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Andreas Bulling

Publications and source records attributed to Andreas Bulling.

At least 37 records · Page 2Linked to original sources

The Overcooked Generalisation Challenge: Evaluating Cooperation with Novel Partners in Unknown Environments Using Unsupervised Environment Design

We introduce the Overcooked Generalisation Challenge (OGC) - a new benchmark for evaluating reinforcement learning (RL) agents on their ability to cooperate with unknown partners in unfamiliar environments. Existing work typically evaluated cooperative RL only in their training environment or with their training partners, thus seriously limiting our ability to understand agents' generalisation capacity - an essential requirement for future collaboration with humans. The OGC extends Overcooked-AI to support dual curriculum design (DCD). It is fully GPU-accelerated, open-source, and integrated into the minimax DCD benchmark suite. Compared to prior DCD benchmarks, where designers manipulate only minimal elements of the environment, OGC introduces a significantly richer design space: full kitchen layouts with multiple objects that require the designer to account for interaction dynamics between agents. We evaluate state-of-the-art DCD algorithms alongside scalable neural architectures and find that current methods fail to produce agents that generalise effectively to novel layouts and unfamiliar partners. Our results indicate that both agents and curriculum designers struggle with the joint challenge of partner and environment generalisation. These findings establish OGC as a demanding testbed for cooperative generalisation and highlight key directions for future research. We open-source our code.

cs.LG↗

Gaze3P: Gaze-Based Prediction of User-Perceived Privacy

Privacy is a highly subjective concept and perceived variably by different individuals. Previous research on quantifying user-perceived privacy has primarily relied on questionnaires. Furthermore, applying user-perceived privacy to optimise the parameters of privacy-preserving techniques (PPT) remains insufficiently explored. To address these limitations, we introduce Gaze3P -- the first dataset specifically designed to facilitate systematic investigations into user-perceived privacy. Our dataset comprises gaze data from 100 participants and 1,000 stimuli, encompassing a range of private and safe attributes. With Gaze3P, we train a machine learning model to implicitly and dynamically predict perceived privacy from human eye gaze. Through comprehensive experiments, we show that the resulting models achieve high accuracy. Finally, we illustrate how predicted privacy can be used to optimise the parameters of differentially private mechanisms, thereby enhancing their alignment with user expectations.

cs.HC↗

ProToM: Promoting Prosocial Behaviour via Theory of Mind-Informed Feedback

While humans are inherently social creatures, the challenge of identifying when and how to assist and collaborate with others - particularly when pursuing independent goals - can hinder cooperation. To address this challenge, we aim to develop an AI system that provides useful feedback to promote prosocial behaviour - actions that benefit others, even when not directly aligned with one's own goals. We introduce ProToM, a Theory of Mind-informed facilitator that promotes prosocial actions in multi-agent systems by providing targeted, context-sensitive feedback to individual agents. ProToM first infers agents' goals using Bayesian inverse planning, then selects feedback to communicate by maximising expected utility, conditioned on the inferred goal distribution. We evaluate our approach against baselines in two multi-agent environments: Doors, Keys, and Gems, as well as Overcooked. Our results suggest that state-of-the-art large language and reasoning models fall short of communicating feedback that is both contextually grounded and well-timed - leading to higher communication overhead and task speedup. In contrast, ProToM provides targeted and helpful feedback, achieving a higher success rate, shorter task completion times, and is consistently preferred by human users.

cs.AI↗

Tell Me Without Telling Me: Two-Way Prediction of Visualization Literacy and Visual Attention

Accounting for individual differences can improve the effectiveness of visualization design. While the role of visual attention in visualization interpretation is well recognized, existing work often overlooks how this behavior varies based on visual literacy levels. Based on data from a 235-participant user study covering three visualization tests (mini-VLAT, CALVI, and SGL), we show that distinct attention patterns in visual data exploration can correlate with participants' literacy levels: While experts (high-scorers) generally show a strong attentional focus, novices (low-scorers) focus less and explore more. We then propose two computational models leveraging these insights: Lit2Sal -- a novel visual saliency model that predicts observer attention given their visualization literacy level, and Sal2Lit -- a model to predict visual literacy from human visual attention data. Our quantitative and qualitative evaluation demonstrates that Lit2Sal outperforms state-of-the-art saliency models with literacy-aware considerations. Sal2Lit predicts literacy with 86% accuracy using a single attention map, providing a time-efficient supplement to literacy assessment that only takes less than a minute. Taken together, our unique approach to consider individual differences in salience models and visual attention in literacy assessments paves the way for new directions in personalized visual data communication to enhance understanding.

cs.HC↗

Amortized Bayesian Multilevel Models

Multilevel models (MLMs) are a central building block of the Bayesian workflow. They enable joint, interpretable modeling of data across hierarchical levels and provide a fully probabilistic quantification of uncertainty. Despite their well-recognized advantages, MLMs pose significant computational challenges, often rendering their estimation and evaluation intractable within reasonable time constraints. Recent advances in simulation-based inference offer promising solutions for addressing complex probabilistic models using deep generative networks. However, the utility and reliability of deep learning methods for estimating Bayesian MLMs remains largely unexplored, especially when compared with gold-standard samplers. To this end, we explore a family of neural network architectures that leverage the probabilistic factorization of multilevel models to facilitate efficient neural network training and subsequent near-instant posterior inference on unseen datasets. We test our method on several real-world case studies and provide comprehensive comparisons to Stan's gold standard sampler, where possible. Finally, we provide an open-source implementation of our methods to stimulate further research in the nascent field of amortized Bayesian inference.

stat.ML↗

Guidelines for Gaze-based Neural Preliminary Diagnosis

Neural disorders refer to any condition affecting the nervous system and that influence how individuals perceive and interact with the world. Traditional neural diagnoses rely on cumbersome, time-consuming, or subjective methods, such as clinical interviews, behavioural observations, or medical imaging. Eye tracking is an attractive alternative because analysing eye movements, such as fixations and saccades, can provide more objective insights into brain function and cognitive processing by capturing non-verbal and unconscious responses. Despite its potential, existing gaze-based studies presented seemingly contradictory findings. They are dispersed across diverse fields, requiring further research to standardise protocols and expand their application, particularly as a preliminary indicator of neural processes for differential diagnosis. Therefore, this paper outlines the main agreed-upon findings and provides a systematisation of knowledge and key guidelines towards advancing gaze-based neural preliminary diagnosis.

cs.HC↗

DiffEyeSyn: Diffusion-based User-specific Eye Movement Synthesis

High-frequency gaze data contains more user-specific information than low-frequency data, promising for various applications. However, existing gaze modelling methods focus on low-frequency data, ignoring user-specific subtle eye movements in high-frequency eye movements. We present DiffEyeSyn -- the first computational method to synthesise eye movements specific to individual users. The key idea is to consider the user-specific information as a special type of noise in eye movement data. This perspective reshapes eye movement synthesis into the task of injecting this user-specific noise into any given eye movement sequence. We formulate this injection task as a conditional diffusion process in which the synthesis is conditioned on user-specific embeddings extracted from the gaze data using pre-trained models for user authentication. We propose user identity guidance -- a novel loss function that allows our model to preserve user identity while generating human-like eye movements in the spatial domain. Experiments on two public datasets show that our synthetic eye movements preserve user-specific characteristics and are more realistic than baseline approaches. Furthermore, we demonstrate that DiffEyeSyn can synthesise large-scale gaze data and support various downstream tasks, such as gaze-based user identification. As such, our work lays the methodological foundations for personalised eye movement synthesis that has significant application potential, such as for character animation, eye movement biometrics, and gaze data imputation.

cs.HC↗

Brittle Minds, Fixable Activations: Understanding Belief Representations in Language Models

Despite growing interest in Theory of Mind (ToM) tasks for evaluating language models (LMs), little is known about how LMs internally represent mental states of self and others. Understanding these internal mechanisms is critical - not only to move beyond surface-level performance, but also for model alignment and safety, where subtle misattributions of mental states may go undetected in generated outputs. In this work, we present the first systematic investigation of belief representations in LMs by probing models across different scales, training regimens, and prompts - using control tasks to rule out confounds. Our experiments provide evidence that both model size and fine-tuning substantially improve LMs' internal representations of others' beliefs, which are structured - not mere by-products of spurious correlations - yet brittle to prompt variations. Crucially, we show that these representations can be strengthened: targeted edits to model activations can correct wrong ToM inferences.

cs.CL↗

HaHeAE: Learning Generalisable Joint Representations of Human Hand and Head Movements in Extended Reality

Human hand and head movements are the most pervasive input modalities in extended reality (XR) and are significant for a wide range of applications. However, prior works on hand and head modelling in XR only explored a single modality or focused on specific applications. We present HaHeAE - a novel self-supervised method for learning generalisable joint representations of hand and head movements in XR. At the core of our method is an autoencoder (AE) that uses a graph convolutional network-based semantic encoder and a diffusion-based stochastic encoder to learn the joint semantic and stochastic representations of hand-head movements. It also features a diffusion-based decoder to reconstruct the original signals. Through extensive evaluations on three public XR datasets, we show that our method 1) significantly outperforms commonly used self-supervised methods by up to 74.0% in terms of reconstruction quality and is generalisable across users, activities, and XR environments, 2) enables new applications, including interpretable hand-head cluster identification and variable hand-head movement generation, and 3) can serve as an effective feature extractor for downstream tasks. Together, these results demonstrate the effectiveness of our method and underline the potential of self-supervised methods for jointly modelling hand-head behaviours in extended reality.

cs.CV↗

HOIGaze: Gaze Estimation During Hand-Object Interactions in Extended Reality Exploiting Eye-Hand-Head Coordination

We present HOIGaze - a novel learning-based approach for gaze estimation during hand-object interactions (HOI) in extended reality (XR). HOIGaze addresses the challenging HOI setting by building on one key insight: The eye, hand, and head movements are closely coordinated during HOIs and this coordination can be exploited to identify samples that are most useful for gaze estimator training - as such, effectively denoising the training data. This denoising approach is in stark contrast to previous gaze estimation methods that treated all training samples as equal. Specifically, we propose: 1) a novel hierarchical framework that first recognises the hand currently visually attended to and then estimates gaze direction based on the attended hand; 2) a new gaze estimator that uses cross-modal Transformers to fuse head and hand-object features extracted using a convolutional neural network and a spatio-temporal graph convolutional network; and 3) a novel eye-head coordination loss that upgrades training samples belonging to the coordinated eye-head movements. We evaluate HOIGaze on the HOT3D and Aria digital twin (ADT) datasets and show that it significantly outperforms state-of-the-art methods, achieving an average improvement of 15.6% on HOT3D and 6.0% on ADT in mean angular error. To demonstrate the potential of our method, we further report significant performance improvements for the sample downstream task of eye-based activity recognition on ADT. Taken together, our results underline the significant information content available in eye-hand-head coordination and, as such, open up an exciting new direction for learning-based gaze estimation.

cs.CV↗

Grid Labeling: Crowdsourcing Task-Specific Importance from Visualizations

Knowing where people look in visualizations is key to effective design. Yet, existing research primarily focuses on free-viewing-based saliency models - although visual attention is inherently task-dependent. Collecting task-relevant importance data remains a resource-intensive challenge. To address this, we introduce Grid Labeling - a novel annotation method for collecting task-specific importance data to enhance saliency prediction models. Grid Labeling dynamically segments visualizations into Adaptive Grids, enabling efficient, low-effort annotation while adapting to visualization structure. We conducted a human subject study comparing Grid Labeling with existing annotation methods, ImportAnnots, and BubbleView across multiple metrics. Results show that Grid Labeling produces the least noisy data and the highest inter-participant agreement with fewer participants while requiring less physical (e.g., clicks/mouse movements) and cognitive effort. An interactive demo is available at https://jangsus1.github.io/Grid-Labeling.

cs.HC↗

V$^2$Dial: Unification of Video and Visual Dialog via Multimodal Experts

We present V$^2$Dial - a novel expert-based model specifically geared towards simultaneously handling image and video input data for multimodal conversational tasks. Current multimodal models primarily focus on simpler tasks (e.g., VQA, VideoQA, video-text retrieval) and often neglect the more challenging conversational counterparts, such as video and visual/image dialog. Moreover, works on both conversational tasks evolved separately from each other despite their apparent similarities limiting their applicability potential. To this end, we propose to unify both tasks using a single model that for the first time jointly learns the spatial and temporal features of images and videos by routing them through dedicated experts and aligns them using matching and contrastive learning techniques. Furthermore, we systemically study the domain shift between the two tasks by investigating whether and to what extent these seemingly related tasks can mutually benefit from their respective training data. Extensive evaluations on the widely used video and visual dialog datasets of AVSD and VisDial show that our model achieves new state-of-the-art results across four benchmarks both in zero-shot and fine-tuning settings.

cs.CV↗

HAIFAI: Human-AI Interaction for Mental Face Reconstruction

We present HAIFAI - a novel two-stage system where humans and AI interact to tackle the challenging task of reconstructing a visual representation of a face that exists only in a person's mind. In the first stage, users iteratively rank images our reconstruction system presents based on their resemblance to a mental image. These rankings, in turn, allow the system to extract relevant image features, fuse them into a unified feature vector, and use a generative model to produce an initial reconstruction of the mental image. The second stage leverages an existing face editing method, allowing users to manually refine and further improve this reconstruction using an easy-to-use slider interface for face shape manipulation. To avoid the need for tedious human data collection for training the reconstruction system, we introduce a computational user model of human ranking behaviour. For this, we collected a small face ranking dataset through an online crowd-sourcing study containing data from 275 participants. We evaluate HAIFAI and an ablated version in a 12-participant user study and demonstrate that our approach outperforms the previous state of the art regarding reconstruction quality, usability, perceived workload, and reconstruction speed. We further validate the reconstructions in a subsequent face ranking study with 18 participants and show that HAIFAI achieves a new state-of-the-art identification rate of 60.6%. These findings represent a significant advancement towards developing new interactive intelligent systems capable of reliably and effortlessly reconstructing a user's mental image.

cs.CV↗

Chartist: Task-driven Eye Movement Control for Chart Reading

To design data visualizations that are easy to comprehend, we need to understand how people with different interests read them. Computational models of predicting scanpaths on charts could complement empirical studies by offering estimates of user performance inexpensively; however, previous models have been limited to gaze patterns and overlooked the effects of tasks. Here, we contribute Chartist, a computational model that simulates how users move their eyes to extract information from the chart in order to perform analysis tasks, including value retrieval, filtering, and finding extremes. The novel contribution lies in a two-level hierarchical control architecture. At the high level, the model uses LLMs to comprehend the information gained so far and applies this representation to select a goal for the lower-level controllers, which, in turn, move the eyes in accordance with a sampling policy learned via reinforcement learning. The model is capable of predicting human-like task-driven scanpaths across various tasks. It can be applied in fields such as explainable AI, visualization design evaluation, and optimization. While it displays limitations in terms of generalizability and accuracy, it takes modeling in a promising direction, toward understanding human behaviors in interacting with charts.

cs.HC↗

Generating Realistic Arm Movements in Reinforcement Learning: A Quantitative Comparison of Reward Terms and Task Requirements

The mimicking of human-like arm movement characteristics involves the consideration of three factors during control policy synthesis: (a) chosen task requirements, (b) inclusion of noise during movement execution and (c) chosen optimality principles. Previous studies showed that when considering these factors (a-c) individually, it is possible to synthesize arm movements that either kinematically match the experimental data or reproduce the stereotypical triphasic muscle activation pattern. However, to date no quantitative comparison has been made on how realistic the arm movement generated by each factor is; as well as whether a partial or total combination of all factors results in arm movements with human-like kinematic characteristics and a triphasic muscle pattern. To investigate this, we used reinforcement learning to learn a control policy for a musculoskeletal arm model, aiming to discern which combination of factors (a-c) results in realistic arm movements according to four frequently reported stereotypical characteristics. Our findings indicate that incorporating velocity and acceleration requirements into the reaching task, employing reward terms that encourage minimization of mechanical work, hand jerk, and control effort, along with the inclusion of noise during movement, leads to the emergence of realistic human arm movements in reinforcement learning. We expect that the gained insights will help in the future to better predict desired arm movements and corrective forces in wearable assistive devices.

cs.RO↗

GazeMoDiff: Gaze-guided Diffusion Model for Stochastic Human Motion Prediction

Human motion prediction is important for many virtual and augmented reality (VR/AR) applications such as collision avoidance and realistic avatar generation. Existing methods have synthesised body motion only from observed past motion, despite the fact that human eye gaze is known to correlate strongly with body movements and is readily available in recent VR/AR headsets. We present GazeMoDiff - a novel gaze-guided denoising diffusion model to generate stochastic human motions. Our method first uses a gaze encoder and a motion encoder to extract the gaze and motion features respectively, then employs a graph attention network to fuse these features, and finally injects the gaze-motion features into a noise prediction network via a cross-attention mechanism to progressively generate multiple reasonable human motions in the future. Extensive experiments on the MoGaze and GIMO datasets demonstrate that our method outperforms the state-of-the-art methods by a large margin in terms of multi-modal final displacement error (17.3% on MoGaze and 13.3% on GIMO). We further conducted a human study (N=21) and validated that the motions generated by our method were perceived as both more precise and more realistic than those of prior methods. Taken together, these results reveal the significant information content available in eye gaze for stochastic human motion prediction as well as the effectiveness of our method in exploiting this information.

cs.CV↗

SummAct: Uncovering User Intentions Through Interactive Behaviour Summarisation

Recent work has highlighted the potential of modelling interactive behaviour analogously to natural language. We propose interactive behaviour summarisation as a novel computational task and demonstrate its usefulness for automatically uncovering latent user intentions while interacting with graphical user interfaces. To tackle this task, we introduce SummAct, a novel hierarchical method to summarise low-level input actions into high-level intentions. SummAct first identifies sub-goals from user actions using a large language model and in-context learning. High-level intentions are then obtained by fine-tuning the model using a novel UI element attention to preserve detailed context information embedded within UI elements during summarisation. Through a series of evaluations, we demonstrate that SummAct significantly outperforms baselines across desktop and mobile interfaces as well as interactive tasks by up to 21.9%. We further show three exciting interactive applications benefited from SummAct: interactive behaviour forecasting, automatic behaviour synonym identification, and language-based behaviour retrieval.

cs.HC↗

MultiMediate'24: Multi-Domain Engagement Estimation

Estimating the momentary level of participant's engagement is an important prerequisite for assistive systems that support human interactions. Previous work has addressed this task in within-domain evaluation scenarios, i.e. training and testing on the same dataset. This is in contrast to real-life scenarios where domain shifts between training and testing data frequently occur. With MultiMediate'24, we present the first challenge addressing multi-domain engagement estimation. As training data, we utilise the NOXI database of dyadic novice-expert interactions. In addition to within-domain test data, we add two new test domains. First, we introduce recordings following the NOXI protocol but covering languages that are not present in the NOXI training data. Second, we collected novel engagement annotations on the MPIIGroupInteraction dataset which consists of group discussions between three to four people. In this way, MultiMediate'24 evaluates the ability of approaches to generalise across factors such as language and cultural background, group size, task, and screen-mediated vs. face-to-face interaction. This paper describes the MultiMediate'24 challenge and presents baseline results. In addition, we discuss selected challenge solutions.

cs.MM↗