Making a "learning" robot with the basic stamp
Hello everyone!
I need some advice. I have always wanted to make a robot that can "learn" from it's actions. Like how to walk, without being programmed to know how to walk, or something. Is there a way for the basic stamp to rewrite parts of it's program using the WRITE command? My idea isn't very "nuts and bolts", it's kind of a big picture idea. If anyone has any advice, please let me know.
Thanks!
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Austin Bowen,
Robo-freak.com
"One must watch out for mechanics. They start out with a sewing machine, and end up with the atomic bomb"
I need some advice. I have always wanted to make a robot that can "learn" from it's actions. Like how to walk, without being programmed to know how to walk, or something. Is there a way for the basic stamp to rewrite parts of it's program using the WRITE command? My idea isn't very "nuts and bolts", it's kind of a big picture idea. If anyone has any advice, please let me know.
Thanks!
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Austin Bowen,
Robo-freak.com
"One must watch out for mechanics. They start out with a sewing machine, and end up with the atomic bomb"
Comments
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Austin Bowen,
Robo-freak.com
"One must watch out for mechanics. They start out with a sewing machine, and end up with the atomic bomb"
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Austin Bowen,
Robo-freak.com
"One must watch out for mechanics. They start out with a sewing machine, and end up with the atomic bomb"
For a robot to learn, you have to decide how the feedback mechanism will work, in other words, not only how your creature's behavior is to be "rewarded" or "punished", but how those stimuli effect changes in later behavior. It's not easy, but the BASIC Stamp may be capable if you don't set your sights too high. To get your feet wet, you may want to try coding a tic-tac-toe player that learns from its successes and failures (i.e. winning and losing) to improve its play. This should be well within a BS2's realm of capability. For more complicated stuff, a member of the BS2p family, with its extra memory, would be a better choice. And there's always the Propeller for more advanced learning platforms.
There's a wealth of literature available on the subject of machine learning. An early example, which still serves a foundational role, is Samuel's Checker Player, detailed in Feigenbaum and Feldman's classic compendium (from 1963!), Computers and Thought. The ideas presented may seem somewhat dated, but after 44 years the book is still in print, so that should tell you something.
Good luck! You're embarking on an interesting journey!
-Phil
http://forums.parallax.com/showthread.php?p=689877
regards peter