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Alessandra Sciutti

Publications and source records attributed to Alessandra Sciutti.

50 records · Page 3Linked to original sources

Incorporating Rivalry in Reinforcement Learning for a Competitive Game

Recent advances in reinforcement learning with social agents have allowed us to achieve human-level performance on some interaction tasks. However, most interactive scenarios do not have as end-goal performance alone; instead, the social impact of these agents when interacting with humans is as important and, in most cases, never explored properly. This preregistration study focuses on providing a novel learning mechanism based on a rivalry social impact. Our scenario explored different reinforcement learning-based agents playing a competitive card game against human players. Based on the concept of competitive rivalry, our analysis aims to investigate if we can change the assessment of these agents from a human perspective.

cs.AI↗

A Humanoid Social Agent Embodying Physical Assistance Enhances Motor Training Experience

Skilled motor behavior is critical in many human daily life activities and professions. The design of robots that can effectively teach motor skills is an important challenge in the robotics field. In particular, it is important to understand whether the involvement in the training of a robot exhibiting social behaviors impacts on the learning and the experience of the human pupils. In this study, we addressed this question and we asked participants to learn a complex task - stabilizing an inverted pendulum - by training with physical assistance provided by a robotic manipulandum, the Wristbot. One group of participants performed the training only using the Wristbot, whereas for another group the same physical assistance was attributed to the humanoid robot iCub, who played the role of an expert trainer and exhibited also some social behaviors. The results obtained show that participants of both groups effectively acquired the skill by leveraging the physical assistance, as they significantly improved their stabilization performance even when the assistance was removed. Moreover, learning in a context of interaction with a humanoid robot assistant led subjects to increased motivation and more enjoyable training experience, without negative effects on attention and perceived effort. With the experimental approach presented in this study, it is possible to investigate the relative contribution of haptic and social signals in the context of motor learning mediated by human-robot interaction, with the aim of developing effective robot trainers.

cs.RO↗

The FaceChannelS: Strike of the Sequences for the AffWild 2 Challenge

Predicting affective information from human faces became a popular task for most of the machine learning community in the past years. The development of immense and dense deep neural networks was backed by the availability of numerous labeled datasets. These models, most of the time, present state-of-the-art results in such benchmarks, but are very difficult to adapt to other scenarios. In this paper, we present one more chapter of benchmarking different versions of the FaceChannel neural network: we demonstrate how our little model can predict affective information from the facial expression on the novel AffWild2 dataset.

cs.CV↗

The FaceChannel: A Fast & Furious Deep Neural Network for Facial Expression Recognition

Current state-of-the-art models for automatic Facial Expression Recognition (FER) are based on very deep neural networks that are effective but rather expensive to train. Given the dynamic conditions of FER, this characteristic hinders such models of been used as a general affect recognition. In this paper, we address this problem by formalizing the FaceChannel, a light-weight neural network that has much fewer parameters than common deep neural networks. We introduce an inhibitory layer that helps to shape the learning of facial features in the last layer of the network and thus improving performance while reducing the number of trainable parameters. To evaluate our model, we perform a series of experiments on different benchmark datasets and demonstrate how the FaceChannel achieves a comparable, if not better, performance to the current state-of-the-art in FER. Our experiments include cross-dataset analysis, to estimate how our model behaves on different affective recognition conditions. We conclude our paper with an analysis of how FaceChannel learns and adapt the learned facial features towards the different datasets.

cs.CV↗

Action similarity judgment based on kinematic primitives

Understanding which features humans rely on -- in visually recognizing action similarity is a crucial step towards a clearer picture of human action perception from a learning and developmental perspective. In the present work, we investigate to which extent a computational model based on kinematics can determine action similarity and how its performance relates to human similarity judgments of the same actions. To this aim, twelve participants perform an action similarity task, and their performances are compared to that of a computational model solving the same task. The chosen model has its roots in developmental robotics and performs action classification based on learned kinematic primitives. The comparative experiment results show that both the model and human participants can reliably identify whether two actions are the same or not. However, the model produces more false hits and has a greater selection bias than human participants. A possible reason for this is the particular sensitivity of the model towards kinematic primitives of the presented actions. In a second experiment, human participants' performance on an action identification task indicated that they relied solely on kinematic information rather than on action semantics. The results show that both the model and human performance are highly accurate in an action similarity task based on kinematic-level features, which can provide an essential basis for classifying human actions.

cs.RO↗

Moody Learners -- Explaining Competitive Behaviour of Reinforcement Learning Agents

Designing the decision-making processes of artificial agents that are involved in competitive interactions is a challenging task. In a competitive scenario, the agent does not only have a dynamic environment but also is directly affected by the opponents' actions. Observing the Q-values of the agent is usually a way of explaining its behavior, however, do not show the temporal-relation between the selected actions. We address this problem by proposing the \emph{Moody framework}. We evaluate our model by performing a series of experiments using the competitive multiplayer Chef's Hat card game and discuss how our model allows the agents' to obtain a holistic representation of the competitive dynamics within the game.

cs.LG↗

Towards Transparency of TD-RL Robotic Systems with a Human Teacher

The high request for autonomous and flexible HRI implies the necessity of deploying Machine Learning (ML) mechanisms in the robot control. Indeed, the use of ML techniques, such as Reinforcement Learning (RL), makes the robot behaviour, during the learning process, not transparent to the observing user. In this work, we proposed an emotional model to improve the transparency in RL tasks for human-robot collaborative scenarios. The architecture we propose supports the RL algorithm with an emotional model able to both receive human feedback and exhibit emotional responses based on the learning process. The model is entirely based on the Temporal Difference (TD) error. The architecture was tested in an isolated laboratory with a simple setup. The results highlight that showing its internal state through an emotional response is enough to make a robot transparent to its human teacher. People also prefer to interact with a responsive robot because they are used to understand their intentions via emotions and social signals.

cs.RO↗

The FaceChannel: A Light-weight Deep Neural Network for Facial Expression Recognition

Current state-of-the-art models for automatic FER are based on very deep neural networks that are difficult to train. This makes it challenging to adapt these models to changing conditions, a requirement from FER models given the subjective nature of affect perception and understanding. In this paper, we address this problem by formalizing the FaceChannel, a light-weight neural network that has much fewer parameters than common deep neural networks. We perform a series of experiments on different benchmark datasets to demonstrate how the FaceChannel achieves a comparable, if not better, performance, as compared to the current state-of-the-art in FER.

cs.CV↗

Learning from Learners: Adapting Reinforcement Learning Agents to be Competitive in a Card Game

Learning how to adapt to complex and dynamic environments is one of the most important factors that contribute to our intelligence. Endowing artificial agents with this ability is not a simple task, particularly in competitive scenarios. In this paper, we present a broad study on how popular reinforcement learning algorithms can be adapted and implemented to learn and to play a real-world implementation of a competitive multiplayer card game. We propose specific training and validation routines for the learning agents, in order to evaluate how the agents learn to be competitive and explain how they adapt to each others' playing style. Finally, we pinpoint how the behavior of each agent derives from their learning style and create a baseline for future research on this scenario.

cs.AI↗

A Socially Adaptable Framework for Human-Robot Interaction

In our everyday lives we are accustomed to partake in complex, personalized, adaptive interactions with our peers. For a social robot to be able to recreate this same kind of rich, human-like interaction, it should be aware of our needs and affective states and be capable of continuously adapting its behavior to them. One proposed solution to this problem would involve the robot to learn how to select the behaviors that would maximize the pleasantness of the interaction for its peers, guided by an internal motivation system that would provide autonomy to its decision-making process. We are interested in studying how an adaptive robotic framework of this kind would function and personalize to different users. In addition we explore whether including the element of adaptability and personalization in a cognitive framework will bring any additional richness to the human-robot interaction (HRI), or if it will instead bring uncertainty and unpredictability that would not be accepted by the robot`s human peers. To this end, we designed a socially-adaptive framework for the humanoid robot iCub which allows it to perceive and reuse the affective and interactive signals from the person as input for the adaptation based on internal social motivation. We propose a comparative interaction study with iCub where users act as the robot's caretaker, and iCub's social adaptation is guided by an internal comfort level that varies with the amount of stimuli iCub receives from its caretaker. We investigate and compare how the internal dynamics of the robot would be perceived by people in a condition when the robot does not personalize its interaction, and in a condition where it is adaptive. Finally, we establish the potential benefits that an adaptive framework could bring to the context of having repeated interactions with a humanoid robot.

cs.RO↗

The Chef's Hat Simulation Environment for Reinforcement-Learning-Based Agents

To achieve social interactions within Human-Robot Interaction (HRI) environments is a very challenging task. Most of the current research focuses on Wizard-of-Oz approaches, which neglect the recent development of intelligent robots. On the other hand, real-world scenarios usually do not provide the necessary control and reproducibility which are needed for learning algorithms. In this paper, we propose a virtual simulation environment that implements the Chef's Hat card game, designed to be used in HRI scenarios, to provide a controllable and reproducible scenario for reinforcement-learning algorithms.

cs.AI↗

It's Food Fight! Introducing the Chef's Hat Card Game for Affective-Aware HRI

Emotional expressions and their changes during an interaction affect heavily how we perceive and behave towards other persons. To design an HRI scenario that makes possible to observe, understand, and model affective interactions and generate the appropriate responses or initiations of a robot is a very challenging task. In this paper, we report our efforts in designing such a scenario, and to propose a modeling strategy of affective interaction by artificial intelligence deployed in autonomous robots. Overall, we present a novel HRI game scenario that was designed to comply with the specific requirements that will allow us to develop the next wave of affective-aware social robots that provide adequate emotional responses.

cs.HC↗

Towards Learning How to Properly Play UNO with the iCub Robot

While interacting with another person, our reactions and behavior are much affected by the emotional changes within the temporal context of the interaction. Our intrinsic affective appraisal comprising perception, self-assessment, and the affective memories with similar social experiences will drive specific, and in most cases addressed as proper, reactions within the interaction. This paper proposes the roadmap for the development of multimodal research which aims to empower a robot with the capability to provide proper social responses in a Human-Robot Interaction (HRI) scenario.

cs.HC↗

The role of ego vision in view-invariant action recognition

Analysis and interpretation of egocentric video data is becoming more and more important with the increasing availability and use of wearable cameras. Exploring and fully understanding affinities and differences between ego and allo (or third-person) vision is paramount for the design of effective methods to process, analyse and interpret egocentric data. In addition, a deeper understanding of ego-vision and its peculiarities may enable new research perspectives in which first person viewpoints can act either as a mean for easily acquiring large amounts of data to be employed in general-purpose recognition systems, and as a challenging test-bed to assess the usability of techniques specifically tailored to deal with allocentric vision on more challenging settings. Our work, with an eye to cognitive science findings, leverages transfer learning in Convolutional Neural Networks to demonstrate capabilities and limitations of an implicitly learnt view-invariant representation in the specific case of action recognition.

cs.CV↗