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Francisco Cruz

Publications and source records attributed to Francisco Cruz.

At least 37 records · Page 2Linked to original sources

Understanding User Preferences in Explainable Artificial Intelligence: A Survey and a Mapping Function Proposal

The increasing complexity of AI systems has led to the growth of the field of Explainable Artificial Intelligence (XAI), which aims to provide explanations and justifications for the outputs of AI algorithms. While there is considerable demand for XAI, there remains a scarcity of studies aimed at comprehensively understanding the practical distinctions among different methods and effectively aligning each method with users individual needs, and ideally, offer a mapping function which can map each user with its specific needs to a method of explainability. This study endeavors to bridge this gap by conducting a thorough review of extant research in XAI, with a specific focus on Explainable Machine Learning (XML), and a keen eye on user needs. Our main objective is to offer a classification of XAI methods within the realm of XML, categorizing current works into three distinct domains: philosophy, theory, and practice, and providing a critical review for each category. Moreover, our study seeks to facilitate the connection between XAI users and the most suitable methods for them and tailor explanations to meet their specific needs by proposing a mapping function that take to account users and their desired properties and suggest an XAI method to them. This entails an examination of prevalent XAI approaches and an evaluation of their properties. The primary outcome of this study is the formulation of a clear and concise strategy for selecting the optimal XAI method to achieve a given goal, all while delivering personalized explanations tailored to individual users.

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Boosting Reinforcement Learning Algorithms in Continuous Robotic Reaching Tasks using Adaptive Potential Functions

In reinforcement learning, reward shaping is an efficient way to guide the learning process of an agent, as the reward can indicate the optimal policy of the task. The potential-based reward shaping framework was proposed to guarantee policy invariance after reward shaping, where a potential function is used to calculate the shaping reward. In former work, we proposed a novel adaptive potential function (APF) method to learn the potential function concurrently with training the agent based on information collected by the agent during the training process, and examined the APF method in discrete action space scenarios. This paper investigates the feasibility of using APF in solving continuous-reaching tasks in a real-world robotic scenario with continuous action space. We combine the Deep Deterministic Policy Gradient (DDPG) algorithm and our proposed method to form a new algorithm called APF-DDPG. To compare APF-DDPG with DDPG, we designed a task where the agent learns to control Baxter's right arm to reach a goal position. The experimental results show that the APF-DDPG algorithm outperforms the DDPG algorithm on both learning speed and robustness.

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Self context-aware emotion perception on human-robot interaction

Emotion recognition plays a crucial role in various domains of human-robot interaction. In long-term interactions with humans, robots need to respond continuously and accurately, however, the mainstream emotion recognition methods mostly focus on short-term emotion recognition, disregarding the context in which emotions are perceived. Humans consider that contextual information and different contexts can lead to completely different emotional expressions. In this paper, we introduce self context-aware model (SCAM) that employs a two-dimensional emotion coordinate system for anchoring and re-labeling distinct emotions. Simultaneously, it incorporates its distinctive information retention structure and contextual loss. This approach has yielded significant improvements across audio, video, and multimodal. In the auditory modality, there has been a notable enhancement in accuracy, rising from 63.10% to 72.46%. Similarly, the visual modality has demonstrated improved accuracy, increasing from 77.03% to 80.82%. In the multimodal, accuracy has experienced an elevation from 77.48% to 78.93%. In the future, we will validate the reliability and usability of SCAM on robots through psychology experiments.

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Asch Meets HRI: Human Conformity to Robot Groups

We present a research outline that aims at investigating group dynamics and peer pressure in the context of industrial robots. Our research plan was motivated by the fact that industrial robots became already an integral part of human-robot co-working. However, industrial robots have been sparsely integrated into research on robot credibility, group dynamics, and potential users' tendency to follow a robot's indication. Therefore, we aim to transfer the classic Asch experiment (see \cite{Asch_51}) into HRI with industrial robots. More precisely, we will test to what extent participants follow a robot's response when confronted with a group (vs. individual) industrial robot arms (vs. human) peers who give a false response. We are interested in highlighting the effects of group size, perceived robot credibility, psychological stress, and peer pressure in the context of industrial robots. With the results of this research, we hope to highlight group dynamics that might underlie HRI in industrial settings in which numerous robots already work closely together with humans in shared environments.

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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.

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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.

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Introspection-based Explainable Reinforcement Learning in Episodic and Non-episodic Scenarios

With the increasing presence of robotic systems and human-robot environments in today's society, understanding the reasoning behind actions taken by a robot is becoming more important. To increase this understanding, users are provided with explanations as to why a specific action was taken. Among other effects, these explanations improve the trust of users in their robotic partners. One option for creating these explanations is an introspection-based approach which can be used in conjunction with reinforcement learning agents to provide probabilities of success. These can in turn be used to reason about the actions taken by the agent in a human-understandable fashion. In this work, this introspection-based approach is developed and evaluated further on the basis of an episodic and a non-episodic robotics simulation task. Furthermore, an additional normalization step to the Q-values is proposed, which enables the usage of the introspection-based approach on negative and comparatively small Q-values. Results obtained show the viability of introspection for episodic robotics tasks and, additionally, that the introspection-based approach can be used to generate explanations for the actions taken in a non-episodic robotics environment as well.

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Broad-persistent Advice for Interactive Reinforcement Learning Scenarios

The use of interactive advice in reinforcement learning scenarios allows for speeding up the learning process for autonomous agents. Current interactive reinforcement learning research has been limited to real-time interactions that offer relevant user advice to the current state only. Moreover, the information provided by each interaction is not retained and instead discarded by the agent after a single use. In this paper, we present a method for retaining and reusing provided knowledge, allowing trainers to give general advice relevant to more than just the current state. Results obtained show that the use of broad-persistent advice substantially improves the performance of the agent while reducing the number of interactions required for the trainer.

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Elastic Step DQN: A novel multi-step algorithm to alleviate overestimation in Deep QNetworks

Deep Q-Networks algorithm (DQN) was the first reinforcement learning algorithm using deep neural network to successfully surpass human level performance in a number of Atari learning environments. However, divergent and unstable behaviour have been long standing issues in DQNs. The unstable behaviour is often characterised by overestimation in the $Q$-values, commonly referred to as the overestimation bias. To address the overestimation bias and the divergent behaviour, a number of heuristic extensions have been proposed. Notably, multi-step updates have been shown to drastically reduce unstable behaviour while improving agent's training performance. However, agents are often highly sensitive to the selection of the multi-step update horizon ($n$), and our empirical experiments show that a poorly chosen static value for $n$ can in many cases lead to worse performance than single-step DQN. Inspired by the success of $n$-step DQN and the effects that multi-step updates have on overestimation bias, this paper proposes a new algorithm that we call `Elastic Step DQN' (ES-DQN). It dynamically varies the step size horizon in multi-step updates based on the similarity of states visited. Our empirical evaluation shows that ES-DQN out-performs $n$-step with fixed $n$ updates, Double DQN and Average DQN in several OpenAI Gym environments while at the same time alleviating the overestimation bias.

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Intuitive Robot Programming by Capturing Human Manufacturing Skills: A Framework for the Process of Glass Adhesive Application

There is a great demand for the robotization of manufacturing processes fea-turing monotonous labor. Some manufacturing tasks requiring specific skills (welding, painting, etc.) suffer from a lack of workers. Robots have been used in these tasks, but their flexibility is limited since they are still difficult to program/re-program by non-experts, making them inaccessible to most companies. Robot offline programming (OLP) is reliable. However, generat-ed paths directly from CAD/CAM do not include relevant parameters repre-senting human skills such as robot end-effector orientations and velocities. This paper presents an intuitive robot programming system to capture human manufacturing skills and transform them into robot programs. Demonstra-tions from human skilled workers are recorded using a magnetic tracking system attached to the worker tools. Collected data include the orientations and velocity of the working paths. Positional data are extracted from CAD/CAM since its error when captured by the magnetic tracker, is signifi-cant. Paths poses are transformed in Cartesian space and validated in a simu-lation environment. Robot programs are generated and transferred to the real robot. Experiments on the process of glass adhesive application demonstrat-ed the intuitiveness to use and effectiveness of the proposed framework in capturing human skills and transferring them to the robot.

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Evaluating Human-like Explanations for Robot Actions in Reinforcement Learning Scenarios

Explainable artificial intelligence is a research field that tries to provide more transparency for autonomous intelligent systems. Explainability has been used, particularly in reinforcement learning and robotic scenarios, to better understand the robot decision-making process. Previous work, however, has been widely focused on providing technical explanations that can be better understood by AI practitioners than non-expert end-users. In this work, we make use of human-like explanations built from the probability of success to complete the goal that an autonomous robot shows after performing an action. These explanations are intended to be understood by people who have no or very little experience with artificial intelligence methods. This paper presents a user trial to study whether these explanations that focus on the probability an action has of succeeding in its goal constitute a suitable explanation for non-expert end-users. The results obtained show that non-expert participants rate robot explanations that focus on the probability of success higher and with less variance than technical explanations generated from Q-values, and also favor counterfactual explanations over standalone explanations.

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Human Engagement Providing Evaluative and Informative Advice for Interactive Reinforcement Learning

Interactive reinforcement learning proposes the use of externally-sourced information in order to speed up the learning process. When interacting with a learner agent, humans may provide either evaluative or informative advice. Prior research has focused on the effect of human-sourced advice by including real-time feedback on the interactive reinforcement learning process, specifically aiming to improve the learning speed of the agent, while minimising the time demands on the human. This work focuses on answering which of two approaches, evaluative or informative, is the preferred instructional approach for humans. Moreover, this work presents an experimental setup for a human-trial designed to compare the methods people use to deliver advice in terms of human engagement. The results obtained show that users giving informative advice to the learner agents provide more accurate advice, are willing to assist the learner agent for a longer time, and provide more advice per episode. Additionally, self-evaluation from participants using the informative approach has indicated that the agent's ability to follow the advice is higher, and therefore, they feel their own advice to be of higher accuracy when compared to people providing evaluative advice.

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A Broad-persistent Advising Approach for Deep Interactive Reinforcement Learning in Robotic Environments

Deep Reinforcement Learning (DeepRL) methods have been widely used in robotics to learn about the environment and acquire behaviors autonomously. Deep Interactive Reinforcement Learning (DeepIRL) includes interactive feedback from an external trainer or expert giving advice to help learners choosing actions to speed up the learning process. However, current research has been limited to interactions that offer actionable advice to only the current state of the agent. Additionally, the information is discarded by the agent after a single use that causes a duplicate process at the same state for a revisit. In this paper, we present Broad-persistent Advising (BPA), a broad-persistent advising approach that retains and reuses the processed information. It not only helps trainers to give more general advice relevant to similar states instead of only the current state but also allows the agent to speed up the learning process. We test the proposed approach in two continuous robotic scenarios, namely, a cart pole balancing task and a simulated robot navigation task. The obtained results show that the performance of the agent using BPA improves while keeping the number of interactions required for the trainer in comparison to the DeepIRL approach.

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A Conceptual Framework for Externally-influenced Agents: An Assisted Reinforcement Learning Review

A long-term goal of reinforcement learning agents is to be able to perform tasks in complex real-world scenarios. The use of external information is one way of scaling agents to more complex problems. However, there is a general lack of collaboration or interoperability between different approaches using external information. In this work, while reviewing externally-influenced methods, we propose a conceptual framework and taxonomy for assisted reinforcement learning, aimed at fostering collaboration by classifying and comparing various methods that use external information in the learning process. The proposed taxonomy details the relationship between the external information source and the learner agent, highlighting the process of information decomposition, structure, retention, and how it can be used to influence agent learning. As well as reviewing state-of-the-art methods, we identify current streams of reinforcement learning that use external information in order to improve the agent's performance and its decision-making process. These include heuristic reinforcement learning, interactive reinforcement learning, learning from demonstration, transfer learning, and learning from multiple sources, among others. These streams of reinforcement learning operate with the shared objective of scaffolding the learner agent. Lastly, we discuss further possibilities for future work in the field of assisted reinforcement learning systems.

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Persistent Rule-based Interactive Reinforcement Learning

Interactive reinforcement learning has allowed speeding up the learning process in autonomous agents by including a human trainer providing extra information to the agent in real-time. Current interactive reinforcement learning research has been limited to real-time interactions that offer relevant user advice to the current state only. Additionally, the information provided by each interaction is not retained and instead discarded by the agent after a single-use. In this work, we propose a persistent rule-based interactive reinforcement learning approach, i.e., a method for retaining and reusing provided knowledge, allowing trainers to give general advice relevant to more than just the current state. Our experimental results show persistent advice substantially improves the performance of the agent while reducing the number of interactions required for the trainer. Moreover, rule-based advice shows similar performance impact as state-based advice, but with a substantially reduced interaction count.

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Explainable robotic systems: Understanding goal-driven actions in a reinforcement learning scenario

Robotic systems are more present in our society everyday. In human-robot environments, it is crucial that end-users may correctly understand their robotic team-partners, in order to collaboratively complete a task. To increase action understanding, users demand more explainability about the decisions by the robot in particular situations. Recently, explainable robotic systems have emerged as an alternative focused not only on completing a task satisfactorily, but also on justifying, in a human-like manner, the reasons that lead to making a decision. In reinforcement learning scenarios, a great effort has been focused on providing explanations using data-driven approaches, particularly from the visual input modality in deep learning-based systems. In this work, we focus rather on the decision-making process of reinforcement learning agents performing a task in a robotic scenario. Experimental results are obtained using 3 different set-ups, namely, a deterministic navigation task, a stochastic navigation task, and a continuous visual-based sorting object task. As a way to explain the goal-driven robot's actions, we use the probability of success computed by three different proposed approaches: memory-based, learning-based, and introspection-based. The difference between these approaches is the amount of memory required to compute or estimate the probability of success as well as the kind of reinforcement learning representation where they could be used. In this regard, we use the memory-based approach as a baseline since it is obtained directly from the agent's observations. When comparing the learning-based and the introspection-based approaches to this baseline, both are found to be suitable alternatives to compute the probability of success, obtaining high levels of similarity when compared using both the Pearson's correlation and the mean squared error.

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Explainable Reinforcement Learning for Broad-XAI: A Conceptual Framework and Survey

Broad Explainable Artificial Intelligence moves away from interpreting individual decisions based on a single datum and aims to provide integrated explanations from multiple machine learning algorithms into a coherent explanation of an agent's behaviour that is aligned to the communication needs of the explainee. Reinforcement Learning (RL) methods, we propose, provide a potential backbone for the cognitive model required for the development of Broad-XAI. RL represents a suite of approaches that have had increasing success in solving a range of sequential decision-making problems. However, these algorithms all operate as black-box problem solvers, where they obfuscate their decision-making policy through a complex array of values and functions. EXplainable RL (XRL) is relatively recent field of research that aims to develop techniques to extract concepts from the agent's: perception of the environment; intrinsic/extrinsic motivations/beliefs; Q-values, goals and objectives. This paper aims to introduce a conceptual framework, called the Causal XRL Framework (CXF), that unifies the current XRL research and uses RL as a backbone to the development of Broad-XAI. Additionally, we recognise that RL methods have the ability to incorporate a range of technologies to allow agents to adapt to their environment. CXF is designed for the incorporation of many standard RL extensions and integrated with external ontologies and communication facilities so that the agent can answer questions that explain outcomes and justify its decisions.

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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.

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