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Computer Graphics and Virtual Reality Research Lab
University of Bremen, Germany

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Overview

Affordances are inherent properties of objects and environments that enable certain actions to be executed. It is a concept originating from psychology that has gained increased attention in robotics as it provides a way to interpret environments and optimise planning and execution of actions. At the same time, reinforcement learning has become a crucial part of problem solving in robotics as well.

In this paper, we explore the limitations of reinforcement learning in the context of affordances. We specifically focus on the physical execution of affordances and show that they provide rather complex situations—proving to be quite difficult for reinforcement learning in certain cases. We also argue that the challenges can be overcome by splitting affordances into simpler components and propose a taxonomy of these components to accommodate this concept.

Finally, we explore whether or not virtual environments are suited to simulate real world affordances in the first place. We come to the conclusion that, while they are not inherently ill-suited, virtual environments do encounter some limitations that need to be accounted for when it is employed for real world simulation.

Demo Video

Our Approach

For the experiments we selected various affordances and implemented them in two environment. The first is an OpenAI Gymnasium environment with Mujoco and PyBullet as the physics engine, along with an implementation of DQN and PPO for learning algorithm. The other is an Unreal Environment in virtual reality, as well as an motion tracking setup, via the use of OptiTrack Technology.

We used the OpenAI environment to explore what kind of affordance properties may cause issues in regards to the reinforcement learning process itself but also in relation to the physics engine used. Based on our observations we propose a taxonomy for affordance components which are required to achieve the desired end state for fulfilling an affordance.

The Unreal Environment is used to compare the accuracy of the physics engine to the real world and evaluate whether or not simulated environments are inherently ill suited to certain kinds of task and therefore training a system in these task would be unreasonable without real world data.

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Assets & Equipment

Reinforcement learning

VR Environment

Optitrack
Equipment

Optitrack
Environment

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Models

Crepe Pan

Crepe Pan

Cutting Knife

Cutting Knife

Post Box

Post Box

Pot

Pot

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Our Team

Students


Antonia Lina Busse

M.Sc. Digital Media, University of Bremen

Amber Akhtar

M.Sc. Digital Media, University of Bremen

Aleksi Reveriuk

M.Sc. Computer Science, University of Bremen

Arthur Stricker

B.Sc. Digital Media, University of Bremen

Fabian Schneekloth

M.Sc. Computer Science, University of Bremen

Haya Almaree

M.Sc. Computer Science, University of Bremen

Jan-Philipp Schramm

M.Sc. Computer Science, University of Bremen

Karen Kuribayashi

M.Sc. Digital Media, University of Bremen

Kui XU

M.Sc. Digital Science, University of Bremen

Leila Matayeva

M.Sc. Digital Science, University of Bremen

Mohammad Naghavipour

M.Sc. Digital Media, University of Bremen

Md Mustafizur Rahman

M.Sc. Digital Science, University of Bremen

Md Soleman Hossein

M.Sc. Digital Science, University of Bremen

Silviu Ojog

M.Sc. Computer Science, University of Bremen

Subrina Jahan

M.Sc. Digital Media, University of Bremen

Supervisors


Prof. Dr. Gabriel Zachmann

CGVR - University of Bremen

Dr. René Weller

CGVR - University of Bremen

Hermann Meißenhelter

CGVR - University of Bremen