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Mohamed Chetouani

Publications and source records attributed to Mohamed Chetouani.

50 records · Page 3Linked to original sources

A new approach to evaluating legibility: Comparing legibility frameworks using framework-independent robot motion trajectories

Robots that share an environment with humans may communicate their intent using a variety of different channels. Movement is one of these channels and, particularly in manipulation tasks, intent communication via movement is called legibility. It alters a robot's trajectory to make it intent expressive. Here we propose a novel evaluation method that improves the data efficiency of collected experimental data when benchmarking approaches generating such legible behavior. The primary novelty of the proposed method is that it uses trajectories that were generated independently of the framework being tested. This makes evaluation easier, enables N-way comparisons between approaches, and allows easier comparison across papers. We demonstrate the efficiency of the new evaluation method by comparing 10 legibility frameworks in 2 scenarios. The paper, thus, provides readers with (1) a novel approach to investigate and/or benchmark legibility, (2) an overview of existing frameworks, (3) an evaluation of 10 legibility frameworks (from 6 papers), and (4) evidence that viewing angle and trajectory progression matter when users evaluate the legibility of a motion.

cs.RO↗

Does the Goal Matter? Emotion Recognition Tasks Can Change the Social Value of Facial Mimicry towards Artificial Agents

In this paper, we present a study aimed at understanding whether the embodiment and humanlikeness of an artificial agent can affect people's spontaneous and instructed mimicry of its facial expressions. The study followed a mixed experimental design and revolved around an emotion recognition task. Participants were randomly assigned to one level of humanlikeness (between-subject variable: humanlike, characterlike, or morph facial texture of the artificial agents) and observed the facial expressions displayed by a human (control) and three artificial agents differing in embodiment (within-subject variable: video-recorded robot, physical robot, and virtual agent). To study both spontaneous and instructed facial mimicry, we divided the experimental sessions into two phases. In the first phase, we asked participants to observe and recognize the emotions displayed by the agents. In the second phase, we asked them to look at the agents' facial expressions, replicate their dynamics as closely as possible, and then identify the observed emotions. In both cases, we assessed participants' facial expressions with an automated Action Unit (AU) intensity detector. Contrary to our hypotheses, our results disclose that the agent that was perceived as the least uncanny, and most anthropomorphic, likable, and co-present, was the one spontaneously mimicked the least. Moreover, they show that instructed facial mimicry negatively predicts spontaneous facial mimicry. Further exploratory analyses revealed that spontaneous facial mimicry appeared when participants were less certain of the emotion they recognized. Hence, we postulate that an emotion recognition goal can flip the social value of facial mimicry as it transforms a likable artificial agent into a distractor.

cs.HC↗

Explainable Agents Through Social Cues: A Review

The issue of how to make embodied agents explainable has experienced a surge of interest over the last three years, and, there are many terms that refer to this concept, e.g., transparency or legibility. One reason for this high variance in terminology is the unique array of social cues that embodied agents can access in contrast to that accessed by non-embodied agents. Another reason is that different authors use these terms in different ways. Hence, we review the existing literature on explainability and organize it by (1) providing an overview of existing definitions, (2) showing how explainability is implemented and how it exploits different social cues, and (3) showing how the impact of explainability is measured. Additionally, we present a list of open questions and challenges that highlight areas that require further investigation by the community. This provides the interested reader with an overview of the current state-of-the-art.

cs.RO↗

Grounding Language to Autonomously-Acquired Skills via Goal Generation

We are interested in the autonomous acquisition of repertoires of skills. Language-conditioned reinforcement learning (LC-RL) approaches are great tools in this quest, as they allow to express abstract goals as sets of constraints on the states. However, most LC-RL agents are not autonomous and cannot learn without external instructions and feedback. Besides, their direct language condition cannot account for the goal-directed behavior of pre-verbal infants and strongly limits the expression of behavioral diversity for a given language input. To resolve these issues, we propose a new conceptual approach to language-conditioned RL: the Language-Goal-Behavior architecture (LGB). LGB decouples skill learning and language grounding via an intermediate semantic representation of the world. To showcase the properties of LGB, we present a specific implementation called DECSTR. DECSTR is an intrinsically motivated learning agent endowed with an innate semantic representation describing spatial relations between physical objects. In a first stage (G -> B), it freely explores its environment and targets self-generated semantic configurations. In a second stage (L -> G), it trains a language-conditioned goal generator to generate semantic goals that match the constraints expressed in language-based inputs. We showcase the additional properties of LGB w.r.t. both an end-to-end LC-RL approach and a similar approach leveraging non-semantic, continuous intermediate representations. Intermediate semantic representations help satisfy language commands in a diversity of ways, enable strategy switching after a failure and facilitate language grounding.

cs.AI↗

Reinforcement learning with human advice: a survey

In this paper, we provide an overview of the existing methods for integrating human advice into a Reinforcement Learning process. We first propose a taxonomy of the different forms of advice that can be provided to a learning agent. We then describe the methods that can be used for interpreting advice when its meaning is not determined beforehand. Finally, we review different approaches for integrating advice into the learning process.

cs.AI↗

Interactively shaping robot behaviour with unlabeled human instructions

In this paper, we propose a framework that enables a human teacher to shape a robot behaviour by interactively providing it with unlabeled instructions. We ground the meaning of instruction signals in the task-learning process, and use them simultaneously for guiding the latter. We implement our framework as a modular architecture, named TICS (Task-Instruction-Contingency-Shaping) that combines different information sources: a predefined reward function, human evaluative feedback and unlabeled instructions. This approach provides a novel perspective for robotic task learning that lies between Reinforcement Learning and Supervised Learning paradigms. We evaluate our framework both in simulation and with a real robot. The experimental results demonstrate the effectiveness of our framework in accelerating the task-learning process and in reducing the number of required teaching signals.

cs.LG↗

AudVowelConsNet: A Phoneme-Level Based Deep CNN Architecture for Clinical Depression Diagnosis

Depression is a common and serious mood disorder that negatively affects the patient's capacity of functioning normally in daily tasks. Speech is proven to be a vigorous tool in depression diagnosis. Research in psychiatry concentrated on performing fine-grained analysis on word-level speech components contributing to the manifestation of depression in speech and revealed significant variations at the phoneme-level in depressed speech. On the other hand, research in Machine Learning-based automatic recognition of depression from speech focused on the exploration of various acoustic features for the detection of depression and its severity level. Few have focused on incorporating phoneme-level speech components in automatic assessment systems. In this paper, we propose an Artificial Intelligence (AI) based application for clinical depression recognition and assessment from speech. We investigate the acoustic characteristics of phoneme units, specifically vowels and consonants for depression recognition via Deep Learning. We present and compare three spectrogram-based Deep Neural Network architectures, trained on phoneme consonant and vowel units and their fusion respectively. Our experiments show that the deep learned consonant-based acoustic characteristics lead to better recognition results than vowel-based ones. The fusion of vowel and consonant speech characteristics through a deep network significantly outperforms the single space networks as well as the state-of-art deep learning approaches on the DAIC-WOZ database.

cs.SD↗

Language-Conditioned Goal Generation: a New Approach to Language Grounding for RL

In the real world, linguistic agents are also embodied agents: they perceive and act in the physical world. The notion of Language Grounding questions the interactions between language and embodiment: how do learning agents connect or ground linguistic representations to the physical world ? This question has recently been approached by the Reinforcement Learning community under the framework of instruction-following agents. In these agents, behavioral policies or reward functions are conditioned on the embedding of an instruction expressed in natural language. This paper proposes another approach: using language to condition goal generators. Given any goal-conditioned policy, one could train a language-conditioned goal generator to generate language-agnostic goals for the agent. This method allows to decouple sensorimotor learning from language acquisition and enable agents to demonstrate a diversity of behaviors for any given instruction. We propose a particular instantiation of this approach and demonstrate its benefits.

cs.LG↗

MobiAxis: An Embodied Learning Task for Teaching Multiplication with a Social Robot

The use of robots in educational settings is growing increasingly popular. Yet, many of the learning tasks involving social robots do not take full advantage of their physical embodiment. MobiAxis is a proposed learning task which uses the physical capabilities of a Pepper robot to teach the concepts of positive and negative multiplication along a number line. The robot is embodied with a number of multi-modal socially intelligent features and behaviours which are designed to enhance learning. This paper is a position paper describing the technical and theoretical implementation of the task, as well as proposed directions for future studies.

cs.RO↗

CLIC: Curriculum Learning and Imitation for object Control in non-rewarding environments

In this paper we study a new reinforcement learning setting where the environment is non-rewarding, contains several possibly related objects of various controllability, and where an apt agent Bob acts independently, with non-observable intentions. We argue that this setting defines a realistic scenario and we present a generic discrete-state discrete-action model of such environments. To learn in this environment, we propose an unsupervised reinforcement learning agent called CLIC for Curriculum Learning and Imitation for Control. CLIC learns to control individual objects in its environment, and imitates Bob's interactions with these objects. It selects objects to focus on when training and imitating by maximizing its learning progress. We show that CLIC is an effective baseline in our new setting. It can effectively observe Bob to gain control of objects faster, even if Bob is not explicitly teaching. It can also follow Bob when he acts as a mentor and provides ordered demonstrations. Finally, when Bob controls objects that the agent cannot, or in presence of a hierarchy between objects in the environment, we show that CLIC ignores non-reproducible and already mastered interactions with objects, resulting in a greater benefit from imitation.

cs.LG↗

Accuracy-based Curriculum Learning in Deep Reinforcement Learning

In this paper, we investigate a new form of automated curriculum learning based on adaptive selection of accuracy requirements, called accuracy-based curriculum learning. Using a reinforcement learning agent based on the Deep Deterministic Policy Gradient algorithm and addressing the Reacher environment, we first show that an agent trained with various accuracy requirements sampled randomly learns more efficiently than when asked to be very accurate at all times. Then we show that adaptive selection of accuracy requirements, based on a local measure of competence progress, automatically generates a curriculum where difficulty progressively increases, resulting in a better learning efficiency than sampling randomly.

cs.LG↗

EEG-based Inter-Subject Correlation Schemes in a Stimuli-Shared Framework: Interplay with Valence and Arousal

Affective computing is confronted to high inter-subject variability, in both emotional and physiological responses to a given stimulus. In a stimuli-shared framework, that is to say for different subjects who watch the same stimuli, Inter-Subject Correlation (ISC) measured from Electroencephalographic (EEG) recordings characterize the correlations between the respective signals at the different EEG channels. In order to investigate the interplay between ISC and emotion, we propose to study the effect of valence and arousal on the ISC score. To this end, we exploited various computational schemes corresponding to different subsets of the dataset: all the data, stimulus-wise, subject pairwise, and both stimulus-wise and subject pairwise. We thus applied these schemes to the HCI MAHNOB and DEAP databases. Our results suggest that the ISC score decreases with valence and increases with arousal, as already shown by previous results on functional MRI.

q-bio.NC↗

Trust as indicator of robot functional and social acceptance. An experimental study on user conformation to the iCub's answers

To investigate the functional and social acceptance of a humanoid robot, we carried out an experimental study with 56 adult participants and the iCub robot. Trust in the robot has been considered as a main indicator of acceptance in decision-making tasks characterized by perceptual uncertainty (e.g., evaluating the weight of two objects) and socio-cognitive uncertainty (e.g., evaluating which is the most suitable item in a specific context), and measured by the participants' conformation to the iCub's answers to specific questions. In particular, we were interested in understanding whether specific (i) user-related features (i.e. desire for control), (ii) robot-related features (i.e., attitude towards social influence of robots), and (iii) context-related features (i.e., collaborative vs. competitive scenario), may influence their trust towards the iCub robot. We found that participants conformed more to the iCub's answers when their decisions were about functional issues than when they were about social issues. Moreover, the few participants conforming to the iCub's answers for social issues also conformed less for functional issues. Trust in the robot's functional savvy does not thus seem to be a pre-requisite for trust in its social savvy. Finally, desire for control, attitude towards social influence of robots and type of interaction scenario did not influence the trust in iCub. Results are discussed with relation to methodology of HRI research.

cs.RO↗

Towards engagement models that consider individual factors in HRI: on the relation of extroversion and negative attitude towards robots to gaze and speech during a human-robot assembly task

Estimating the engagement is critical for human - robot interaction. Engagement measures typically rely on the dynamics of the social signals exchanged by the partners, especially speech and gaze. However, the dynamics of these signals is likely to be influenced by individual and social factors, such as personality traits, as it is well documented that they critically influence how two humans interact with each other. Here, we assess the influence of two factors, namely extroversion and negative attitude toward robots, on speech and gaze during a cooperative task, where a human must physically manipulate a robot to assemble an object. We evaluate if the scores of extroversion and negative attitude towards robots co-variate with the duration and frequency of gaze and speech cues. The experiments were carried out with the humanoid robot iCub and N=56 adult participants. We found that the more people are extrovert, the more and longer they tend to talk with the robot; and the more people have a negative attitude towards robots, the less they will look at the robot face and the more they will look at the robot hands where the assembly and the contacts occur. Our results confirm and provide evidence that the engagement models classically used in human-robot interaction should take into account attitudes and personality traits.

cs.RO↗