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Francisco Cruz

Publications and source records attributed to Francisco Cruz.

48 records · Page 3Linked to original sources

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↗

Levels of explainable artificial intelligence for human-aligned conversational explanations

Over the last few years there has been rapid research growth into eXplainable Artificial Intelligence (XAI) and the closely aligned Interpretable Machine Learning (IML). Drivers for this growth include recent legislative changes and increased investments by industry and governments, along with increased concern from the general public. People are affected by autonomous decisions every day and the public need to understand the decision-making process to accept the outcomes. However, the vast majority of the applications of XAI/IML are focused on providing low-level `narrow' explanations of how an individual decision was reached based on a particular datum. While important, these explanations rarely provide insights into an agent's: beliefs and motivations; hypotheses of other (human, animal or AI) agents' intentions; interpretation of external cultural expectations; or, processes used to generate its own explanation. Yet all of these factors, we propose, are essential to providing the explanatory depth that people require to accept and trust the AI's decision-making. This paper aims to define levels of explanation and describe how they can be integrated to create a human-aligned conversational explanation system. In so doing, this paper will survey current approaches and discuss the integration of different technologies to achieve these levels with Broad eXplainable Artificial Intelligence (Broad-XAI), and thereby move towards high-level `strong' explanations.

cs.AI↗

Towards Assistive Diagnoses in m-Health: A Gray-box Neural Model for Cerebral Autoregulation Index

The cerebral autoregulation system (CAS), is a mechanism which aims to regulate pressure variations occurring in the cerebral circulatory system. At present, there only exist invasive methods and, in turn, they are not used to prevent cerebrovascular accidents. Nowadays, the emergent concept of m-Health allows to use mobile devices to assist the cerebral autoregulation index (ARI). For this, it is necessary to find novel models which allow to approximate the ARI by using the blood pressure value. This work proposes a gray-box neural model to find a relation between the arterial blood pressure (ABP) and the cerebral blood flow velocity (CBFV) in order to obtain the ARI. Preliminary results show good performance by using a phenomenological model in comparison to the Aaslid-Tiecks model.

eess.SP↗

Unmanned Aerial Vehicle Control Through Domain-based Automatic Speech Recognition

Currently, unmanned aerial vehicles, such as drones, are becoming a part of our lives and reaching out to many areas of society, including the industrialized world. A common alternative to control the movements and actions of the drone is through unwired tactile interfaces, for which different remote control devices can be found. However, control through such devices is not a natural, human-like communication interface, which sometimes is difficult to master for some users. In this work, we present a domain-based speech recognition architecture to effectively control an unmanned aerial vehicle such as a drone. The drone control is performed using a more natural, human-like way to communicate the instructions. Moreover, we implement an algorithm for command interpretation using both Spanish and English languages, as well as to control the movements of the drone in a simulated domestic environment. The conducted experiments involve participants giving voice commands to the drone in both languages in order to compare the effectiveness of each of them, considering the mother tongue of the participants in the experiment. Additionally, different levels of distortion have been applied to the voice commands in order to test the proposed approach when facing noisy input signals. The obtained results show that the unmanned aerial vehicle is capable of interpreting user voice instructions achieving an improvement in speech-to-action recognition for both languages when using phoneme matching in comparison to only using the cloud-based algorithm without domain-based instructions. Using raw audio inputs, the cloud-based approach achieves 74.81% and 97.04% accuracy for English and Spanish instructions respectively, whereas using our phoneme matching approach the results are improved achieving 93.33% and 100.00% accuracy for English and Spanish languages.

cs.RO↗

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↗

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↗

iCub: Learning Emotion Expressions using Human Reward

The purpose of the present study is to learn emotion expression representations for artificial agents using reward shaping mechanisms. The approach takes inspiration from the TAMER framework for training a Multilayer Perceptron (MLP) to learn to express different emotions on the iCub robot in a human-robot interaction scenario. The robot uses a combination of a Convolutional Neural Network (CNN) and a Self-Organising Map (SOM) to recognise an emotion and then learns to express the same using the MLP. The objective is to teach a robot to respond adequately to the user's perception of emotions and learn how to express different emotions.

cs.RO↗

Improving interactive reinforcement learning: What makes a good teacher?

Interactive reinforcement learning has become an important apprenticeship approach to speed up convergence in classic reinforcement learning problems. In this regard, a variant of interactive reinforcement learning is policy shaping which uses a parent-like trainer to propose the next action to be performed and by doing so reduces the search space by advice. On some occasions, the trainer may be another artificial agent which in turn was trained using reinforcement learning methods to afterward becoming an advisor for other learner-agents. In this work, we analyze internal representations and characteristics of artificial agents to determine which agent may outperform others to become a better trainer-agent. Using a polymath agent, as compared to a specialist agent, an advisor leads to a larger reward and faster convergence of the reward signal and also to a more stable behavior in terms of the state visit frequency of the learner-agents. Moreover, we analyze system interaction parameters in order to determine how influential they are in the apprenticeship process, where the consistency of feedback is much more relevant when dealing with different learner obedience parameters.

cs.AI↗

Multi-modal Feedback for Affordance-driven Interactive Reinforcement Learning

Interactive reinforcement learning (IRL) extends traditional reinforcement learning (RL) by allowing an agent to interact with parent-like trainers during a task. In this paper, we present an IRL approach using dynamic audio-visual input in terms of vocal commands and hand gestures as feedback. Our architecture integrates multi-modal information to provide robust commands from multiple sensory cues along with a confidence value indicating the trustworthiness of the feedback. The integration process also considers the case in which the two modalities convey incongruent information. Additionally, we modulate the influence of sensory-driven feedback in the IRL task using goal-oriented knowledge in terms of contextual affordances. We implement a neural network architecture to predict the effect of performed actions with different objects to avoid failed-states, i.e., states from which it is not possible to accomplish the task. In our experimental setup, we explore the interplay of multimodal feedback and task-specific affordances in a robot cleaning scenario. We compare the learning performance of the agent under four different conditions: traditional RL, multi-modal IRL, and each of these two setups with the use of contextual affordances. Our experiments show that the best performance is obtained by using audio-visual feedback with affordancemodulated IRL. The obtained results demonstrate the importance of multi-modal sensory processing integrated with goal-oriented knowledge in IRL tasks.

cs.AI↗

A probabilistic framework for handwritten text line segmentation

We successfully combine Expectation-Maximization algorithm and variational approaches for parameter learning and computing inference on Markov random felds. This is a general method that can be applied to many computer vision tasks. In this paper, we apply it to handwritten text line segmentation. We conduct several experiments that demonstrate that our method deal with common issues of this task, such as complex document layout or non-latin scripts. The obtained results prove that our method achieve state-of-the-art performance on different benchmark datasets without any particular fine tuning step.

cs.CV↗