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Nikhil Krishnaswamy

Publications and source records attributed to Nikhil Krishnaswamy.

47 records · Page 3Linked to original sources

Neurosymbolic AI for Situated Language Understanding

In recent years, data-intensive AI, particularly the domain of natural language processing and understanding, has seen significant progress driven by the advent of large datasets and deep neural networks that have sidelined more classic AI approaches to the field. These systems can apparently demonstrate sophisticated linguistic understanding or generation capabilities, but often fail to transfer their skills to situations they have not encountered before. We argue that computational situated grounding provides a solution to some of these learning challenges by creating situational representations that both serve as a formal model of the salient phenomena, and contain rich amounts of exploitable, task-appropriate data for training new, flexible computational models. Our model reincorporates some ideas of classic AI into a framework of neurosymbolic intelligence, using multimodal contextual modeling of interactive situations, events, and object properties. We discuss how situated grounding provides diverse data and multiple levels of modeling for a variety of AI learning challenges, including learning how to interact with object affordances, learning semantics for novel structures and configurations, and transferring such learned knowledge to new objects and situations.

cs.AI↗

Situated Multimodal Control of a Mobile Robot: Navigation through a Virtual Environment

We present a new interface for controlling a navigation robot in novel environments using coordinated gesture and language. We use a TurtleBot3 robot with a LIDAR and a camera, an embodied simulation of what the robot has encountered while exploring, and a cross-platform bridge facilitating generic communication. A human partner can deliver instructions to the robot using spoken English and gestures relative to the simulated environment, to guide the robot through navigation tasks.

cs.RO↗

A Formal Analysis of Multimodal Referring Strategies Under Common Ground

In this paper, we present an analysis of computationally generated mixed-modality definite referring expressions using combinations of gesture and linguistic descriptions. In doing so, we expose some striking formal semantic properties of the interactions between gesture and language, conditioned on the introduction of content into the common ground between the (computational) speaker and (human) viewer, and demonstrate how these formal features can contribute to training better models to predict viewer judgment of referring expressions, and potentially to the generation of more natural and informative referring expressions.

cs.CL↗

Multimodal Continuation-style Architectures for Human-Robot Interaction

We present an architecture for integrating real-time, multimodal input into a computational agent's contextual model. Using a human-avatar interaction in a virtual world, we treat aligned gesture and speech as an ensemble where content may be communicated by either modality. With a modified nondeterministic pushdown automaton architecture, the computer system: (1) consumes input incrementally using continuation-passing style until it achieves sufficient understanding the user's aim; (2) constructs and asks questions where necessary using established contextual information; and (3) maintains track of prior discourse items using multimodal cues. This type of architecture supports special cases of pushdown and finite state automata as well as integrating outputs from machine learning models. We present examples of this architecture's use in multimodal one-shot learning interactions of novel gestures and live action composition.

cs.HC↗

Situational Grounding within Multimodal Simulations

In this paper, we argue that simulation platforms enable a novel type of embodied spatial reasoning, one facilitated by a formal model of object and event semantics that renders the continuous quantitative search space of an open-world, real-time environment tractable. We provide examples for how a semantically-informed AI system can exploit the precise, numerical information provided by a game engine to perform qualitative reasoning about objects and events, facilitate learning novel concepts from data, and communicate with a human to improve its models and demonstrate its understanding. We argue that simulation environments, and game engines in particular, bring together many different notions of "simulation" and many different technologies to provide a highly-effective platform for developing both AI systems and tools to experiment in both machine and human intelligence.

cs.AI↗

Combining Deep Learning and Qualitative Spatial Reasoning to Learn Complex Structures from Sparse Examples with Noise

Many modern machine learning approaches require vast amounts of training data to learn new concepts; conversely, human learning often requires few examples--sometimes only one--from which the learner can abstract structural concepts. We present a novel approach to introducing new spatial structures to an AI agent, combining deep learning over qualitative spatial relations with various heuristic search algorithms. The agent extracts spatial relations from a sparse set of noisy examples of block-based structures, and trains convolutional and sequential models of those relation sets. To create novel examples of similar structures, the agent begins placing blocks on a virtual table, uses a CNN to predict the most similar complete example structure after each placement, an LSTM to predict the most likely set of remaining moves needed to complete it, and recommends one using heuristic search. We verify that the agent learned the concept by observing its virtual block-building activities, wherein it ranks each potential subsequent action toward building its learned concept. We empirically assess this approach with human participants' ratings of the block structures. Initial results and qualitative evaluations of structures generated by the trained agent show where it has generalized concepts from the training data, which heuristics perform best within the search space, and how we might improve learning and execution.

cs.AI↗

Multimodal Interactive Learning of Primitive Actions

We describe an ongoing project in learning to perform primitive actions from demonstrations using an interactive interface. In our previous work, we have used demonstrations captured from humans performing actions as training samples for a neural network-based trajectory model of actions to be performed by a computational agent in novel setups. We found that our original framework had some limitations that we hope to overcome by incorporating communication between the human and the computational agent, using the interaction between them to fine-tune the model learned by the machine. We propose a framework that uses multimodal human-computer interaction to teach action concepts to machines, making use of both live demonstration and communication through natural language, as two distinct teaching modalities, while requiring few training samples.

cs.RO↗

Generating Simulations of Motion Events from Verbal Descriptions

In this paper, we describe a computational model for motion events in natural language that maps from linguistic expressions, through a dynamic event interpretation, into three-dimensional temporal simulations in a model. Starting with the model from (Pustejovsky and Moszkowicz, 2011), we analyze motion events using temporally-traced Labelled Transition Systems. We model the distinction between path- and manner-motion in an operational semantics, and further distinguish different types of manner-of-motion verbs in terms of the mereo-topological relations that hold throughout the process of movement. From these representations, we generate minimal models, which are realized as three-dimensional simulations in software developed with the game engine, Unity. The generated simulations act as a conceptual "debugger" for the semantics of different motion verbs: that is, by testing for consistency and informativeness in the model, simulations expose the presuppositions associated with linguistic expressions and their compositions. Because the model generation component is still incomplete, this paper focuses on an implementation which maps directly from linguistic interpretations into the Unity code snippets that create the simulations.

cs.CL↗

ECAT: Event Capture Annotation Tool

This paper introduces the Event Capture Annotation Tool (ECAT), a user-friendly, open-source interface tool for annotating events and their participants in video, capable of extracting the 3D positions and orientations of objects in video captured by Microsoft's Kinect(R) hardware. The modeling language VoxML (Pustejovsky and Krishnaswamy, 2016) underlies ECAT's object, program, and attribute representations, although ECAT uses its own spec for explicit labeling of motion instances. The demonstration will show the tool's workflow and the options available for capturing event-participant relations and browsing visual data. Mapping ECAT's output to VoxML will also be addressed.

cs.CL↗

VoxML: A Visualization Modeling Language

We present the specification for a modeling language, VoxML, which encodes semantic knowledge of real-world objects represented as three-dimensional models, and of events and attributes related to and enacted over these objects. VoxML is intended to overcome the limitations of existing 3D visual markup languages by allowing for the encoding of a broad range of semantic knowledge that can be exploited by a variety of systems and platforms, leading to multimodal simulations of real-world scenarios using conceptual objects that represent their semantic values.

cs.CL↗

Multimodal Semantic Simulations of Linguistically Underspecified Motion Events

In this paper, we describe a system for generating three-dimensional visual simulations of natural language motion expressions. We use a rich formal model of events and their participants to generate simulations that satisfy the minimal constraints entailed by the associated utterance, relying on semantic knowledge of physical objects and motion events. This paper outlines technical considerations and discusses implementing the aforementioned semantic models into such a system.

cs.CL↗