118,997 research outputs found

    Real Time Animation of Virtual Humans: A Trade-off Between Naturalness and Control

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    Virtual humans are employed in many interactive applications using 3D virtual environments, including (serious) games. The motion of such virtual humans should look realistic (or ‘natural’) and allow interaction with the surroundings and other (virtual) humans. Current animation techniques differ in the trade-off they offer between motion naturalness and the control that can be exerted over the motion. We show mechanisms to parametrize, combine (on different body parts) and concatenate motions generated by different animation techniques. We discuss several aspects of motion naturalness and show how it can be evaluated. We conclude by showing the promise of combinations of different animation paradigms to enhance both naturalness and control

    Recycle-GAN: Unsupervised Video Retargeting

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    We introduce a data-driven approach for unsupervised video retargeting that translates content from one domain to another while preserving the style native to a domain, i.e., if contents of John Oliver's speech were to be transferred to Stephen Colbert, then the generated content/speech should be in Stephen Colbert's style. Our approach combines both spatial and temporal information along with adversarial losses for content translation and style preservation. In this work, we first study the advantages of using spatiotemporal constraints over spatial constraints for effective retargeting. We then demonstrate the proposed approach for the problems where information in both space and time matters such as face-to-face translation, flower-to-flower, wind and cloud synthesis, sunrise and sunset.Comment: ECCV 2018; Please refer to project webpage for videos - http://www.cs.cmu.edu/~aayushb/Recycle-GA

    Enabling Robots to Communicate their Objectives

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    The overarching goal of this work is to efficiently enable end-users to correctly anticipate a robot's behavior in novel situations. Since a robot's behavior is often a direct result of its underlying objective function, our insight is that end-users need to have an accurate mental model of this objective function in order to understand and predict what the robot will do. While people naturally develop such a mental model over time through observing the robot act, this familiarization process may be lengthy. Our approach reduces this time by having the robot model how people infer objectives from observed behavior, and then it selects those behaviors that are maximally informative. The problem of computing a posterior over objectives from observed behavior is known as Inverse Reinforcement Learning (IRL), and has been applied to robots learning human objectives. We consider the problem where the roles of human and robot are swapped. Our main contribution is to recognize that unlike robots, humans will not be exact in their IRL inference. We thus introduce two factors to define candidate approximate-inference models for human learning in this setting, and analyze them in a user study in the autonomous driving domain. We show that certain approximate-inference models lead to the robot generating example behaviors that better enable users to anticipate what it will do in novel situations. Our results also suggest, however, that additional research is needed in modeling how humans extrapolate from examples of robot behavior.Comment: RSS 201

    Projective simulation for artificial intelligence

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    We propose a model of a learning agent whose interaction with the environment is governed by a simulation-based projection, which allows the agent to project itself into future situations before it takes real action. Projective simulation is based on a random walk through a network of clips, which are elementary patches of episodic memory. The network of clips changes dynamically, both due to new perceptual input and due to certain compositional principles of the simulation process. During simulation, the clips are screened for specific features which trigger factual action of the agent. The scheme is different from other, computational, notions of simulation, and it provides a new element in an embodied cognitive science approach to intelligent action and learning. Our model provides a natural route for generalization to quantum-mechanical operation and connects the fields of reinforcement learning and quantum computation.Comment: 22 pages, 18 figures. Close to published version, with footnotes retaine
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