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Artificial Intelligence for Robotics - Second Edition

You're reading from  Artificial Intelligence for Robotics - Second Edition

Product type Book
Published in Mar 2024
Publisher Packt
ISBN-13 9781805129592
Pages 344 pages
Edition 2nd Edition
Languages
Concepts
Author (1):
Francis X. Govers III Francis X. Govers III
Profile icon Francis X. Govers III

Table of Contents (18) Chapters

Preface 1. Part 1: Building Blocks for Robotics and Artificial Intelligence
2. Chapter 1: The Foundation of Robotics and Artificial Intelligence 3. Chapter 2: Setting Up Your Robot 4. Chapter 3: Conceptualizing the Practical Robot Design Process 5. Part 2: Adding Perception, Learning, and Interaction to Robotics
6. Chapter 4: Recognizing Objects Using Neural Networks and Supervised Learning 7. Chapter 5: Picking Up and Putting Away Toys using Reinforcement Learning and Genetic Algorithms 8. Chapter 6: Teaching a Robot to Listen 9. Part 3: Advanced Concepts – Navigation, Manipulation, Emotions, and More
10. Chapter 7: Teaching the Robot to Navigate and Avoid Stairs 11. Chapter 8: Putting Things Away 12. Chapter 9: Giving the Robot an Artificial Personality 13. Chapter 10: Conclusions and Reflections 14. Answers 15. Index 16. Other Books You May Enjoy Appendix

Introducing Q-learning for grasping objects

Training a robot arm end effector to pick up an oddly shaped object using the Q-learning RL technique involves several steps. Here’s a step-by-step explanation of the process:

  1. Define the state space and action space:
    • Define the state space: This includes all the relevant information about the environment and the robot arm, such as the position and orientation of the object, the position and orientation of the end effector, and any other relevant sensor data
    • Define the action space: These are the possible actions the robot arm can take, such as rotating the end effector, moving it in different directions, or adjusting its gripper
  2. Set up the Q-table: Create a Q-table that represents the state-action pairs and initialize it with random values. The Q-table will have a row for each state and a column for each action. As we test each position that the arm moves to, we will store the reward that was computed by the Q-learning equation...
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