SearcharxivSearch

arXiv subjects

Tomasz Bednarz

Publications and source records attributed to Tomasz Bednarz.

8 recordsLinked to original sources

Refine-POI: Reinforcement Fine-Tuned Large Language Models for Next Point-of-Interest Recommendation

Advancing large language models (LLMs) for the next point-of-interest (POI) recommendation task faces two fundamental challenges: (i) although existing methods produce semantic IDs that incorporate semantic information, their topology-blind indexing fails to preserve semantic continuity, meaning that proximity in ID values does not mirror the coherence of the underlying semantics; and (ii) supervised fine-tuning (SFT)-based methods restrict model outputs to top-1 predictions. These approaches suffer from "answer fixation" and neglect the need for top-k ranked lists and reasoning due to the scarcity of supervision. We propose Refine-POI, a framework that addresses these challenges through topology-aware ID generation and reinforcement fine-tuning. First, we introduce a hierarchical self-organizing map (SOM) quantization strategy to generate semantic IDs, ensuring that coordinate proximity in the codebook reflects semantic similarity in the latent space. Second, we employ a policy-gradient framework to optimize the generation of top-k recommendation lists, liberating the model from strict label matching. Extensive experiments on three real-world datasets demonstrate that Refine-POI significantly outperforms state-of-the-art baselines, effectively synthesizing the reasoning capabilities of LLMs with the representational fidelity required for accurate and explainable next-POI recommendation.

cs.IR

NVIDIA Isaac Sim: Enabling Scalable, GPU-Accelerated Simulation for Robotics

Simulation has become a core infrastructure for robotics research. Unlike previous simulators, NVIDIA Isaac Sim leverages GPU acceleration to enable large-scale parallel training and physics-accurate modeling. Its synthetic data generation pipeline alleviates the scarcity of high-quality training data, supporting data-driven robot learning and large-scale simulation-centric experimentation. However, existing surveys often treat it as one simulator among many, without a systematic analysis of its architectural characteristics, usage patterns, and limitations. This survey reviews Isaac Sim from system and application perspectives, outlining its architecture and comparing it with widely used simulators. We analyze representative studies across five major domains and summarize common usage patterns, particularly in data generation and high-fidelity simulation. We also outline key future directions and challenges, including physics open-world learning, simulation-centric training and practical usability constraints.

cs.RO

AdaVLN: Towards Visual Language Navigation in Continuous Indoor Environments with Moving Humans

Visual Language Navigation is a task that challenges robots to navigate in realistic environments based on natural language instructions. While previous research has largely focused on static settings, real-world navigation must often contend with dynamic human obstacles. Hence, we propose an extension to the task, termed Adaptive Visual Language Navigation (AdaVLN), which seeks to narrow this gap. AdaVLN requires robots to navigate complex 3D indoor environments populated with dynamically moving human obstacles, adding a layer of complexity to navigation tasks that mimic the real-world. To support exploration of this task, we also present AdaVLN simulator and AdaR2R datasets. The AdaVLN simulator enables easy inclusion of fully animated human models directly into common datasets like Matterport3D. We also introduce a "freeze-time" mechanism for both the navigation task and simulator, which pauses world state updates during agent inference, enabling fair comparisons and experimental reproducibility across different hardware. We evaluate several baseline models on this task, analyze the unique challenges introduced by AdaVLN, and demonstrate its potential to bridge the sim-to-real gap in VLN research.

cs.CV

Mobility as a Resource (MaaR) for resilient human-centric automation: a vision paper

With technological advances, mobility has been moving from a product (i.e., traditional modes and vehicles), to a service (i.e., Mobility as a Service, MaaS). However, as observed in other fields (e.g. cloud computing resource management) we argue that mobility will evolve from a service to a resource (i.e., Mobility as a Resource, MaaR). Further, due to increasing scarcity of shared mobility spaces across traditional and emerging modes, the transition must be viewed within the critical need for ethical and equitable solutions for the traveling public (i.e., research is needed to avoid hyper-market driven outcomes for society). The evolution of mobility into a resource requires novel conceptual frameworks, technologies, processes and perspectives of analysis. A key component of the future MaaR system is the technological capacity to observe, allocate and manage (in real-time) the smallest envisionable units of mobility (i.e., atomic units of mobility capacity) while providing prioritized attention to human movement and ethical metrics related to access, consumption and impact. To facilitate research into the envisioned future system, this paper proposes initial frameworks which synthesize and advance methodologies relating to highly dynamic capacity reservation systems. Future research requires synthesis across transport network management, demand behavior, mixed-mode usage, and equitable mobility.

eess.SY

Optimizing the optimizer for data driven deep neural networks and physics informed neural networks

We investigate the role of the optimizer in determining the quality of the model fit for neural networks with a small to medium number of parameters. We study the performance of Adam, an algorithm for first-order gradient-based optimization that uses adaptive momentum, the Levenberg and Marquardt (LM) algorithm a second order method, Broyden,Fletcher,Goldfarb and Shanno algorithm (BFGS) a second order method and LBFGS, a low memory version of BFGS. Using these optimizers we fit the function y = sinc(10x) using a neural network with a few parameters. This function has a variable amplitude and a constant frequency. We observe that the higher amplitude components of the function are fitted first and the Adam, BFGS and LBFGS struggle to fit the lower amplitude components of the function. We also solve the Burgers equation using a physics informed neural network(PINN) with the BFGS and LM optimizers. For our example problems with a small to medium number of weights, we find that the LM algorithm is able to rapidly converge to machine precision offering significant benefits over other optimizers. We further investigated the Adam optimizer with a range of models and found that Adam optimiser requires much deeper models with large numbers of hidden units containing up to 26x more parameters, in order to achieve a model fit close that achieved by the LM optimizer. The LM optimizer results illustrate that it may be possible build models with far fewer parameters. We have implemented all our methods in Keras and TensorFlow 2.

cs.LG

Human-Robot Creative Interactions (HRCI): Exploring Creativity in Artificial Agents Using a Story-Telling Game

Creativity in social robots requires further attention in the interdisciplinary field of Human-Robot Interaction (HRI). This paper investigates the hypothesised connection between the perceived creative agency and the animacy of social robots. The goal of this work is to assess the relevance of robot movements in the attribution of creativity to robots. The results of this work inform the design of future Human-Robot Creative Interactions (HRCI). The study uses a storytelling game based on visual imagery inspired by the game 'Story Cubes' to explore the perceived creative agency of social robots. This game is used to tell a classic story for children with an alternative ending. A 2x2 experiment was designed to compare two conditions: the robot telling the original version of the story and the robot plot-twisting the end of the story. A Robotis Mini humanoid robot was used for the experiment. As a novel contribution, we propose an adaptation of the Short Scale Creative Self scale (SSCS) to measure perceived creative agency in robots. We also use the Godspeed scale to explore different attributes of social robots in this setting. We did not obtain significant main effects of the robot movements or the story in the participants' scores. However, we identified significant main effects of the robot movements in features of animacy, likeability, and perceived safety. This initial work encourages further studies experimenting with different robot embodiment and movements to evaluate the perceived creative agency in robots and inform the design of future robots that participate in creative interactions.

cs.RO

Virtual Reality for Emotion Elicitation -- A Review

Emotions are multifaceted phenomena that affect our behaviour, perception, and cognition. Increasing evidence indicates that induction mechanisms play a crucial role in triggering emotions by simulating the sensations required for an experimental design. Over the years, many reviews have evaluated a passive elicitation mechanism where the user is an observer, ignoring the importance of self-relevance in emotional experience. So, in response to the gap in the literature, this study intends to explore the possibility of using Virtual Reality (VR) as an active mechanism for emotion induction. Furthermore, for the success and quality of research settings, VR must select the appropriate material to effectively evoke emotions. Therefore, in the present review, we evaluated to what extent VR visual and audio-visual stimuli, games, and tasks, and 360-degree panoramas and videos can elicit emotions based on the current literature. Further, we present public datasets generated by VR and emotion-sensing interfaces that can be used in VR based research. The conclusions of this survey reveal that VR has a great potential to evoke emotions effectively and naturally by generating motivational and empathy mechanisms which makes it an ecologically valid paradigm to study emotions.

cs.HC

Monitoring through many eyes: Integrating disparate datasets to improve monitoring of the Great Barrier Reef

Numerous organisations collect data in the Great Barrier Reef (GBR), but they are rarely analysed together due to different program objectives, methods, and data quality. We developed a weighted spatiotemporal Bayesian model and used it to integrate image based hard coral data collected by professional and citizen scientists, who captured and or classified underwater images. We used the model to predict coral cover across the GBR with estimates of uncertainty; thus filling gaps in space and time where no data exist. Additional data increased the models predictive ability by 43 percent, but did not affect model inferences about pressures (e.g. bleaching and cyclone damage). Thus, effective integration of professional and high-volume citizen data could enhance the capacity and cost efficiency of monitoring programs. This general approach is equally viable for other variables collected in the marine environment or other ecosystems; opening up new opportunities to integrate data and provide pathways for community engagement and stewardship.

stat.AP