behavior generation
Mitigation of gender bias in automatic facial non-verbal behaviors generation
Delbosc, Alice, Ochs, Magalie, Sabouret, Nicolas, Ravenet, Brian, Ayache, Stephane
Research on non-verbal behavior generation for social interactive agents focuses mainly on the believability and synchronization of non-verbal cues with speech. However, existing models, predominantly based on deep learning architectures, often perpetuate biases inherent in the training data. This raises ethical concerns, depending on the intended application of these agents. This paper addresses these issues by first examining the influence of gender on facial non-verbal behaviors. We concentrate on gaze, head movements, and facial expressions. We introduce a classifier capable of discerning the gender of a speaker from their non-verbal cues. This classifier achieves high accuracy on both real behavior data, extracted using state-of-the-art tools, and synthetic data, generated from a model developed in previous work.Building upon this work, we present a new model, FairGenderGen, which integrates a gender discriminator and a gradient reversal layer into our previous behavior generation model. This new model generates facial non-verbal behaviors from speech features, mitigating gender sensitivity in the generated behaviors. Our experiments demonstrate that the classifier, developed in the initial phase, is no longer effective in distinguishing the gender of the speaker from the generated non-verbal behaviors.
Model Predictive Parkour Control of a Monoped Hopper in Dynamically Changing Environments
Albracht, Maximilian, Kumar, Shivesh, Vyas, Shubham, Kirchner, Frank
A great advantage of legged robots is their ability to operate on particularly difficult and obstructed terrain, which demands dynamic, robust, and precise movements. The study of obstacle courses provides invaluable insights into the challenges legged robots face, offering a controlled environment to assess and enhance their capabilities. Traversing it with a one-legged hopper introduces intricate challenges, such as planning over contacts and dealing with flight phases, which necessitates a sophisticated controller. A novel model predictive parkour controller is introduced, that finds an optimal path through a real-time changing obstacle course with mixed integer motion planning. The execution of this optimized path is then achieved through a state machine employing a PD control scheme with feedforward torques, ensuring robust and accurate performance.
Behavior Generation with Latent Actions
Lee, Seungjae, Wang, Yibin, Etukuru, Haritheja, Kim, H. Jin, Shafiullah, Nur Muhammad Mahi, Pinto, Lerrel
Generative modeling of complex behaviors from labeled datasets has been a longstanding problem in decision making. Unlike language or image generation, decision making requires modeling actions - continuous-valued vectors that are multimodal in their distribution, potentially drawn from uncurated sources, where generation errors can compound in sequential prediction. A recent class of models called Behavior Transformers (BeT) addresses this by discretizing actions using k-means clustering to capture different modes. However, k-means struggles to scale for high-dimensional action spaces or long sequences, and lacks gradient information, and thus BeT suffers in modeling long-range actions. In this work, we present Vector-Quantized Behavior Transformer (VQ-BeT), a versatile model for behavior generation that handles multimodal action prediction, conditional generation, and partial observations. VQ-BeT augments BeT by tokenizing continuous actions with a hierarchical vector quantization module. Across seven environments including simulated manipulation, autonomous driving, and robotics, VQ-BeT improves on state-of-the-art models such as BeT and Diffusion Policies. Importantly, we demonstrate VQ-BeT's improved ability to capture behavior modes while accelerating inference speed 5x over Diffusion Policies. Videos and code can be found https://sjlee.cc/vq-bet
Emotion-Oriented Behavior Model Using Deep Learning
Raza, Muhammad Arslan, Farooq, Muhammad Shoaib, Khelifi, Adel, Alvi, Atif
Emotions, as a fundamental ingredient of any social interaction, lead to behaviors that represent the effectiveness of the interaction through facial expressions and gestures in humans. Hence an agent must possess the social and cognitive abilities to understand human social parameters and behave accordingly. However, no such emotion-oriented behavior model is presented yet in the existing research. The emotion prediction may generate appropriate agents' behaviors for effective interaction using conversation modality. Considering the importance of emotions, and behaviors, for an agent's social interaction, an Emotion-based Behavior model is presented in this paper for Socio-cognitive artificial agents. The proposed model is implemented using tweets data trained on multiple models like Long Short-Term Memory (LSTM), Convolution Neural Network (CNN) and Bidirectional Encoder Representations from Transformers (BERT) for emotion prediction with an average accuracy of 92%, and 55% respectively. Further, using emotion predictions from CNN-LSTM, the behavior module responds using facial expressions and gestures using Behavioral Markup Language (BML). The accuracy of emotion-based behavior predictions is statistically validated using the 2-tailed Pearson correlation on the data collected from human users through questionnaires. Analysis shows that all emotion-based behaviors accurately depict human-like gestures and facial expressions based on the significant correlation at the 0.01 and 0.05 levels. This study is a steppingstone to a multi-faceted artificial agent interaction based on emotion-oriented behaviors. Cognition has significance regarding social interaction among humans.
Goal-Conditioned Imitation Learning using Score-based Diffusion Policies
Reuss, Moritz, Li, Maximilian, Jia, Xiaogang, Lioutikov, Rudolf
We propose a new policy representation based on score-based diffusion models (SDMs). We apply our new policy representation in the domain of Goal-Conditioned Imitation Learning (GCIL) to learn general-purpose goal-specified policies from large uncurated datasets without rewards. Our new goal-conditioned policy architecture "$\textbf{BE}$havior generation with $\textbf{S}$c$\textbf{O}$re-based Diffusion Policies" (BESO) leverages a generative, score-based diffusion model as its policy. BESO decouples the learning of the score model from the inference sampling process, and, hence allows for fast sampling strategies to generate goal-specified behavior in just 3 denoising steps, compared to 30+ steps of other diffusion based policies. Furthermore, BESO is highly expressive and can effectively capture multi-modality present in the solution space of the play data. Unlike previous methods such as Latent Plans or C-Bet, BESO does not rely on complex hierarchical policies or additional clustering for effective goal-conditioned behavior learning. Finally, we show how BESO can even be used to learn a goal-independent policy from play-data using classifier-free guidance. To the best of our knowledge this is the first work that a) represents a behavior policy based on such a decoupled SDM b) learns an SDM based policy in the domain of GCIL and c) provides a way to simultaneously learn a goal-dependent and a goal-independent policy from play-data. We evaluate BESO through detailed simulation and show that it consistently outperforms several state-of-the-art goal-conditioned imitation learning methods on challenging benchmarks. We additionally provide extensive ablation studies and experiments to demonstrate the effectiveness of our method for goal-conditioned behavior generation. Demonstrations and Code are available at https://intuitive-robots.github.io/beso-website/
Editing Driver Character: Socially-Controllable Behavior Generation for Interactive Traffic Simulation
Chang, Wei-Jer, Tang, Chen, Li, Chenran, Hu, Yeping, Tomizuka, Masayoshi, Zhan, Wei
Traffic simulation plays a crucial role in evaluating and improving autonomous driving planning systems. After being deployed on public roads, autonomous vehicles need to interact with human road participants with different social preferences (e.g., selfish or courteous human drivers). To ensure that autonomous vehicles take safe and efficient maneuvers in different interactive traffic scenarios, we should be able to evaluate autonomous vehicles against reactive agents with different social characteristics in the simulation environment. We propose a socially-controllable behavior generation (SCBG) model for this purpose, which allows the users to specify the level of courtesy of the generated trajectory while ensuring realistic and human-like trajectory generation through learning from real-world driving data. Specifically, we define a novel and differentiable measure to quantify the level of courtesy of driving behavior, leveraging marginal and conditional behavior prediction models trained from real-world driving data. The proposed courtesy measure allows us to auto-label the courtesy levels of trajectories from real-world driving data and conveniently train an SCBG model generating trajectories based on the input courtesy values. We examined the SCBG model on the Waymo Open Motion Dataset (WOMD) and showed that we were able to control the SCBG model to generate realistic driving behaviors with desired courtesy levels. Interestingly, we found that the SCBG model was able to identify different motion patterns of courteous behaviors according to the scenarios.
Nonverbal Social Behavior Generation for Social Robots Using End-to-End Learning
Ko, Woo-Ri, Jang, Minsu, Lee, Jaeyeon, Kim, Jaehong
To provide effective and enjoyable human-robot interaction, it is important for social robots to exhibit nonverbal behaviors, such as a handshake or a hug. However, the traditional approach of reproducing pre-coded motions allows users to easily predict the reaction of the robot, giving the impression that the robot is a machine rather than a real agent. Therefore, we propose a neural network architecture based on the Seq2Seq model that learns social behaviors from human-human interactions in an end-to-end manner. We adopted a generative adversarial network to prevent invalid pose sequences from occurring when generating long-term behavior. To verify the proposed method, experiments were performed using the humanoid robot Pepper in a simulated environment. Because it is difficult to determine success or failure in social behavior generation, we propose new metrics to calculate the difference between the generated behavior and the ground-truth behavior. We used these metrics to show how different network architectural choices affect the performance of behavior generation, and we compared the performance of learning multiple behaviors and that of learning a single behavior. We expect that our proposed method can be used not only with home service robots, but also for guide robots, delivery robots, educational robots, and virtual robots, enabling the users to enjoy and effectively interact with the robots.