154,354 research outputs found

    VirtualHome: Simulating Household Activities via Programs

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    In this paper, we are interested in modeling complex activities that occur in a typical household. We propose to use programs, i.e., sequences of atomic actions and interactions, as a high level representation of complex tasks. Programs are interesting because they provide a non-ambiguous representation of a task, and allow agents to execute them. However, nowadays, there is no database providing this type of information. Towards this goal, we first crowd-source programs for a variety of activities that happen in people's homes, via a game-like interface used for teaching kids how to code. Using the collected dataset, we show how we can learn to extract programs directly from natural language descriptions or from videos. We then implement the most common atomic (inter)actions in the Unity3D game engine, and use our programs to "drive" an artificial agent to execute tasks in a simulated household environment. Our VirtualHome simulator allows us to create a large activity video dataset with rich ground-truth, enabling training and testing of video understanding models. We further showcase examples of our agent performing tasks in our VirtualHome based on language descriptions.Comment: CVPR 2018 (Oral

    Experiential, Distributional and Dependency-based Word Embeddings have Complementary Roles in Decoding Brain Activity

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    We evaluate 8 different word embedding models on their usefulness for predicting the neural activation patterns associated with concrete nouns. The models we consider include an experiential model, based on crowd-sourced association data, several popular neural and distributional models, and a model that reflects the syntactic context of words (based on dependency parses). Our goal is to assess the cognitive plausibility of these various embedding models, and understand how we can further improve our methods for interpreting brain imaging data. We show that neural word embedding models exhibit superior performance on the tasks we consider, beating experiential word representation model. The syntactically informed model gives the overall best performance when predicting brain activation patterns from word embeddings; whereas the GloVe distributional method gives the overall best performance when predicting in the reverse direction (words vectors from brain images). Interestingly, however, the error patterns of these different models are markedly different. This may support the idea that the brain uses different systems for processing different kinds of words. Moreover, we suggest that taking the relative strengths of different embedding models into account will lead to better models of the brain activity associated with words.Comment: accepted at Cognitive Modeling and Computational Linguistics 201

    Toward a Mathematical Theory of Behavioral-Social Dynamics for Pedestrian Crowds

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    This paper presents a new approach to behavioral-social dynamics of pedestrian crowds by suitable development of methods of the kinetic theory. It is shown how heterogeneous individual behaviors can modify the collective dynamics, as well as how local unusual behaviors can propagate in the crowd. The main feature of this approach is a detailed analysis of the interactions between dynamics and social behaviors.Comment: 22 pages, 5 figure
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