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Bruno Fernandes

Publications and source records attributed to Bruno Fernandes.

13 recordsLinked to original sources

BROTHER: Behavioral Recognition Optimized Through Heterogeneous Ensemble Regularization for Ambivalence and Hesitancy

Recognizing complex behavioral states such as Ambivalence and Hesitancy (A/H) in naturalistic video settings remains a significant challenge in affective computing. Unlike basic facial expressions, A/H manifests as subtle, multimodal conflicts that require deep contextual and temporal understanding. In this paper, we propose a highly regularized, multimodal fusion pipeline to predict A/H at the video level. We extract robust unimodal features from visual, acoustic, and linguistic data, introducing a specialized statistical text modality explicitly designed to capture temporal speech variations and behavioral cues. To identify the most effective representations, we evaluate 15 distinct modality combinations across a committee of machine learning classifiers (MLP, Random Forest, and GBDT), selecting the most well-calibrated models based on validation Binary Cross-Entropy (BCE) loss. Furthermore, to optimally fuse these heterogeneous models without overfitting to the training distribution, we implement a Particle Swarm Optimization (PSO) hard-voting ensemble. The PSO fitness function dynamically incorporates a train-validation gap penalty (lambda) to actively suppress redundant or overfitted classifiers. Our comprehensive evaluation demonstrates that while linguistic features serve as the strongest independent predictor of A/H, our heavily regularized PSO ensemble (lambda = 0.2) effectively harnesses multimodal synergies, achieving a peak Macro F1-score of 0.7465 on the unseen test set. These results emphasize that treating ambivalence and hesitancy as a multimodal conflict, evaluated through an intelligently weighted committee, provides a robust framework for in-the-wild behavioral analysis.

cs.CV

AdS$\times$S Mellin Bootstrap, Hidden 10d Symmetry and Five-point Kaluza-Klein Functions in $\mathcal{N}=4$ SYM

We propose an AdS$\times$S factorization formula at the level of the generating function for correlators with arbitrary Kaluza-Klein configurations, and implement it in the supergravity limit of $\mathcal{N}=4$ super Yang-Mills. By incorporating this mechanism into Mellin space bootstrap, together with an observed $Z_2$ symmetry under AdS$\ \leftrightarrow\ $S, we manage to simultaneously work out unified formulas both for all five-point half-BPS correlators and for all four-point correlators with one superdescendant. This AdS\times$S bootstrap method is directly applicable to generic multi-point computation at tree level.

hep-th

Wilson Loops with Lagrangians: Large Spin OPE and Cusp Anomalous Dimension Dictionary

In the context of planar conformal gauge theory, we study five-point correlation functions between the interaction Lagrangian and four of the lightest single-trace, gauge-invariant scalar primaries. After performing two light-cone OPEs, we express this correlator in terms of the three-point functions between two leading-twist spinning operators and the Lagrangian. For finite values of spin, we compute these structure constants in perturbation theory up to two loops in N=4 super Yang-Mills theory. Large values of spin are captured by null polygon kinematics, where we use dualities with null polygon Wilson loops as well as factorization properties to bootstrap the universal behavior of the structure constants at all loops. We find explicit maps that relate the Lagrangian structure constants with the leading-twist anomalous dimension. From the large-spin map, we recover the cusp anomalous dimension at strong and weak coupling, including genus-one terms.

hep-th

Two loop five point integrals: light, heavy and large spin correlators

We evaluated all two loop conformal integrals appearing in five point correlation functions of protected operators of $\mathcal{N} = 4$ Super Yang-Mills in several kinematical regimes. Starting from the correlation function of the lightest operators of the theory, we were able to extract structure constants of up to two spinning operators for small and large values of polarizations and spin. We conjectured an universal all loop behaviour for the large spin small polarization structure constants and comment on the subtleties of analytically continuing it from finite to large spin. We also consider correlation functions of heavier operators that get factorized in the more fundamental object called decagon. We fixed this object at two loops in general kinematics and studied its physical properties under OPE and null limits.

hep-th

Explaining Agent's Decision-making in a Hierarchical Reinforcement Learning Scenario

Reinforcement learning is a machine learning approach based on behavioral psychology. It is focused on learning agents that can acquire knowledge and learn to carry out new tasks by interacting with the environment. However, a problem occurs when reinforcement learning is used in critical contexts where the users of the system need to have more information and reliability for the actions executed by an agent. In this regard, explainable reinforcement learning seeks to provide to an agent in training with methods in order to explain its behavior in such a way that users with no experience in machine learning could understand the agent's behavior. One of these is the memory-based explainable reinforcement learning method that is used to compute probabilities of success for each state-action pair using an episodic memory. In this work, we propose to make use of the memory-based explainable reinforcement learning method in a hierarchical environment composed of sub-tasks that need to be first addressed to solve a more complex task. The end goal is to verify if it is possible to provide to the agent the ability to explain its actions in the global task as well as in the sub-tasks. The results obtained showed that it is possible to use the memory-based method in hierarchical environments with high-level tasks and compute the probabilities of success to be used as a basis for explaining the agent's behavior.

cs.AI

Reinforcement Learning for UAV control with Policy and Reward Shaping

In recent years, unmanned aerial vehicle (UAV) related technology has expanded knowledge in the area, bringing to light new problems and challenges that require solutions. Furthermore, because the technology allows processes usually carried out by people to be automated, it is in great demand in industrial sectors. The automation of these vehicles has been addressed in the literature, applying different machine learning strategies. Reinforcement learning (RL) is an automation framework that is frequently used to train autonomous agents. RL is a machine learning paradigm wherein an agent interacts with an environment to solve a given task. However, learning autonomously can be time consuming, computationally expensive, and may not be practical in highly-complex scenarios. Interactive reinforcement learning allows an external trainer to provide advice to an agent while it is learning a task. In this study, we set out to teach an RL agent to control a drone using reward-shaping and policy-shaping techniques simultaneously. Two simulated scenarios were proposed for the training; one without obstacles and one with obstacles. We also studied the influence of each technique. The results show that an agent trained simultaneously with both techniques obtains a lower reward than an agent trained using only a policy-based approach. Nevertheless, the agent achieves lower execution times and less dispersion during training.

cs.AI

Explainable Deep Reinforcement Learning Using Introspection in a Non-episodic Task

Explainable reinforcement learning allows artificial agents to explain their behavior in a human-like manner aiming at non-expert end-users. An efficient alternative of creating explanations is to use an introspection-based method that transforms Q-values into probabilities of success used as the base to explain the agent's decision-making process. This approach has been effectively used in episodic and discrete scenarios, however, to compute the probability of success in non-episodic and more complex environments has not been addressed yet. In this work, we adapt the introspection method to be used in a non-episodic task and try it in a continuous Atari game scenario solved with the Rainbow algorithm. Our initial results show that the probability of success can be computed directly from the Q-values for all possible actions.

cs.LG

Learning Proxemic Behavior Using Reinforcement Learning with Cognitive Agents

Proxemics is a branch of non-verbal communication concerned with studying the spatial behavior of people and animals. This behavior is an essential part of the communication process due to delimit the acceptable distance to interact with another being. With increasing research on human-agent interaction, new alternatives are needed that allow optimal communication, avoiding agents feeling uncomfortable. Several works consider proxemic behavior with cognitive agents, where human-robot interaction techniques and machine learning are implemented. However, environments consider fixed personal space and that the agent previously knows it. In this work, we aim to study how agents behave in environments based on proxemic behavior, and propose a modified gridworld to that aim. This environment considers an issuer with proxemic behavior that provides a disagreement signal to the agent. Our results show that the learning agent can identify the proxemic space when the issuer gives feedback about agent performance.

cs.AI

The 1-Megapixel pnCCD Detector for the Small Quantum Systems Instrument at the European XFEL: System and Operation Aspects

The X-ray free-electron lasers that became available during the last decade, like the European XFEL (EuXFEL), place high demands on their instrumentation. Especially at low photon energies below $1\,\text{keV}$, detectors with high sensitivity, and consequently low noise and high quantum efficiency, are required to enable facility users to fully exploit the scientific potential of the photon source. A 1-Megapixel pnCCD detector with a $1024\times 1024$ pixel format has been installed and commissioned for imaging applications at the Nano-Sized Quantum System (NQS) station of the Small Quantum System (SQS) instrument at EuXFEL. The instrument is currently operating in the energy range between $0.5$ and $3\,\text{keV}$ and the NQS station is designed for investigations of the interaction of intense FEL pulses with clusters, nano-particles and small bio-molecules, by combining photo-ion and photo-electron spectroscopy with coherent diffraction imaging techniques. The core of the imaging detector is a pn-type charge coupled device (pnCCD) with a pixel pitch of $75\,\mu\text{m}\times 75\,\mu\text{m}$. Depending on the experimental scenario, the pnCCD enables imaging of single photons thanks to its very low electronic noise of $3$e$^-$ and high quantum efficiency. Here we present an overview on the EuXFEL pnCCD detector and the results from the commissioning and first user operation at the SQS experiment in June 2019. The detailed descriptions of the detector design and capabilities, its implementation at EuXFEL both mechanically and from the controls side as well as important data correction steps aim to provide useful background for users planning and analyzing experiments at EuXFEL and may serve as a benchmark for comparing and planning future endstations at other FELs.

physics.ins-det

KutralNet: A Portable Deep Learning Model for Fire Recognition

Most of the automatic fire alarm systems detect the fire presence through sensors like thermal, smoke, or flame. One of the new approaches to the problem is the use of images to perform the detection. The image approach is promising since it does not need specific sensors and can be easily embedded in different devices. However, besides the high performance, the computational cost of the used deep learning methods is a challenge to their deployment in portable devices. In this work, we propose a new deep learning architecture that requires fewer floating-point operations (flops) for fire recognition. Additionally, we propose a portable approach for fire recognition and the use of modern techniques such as inverted residual block, convolutions like depth-wise, and octave, to reduce the model's computational cost. The experiments show that our model keeps high accuracy while substantially reducing the number of parameters and flops. One of our models presents 71\% fewer parameters than FireNet, while still presenting competitive accuracy and AUROC performance. The proposed methods are evaluated on FireNet and FiSmo datasets. The obtained results are promising for the implementation of the model in a mobile device, considering the reduced number of flops and parameters acquired.

cs.CV

A Comparison of Humanoid Robot Simulators: A Quantitative Approach

Research on humanoid robotic systems involves a considerable amount of computational resources, not only for the involved design but also for its development and subsequent implementation. For robotic systems to be implemented in real-world scenarios, in several situations, it is preferred to develop and test them under controlled environments in order to reduce the risk of errors and unexpected behavior. In this regard, a more accessible and efficient alternative is to implement the environment using robotic simulation tools. This paper presents a quantitative comparison of Gazebo, Webots, and V-REP, three simulators widely used by the research community to develop robotic systems. To compare the performance of these three simulators, elements such as CPU, memory footprint, and disk access are used to measure and compare them to each other. In order to measure the use of resources, each simulator executes 20 times a robotic scenario composed by a NAO robot that must navigate to a goal position avoiding a specific obstacle. In general terms, our results show that Webots is the simulator with the lowest use of resources, followed by V-REP, which has advantages over Gazebo, mainly because of the CPU use.

cs.RO

Deep Reinforcement Learning with Interactive Feedback in a Human-Robot Environment

Robots are extending their presence in domestic environments every day, being more common to see them carrying out tasks in home scenarios. In the future, robots are expected to increasingly perform more complex tasks and, therefore, be able to acquire experience from different sources as quickly as possible. A plausible approach to address this issue is interactive feedback, where a trainer advises a learner on which actions should be taken from specific states to speed up the learning process. Moreover, deep reinforcement learning has been recently widely utilized in robotics to learn the environment and acquire new skills autonomously. However, an open issue when using deep reinforcement learning is the excessive time needed to learn a task from raw input images. In this work, we propose a deep reinforcement learning approach with interactive feedback to learn a domestic task in a human-robot scenario. We compare three different learning methods using a simulated robotic arm for the task of organizing different objects; the proposed methods are (i) deep reinforcement learning (DeepRL); (ii) interactive deep reinforcement learning using a previously trained artificial agent as an advisor (agent-IDeepRL); and (iii) interactive deep reinforcement learning using a human advisor (human-IDeepRL). We demonstrate that interactive approaches provide advantages for the learning process. The obtained results show that a learner agent, using either agent-IDeepRL or human-IDeepRL, completes the given task earlier and has fewer mistakes compared to the autonomous DeepRL approach.

cs.AI

Personal Virtual Traffic Light Systems

Traffic control management at intersections, a challenging and complex field of study, aims to attain a balance between safety and efficient traffic control. Nowadays, traffic control at intersections is typically done by traffic light systems which are not optimal and exhibit several drawbacks, e.g. poor efficiency and real-time adaptability. With the advent of Intelligent Transportation Systems (ITS), vehicles are being equipped with state-of-the-art technology, enabling cooperative decision-making which will certainly overwhelm the available traffic control systems. This solution strongly penalizes users without such capabilities, namely pedestrians, cyclists and other legacy vehicles. Therefore, in this work, a prototype based on an alternative technology to the standard vehicular communications, BLE, is presented. The proposed framework aims to integrate legacy and modern vehicular communication systems into a cohesive management system. In this framework, the movements of users at intersections are managed by a centralized controller which, through the use of networked retransmitters deployed at intersections, broadcasts alerts and virtual light signalization orders. Users receive the aforementioned information on their own smart devices, discarding the need for dedicated light signalization infrastructures. Field tests, carried-out with a real-world implementation, validate the correct operation of the proposed framework.

cs.HC