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Shahram Eivazi

Publications and source records attributed to Shahram Eivazi.

7 recordsLinked to original sources

Learning Reach-Avoid Task with Reinforcement Learning: Vectorized Simulation and Benchmark

Deep reinforcement learning (DRL) has a longstanding tradition in addressing the reach-avoid task problem, especially for controlling robotic arms. While this task serves as a baseline environment within the research community, the ability of DRL to effectively learn the each-avoid task in complex and realistic scenarios beyond simplified and restricted tabletop settings remains uncertain. In this paper, we present, for the first time, a comprehensive benchmark for the reachavoid task that accurately captures real-world complexities without simplifications. We demonstrate a diverse range of settings for robotic arm reach-avoid task, which can be used for evaluating DRL research. We achieved this by utilizing the MuJoCo MJX physics engine and parallelizing both the simulation environment and DRL algorithms using the Brax library. We achieved state-of-the-art results with success rates of 96.1% (UR5e) and 98.8% (Franka Emika Robot) for the reach task and 86.8% (UR5e) and 95.2% (Franka) for the static reachavoid task. Our results indicate that while in previous works DRL agents could solve, for example, a reach task in a simplified setting perfectly, their agents performance collapses when evaluated in realistic scenarios. Overall, this work identifies that additional research is still required to claim the successful resolution of the robotic arm reach-avoid task using DRL. The environment and benchmarking code is available as open source at the following link

cs.RO↗

Simultaneous Training of First- and Second-Order Optimizers in Population-Based Reinforcement Learning

The tuning of hyperparameters in reinforcement learning (RL) is critical, as these parameters significantly impact an agent's performance and learning efficiency. Dynamic adjustment of hyperparameters during the training process can significantly enhance both the performance and stability of learning. Population-based training (PBT) provides a method to achieve this by continuously tuning hyperparameters throughout the training. This ongoing adjustment enables models to adapt to different learning stages, resulting in faster convergence and overall improved performance. In this paper, we propose an enhancement to PBT by simultaneously utilizing both first- and second-order optimizers within a single population. We conducted a series of experiments using the TD3 algorithm across various MuJoCo environments. Our results, for the first time, empirically demonstrate the potential of incorporating second-order optimizers within PBT-based RL. Specifically, the combination of the K-FAC optimizer with Adam led to up to a 10% improvement in overall performance compared to PBT using only Adam. Additionally, in environments where Adam occasionally fails, such as the Swimmer environment, the mixed population with K-FAC exhibited more reliable learning outcomes, offering a significant advantage in training stability without a substantial increase in computational time.

cs.LG↗

The Gaze and Mouse Signal as additional Source for User Fingerprints in Browser Applications

In this work, we inspect different data sources for browser fingerprints. We show which disadvantages and limitations browser statistics have and how this can be avoided with other data sources. Since human visual behavior is a rich source of information and also contains person specific information, it is a valuable source for browser fingerprints. However, human gaze acquisition in the browser also has disadvantages, such as inaccuracies via webcam and the restriction that the user must first allow access to the camera. However, it is also known that the mouse movements and the human gaze correlate and therefore, the mouse movements can be used instead of the gaze signal. In our evaluation, we show the influence of all possible combinations of the three information sources for user recognition and describe our simple approach in detail. Link: https://es-cloud.cs.uni-tuebingen.de/d/8e2ab8c3fdd444e1a135/?p=%2FThe%20Gaze%20and%20Mouse%20Signal%20as%20additional%20Source%20...&mode=list

cs.CV↗

Pistol: Pupil Invisible Supportive Tool to extract Pupil, Iris, Eye Opening, Eye Movements, Pupil and Iris Gaze Vector, and 2D as well as 3D Gaze

This paper describes a feature extraction and gaze estimation software, named \textit{Pistol} that can be used with Pupil Invisible projects and other eye trackers in the future. In offline mode, our software extracts multiple features from the eye including, the pupil and iris ellipse, eye aperture, pupil vector, iris vector, eye movement types from pupil and iris velocities, marker detection, marker distance, 2D gaze estimation for the pupil center, iris center, pupil vector, and iris vector using Levenberg Marquart fitting and neural networks. The gaze signal is computed in 2D for each eye and each feature separately and for both eyes in 3D also for each feature separately. We hope this software helps other researchers to extract state-of-the-art features for their research out of their recordings. Link: https://es-cloud.cs.uni-tuebingen.de/d/8e2ab8c3fdd444e1a135/?p=%2FPISTOL&mode=list

cs.CV↗

GroupGazer: A Tool to Compute the Gaze per Participant in Groups with integrated Calibration to Map the Gaze Online to a Screen or Beamer Projection

In this paper we present GroupGaze. It is a tool that can be used to calculate the gaze direction and the gaze position of whole groups. GroupGazer calculates the gaze direction of every single person in the image and allows to map these gaze vectors to a projection like a projector. In addition to the person-specific gaze direction, the person affiliation of each gaze vector is stored based on the position in the image. Also, it is possible to save the group attention after a calibration. The software is free to use and requires a simple webcam as well as an NVIDIA GPU and the operating system Windows or Linux. Link: https://es-cloud.cs.uni-tuebingen.de/d/8e2ab8c3fdd444e1a135/?p=%2FGroupGazer&mode=list

cs.CV↗

Efficient LSTM Training with Eligibility Traces

Training recurrent neural networks is predominantly achieved via backpropagation through time (BPTT). However, this algorithm is not an optimal solution from both a biological and computational perspective. A more efficient and biologically plausible alternative for BPTT is e-prop. We investigate the applicability of e-prop to long short-term memorys (LSTMs), for both supervised and reinforcement learning (RL) tasks. We show that e-prop is a suitable optimization algorithm for LSTMs by comparing it to BPTT on two benchmarks for supervised learning. This proves that e-prop can achieve learning even for problems with long sequences of several hundred timesteps. We introduce extensions that improve the performance of e-prop, which can partially be applied to other network architectures. With the help of these extensions we show that, under certain conditions, e-prop can outperform BPTT for one of the two benchmarks for supervised learning. Finally, we deliver a proof of concept for the integration of e-prop to RL in the domain of deep recurrent Q-learning.

cs.LG↗

Eye Tracking Data Collection Protocol for VR for Remotely Located Subjects using Blockchain and Smart Contracts

Eye tracking data collection in the virtual reality context is typically carried out in laboratory settings, which usually limits the number of participants or consumes at least several months of research time. In addition, under laboratory settings, subjects may not behave naturally due to being recorded in an uncomfortable environment. In this work, we propose a proof-of-concept eye tracking data collection protocol and its implementation to collect eye tracking data from remotely located subjects, particularly for virtual reality using Ethereum blockchain and smart contracts. With the proposed protocol, data collectors can collect high quality eye tracking data from a large number of human subjects with heterogeneous socio-demographic characteristics. The quality and the amount of data can be helpful for various tasks in data-driven human-computer interaction and artificial intelligence.

cs.HC↗