAPTER 2. THEORETICAL BACKGROUND works directly with the distribution p(y|x), where xis the vector of observed features. Figure 2.1-c) shows the graph representation of a CRF considering this information. Additionally, instead of defining by hand the factors for each possible content of x, they are parametrized through a vector of weights θthat are learned during the training phase of the CRF. Thus, the probability p(y|x)can be retrieved by: p(y|x;θ) = 1 Z(x,θ)∏ c∈C φ(yc,xc,θc)(2.2) The parametrized factors can be formulated in different ways depending on the application. For example, in recognition problems, unary factors are often defined as φu(yi,xi,θ) = ∑l∈Lδ(yi=l)θlf(xi), where f(xi)computes a vector of features that characterizes the object xi(e.g. size, shape, color, etc.), θlis the vector of weights for the class lobtained during the training phase, and δ(yi=l)is the Kronecker delta function, which takes value 1 when yi=land 0 otherwise. Pairwise factors are defined in a similar way, but considering a function that computes a vector of contextual features (e.g. difference of color, difference of orientation, etc.). 2.1.2 Learning the models Training a CRF model for a given domain requires estimating the parameters θ, in such a way that they maximize the likelihood in Eq.2.2 with respect to a certain i.i.d. training dataset D= [d1 , . . . dm], that is: max θLp(θ:D) = max θ m ∏ i=1 p(yi|xi;θ)(2.3) where each training sample di= (yi ,xi)consists of a number of observed features from the elements of the problem at hand (xi), the people whose happiness is to be estimated in our example, and the corresponding ground truth information about their classification (yi), i.e. if they are happy (1) or not (0). The optimization in Eq.2.3 is also known as Maximum Likelihood Estimation (MLE), and requires the computation of the partition function Z(·), which in practice is NP-hard, hence an intractable problem. Two major approaches stand out to overcome this concern: (i) the definition of alternative, tractable objective functions, or (ii) the estimation of the likelihood by approximate inference algorithms [68, 66, 96]. The performance of methods from both options highly differs depending on the domain of the problem at hand, i.e. the nature and internal structure of the data to work with. Therefore, for a certain application, a thorough study is needed in order to obtain a successful model, which motivates the analysis described in Chapter 3. 2.1.3 Probabilistic inference Once a CRF is trained, and its graph representation modeling a given problem is built, it can be exploited by probabilistic inference methods to perform different probability
2.2. KNOWLEDGE BASES 17 queries. At this point, two types of queries are specially relevant: the Maximum a Posteriori (MAP) query, and the Marginal query. The goal of the MAP query is to find the most probable assignment ˆ yto the variables in y,i.e. : ˆy=argmax yp(y|x;θ)(2.4) Once again, the computation of the partition function Z(·)is needed, but since given a certain CRF graph its value remains constant, this expression can be simplified by: ˆy=argmax y∏ c∈C exp(hφ(xc,yc),θi)(2.5) Nevertheless, this task checks every possible assignment to the variables in y, so it is still unfeasible for real applications. An usual way to address this issue is the utilization of approximate methods, like the max-product version of Loopy Belief Propagation (LBP) [150], Iterated Conditional Models (ICM) [11], or Graph Cuts [15]. On the other hand, the Marginal query, which can be performed by, for example, the sum-product version of LBP [155], provides us beliefs about the possible assignations to the variables y. In other words, this query yields the marginal probabilities for each element taking different values, as well as the compatibility of these assignments with respect to the values of contextually related elements. Notice that the most probable MAP assignment to a random variable can differ from the highest marginal probability. Additionally, with this query is also possible to estimate the probability of a certain assignment to the variables in y. 2.2 Knowledge bases Knowledge base (KBs) is the term used in Artificial intelligence (AI) to describe one of the two parts of a knowledge-based system, which is in charge of encoding semantic or common-sense knowledge about a particular domain in a computer-readable fashion. The other system part is a reasoning engine able to infer new information or detect inconsistencies in the KB. In the happiness example, a KB could encode the types of relations among persons, the different factors that affect their happiness, etc. (see Section 2.2.2), which are typically modeled through Ontologies. Knowledgebased systems have been a pivotal component for semantic mapping, as they permit a mobile robot to perform efficiently according to the information collected from the environment. 2.2.1 Ontologies An Ontology is commonly defined as a representation of a conceptualization related to a knowledge domain, which accounts for a number of concepts arranged hierarchically, relations among them, and instances of such concepts, also called individuals [144]. Example of concepts could be Person or Happiness , while Person
18 CHAPTER 2. THEORETICAL BACKGROUND Feelings Happy Unhappy Aspect SleepTime Success LeisureTime Thing Person Relationship Family Friendship Measure Poor Good Figure 2.2: Hierarchy of concepts for the happiness domain. hasState Happiness could be a relation stating the happiness of a person. Thus, the happiness of Bob , an individual of the concept Person , could be codified by Bob hasState Happy . The process of obtaining and codifying Semantic Knowledge can be tackled in different ways. For example, web mining knowledge acquisition systems can be used as mechanisms to obtain information about the domain of discourse [158]. Available common-sense Knowledge Bases, like ConceptNet [134] or Open Mind Indoor Common Sense [46], can be also analyzed to retrieve this information. Another valuable option is the utilization of internet search engines, like Google’s image search [29], or image repositories like Flickr [99], for extracting knowledge from user-uploaded information. Semantic Knowledge can be also codified through an human elicitation process, which supposes a truly and effortless encoding of a large number of concepts and relations between them. In contrast to online search or web mining-engine based methodologies, this source of semantic information (a person or a group of people) is trustworthy, so the uncertain about the validity of the information is reduced [119]. 2.2.2 Happiness from an Ontological stance Figure 2.2 shows an example of hierarchy of concepts from an Ontology modeling the happiness domain. The root concept is Thing , with 5 children codifying information about: the possible states of happiness, the person concept itself, different types of relationships among people, possible aspects that affect happiness, and measurements of those aspects. Using this Ontology, one can define, for example, that a happy person has a Good SleepTime , Success at work, and LeisureTime . Thus, if a Person shows these properties, a logical reasoner, like Pellet [133], FaCT++ [143], or Racer [47], can be used to automatically infer that such a person is happy.
2.2. KNOWLEDGE BASES 19 Contextual relations among concepts or instances can be also defined. For example, Bob hasFamilyRealtion Alice sets that Bob and Alice are relatives. This way of inferring crispy information and defining crispy relations and properties, although useful in some domains, has limitations. The major one is the lack of mechanisms to manage uncertainty or providing beliefs about the inference results, which prevent its application to problems where their consideration is a must.
3 Contextual scene understanding This section deals with the developed techniques for contextually recognizing objects and rooms. After an introduction, it discusses the related work that can be found in the literature, describes the datasets used as a testbed to evaluate such techniques, and concludes with the description of the contributions done in this regard. 3.1 Introduction The ability to be aware of the objects and rooms in the robot surroundings, as well as of their types, is vital for a successful robot operation. Object/room recognition techniques are core components of semantic mapping systems, which are in charge of yielding the type of the spatial elements captured by the robot sensory system. As a consequence of this, a number of recognition approaches have been proposed for populating semantic maps. Recognition methods often rely on RGB, and more recently on RGB-D information to perceive the robot environment and process the spatial elements therein. For that, the captured images are segmented into such spatial elements, which are individually processed in order to retrieve their type, e.g. counter, cabinet, microwave, kitchen, bathroom, etc., through a number of appearance and/or geometric features. The utilization of RGB and depth information entail a number of challenges as changing lighting conditions, cluttered room layouts, occlusions, or changing viewpoints, which can produce ambiguous recognition results. Recognition techniques also face other sources of uncertainty, like those coming from the own sensory system (e.g. sensor noise) or from the defined models. Given the effect that ambiguous recognition results stored in a semantic map may have on the robot operation (recall the lovely 21
22 CHAPTER 3. CONTEXTUAL SCENE UNDERSTANDING grandma and the carpet), recognition techniques integrated into these systems have to tackle them. In the works that conform this thesis a number of recognition techniques that address this uncertainty issues have been proposed, also striving to decrease the ambiguity of the recognition results by exploiting contextual relations. PGMs are employed for that, in close cooperation with KBs in the form of Ontologies in order to enhance their performance. These techniques are also able to provide a measure about the uncertainty of their results, which is crucial for the semantic mapping framework presented in the next chapter. 3.2 Related work A vast literature exists around the recognition of objects and/or rooms. This section starts by briefly discussing traditional approaches addressing this issue, and the good reasons for contextually modeling these problems. Then, popular works exploiting context through PGMs are presented, as well as some alternatives exploring the utilization of Semantic Knowledge. Finally, the datasets applicable to the evaluation of the proposed recognition techniques are reviewed, as well as related software applications. Traditional scene object/room recognition Scene object recognition is a widely studied topic in computer vision and robotics. Recognition systems have traditionally relied on the features of the objects/room like their geometry or appearance due to their acceptable performance. Regarding object recognition, a popular example is the work by Viola and Jones [146], where an integral image representation is used to encode the appearance of a certain object category, and is exploited by a cascade classifier over a sliding window to detect the occurrences of such object type in intensity images. Another well known approach is the utilization of image descriptors, like Scale-Invariant Feature Transform (SIFT) [74], Speeded-Up Robust Features (SURF) [64], or Local Binary Pattern (LBP) [20], to capture the appearance of objects, and its posterior exploitation by classifiers like Supported Vector Machines (SVMs) [100] or Bag-of-Words [85, 52]. Other works study the automatic learning of low level features, e.g. using neuronal networks, as is the case of Bai et al. [8]. The work by Zhang et al. [157] provides a comprehensive review of methods following this approach. On the other hand, a considerable number of works also tackle the room categorization problem through the exploitation of their geometry or appearance, like the one by Mozos et al. [80] which employs range data to classify spaces according to a set of geometric features. Also popular are works resorting to global descriptors of intensity images, like the gist of the scene proposed by Oliva and Torralba [91], those resorting to local descriptors like the aforementioned SIFT and SURF [6, 81], or the works combining both types of cues, global and local, pursuing a more robust performance [149, 101].
3.2. RELATED WORK 23 Despite the success of local recognition systems for certain applications, their integration into mobile robots arises a number of additional issues to be tackled [119, 93]. One of the most significant ones is the fact that they can lead to ambiguous recognitions, i.e. they are prone to fail in identifying classes with similar features, as analyzed in [92, 19, 38, 115]. This is mainly due to only relying on features of the objects/rooms themselves, disregarding valuable contextual information that is also available. Therefore, a significant, growing body of current research aiming to overcome this issue is considering contextual information of the scene objects in addition to their usually employed individual features. Some works have attempted to exploit this information by providing ad-hoc or preliminary solutions, like in [78], where the co-occurrence of objects appearing in distinct types of rooms are implicitly modeled. However, these works lack a consistent theoretical background, compromising, among others, their comparison, generalization, re-usability, or scalability. Moreover, their output consists of a set of objects’ labels, which do not carry any semantic information profitable by high-level AI robotic components. Well grounded alternatives for modeling/exploiting contextual relations are Probabilistic Graphical Models and Semantic Knowledge, whose combination is exploited in this thesis with the goal of mitigating their drawbacks and boosting their virtues. Contextual Recognition through PGMs Probabilistic Graphical Models (PGMs) in general, and Undirected Graphical Models (UGMs) in particular, have became popular frameworks to model and exploit contextual relations in combination with probabilistic inference methods [65]. Contextual relations can be of different nature, involving objects and/or rooms. On the one hand, objects are not placed randomly within the robot workspace, but following configurations that make sense from a human point of view, e.g. carpets are on the floor, remote controls can be found close to televisions, and pillows are normally placed on beds. The earliest works using this information were based on intensity information of the scene, like [152], where the context between pixels in a given RGB image is modeled by a discriminative Conditional Random Field (CRF). Another work, also relying on intensity images, is the presented in [106] that proposes a CRF framework that incorporates hidden variables for part-based object recognition. The work in [79] also builds part-based models of objects, and represents their interrelations with a PGM. More recent is the work presented in [33] which employs stereo intensity images in a CRF formulation. Three-dimensional information from stereo enables the exploitation of meaningful geometric properties of objects and relations. However, stereo systems are unable to perform on surfaces/objects showing an uniform intensity, which can negatively affect the recognition performance. With the emergence of inexpensive 3D sensors, like Kinect, a new batch of approaches have appeared leveraging the dense and relatively accurate data provided by these devices. For example, the work presented in [4] builds a model isomorphic to a Markov Random Field (MRF) according to the segmented regions from a scene point cloud and their relations. The authors did the tedious work of gathering information
30 CHAPTER 3. CONTEXTUAL SCENE UNDERSTANDING • L-BFGS and SGD benefited from parallelization techniques in OpenMP, achieving a speed-up factor of ∼3.5 for PL – L-BFGS, and ∼5 for Marginal inference -– SGD using 8 CPU-cores. Concerning the scalability of the studied strategies, it has been analyzed how the utilization of different number of training samples and object categories affect their performance. These experiments reported that the computational time required for learning scales considerably better in both cases when PL – L-BFGS was used, being its growth even sub-linear in some cases. Regarding recognition success, the Marginal inference – SGD option achieved the best outcome. 3.4.4 Exploiting Semantic Knowledge for CRF learning PGMs in general, and CRFs in particular, need a vast amount of training data in order to reliably encode the gist of the domain at hand. However, the collection of that information is an arduous, time-consuming, and – in some domains – an intractable task that consists of moving the robot from one scene to another, gathering the data, and post-processing it accordingly to the type of information expected by the training algorithms. To face this issue, a framework to codify Semantic Knowledge through human elicitation in an Ontology has been developed, defining the domain object classes, their properties, and their relations. The result is used to generate an arbitrary number of training samples for tuning CRFs. These training samples reify prototypal scenarios where objects are represented by a set of geometric primitives, e.g., planar patches or bounding boxes, that fulfill certain geometric properties and relations, like proximity, difference of orientation, etc. This approach exhibit a number of advantages: • It eliminates the usually complex and high resource-consuming task of collecting the large number of training samples required to tune an accurate and comprehensive model of the domain. • Ontologies are compact and human-readable knowledge representations. In that way, extending the problem with additional object classes is just reduced to codify the knowledge about the new classes into the Ontology, generate synthetic samples considering the updated semantic information, and train the CRF. This process can be completed in a few minutes, in contrast to the time needed for gathering and processing real data. • The recognized objects are anchored to semantically defined concepts, they hence can be straightforwardly incorporated to a semantic map for performing high-level tasks [36, 34, 18]. Thus, the proposed framework follows a top-down methodology (see Figure 3.3). The design starts with the definition of an Ontology for the knowledge domain at hand, e.g. an office environment, through human elicitation, stating the typical objects, their geometrical features, and relations. Then, the encoded Semantic Knowledge is used for generating sets of synthetic samples, which replace the real datasets
3.4. CONTRIBUTIONS 31 Relations Concepts Samples generation Training Semantic Knowledge Planar patches Feature extraction Object recognition Recognized objects Elicitation Top–down design Bottom-up recognition process Context creation Training samples Graphical model Plane-based mapping Figure 3.3: Overview of the developed framework for object recognition. The shadowed area delimits the proposed components for the generation of training samples. Boxes represent processes, whereas ovals are generated/consumed data (taken from [116]). required for training through an algorithm that performs an arbitrary number of times the following steps: 1. Inclusion of objects in the scene. The set of objects that appears in the synthetic scene is selected according to their frequency of occurrence codified within the Ontology. 2. Object characterization. The geometrical features of the objects included in the previous step, e.g. area, centroid height, elongation, orientation, etc. are reified according to their concepts’ definitions in the Ontology. 3. Context creation. The contextual relations between the included objects are established. 4. Context characterization. Different features of those relations are computed, adding valuable contextual information. Examples of these features are: difference between centroid heights, perpendicularity, difference between areas, areas ratio, difference between elongations, etc. Once the CRF is trained (recall Section 2.1.2), it is integrated into an object recognition framework that works following a bottom-up stance (see Figure 3.3). During the robot operation, a plane-based mapping algorithm [31] extracts planar patches, which are characterized through a number of features, e.g., size, orientation, position or contextual relations. These characterized planar patches feed a probabilistic inference process that yields the recognition results (recall Section 2.1.3). The results obtained in the conducted evaluations achieved a recognition success of ∼90% within the UMA-Offices dataset (see Figure 3.4), and of ∼81% and 69.5% using office and home scenes from the NYUv2 dataset respectively, revealing that
32 CHAPTER 3. CONTEXTUAL SCENE UNDERSTANDING Desktop 2 Computer screen Table_top Chair Floor Wall Table_side Desktop 2 Desktop 5 Desktop 15 Figure 3.4: Examples of scene object recognitions performed by the proposed framework. Left column, observed scenes from th UMA-Offices dataset with the detected planar patches delimited by yellow lines. Right column, recognition results of such scenes (see [116]). Semantic Knowledge can be exploited for the suitable training of recognition systems. This approach was also compared with other state-of-the-art approaches based on CRFs, like [154], yielding a substantial improvement. A number of additional, related issues were also addressed: • The discriminant capability of different sets of contextual features was studied, showing their positive effect on the system performance. • The relation between the size of the training datasets and the system performance was analyzed, obtaining the expected conclusions [111]: the larger and the more comprehensive the dataset is, the better the system outcomes are. • It was also reckoned the computational efficiency, evidencing the suitability of the proposed system for real time robotic applications.
3.4. CONTRIBUTIONS 33 • It was analyzed the time saving gained with the use of human elicitation plus synthetic samples generation processes, resulting 20 times lower than the time spent in collecting real data from the UMA-Offices dataset. Please refer to [116] for further information about the developed framework, its evaluation, and the reached conclusions. 3.4.5 Including rooms into the equation The spatial awareness needed by the robot to accomplish high-level tasks must account for the existing close relations among not only objects, but also their typical locations. Thus, the robot should not only tackle the object recognition problem, but also the room recognition one, i.e. to infer the type of space where it is. Recent publications (e.g. [73, 113]) have shown that the joint modeling of these problems can outperform other methods that address them separately [28, 16, 90, 107, 105]. Holistic approaches exploit the fact that objects are located in rooms according to their functionality, so the presence of an object of a certain type is a hint for the recognition of the room [147, 102, 26]. Likewise, the category of a room is a good indicator of the object types that can be found inside [142]. Besides, objects are not placed randomly, but following configurations that make sense from a human perspective [114, 4, 154]. Thereby, the exploitation of these object-object and object-room contextual clues provides recognition methods with useful information. For leveraging this information, the framework presented in the previous section has been extended to also consider rooms, recognizing them through the exploitation of their contextual relations. For that, Semantic Knowledge about rooms was codified into the Ontology through human elicitation (see Figure 3.5-top). Figure 3.5-bottom shows the definition of the concept Microwave within such Ontology, where we can see, for example, that their orientation is usually horizontal, or that they can be found in kitchens. This Ontology and other resources are available online at: http://mapir.isa.uma.es/work/objects-rooms-categorization. The CRFs employed were also modified in order to consider random variables of different types, e.g. taking values from different object types, or from a set of room types, as well as contextual relations of different nature: object-object and objectroom relations. Thereby, two new steps were added to the four-steps algorithm described in the previous section to also generate room-related data. Concretely the new algorithm is: 1. Room characterization. The first step is the computation of the room features which, in the used Ontology, includes its volume (m3) and color hue variation. 2-5. The same four steps as in the original algorithm, but taking into account the type of the room being synthetically generated. 6. Object-room context characterization. The relation between the room and its objects is characterized by a fixed value, as it is the training process of the CRF which learns automatically the likelihood of finding an object of a certain
34 CHAPTER 3. CONTEXTUAL SCENE UNDERSTANDING Thing Room Object Object_feat Kitchen Counter is-a is-a is-a is-a is-a is-a is-a is-a is-a is-a is-a is-a is-a is-a Orientation Horizontal Vertical Diagonal Refrigerator Microwave Bedroom Bathroom Living_room Picture is-a Thing Room Object Feature Room_feat Object_feat Context_feat Bedroom Bathroom Living_room Kitchen Microwave Fridge Bottle Counter Room_size Quantity_of_objects Room_color_variation is-a is-a is-a is-a is-a is-a is-a is-a is-a is-a is-a is-a is-a is-a is-a is-a is-a hasOrientation some horizontal var:very_low hasOrientation some horizontal var:very_low hasOrientation some horizontal var:very_low hasOrientation some horizontal var:very_low hasOrientation some horizontal var:very_low hasOrientation some horizontal var:very_low hasOrientation some horizontal var:very_low var:low var:high var:veryLow var:low var:null var:low var:medium freq:veryHigh freq:veryHihg freq:medium freq:high Figure 3.5: Top, excerpt of the Ontology used for the codification of Semantic Knowledge about the home domain. Bottom, definition of the concept Microwave . type into a kitchen. Notice that the appearance of an object of a certain type in the room depends on previous steps. In summary, the above six steps yield the objects, room and contextual features needed to feed the unary and pairwise factors during the training of the CRF. The avid reader can find more information about this process in [117]. The approach has been validated against home scenes from the NYUv2 dataset, reaching a categorization success of ∼70% for both objects and rooms. The work by Lin et al. [73] also employs CRFs and NYUv2 for validation, and although a fair comparison is not possible since the authors consider a different set of object categories and room types, it permits us to qualitatively confirm the promising performance of the proposed approach, since they achieve a success of ∼60.5% and ∼58.7% recognizing objects and rooms respectively. It is worth to mention that the applicability of the framework is not limited to robots working at home environments, but it is suitable to perform in other domains which properties and semantics can be defined by human elicitation, e.g. office facilities or hospitals.
3.4. CONTRIBUTIONS 35 Planar patch Feature extraction Instance creation Logical inference fx1u={ fx1u1=0.62, fx1u2=1, fx1u3=1.2, fx1u4=1.11 } Hx1={ wall, Computer_screen, chair_backRest } <Object rdf:ID="object-1"> <has_orientation> <Vertical rdf:ID="Vertical_instance"/> </has_orientation> <has_elongation> <MM_Around05 rdf:ID="MM_Around11_instance"/> </has_elongation> <has_area> <MM_Around01 rdf:ID="MM_Around12_instance"/> </has_area> <has_centroidHeight rdf:resource="#MM_Around06_instance"/> </Object> 1 2 3 x1 Figure 3.6: Example of hypotheses generation for a given region. New instances are inserted into the Ontology using the OWL language. 3.4.6 Further enhancing CRFs performance: coherence and eciency Approximate inference methods executed over CRFs are able to handle complex models and operate in impressive short times, at the expense of a (hopefully) tiny sacrifice in terms of recognition success. Obviously, the utilization of exact inference algorithms is preferable, but the complexity of real models prevents their use. This contribution proposes the exploitation of the Semantic Knowledge encoded in an Ontology to reduce the CRF inference complexity. Concretely, the Semantic Knowledge is used to generate hypotheses about the most probable belonging classes of the objects according to their features. For example, a horizontal surface with a medium height from the floor could be hypothesized as belonging to the Chair_seat , Table or Counter concepts, but not to Wall or Computer_screen . These hypotheses are then taken by the CRF as the only possible candidates. This leads to a considerable reduction in the number of combinations, i.e. assignments to the random variables, hence decreasing the inference complexity and even enabling, in some cases, exact inference. Moreover, the generation of these hypothesis ensures that the results will be coherent with the information in the Ontology, and consequently, with the Semantic Knowledge that the human encoded about the domain. The process shown in Figure 3.6 help us to illustrate how hypotheses are generated. First, the object (in this case a chair back) is characterized through a number of features, and a new instance derived from the Object concept is inserted into the Ontology, e.g. object-1 , also including a number of properties, or relations, stating such features, e.g. object-1 hasCentroidHeight MM_Around06 . This information is encoded in the Ontology employing the OWL language [10]. Then, a logical reasoner, Pellet [133] in this case, infers a set of concepts that are consistent with the instance definition: Wall , Computer_screen and Chair_backRest in the example. In this way, the CRF only considers that concepts as possible categories for that object, hence decreasing the problem complexity. Additionally, prior information about the frequency of occurrence of the different object types was also encoded into the Ontology. This type of information permits us
36 CHAPTER 3. CONTEXTUAL SCENE UNDERSTANDING to model that, for example, it is more likely to find a computer than a couch in an office environment, while it is quite unlikely to find an ironing table. This new source of information comes together with a modification to the usual CRF formulation, which can be checked in [114, 119], so it is able to exploit this prior information from the Ontology. This approach enhances even more the expected coherence of the recognition results. The claimed virtues of these contributions have been thoroughly validated considering the NYUv2 and UMA-Offices datasets. Regarding the recognition success, the evaluation provided the performance of a local object recognition approach as a baseline, which was of ∼79% and ∼54% for UMA-Offices and NYUv2 respectively, and revealed the progressive increment in the performance and robustness as long as additional information is exploited: contextual information (∼84% and ∼59%), hypotheses of objects’ types (∼93% and ∼61%), and prior information about object category occurrences (∼94% and ∼%65). Moreover, an analysis of the complexity reduction of the probabilistic inference process was carried out by considering the most promising object belonging types, including the feasibility of exact inference for the considered datasets. The yielded results are promising, allowing the system to rely on exact inference in all the scenarios within the UMA-Offices dataset, and in a wider variety of them in NYUv2. Further details in this regard can be found in [114, 119]. 3.4.7 Learning from experience Typically, mobile robots employ CRFs that are pre-tuned with a certain dataset in order to recognize a fixed range of object categories. However, this configuration lacks of the flexibility demanded by robots performing in human-like environments, e.g. it is (of course) unable to recognize new types of objects not appearing in the training dataset, or instances of learned ones showing peculiar features, which can lead to an incoherent performance [93]. This section proposes a recognition framework that relies on (surprise) Semantic Knowledge to detect and learn from incoherent recognition results yielded by inference over a CRF. For example, it can be defined the concept Fridge codifying that they are usually high, box-shaped objects, and the Pill_box one, stating that they are small boxes related to fridges by Pill_box placedInto Fridge . In the proposed framework, the recognition results yielded by probabilistic inference over the CRF are checked for coherence against the Semantic Knowledge. If any of them is detected as incoherent (for example, a middle-size object is classified as a fridge), then it is annotated for its posterior evaluation by the user through a simple dialog. This human-robot interaction is greatly supported by the Ontology, since its content can be verbalized in a straightforward way. Finally, the feedback from the user is back-propagated in order to tune the CRF and the own Ontology accordingly. It is worth to mention that Ontologies also suppose a basic way to understand the robot workspace, enabling the detection of object configurations that can be hazardous, e.g. the pill box found out of the fridge.
3.5. DISCUSSION 37 More concretely, the recognition pipeline of the recognition framework starts by capturing an image of the scene to be processed to build its CRF graph representation. This graph, along with the pre-trained CRF parameters, is exploited by a probabilistic inference algorithm to provide a set of tentative object recognition results. These results are then inserted as instances in the Ontology, which checks their consistency with respect to the codified Semantic Knowledge by employing a logical reasoner (Pellet). This permits the robot to detect incoherent results that are subsequently evaluated by the user. The evaluation of a conflicting object starts by showing him/her a cropped image of it. Three different scenarios are then possible: Case 1: the user determines that the recognition result is right. This means that the CRF performed correctly, but the codified common-sense knowledge was somehow too strict. The Ontology learns from this outcome by relaxing the codified object property that produced the inconsistency. Case 2: the recognition result is wrong, and: Case 2.1: the object type is already present in the CRF/Ontology. In this case the CRF misclassified the object. To learn from the mistake, the gathered object information is used to re-tune the CRF parameters. Case 2.2: the object type is new. The relevant information from the object is used to automatically generate a new concept in the Ontology, and the CRF is also re-trained taking into account this new object type. To perform a proof-of-concept validation of the framework, a robot was deployed into an apartment and commanded to perform a primary task: to check the configuration of the objects in the kitchen. Concretely, during the robot operation, the RGB-D camera was used to capture both intensity and depth images when reaching certain locations in the kitchen. In that setup, the robot detected an inconsistency, which corresponded to a pill box recognized as a cereal box, since such object type was unknown for the robot. This information was then back-propagated to both: (i) the Ontology, where the system created a new concept Pill_box , inheriting from the Object one, and described it with the information gathered from the human and from the collected sensory data, and (ii) to the CRF model, which re-tuned its parameters according to the new information. The learning success was evaluated in later observations of pill boxes, where the robot was able to successfully recognize this new type of object. 3.5 Discussion This chapter has described the thesis’ contributions to the contextual object and/or room recognition problem. It started with the UMA-Offices dataset, a collection of 3D reconstructions of offices from the University of Málaga, which was necessary for evaluating the developed algorithms. Then, the Undirected Probabilistic Graphical Models in C++ (UPGMpp) library has been presented, which permits the efficient handling of Undirected PGMs when applied to robotic-related applications.
38 CHAPTER 3. CONTEXTUAL SCENE UNDERSTANDING PGMs in general, and CRFs in particular, have proven to be valuable frameworks for the modeling of recognition problems exploiting contextual information, also dealing with uncertainty. The effort needed for the collection and processing of UMA-Offices and other sensory data, along with the hungry for comprehensive and large training datasets exhibited by the learning phase of PGMs, motivated the study of alternative training strategies. This led to the utilization of Semantic Knowledge stored within an Ontology to remove the necessity of a real dataset. This is specially useful in domains where it is difficult, or even infeasible the collection of large amounts of data. Ontologies also provide the recognition system with an structured, human readable representation ready-to-use for high-level robotic tasks. Semantic knowledge has been further exploited for reducing the complexity of the probabilistic inference processes over the CRFs, as well as to provide prior knowledge about the frequency of occurrence of the object classes of the domain at hand. This information is incorporated into the usual CRF formulation in order to enhance its performance. It has been also leveraged for detecting incoherent recognition results, by considering a logical reasoner that checks the consistency of the CRF outcome with respect to the encoded knowledge. This also allows the recognition system, including an user in the loop (supervised learning), to learn from experience by automatically adapting its internal representations. These contributions make up a probabilistic recognition system which is able to: (i) exploit contextual relations, (ii) handle uncertainty, (iii) leverage prior knowledge about the domain at hand, (iv) detect incoherent results, (v) learn from experience, and (vi) verbalize its outcome. In addition to these features, the system can also provide a measure about the uncertainty of its results. Finally, the system has been integrated into a semantic mapping framework specially suited for taking advantage of these features, as shown in the next chapter.
4 Semantic Mapping This chapter outlines the thesis’s contributions to the semantic mapping field. It starts with a brief introduction to the problem and a discussion of relevant works in the literature. Then, it describes: a toolkit for labeling sequential RGB-D datasets, the Robot@Home repository processed by that toolkit, and finally the Multiversal Semantic Map, a novel representation evaluated through Robot@Home. 4.1 Introduction Despite the possibilities of geometric and/or topological maps when applied to mobile robot applications, the planning and execution of high-level tasks like “bring me the red cup from the kitchen’s counter” or “show the customer off-season clothing, specially pants, please” demands more sophisticated maps. Humans share semantic knowledge about concepts like red,cup, or off-season clothing, which must be transferred to robots in order to successfully face these tasks. Semantic maps emerged to cope with this need, providing the robot with the capability to understand: (i) the spatial aspects of human environments, (ii) the meaning of their elements (objects, rooms, or facilities), and (iii) how humans interact with them (e.g. functionalities, events, or relations). This feature is distinctive and traversal to semantic maps, being the key difference with respect to maps that simply augment metric/topological models with labels to state the type of recognized objects or rooms [108, 22, 76, 127], e.g. saying that a portion of sensory data is a cup, without any other information about the implications of that. Contrary, semantic maps handle meta-information that models the properties 39
46 CHAPTER 4. SEMANTIC MAPPING sualization purposes. The most time-consuming components of OLT have been also parallelized employing OpenMP. Aiming to illustrate the toolkit suitability, it was utilized for segmenting and labeling a robotic dataset from a home environment (indeed, a part of the Robot@Home dataset, see Figure 4.2) consisting of 77 RGB-D observations. Regarding the time spent in labeling, the human operator needed 2 hours to annotate both the kitchen and the bedroom scenes, spending on average 2 minutes per object (this has been reduced to 1 minute in the last toolkit version). To compare this with the labeling of all the RGB-D observations individually, it was followed the typical intensity image labeling approach and they were annotated 5 non-consecutive observations from each sequence, extrapolating the results to the whole dataset. This yielded a total of ∼3 hours needed for the labeling of the kitchen sequence, and ∼7 hours for the bedroom, which clearly illustrated the benefits of the toolkit utilization. When following such a typical approach problems appeared to accurately label the objects’ boundaries, and with objects partially occluded and/or with an unclear belonging class, drawbacks that are mitigated with the utilization of the proposed toolkit. 4.3.2 Robot@Home dataset The Robot-at-Home (Robot@Home) dataset, is a collection of raw and processed data from five domestic settings compiled by the commercial mobile robot Giraff, equipped with 4 RGB-D cameras and a 2D laser scanner, Its main purpose is to serve as a testbed for semantic mapping algorithms through the recognition of objects and/or rooms, so it is publicly available at http://mapir.isa.uma.es/work/ robot-at-home-dataset . This dataset is unique in three aspects: (i) the sensory system employed for its gathering, (ii) the diversity and amount of provided data, and (iii) the availability of dense ground truth information. The provided data were captured with a rig of 4 RGB-D sensors with an overall field of view of 180◦horizontally and 58◦vertically, and with a 2D laser scanner (see Fig. 4.3). In order to yield accurate information within the dataset, the sensors mounted on the robot were calibrated both intrinsically and extrinsically [30, 42, 137]. Detailed information concerning this calibration in particular, and about the dataset in general, can be found in the paper by Ruiz-Sarmiento et al. [123]. This robotic platform was employed to explore 5 dwelling apartments, which have been named as anto,alma,pare,rx2, and sarmis. In this way, a total of 36 rooms were completely inspected (some of them several times), so the dataset is rich in contextual information of objects and rooms. This is a valuable feature, missing in most of the state-of-the-art datasets, which can be exploited by, for instance, semantic mapping systems that leverage relationships like pillows are usually on beds or ovens are not in bathrooms. This information was processed by OLT, which also supposes a mechanism to conveniently access and manage the data. The ground-truth information provided by OLT comes in two flavors. On the one hand, it is provided (per-point) annotations of the categories of the main objects and rooms appearing in the scenes reconstructed from the RGB-D sequences (recall the
4.3. CONTRIBUTIONS 47 Figure 4.3: Giraff robot while collecting sensory information. The basic robotic platform was endowed with a rig of 4 RGB-D sensors mounted on the robot’s neck, and a 2D laser scanner on its base. second column of Figure 4.2). A total of ∼1,900 objects belonging to 157 different categories were manually labeled from the 36 visited rooms. These rooms are also labeled as belonging to one of 8 possible types: bathroom, bedroom, kitchen, livingroom, etc. On the other hand, Robot@Home also includes (per-pixel) annotations of the objects appearing in the 69,000+ gathered RGB-D images. The objects and rooms are also annotated with identifiers, so they can be individually tracked along the video sequences. Summarizing, the content of the dataset, which comes in different formats accessible by the open source Mobile Robot Programming Toolkit1(MRPT), as well as in (human readable) plain text files and PNG images, is as follows: •81 sequences of observations containing ∼75min. of recorded data. The total number of observations is 87,000+ (18,000+ laser scans and 69,000+ RGB-D images), which are saved in rawlog format as well as in plain text (see the three first rows of Figure 4.4). •41 2D geometric maps saved in text files (36 for individual rooms, and 5 maps covering each apartment, see fourth row of Figure 4.4). •72 3D reconstructed scenes in scene format and plain text (see fifth row of Figure 4.4). •72 Labeled 3D reconstructed scenes in scene format and plain text, containing ∼1,900 labeled objects (see sixth row of Figure 4.4). •72 Labeled RGB-D sequences in rawlog format and plain text (see seventh row of Figure 4.4). 1http://www.mrpt.org
48 CHAPTER 4. SEMANTIC MAPPING Figure 4.4: Excerpts of information provided by Robot@Home. From top to bottom, examples of 2D laser scans, RGB images, depth images, 2D geometric maps, reconstructed rooms, labeled reconstructed rooms, and labeled depth information. Taken from [123].
4.3. CONTRIBUTIONS 49 Moreover, a number of particular characteristics have been intentionally included in each scenario to provide additional data for testing different object recognition algorithms and techniques. Concretely, •Inclusion of distinctive objects. A number of patterns/objects have been placed at different rooms within these houses, concretely: teddies in alma, fruits in anto, numerical patterns in pare and geometric patterns in rx2. •Varying lighting conditions. Each of the three sessions in sarmis house was conducted at a different time of the day, which means that the objects were visualized under different lighting conditions. •Varying sets of objects. In these three sessions, the set of objects placed in each room from session to session differs, with objects dis/appearing as well as being moved. Although its main application is the aforementioned semantic mapping, it can be also useful for the recognition of instances of objects/rooms, object segmentation, or data compression/transmission algorithms. Moreover, typical robotic tasks like 3D map building, localization, or SLAM can be tested with Robot@Home, since the robot localization can be accurately estimated from the sequence of 2D scans. Finally, the distinctive patterns and objects placed on purpose can be used, for example, to test object-finding algorithms. 4.3.3 Multiversal Semantic Maps The third contribution of this chapter is a novel semantic map representation, called Multiverse Semantic Map (MvSmap). This representation handles uncertainty by considering the different combinations of possible groundings of objects and rooms in the robot workspace, or universes, as instances of ontologies with belief annotations on their grounded concepts and relations. These beliefs are provided by the probabilistic recognition techniques described in Chapter 3. According to them, it also encodes the probability of each ontology instance being the right one. Thus, MvSmaps can be exploited by logical reasoners performing over such ontologies, as well as by probabilistic reasoners working with the CRF representation. This ability to manage different semantic interpretations of the robot workspace, which can be leveraged by probabilistic conditional planners (e.g. those in [61] or [2]), is crucial for a coherent robot operation. The proposed MvSmap (see Figure 4.5) is inspired by the multi-hierarchical semantic map presented in Galindo et al. [37]. This map considers two separated but tightly related hierarchical representations containing: (i) the semantic, meta-information about the domain at hand, e.g. refrigerators keep food cold and are usually found in kitchens, and (ii) the factual, spatial knowledge acquired by the robot and its implemented algorithms from a certain workspace, e.g. obj-1 is perceived and recognized as a refrigerator. These hierarchies are called terminological
50 CHAPTER 4. SEMANTIC MAPPING Symbolic level Anchoring level Spatial level Conceptual hierarchy Anchor_obj1 Symbol : Features : {f1,…,fn} Relations : {r1,…,rm} Concept : {0.65,0.35} Location : room-1 room-2 Anchor_room1 Symbol : Features : {f1,…,fk} Relations : {r1,…,rr} Concept : {0.33,0.66} Location : …… obj-1 obj-2 robot obj-5 obj-3 obj-4 obj-6 connected at at at at at at at close close close Metric map 2D laser scan RGB-D image Thing Object Room Kitchen Bedroom Microwave Nightstand Universe 1 (0.0486) 0.35 0.1 0.33 Thing Object Room Kitchen Bedroom Microwave Nightstand Universe 2 (0.4547) 0.65 0.95 0.33 Thing Object Room Kitchen Bedroom Microwave Nightstand Universe 3 (0.4709) 0.35 0.9 0.67 Thing Object Room Kitchen Bedroom Microwave Nightstand Universe 4 (0.0258) 0.65 0.05 0.67 0.95 0.05 0.1 0.9 0.95 0.05 0.1 0.9 has_size some Medium has_shape some Box has_orientation some Horizontal has_centroidHeight some Medium has_colorVariation some Low isNear some Counter isNear some Cabinet isNear some Table isIn some Kitchen has_size some Medium or Large has_elongation some Medium has_colorVariation some High isConnected some Corridor isConnected some Bathroom Thing Object Room Kitchen Bedroom Microwave Nightstand at at at at Multiverse Semantic interpretations T-Box S-Box Figure 4.5: Example of Multiversal Semantic Map for a simple scenario. box (see T-Box in Figure 4.5) and spatial box (see S-Box in Figure 4.5), respectively, names borrowed from the common structure of hybrid knowledge representation systems [7]. MvSmaps enhance this representation by including uncertainty, in the form of beliefs, about the groundings (recognitions) of the spatial elements in the S-Box to concepts in the T-Box. For example, a perceived object, represented by the symbol obj-1 , could be grounded by the robot as a microwave or a nightstand with beliefs 0.65 and 0.35, respectively, or it might think that a room ( room-1 ) is a kitchen or a bedroom with beliefs 0.33 and 0.66. Moreover, in this representation the relations among the spatial elements play a pivotal role, and they have also associated compatibility values in the form of beliefs. To illustrate this, if obj-1 was found in room-1 , MvSmaps can state that the compatibility of obj-1 and room-1 being grounded to microwave and kitchen respectively is 0.95, while to microwave and bedroom is 0.05. These belief values are provided by the proposed probabilistic inference techniques. Furthermore, MvSmaps assign a probability value to each possible set of groundings, creating a multiverse,i.e. a set of universes stating different explanations of the robot environment (see Multiverse in Figure 4.5). An universe codifies the joint probability of the observed spatial elements being grounded to certain concepts, hence providing a global sense of certainty about the robot understanding of the environment. Thus, following the previous example, an universe can represent that obj-1 is a microwave and room-1 is a kitchen, while a parallel universe states that obj-1 is a nightstand and room-1 is a bedroom, both explanations annotated with different probabilities. Thereby, the robot performance is not limited to the utilization of
4.3. CONTRIBUTIONS 51 the most probable universe, like traditional semantic maps do, but it can also consider other possible explanations with different semantic interpretations, resulting in a more coherent robot operation. The symbol grounding problem, i.e. linking portions of sensory data, represented by symbols (e.g. obj-1 or room-2 ), to concepts in the KB (e.g. Microwave or Kitchen ), is faced by an anchoring process [18] that relies on the proposed recognition techniques and a simple tracking algorithm to make the symbols and their groundings consistent over time. In a nutshell, the result of this process is a set of the so-called anchors, which keep geometric/appearance information about the spatial elements (location, features, relations, etc.) and establish links to their symbolic representation. Additionally, in a MvSmap, anchors are in charge of storing the beliefs about the grounding of their respective symbols, as well as their compatibility with respect to the grounding of related elements. Given the ingredients of MvSmaps previously provided, a Multiversal Semantic Map can be formally defined by the quintuple MvSmap ={R,A,Y,O,M}, where: •Ris a metric map of the environment, providing a global reference frame for the observed spatial elements (objects and rooms). •Ais a set of anchors internally representing such spatial elements, and linking them with the set of symbols in Y. •Yis the set of symbols that represent the spatial elements as instances of concepts from the ontology O. •Ois an ontology codifying the semantic knowledge of the domain at hand. •Mencodes the multiverse, containing the set of universes. Notice that the traditional T-Box and S-Box are defined in a MvSmap by Oand {R,A,Y}respectively. Since the robot is usually provided with the ontology O beforehand, building a MvSmap consists of creating and maintaining the remaining elements in the map definition. The suitability of the proposed semantic map representation was assessed with the challenging Robot@Home dataset. On the one hand, the reported success while grounding object and room symbols respectively without considering contextual relations was of ∼73.5% and ∼57.5%, whereas including them these figures increased up to a success of ∼81.5% and 91.5%. They have been also evaluated some of the most popular classifiers also resorting to individual object/room features, namely: Supported Vector Machines, Naive Bayes, Decision Trees, Random Forests, and Nearest Neighbors, demonstrating the reported results the higher success of CRF approaches. On the other hand, they were also shown two sample scenarios of different complexity where it was illustrated the building of MvSmaps according to the information gathered by a mobile robot (see Figure 4.6). For a detailed description of this results,
52 CHAPTER 4. SEMANTIC MAPPING Beliefs Wall (0.01) Ceiling (0.99) Wall (0.46) Closet (0.51) Couch (0.13) Bed (0.71) Table (0,05) Floor (0.94) Towel (0,18) Book (0.35) Closet (0.01) Wall (0.99) Closet (0.01) Wall (0.99) Picture (0.02) Wall (0.97) Wall (0.01) Ceiling (0.99) Wall (0.20) Closet (0.79) Couch (0.09) Bed (0.76) Table (0,02) Floor (0.97) Towel (0,19) Book (0.32) Closet (0.01) Wall (0.99) Closet (0.01) Wall (0.99) Picture (0.01) Wall (0.98) Pillow (0.29) Table (0.59) Bottle (0.01) Chair (0.98) Cabinet (0.01) Wall (0.99) Kitchen (0.15) Corridor (0.04) Living-room (0.02) Master-room (0.0) Bathroom (0.0) Bedroom (0.79) Kitchen (0.17) Corridor (0.04) Master-room (0.03) Bathroom (0.0) Living-room (0.0) Bedroom (0.76) Wall (0.01) Ceiling (0.99) Wall (0.28) Closet (0.69) Couch (0.05) Bed (0.86) Table (0,02) Floor (0.97) Towel (0,19) Book (0.29) Closet (0.01) Wall (0.99) Closet (0.01) Wall (0.98) Picture (0.01) Wall (0.98) Pillow (0.17) Table (0.73) Bottle (0.01) Chair (0.98) Cabinet (0.01) Wall (0.99) Kitchen (0.03) Corridor (0.01) Bathroom (0.01) Living-room (0.0) Master-room (0.0) Bedroom (0.95) Picture (0.01) Bottle (0.98) Cushion (0.15) Book (0.64) Wall (0.01) Ceiling (0.99) Wall (0.27) Closet (0.71) Couch (0.01) Bed (0.98) Table (0,03) Floor (0.96) Towel (0,19) Book (0.29) Closet (0.01) Wall (0.99) Closet (0.01) Wall (0.99) Picture (0.01) Wall (0.98) Pillow (0.18) Table (0.73) Bottle (0.01) Chair (0.99) Cabinet (0.01) Wall (0.99) Kitchen (0.01) Corridor (0.0) Bathroom (0.0) Living-room (0.0) Master-room (0.0) Bedroom (0.99) Picture (0.01) Bottle (0.98) Cushion (0.14) Book (0.66) Cushion (0.03) Pillow (0.96) 1.0 –0.8 0.8 –0.6 0.6 –0.4 0.4 –0.0 t1t2 t4 t3 Beliefs Wall (0.01) Ceiling (0.99) Wall (0.46) Closet (0.51) Couch (0.13) Bed (0.71) Table (0,05) Floor (0.94) Towel (0,18) Book (0.35) Closet (0.01) Wall (0.99) Closet (0.01) Wall (0.99) Picture (0.02) Wall (0.97) Wall (0.01) Ceiling (0.99) Wall (0.20) Closet (0.79) Couch (0.09) Bed (0.76) Table (0,02) Floor (0.97) Towel (0,19) Book (0.32) Closet (0.01) Wall (0.99) Closet (0.01) Wall (0.99) Picture (0.01) Wall (0.98) Pillow (0.29) Table (0.59) Bottle (0.01) Chair (0.98) Cabinet (0.01) Wall (0.99) Kitchen (0.15) Corridor (0.04) Living-room (0.02) Master-room (0.0) Bathroom (0.0) Bedroom (0.79) Kitchen (0.17) Corridor (0.04) Master-room (0.03) Bathroom (0.0) Living-room (0.0) Bedroom (0.76) Wall (0.01) Ceiling (0.99) Wall (0.28) Closet (0.69) Couch (0.05) Bed (0.86) Table (0,02) Floor (0.97) Towel (0,19) Book (0.29) Closet (0.01) Wall (0.99) Closet (0.01) Wall (0.98) Picture (0.01) Wall (0.98) Pillow (0.17) Table (0.73) Bottle (0.01) Chair (0.98) Cabinet (0.01) Wall (0.99) Kitchen (0.03) Corridor (0.01) Bathroom (0.01) Living-room (0.0) Master-room (0.0) Bedroom (0.95) Picture (0.01) Bottle (0.98) Cushion (0.15) Book (0.64) Wall (0.01) Ceiling (0.99) Wall (0.27) Closet (0.71) Couch (0.01) Bed (0.98) Table (0,03) Floor (0.96) Towel (0,19) Book (0.29) Closet (0.01) Wall (0.99) Closet (0.01) Wall (0.99) Picture (0.01) Wall (0.98) Pillow (0.18) Table (0.73) Bottle (0.01) Chair (0.99) Cabinet (0.01) Wall (0.99) Kitchen (0.01) Corridor (0.0) Bathroom (0.0) Living-room (0.0) Master-room (0.0) Bedroom (0.99) Picture (0.01) Bottle (0.98) Cushion (0.14) Book (0.66) Cushion (0.03) Pillow (0.96) 1.0 –0.8 0.8 –0.6 0.6 –0.4 0.4 –0.0 t1t2 t4 t3 Beliefs Wall (0.01) Ceiling (0.99) Wall (0.46) Closet (0.51) Couch (0.13) Bed (0.71) Table (0,05) Floor (0.94) Towel (0,18) Book (0.35) Closet (0.01) Wall (0.99) Closet (0.01) Wall (0.99) Picture (0.02) Wall (0.97) Wall (0.01) Ceiling (0.99) Wall (0.20) Closet (0.79) Couch (0.09) Bed (0.76) Table (0,02) Floor (0.97) Towel (0,19) Book (0.32) Closet (0.01) Wall (0.99) Closet (0.01) Wall (0.99) Picture (0.01) Wall (0.98) Pillow (0.29) Table (0.59) Bottle (0.01) Chair (0.98) Cabinet (0.01) Wall (0.99) Kitchen (0.15) Corridor (0.04) Living-room (0.02) Master-room (0.0) Bathroom (0.0) Bedroom (0.79) Kitchen (0.17) Corridor (0.04) Master-room (0.03) Bathroom (0.0) Living-room (0.0) Bedroom (0.76) Wall (0.01) Ceiling (0.99) Wall (0.28) Closet (0.69) Couch (0.05) Bed (0.86) Table (0,02) Floor (0.97) Towel (0,19) Book (0.29) Closet (0.01) Wall (0.99) Closet (0.01) Wall (0.98) Picture (0.01) Wall (0.98) Pillow (0.17) Table (0.73) Bottle (0.01) Chair (0.98) Cabinet (0.01) Wall (0.99) Kitchen (0.03) Corridor (0.01) Bathroom (0.01) Living-room (0.0) Master-room (0.0) Bedroom (0.95) Picture (0.01) Bottle (0.98) Cushion (0.15) Book (0.64) Wall (0.01) Ceiling (0.99) Wall (0.27) Closet (0.71) Couch (0.01) Bed (0.98) Table (0,03) Floor (0.96) Towel (0,19) Book (0.29) Closet (0.01) Wall (0.99) Closet (0.01) Wall (0.99) Picture (0.01) Wall (0.98) Pillow (0.18) Table (0.73) Bottle (0.01) Chair (0.99) Cabinet (0.01) Wall (0.99) Kitchen (0.01) Corridor (0.0) Bathroom (0.0) Living-room (0.0) Master-room (0.0) Bedroom (0.99) Picture (0.01) Bottle (0.98) Cushion (0.14) Book (0.66) Cushion (0.03) Pillow (0.96) 1.0 –0.8 0.8 –0.6 0.6 –0.4 0.4 –0.0 t1t2 t4 t3 Figure 4.6: Grounding results and their belief values for the spatial elements perceived during the robot exploration of a bedroom from Robot@Home at two time instants: t1and t4.
4.4. DISCUSSION 53 as well as of the building of MvSmaps, please refer to the work by Ruiz-Sarmiento et al. [120]. The main purpose of the proposed MvSmap is to provide a mobile robot with a rich representation of its environment, empowering the efficient and coherent execution of high-level tasks. MvSmaps can be exploited for traditional semantic map applications by considering only an universe, albeit its potential to measure the (un)certainty of the robot understanding can be exploited for an intelligent, more efficient robotic operation. A clear example of this arises when considering the work by Galindo and Saffiotti [36], which envisages an application of semantic maps where they encode information about how things should be, also called norms, allowing the robot to infer deviations from these norms and act accordingly. The typical norm example is that "towels must be in bathrooms", so if a towel is detected, for example, on the floor of the living room, a plan is generated to bring it to the bathroom. This approach works with crispy information, e.g. an object is a towel or not. Instead, the consideration of a MvSmap would permit the robot to behave more coherently, for example gathering additional information if the belief of an object symbol being grounded to Towel is 0.55 while to Carpet is 0.45. In this example, a crispy approach could end up with a carpet in our bathroom, or a towel in our living room. Other applications where MvSmaps could be useful are task planning, planning with incomplete information, navigation, object search, human-robot interaction, or robotic localization. 4.4 Discussion This chapter has outlined the thesis’ contributions to the semantic mapping field. A novel semantic representation, called Multiversal Semantic Map (MvSmap), has been described, which was designed to take advantage of the outcome for probabilistic recognition techniques. This permits the robot to propagate the uncertainty coming from different sources like its sensory system, or its internal models of the spatial elements, to the recognition results. MvSmaps also allow the tracking and exploitation of contextual relations among the elements in the robot workspace. The utilization of the uncertainty concerning the types of recognized spatial elements enables the robot to consider different semantic interpretations of its environment, resulting in a more coherent operation. Additionally, it has been also described the Robot@Home dataset, a large repository of data collected by a mobile robot in domestic settings. The provided raw data come from two different types of sensors: a 2D laser scan mounted on the robot base, and a rig of 4 RGB-D cameras on the robot’s neck. The processed information includes 2D and 3D reconstructions of the fully inspected houses, as well ground truth annotations about the type of the objects and rooms therein. Thus, this dataset is rich in contextual relations among spatial objects given the wide coverage of the provided data, so it is specially suitable for the evaluation of semantic mapping systems. To evaluate the proposed MvSmaps, the recognition techniques in the previous chapter
54 CHAPTER 4. SEMANTIC MAPPING were integrated into a semantic mapping system building those representations, and Robot@Home was used as a testbed. Robot@Home contains a huge number of observations whose processing by traditional techniques is prohibitive. Thereby, it was developed the Object Labeling Toolkit (OLT), a set of software components that greatly minimizes the operator intervention for processing sequential RGB-D observations. The developed/integrated algorithms for image processing, point cloud registration, scene reconstruction, scene labeling, and automatic propagation of labels to individual observations, really helped to keep the effort low for processing Robot@Home. Both dataset and toolkit are publicly available.
5 Summary of included papers This chapter outlines the content of the included papers, available at the second part of the thesis Part II: Included papers, as well as the author’s contributions to each of them. 5.1 Paper A: Learning CRFs with data from Semantic Knowledge Outline: This paper studies the applicability of CRFs trained with synthetic data, generated from Semantic Knowledge, for contextually modeling the scene object recognition problem. The proposed learning approach aims at avoiding the collection of real data for training object recognition systems, which is a highly time-consuming, cumbersome, and even unfeasible task, since the gathered information must be representative enough of the domain at hand. To face this issue, Semantic Knowledge is represented by means of an Ontology, which defines the domain object classes, their properties, and their relations, and is used to generate synthetic training samples for tuning CRFs. The suitability of the learning approach has to be assessed through real datasets, so UMA-Offices and NYUv2 conformed the benchmark for answering questions like: How much do the context relations contribute to the recognition performance?,How much does the size of the training dataset affect the recognition performance?, or Do the generated synthetic data capture actual object properties and relations?. Contribution by the author: Studied the state-of-the-art approaches for addressing the scene object recognition problem through Probabilistic Graphical Models or 55
62 CHAPTER 6. CONCLUSIONS AND FUTURE WORK to execute this kind of techniques. Nowadays, in fact, our smartphones are almost as powerful as our desktop computers. The research efforts in semantic mapping, along with the new technological advances, ensure the emergence of breakthrough and exciting applications. Stay tuned! Future work The work done in this thesis leaves a number of research lines open. Some of the most interesting ones are outlined below. Hypotheses generation. The generation of hypotheses employing the information encoded in the Ontology could be so restrictive in some situations, mainly with objects showing unusual properties. Let’s suppose a scene with a book placed on the floor. In that situation the logical reasoner does not yield the type Book as a hypothesis, given that its height largely differs from the expected one. An option could be to consider the result of the logical inference as a score to be introduced in the CRF formulation, at the cost of compromising the exact inference option. Exploitation of MvSmaps. The real potential of Multiversal Semantic Maps (in the author’s opinion) is still to come. Several proof-of-concept applications have been designed and tested, but it should be studied the benefits of this representation in real world problems like efficient navigation and object search, robot localization, task planning with uncertain/incomplete information, etc. Learning from experience. There is significant room to explore possible improvements to the proposed system for learning from experience. Firstly, it should be conducted a thorough evaluation of the system with complex CRFs and ontologies, including information from objects and rooms, during long periods of time. Since the human is in the learning loop, it could be also studied how possible incorrect indications by the user affect the performance. The system could also benefit from a study of when would be more appropriate to ask the user about inconsistent results in order to not bother him/her. Further development of UPGMpp. Some additional features regarding the performance of the UPGMpp library could be explored. For example, although the most time-consuming parts of the library are parallelized through OpenMP, some repetitive operations intensively employing data could also benefit for a parallelization at a lower level, aiming to also take advantage of GPU cores through, for example, CUDA or OpenCL. Visualization tools for inspecting the underlying graphs would be also useful for understanding what is on in the code and during execution. The implementation of sampling techniques for drawing samples from the probability defined by a PGM (like Markov Chain Monte Carlo), are also in the spotlight. Of course, any contribution to UPGMpp from the computer vision or robotic communities is welcome.
63 Improvements in OLT. The incorporation of algorithms for a globally consistent alignment of the RGB-D observations used to reconstruct a scene would lead to even more accurate models. The user experience could be also improved with the addition of geometric primitives like spheres or cylinders to the currently used one (boxes) to segment and label scenes. Moreover, the time needed for labeling would be reduced if an initial segmentation of the scene as well as tentative labels for the objects/rooms therein are provided beforehand.
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Part II Included papers 79
7 List of papers A Exploiting Semantic Knowledge for Robot Object Recognition Authors: Jose-Raul Ruiz Sarmiento, Cipriano Galindo and Javier Gonzalez-Jimenez. Published in: International Journal of Knowledge-Based Systems. Volume: 86. Pages: 131-142. Year: 2015. DOI: http://dx.doi.org/10.1016/j.knosys.2015.05.032 Abstract This paper presents a novel approach that exploits semantic knowledge to enhance the object recognition capability of autonomous robots. Semantic knowledge is a rich source of information, naturally gathered from humans (elicitation), which can encode both objects’ geometrical/appearance properties and contextual relations. This kind of information can be exploited in a variety of robotics skills, especially for robots performing in human environments. In this paper we propose the use of semantic knowledge to eliminate the need of collecting large datasets for the training stages required in typical recognition approaches. Concretely, semantic knowledge encoded in an ontology is used to synthetically and effortless generate an arbitrary number of training samples for tuning Probabilistic Graphical Models (PGMs). We then employ these PGMs to classify patches extracted from 3D point clouds gathered from office environments within the UMA-offices dataset, achieving a ∼90% of recognition success, and from office and home scenes within the NYU2 dataset, yielding a success of ∼81% and ∼69.5% respectively. Additionally, a comparison with state-of-the-art recognition methods also based on graphical models has been 81
82 CHAPTER 7. LIST OF PAPERS carried out, revealing that our semantic-based training approach can compete with, and even outperform, those trained with a considerable number of real samples. B Joint Categorization of Objects and Rooms for Mobile Robots Authors: Jose-Raul Ruiz Sarmiento, Cipriano Galindo and Javier Gonzalez-Jimenez. Published in: IEEE/RSJ International Conference on Intelligent Robots and Systems Pages: 2523-2528 Year: 2015 DOI: 10.1109/IROS.2015.7353720 Abstract In general, the problems of objects’ and rooms’ categorizations for robotic applications have been addressed separately. The current trend is, however, towards a joint modelling of both issues in order to leverage their mutual contextual relations: object →room (e.g. the detection of a microwave indicates that the room is likely to be a kitchen), and room →object (e.g. if the robot is in a bathroom, it is probable to find a toilet). Probabilistic Graphical Models (PGMs) are typically employed to conveniently cope with such relations, relying on inference processes to hypothesize about objects’ and rooms’ categories. In this work we present a Conditional Random Field (CRF) model, a particular type of PGM, to jointly categorize objects and rooms from RGBD images exploiting object-object and object-room relations. The learning phase of the proposed CRF uses Human Knowledge (HK) to eliminate the necessity of gathering real training data. Concretely, HK is acquired through elicitation and codified into an ontology, which is exploited to effortless generate an arbitrary number of representative synthetic samples for training. The performance of the proposed CRF model has been assessed using the NYU2 dataset, achieving a success of ∼70% categorizing both, objects and rooms. C Scene Object Recognition for Mobile Robots Through Semantic Knowledge and Probabilistic Graphical Models Authors: Jose-Raul Ruiz Sarmiento, Cipriano Galindo and Javier Gonzalez-Jimenez. Published in: International Journal of Expert Systems with Applications Volume: 42 Issue: 22 Pages: 8805–8816 Year: 2015 DOI: http://dx.doi.org/10.1016/j.eswa.2015.07.033
D. UPGMPP: A SOFTWARE LIBRARY FOR CONTEXTUAL OBJECT RECOGNITION 83 Abstract Scene object recognition is an essential requirement for intelligent mobile robots. In addition to geometric or appearance features, modern recognition systems strive to incorporate contextual information, normally modelled through Probabilistic Graphical Models (PGMs) or Semantic Knowledge (SK). However, these approaches, separately, show some weaknesses that limit their application, e.g., the exponential complexity of the probabilistic inference over PGMs or the inability of SK to handle uncertainty. This paper presents a hybrid PGM-SK system for object recognition that integrates both techniques reducing their individual limitations and gaining in probabilistic inference efficiency, performance robustness, uncertainty handling, and providing coherent results according to domain knowledge codified by a human expert. We support this claim with an extensive experimental evaluation according to both recognition success and time requirements in real scenarios from two datasets (NYU2 and UMA-offices). The yielded figures support the suitability of the hybrid PGM-SK recognition system, and its applicability to mobile robotic agents. D UPGMpp: a Software Library for Contextual Object Recognition Authors: Jose-Raul Ruiz Sarmiento, Cipriano Galindo and Javier Gonzalez-Jimenez. Published in: 3rd. Workshop on Recognition and Action for Scene Understanding Year: 2015 DOI: 10.13140/RG.2.2.25749.12006 Abstract Object recognition is a cornerstone task towards the scene understanding problem. Recent works in the field boost their performance by incorporating contextual information to the traditional use of the objects’ geometry and/or appearance. These contextual cues are usually modeled through Conditional Random Fields (CRFs), a particular type of undirected Probabilistic Graphical Model (PGM), and are exploited by means of probabilistic inference methods. In this work we present the Undirected Probabilistic Graphical Models in C++ library (UPGMpp), an open source solution for representing, training, and performing inference over undirected PGMs in general, and CRFs in particular. The UPGMpp library supposes a reliable and comprehensive workbench for recognition systems exploiting contextual information, including a variety of inference methods based on local search,graph cuts, and message passing approaches. This paper illustrates the virtues of the library, i.e. it is efficient, comprehensive, versatile, and easy to use, by presenting a use-case applied to the object recognition problem in home scenes from the challenging NYU2 dataset.
84 CHAPTER 7. LIST OF PAPERS E OLT: A Toolkit for Object Labeling applied to robotic RGB-D datasets Authors: Jose-Raul Ruiz Sarmiento, Cipriano Galindo and Javier Gonzalez-Jimenez. Published in: European Conference on Mobile Robots Year: 2015 DOI: 10.1109/ECMR.2015.7324214 Abstract In this work we present the Object Labeling Toolkit (OLT), a set of software components publicly available for helping in the management and labeling of sequential RGB-D observations collected by a mobile robot. Such a robot can be equipped with an arbitrary number of RGB-D devices, possibly integrating other sensors (e.g. odometry, 2D laser scanners, etc.). OLT first merges the robot observations to generate a 3D reconstruction of the scene from which object segmentation and labeling is conveniently accomplished. The annotated labels are automatically propagated by the toolkit to each RGB-D observation in the collected sequence, providing a dense labeling of both intensity and depth images. The resulting objects’ labels can be exploited for many robotic oriented applications, including high-level decision making, semantic mapping, or contextual object recognition. Software components within OLT are highly customizable and expandable, facilitating the integration of already-developed algorithms. To illustrate the toolkit suitability, we describe its application to robotic RGB-D sequences taken in a home environment. F Building Multiversal Semantic Maps for Mobile Robot Operation Authors: Jose-Raul Ruiz Sarmiento, Cipriano Galindo and Javier Gonzalez-Jimenez. Submitted to: International Journal of Knowledge-Based Systems (second revision). Year: 2016 Abstract Semantic maps augment metric-topological maps with meta-information, i.e. semantic knowledge aimed at the planning and execution of high-level robotic tasks. Semantic knowledge typically encodes human-like concepts, like types of objects and rooms, which are connected to sensory data when symbolic representations of percepts from the robot workspace are grounded to those concepts. This symbol grounding is usually carried out by algorithms that individually categorize each symbol and provide a crispy outcome – a symbol is either a member of a category or not. Such approach is valid for a variety of tasks, but it fails at: (i) dealing with the uncertainty inherent to the grounding process, and (ii) jointly exploiting the contextual relations
F. BUILDING MULTIVERSAL SEMANTIC MAPS FOR MOBILE ROBOT OPERATION 85 among concepts (e.g. microwaves are usually in kitchens). This work provides a solution for probabilistic symbol grounding that overcomes these limitations. Concretely, we rely on Conditional Random Fields (CRFs) to model and exploit contextual relations, and to provide measurements about the uncertainty coming from the possible groundings in the form of beliefs (e.g. an object can be categorized (grounded) as a microwave or as a nightstand with beliefs 0.6 and 0.4, respectively). Our solution is integrated into a novel semantic map representation called Multiversal Semantic Map (MvSmap), which keeps the different groundings, or universes, as instances of ontologies annotated with the obtained beliefs for their posterior exploitation. The suitability of our proposal has been proven with the Robot@Home dataset, a repository that contains challenging multi-modal sensory information gathered by a mobile robot in home environments.