250 research outputs found

    CLIC: Curriculum Learning and Imitation for object Control in non-rewarding environments

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    In this paper we study a new reinforcement learning setting where the environment is non-rewarding, contains several possibly related objects of various controllability, and where an apt agent Bob acts independently, with non-observable intentions. We argue that this setting defines a realistic scenario and we present a generic discrete-state discrete-action model of such environments. To learn in this environment, we propose an unsupervised reinforcement learning agent called CLIC for Curriculum Learning and Imitation for Control. CLIC learns to control individual objects in its environment, and imitates Bob's interactions with these objects. It selects objects to focus on when training and imitating by maximizing its learning progress. We show that CLIC is an effective baseline in our new setting. It can effectively observe Bob to gain control of objects faster, even if Bob is not explicitly teaching. It can also follow Bob when he acts as a mentor and provides ordered demonstrations. Finally, when Bob controls objects that the agent cannot, or in presence of a hierarchy between objects in the environment, we show that CLIC ignores non-reproducible and already mastered interactions with objects, resulting in a greater benefit from imitation

    CURIOUS: Intrinsically Motivated Modular Multi-Goal Reinforcement Learning

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    In open-ended environments, autonomous learning agents must set their own goals and build their own curriculum through an intrinsically motivated exploration. They may consider a large diversity of goals, aiming to discover what is controllable in their environments, and what is not. Because some goals might prove easy and some impossible, agents must actively select which goal to practice at any moment, to maximize their overall mastery on the set of learnable goals. This paper proposes CURIOUS, an algorithm that leverages 1) a modular Universal Value Function Approximator with hindsight learning to achieve a diversity of goals of different kinds within a unique policy and 2) an automated curriculum learning mechanism that biases the attention of the agent towards goals maximizing the absolute learning progress. Agents focus sequentially on goals of increasing complexity, and focus back on goals that are being forgotten. Experiments conducted in a new modular-goal robotic environment show the resulting developmental self-organization of a learning curriculum, and demonstrate properties of robustness to distracting goals, forgetting and changes in body properties.Comment: Accepted at ICML 201

    SLOT-V: Supervised Learning of Observer Models for Legible Robot Motion Planning in Manipulation

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    We present SLOT-V, a novel supervised learning framework that learns observer models (human preferences) from robot motion trajectories in a legibility context. Legibility measures how easily a (human) observer can infer the robot's goal from a robot motion trajectory. When generating such trajectories, existing planners often rely on an observer model that estimates the quality of trajectory candidates. These observer models are frequently hand-crafted or, occasionally, learned from demonstrations. Here, we propose to learn them in a supervised manner using the same data format that is frequently used during the evaluation of aforementioned approaches. We then demonstrate the generality of SLOT-V using a Franka Emika in a simulated manipulation environment. For this, we show that it can learn to closely predict various hand-crafted observer models, i.e., that SLOT-V's hypothesis space encompasses existing handcrafted models. Next, we showcase SLOT-V's ability to generalize by showing that a trained model continues to perform well in environments with unseen goal configurations and/or goal counts. Finally, we benchmark SLOT-V's sample efficiency (and performance) against an existing IRL approach and show that SLOT-V learns better observer models with less data. Combined, these results suggest that SLOT-V can learn viable observer models. Better observer models imply more legible trajectories, which may - in turn - lead to better and more transparent human-robot interaction

    Enhancing Agent Communication and Learning through Action and Language

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    We introduce a novel category of GC-agents capable of functioning as both teachers and learners. Leveraging action-based demonstrations and language-based instructions, these agents enhance communication efficiency. We investigate the incorporation of pedagogy and pragmatism, essential elements in human communication and goal achievement, enhancing the agents' teaching and learning capabilities. Furthermore, we explore the impact of combining communication modes (action and language) on learning outcomes, highlighting the benefits of a multi-modal approach.Comment: IMOL workshop, Paris 202

    Automatic Context-Driven Inference of Engagement in HMI: A Survey

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    An integral part of seamless human-human communication is engagement, the process by which two or more participants establish, maintain, and end their perceived connection. Therefore, to develop successful human-centered human-machine interaction applications, automatic engagement inference is one of the tasks required to achieve engaging interactions between humans and machines, and to make machines attuned to their users, hence enhancing user satisfaction and technology acceptance. Several factors contribute to engagement state inference, which include the interaction context and interactants' behaviours and identity. Indeed, engagement is a multi-faceted and multi-modal construct that requires high accuracy in the analysis and interpretation of contextual, verbal and non-verbal cues. Thus, the development of an automated and intelligent system that accomplishes this task has been proven to be challenging so far. This paper presents a comprehensive survey on previous work in engagement inference for human-machine interaction, entailing interdisciplinary definition, engagement components and factors, publicly available datasets, ground truth assessment, and most commonly used features and methods, serving as a guide for the development of future human-machine interaction interfaces with reliable context-aware engagement inference capability. An in-depth review across embodied and disembodied interaction modes, and an emphasis on the interaction context of which engagement perception modules are integrated sets apart the presented survey from existing surveys

    A reduced reference image quality metric based on feature fusion and neural networks

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    A Global Reduced Reference Image Quality Metric (IQM) based on feature fusion using neural networks is proposed. The main idea is the introduction of a Reduced Reference degradation-dependent IQM (RRIQM/D) across a set of common distortions. The first stage consists of extracting a set of features from the wavelet-based edge map. Such features are then used to identify the type of degradation using Linear Discriminant Analysis (LDA). The second stage consists of fusing the extracted features into a single measure using Artificial Neural Networks (ANN). The result is a degradation- dependent IQM measure called the RRIQM/D. The performance of the proposed method is evaluated using the TID 2008 database and compared to some existing IQMs. The experimental results obtained using the proposed method demonstrate an improved performance even when compared to some Full Reference IQMs

    A domain adaptive deep learning solution for scanpath prediction of paintings

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    Cultural heritage understanding and preservation is an important issue for society as it represents a fundamental aspect of its identity. Paintings represent a significant part of cultural heritage, and are the subject of study continuously. However, the way viewers perceive paintings is strictly related to the so-called HVS (Human Vision System) behaviour. This paper focuses on the eye-movement analysis of viewers during the visual experience of a certain number of paintings. In further details, we introduce a new approach to predicting human visual attention, which impacts several cognitive functions for humans, including the fundamental understanding of a scene, and then extend it to painting images. The proposed new architecture ingests images and returns scanpaths, a sequence of points featuring a high likelihood of catching viewers' attention. We use an FCNN (Fully Convolutional Neural Network), in which we exploit a differentiable channel-wise selection and Soft-Argmax modules. We also incorporate learnable Gaussian distributions onto the network bottleneck to simulate visual attention process bias in natural scene images. Furthermore, to reduce the effect of shifts between different domains (i.e. natural images, painting), we urge the model to learn unsupervised general features from other domains using a gradient reversal classifier. The results obtained by our model outperform existing state-of-the-art ones in terms of accuracy and efficiency.Comment: Accepted at CBMI2022 graz, austri

    An Inter-observer consistent deep adversarial training for visual scanpath prediction

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    The visual scanpath is a sequence of points through which the human gaze moves while exploring a scene. It represents the fundamental concepts upon which visual attention research is based. As a result, the ability to predict them has emerged as an important task in recent years. In this paper, we propose an inter-observer consistent adversarial training approach for scanpath prediction through a lightweight deep neural network. The adversarial method employs a discriminative neural network as a dynamic loss that is better suited to model the natural stochastic phenomenon while maintaining consistency between the distributions related to the subjective nature of scanpaths traversed by different observers. Through extensive testing, we show the competitiveness of our approach in regard to state-of-the-art methods.Comment: ICIP202
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