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Pablo Barros

Publications and source records attributed to Pablo Barros.

At least 37 records · Page 2Linked to original sources

Incorporating Rivalry in Reinforcement Learning for a Competitive Game

Recent advances in reinforcement learning with social agents have allowed us to achieve human-level performance on some interaction tasks. However, most interactive scenarios do not have as end-goal performance alone; instead, the social impact of these agents when interacting with humans is as important and, in most cases, never explored properly. This preregistration study focuses on providing a novel learning mechanism based on a rivalry social impact. Our scenario explored different reinforcement learning-based agents playing a competitive card game against human players. Based on the concept of competitive rivalry, our analysis aims to investigate if we can change the assessment of these agents from a human perspective.

cs.AI↗

The FaceChannelS: Strike of the Sequences for the AffWild 2 Challenge

Predicting affective information from human faces became a popular task for most of the machine learning community in the past years. The development of immense and dense deep neural networks was backed by the availability of numerous labeled datasets. These models, most of the time, present state-of-the-art results in such benchmarks, but are very difficult to adapt to other scenarios. In this paper, we present one more chapter of benchmarking different versions of the FaceChannel neural network: we demonstrate how our little model can predict affective information from the facial expression on the novel AffWild2 dataset.

cs.CV↗

The FaceChannel: A Fast & Furious Deep Neural Network for Facial Expression Recognition

Current state-of-the-art models for automatic Facial Expression Recognition (FER) are based on very deep neural networks that are effective but rather expensive to train. Given the dynamic conditions of FER, this characteristic hinders such models of been used as a general affect recognition. In this paper, we address this problem by formalizing the FaceChannel, a light-weight neural network that has much fewer parameters than common deep neural networks. We introduce an inhibitory layer that helps to shape the learning of facial features in the last layer of the network and thus improving performance while reducing the number of trainable parameters. To evaluate our model, we perform a series of experiments on different benchmark datasets and demonstrate how the FaceChannel achieves a comparable, if not better, performance to the current state-of-the-art in FER. Our experiments include cross-dataset analysis, to estimate how our model behaves on different affective recognition conditions. We conclude our paper with an analysis of how FaceChannel learns and adapt the learned facial features towards the different datasets.

cs.CV↗

Analysis of Social Robotic Navigation approaches: CNN Encoder and Incremental Learning as an alternative to Deep Reinforcement Learning

Dealing with social tasks in robotic scenarios is difficult, as having humans in the learning loop is incompatible with most of the state-of-the-art machine learning algorithms. This is the case when exploring Incremental learning models, in particular the ones involving reinforcement learning. In this work, we discuss this problem and possible solutions by analysing a previous study on adaptive convolutional encoders for a social navigation task.

cs.AI↗

Performance Improvement of Path Planning algorithms with Deep Learning Encoder Model

Currently, path planning algorithms are used in many daily tasks. They are relevant to find the best route in traffic and make autonomous robots able to navigate. The use of path planning presents some issues in large and dynamic environments. Large environments make these algorithms spend much time finding the shortest path. On the other hand, dynamic environments request a new execution of the algorithm each time a change occurs in the environment, and it increases the execution time. The dimensionality reduction appears as a solution to this problem, which in this context means removing useless paths present in those environments. Most of the algorithms that reduce dimensionality are limited to the linear correlation of the input data. Recently, a Convolutional Neural Network (CNN) Encoder was used to overcome this situation since it can use both linear and non-linear information to data reduction. This paper analyzes in-depth the performance to eliminate the useless paths using this CNN Encoder model. To measure the mentioned model efficiency, we combined it with different path planning algorithms. Next, the final algorithms (combined and not combined) are checked in a database that is composed of five scenarios. Each scenario contains fixed and dynamic obstacles. Their proposed model, the CNN Encoder, associated to other existent path planning algorithms in the literature, was able to obtain a time decrease to find the shortest path in comparison to all path planning algorithms analyzed. the average decreased time was 54.43 %.

cs.CV↗

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↗

Facial Expression Editing with Continuous Emotion Labels

Recently deep generative models have achieved impressive results in the field of automated facial expression editing. However, the approaches presented so far presume a discrete representation of human emotions and are therefore limited in the modelling of non-discrete emotional expressions. To overcome this limitation, we explore how continuous emotion representations can be used to control automated expression editing. We propose a deep generative model that can be used to manipulate facial expressions in facial images according to continuous two-dimensional emotion labels. One dimension represents an emotion's valence, the other represents its degree of arousal. We demonstrate the functionality of our model with a quantitative analysis using classifier networks as well as with a qualitative analysis.

cs.CV↗

A Personalized Affective Memory Neural Model for Improving Emotion Recognition

Recent models of emotion recognition strongly rely on supervised deep learning solutions for the distinction of general emotion expressions. However, they are not reliable when recognizing online and personalized facial expressions, e.g., for person-specific affective understanding. In this paper, we present a neural model based on a conditional adversarial autoencoder to learn how to represent and edit general emotion expressions. We then propose Grow-When-Required networks as personalized affective memories to learn individualized aspects of emotion expressions. Our model achieves state-of-the-art performance on emotion recognition when evaluated on \textit{in-the-wild} datasets. Furthermore, our experiments include ablation studies and neural visualizations in order to explain the behavior of our model.

cs.CV↗

The FaceChannel: A Light-weight Deep Neural Network for Facial Expression Recognition

Current state-of-the-art models for automatic FER are based on very deep neural networks that are difficult to train. This makes it challenging to adapt these models to changing conditions, a requirement from FER models given the subjective nature of affect perception and understanding. In this paper, we address this problem by formalizing the FaceChannel, a light-weight neural network that has much fewer parameters than common deep neural networks. We perform a series of experiments on different benchmark datasets to demonstrate how the FaceChannel achieves a comparable, if not better, performance, as compared to the current state-of-the-art in FER.

cs.CV↗

CNN Encoder to Reduce the Dimensionality of Data Image for Motion Planning

Many real-world applications need path planning algorithms to solve tasks in different areas, such as social applications, autonomous cars, and tracking activities. And most importantly motion planning. Although the use of path planning is sufficient in most motion planning scenarios, they represent potential bottlenecks in large environments with dynamic changes. To tackle this problem, the number of possible routes could be reduced to make it easier for path planning algorithms to find the shortest path with less efforts. An traditional algorithm for path planning is the A*, it uses an heuristic to work faster than other solutions. In this work, we propose a CNN encoder capable of eliminating useless routes for motion planning problems, then we combine the proposed neural network output with A*. To measure the efficiency of our solution, we propose a database with different scenarios of motion planning problems. The evaluated metric is the number of the iterations to find the shortest path. The A* was compared with the CNN Encoder (proposal) with A*. In all evaluated scenarios, our solution reduced the number of iterations by more than 60\%.

cs.AI↗

Learning from Learners: Adapting Reinforcement Learning Agents to be Competitive in a Card Game

Learning how to adapt to complex and dynamic environments is one of the most important factors that contribute to our intelligence. Endowing artificial agents with this ability is not a simple task, particularly in competitive scenarios. In this paper, we present a broad study on how popular reinforcement learning algorithms can be adapted and implemented to learn and to play a real-world implementation of a competitive multiplayer card game. We propose specific training and validation routines for the learning agents, in order to evaluate how the agents learn to be competitive and explain how they adapt to each others' playing style. Finally, we pinpoint how the behavior of each agent derives from their learning style and create a baseline for future research on this scenario.

cs.AI↗

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↗

The Chef's Hat Simulation Environment for Reinforcement-Learning-Based Agents

To achieve social interactions within Human-Robot Interaction (HRI) environments is a very challenging task. Most of the current research focuses on Wizard-of-Oz approaches, which neglect the recent development of intelligent robots. On the other hand, real-world scenarios usually do not provide the necessary control and reproducibility which are needed for learning algorithms. In this paper, we propose a virtual simulation environment that implements the Chef's Hat card game, designed to be used in HRI scenarios, to provide a controllable and reproducible scenario for reinforcement-learning algorithms.

cs.AI↗

It's Food Fight! Introducing the Chef's Hat Card Game for Affective-Aware HRI

Emotional expressions and their changes during an interaction affect heavily how we perceive and behave towards other persons. To design an HRI scenario that makes possible to observe, understand, and model affective interactions and generate the appropriate responses or initiations of a robot is a very challenging task. In this paper, we report our efforts in designing such a scenario, and to propose a modeling strategy of affective interaction by artificial intelligence deployed in autonomous robots. Overall, we present a novel HRI game scenario that was designed to comply with the specific requirements that will allow us to develop the next wave of affective-aware social robots that provide adequate emotional responses.

cs.HC↗

What can computational models learn from human selective attention? A review from an audiovisual crossmodal perspective

Selective attention plays an essential role in information acquisition and utilization from the environment. In the past 50 years, research on selective attention has been a central topic in cognitive science. Compared with unimodal studies, crossmodal studies are more complex but necessary to solve real-world challenges in both human experiments and computational modeling. Although an increasing number of findings on crossmodal selective attention have shed light on humans' behavioral patterns and neural underpinnings, a much better understanding is still necessary to yield the same benefit for computational intelligent agents. This article reviews studies of selective attention in unimodal visual and auditory and crossmodal audiovisual setups from the multidisciplinary perspectives of psychology and cognitive neuroscience, and evaluates different ways to simulate analogous mechanisms in computational models and robotics. We discuss the gaps between these fields in this interdisciplinary review and provide insights about how to use psychological findings and theories in artificial intelligence from different perspectives.

cs.CV↗

The OMG-Empathy Dataset: Evaluating the Impact of Affective Behavior in Storytelling

Processing human affective behavior is important for developing intelligent agents that interact with humans in complex interaction scenarios. A large number of current approaches that address this problem focus on classifying emotion expressions by grouping them into known categories. Such strategies neglect, among other aspects, the impact of the affective responses from an individual on their interaction partner thus ignoring how people empathize towards each other. This is also reflected in the datasets used to train models for affective processing tasks. Most of the recent datasets, in particular, the ones which capture natural interactions ("in-the-wild" datasets), are designed, collected, and annotated based on the recognition of displayed affective reactions, ignoring how these displayed or expressed emotions are perceived. In this paper, we propose a novel dataset composed of dyadic interactions designed, collected and annotated with a focus on measuring the affective impact that eight different stories have on the listener. Each video of the dataset contains around 5 minutes of interaction where a speaker tells a story to a listener. After each interaction, the listener annotated, using a valence scale, how the story impacted their affective state, reflecting how they empathized with the speaker as well as the story. We also propose different evaluation protocols and a baseline that encourages participation in the advancement of the field of artificial empathy and emotion contagion.

cs.HC↗

Towards Learning How to Properly Play UNO with the iCub Robot

While interacting with another person, our reactions and behavior are much affected by the emotional changes within the temporal context of the interaction. Our intrinsic affective appraisal comprising perception, self-assessment, and the affective memories with similar social experiences will drive specific, and in most cases addressed as proper, reactions within the interaction. This paper proposes the roadmap for the development of multimodal research which aims to empower a robot with the capability to provide proper social responses in a Human-Robot Interaction (HRI) scenario.

cs.HC↗

Assessing the Contribution of Semantic Congruency to Multisensory Integration and Conflict Resolution

The efficient integration of multisensory observations is a key property of the brain that yields the robust interaction with the environment. However, artificial multisensory perception remains an open issue especially in situations of sensory uncertainty and conflicts. In this work, we extend previous studies on audio-visual (AV) conflict resolution in complex environments. In particular, we focus on quantitatively assessing the contribution of semantic congruency during an AV spatial localization task. In addition to conflicts in the spatial domain (i.e. spatially misaligned stimuli), we consider gender-specific conflicts with male and female avatars. Our results suggest that while semantically related stimuli affect the magnitude of the visual bias (perceptually shifting the location of the sound towards a semantically congruent visual cue), humans still strongly rely on environmental statistics to solve AV conflicts. Together with previously reported results, this work contributes to a better understanding of how multisensory integration and conflict resolution can be modelled in artificial agents and robots operating in real-world environments.

cs.AI↗