There is an increasing consensus about the effectiveness of user-centred approaches in the explainable artificial intelligence (XAI) field. Indeed, the number and complexity of personalised and user-centred approaches to XAI have rapidly grown in recent years. Often, these works have a two-fold objective: (1) proposing novel XAI techniques able to consider the users and (2) assessing the \textit{goodness} of such techniques with respect to others. From these new works, it emerged that user-centred approaches to XAI positively affect the interaction between users and systems. However, so far, the goodness of XAI systems has been measured through indirect measures, such as performance. In this paper, we propose an assessment task to objectively and quantitatively measure the goodness of XAI systems in terms of their \textit{information power}, which we intended as the amount of information the system provides to the users during the interaction. Moreover, we plan to use our task to objectively compare two XAI techniques in a human-robot decision-making task to understand deeper whether user-centred approaches are more informative than classical ones.
Addressee Estimation is the ability to understand to whom a person is talking, a skill essential for social robots to interact smoothly with humans. In this sense, it is one of the problems that must be tackled to develop effective conversational agents in multi-party and unstructured scenarios. As humans, one of the channels that mainly lead us to such estimation is the non-verbal behavior of speakers: first of all, their gaze and body pose. Inspired by human perceptual skills, in the present work, a deep-learning model for Addressee Estimation relying on these two non-verbal features is designed, trained, and deployed on an iCub robot. The study presents the procedure of such implementation and the performance of the model deployed in real-time human-robot interaction compared to previous tests on the dataset used for the training.
In a competitive game scenario, a set of agents have to learn decisions that maximize their goals and minimize their adversaries' goals at the same time. Besides dealing with the increased dynamics of the scenarios due to the opponents' actions, they usually have to understand how to overcome the opponent's strategies. Most of the common solutions, usually based on continual learning or centralized multi-agent experiences, however, do not allow the development of personalized strategies to face individual opponents. In this paper, we propose a novel model composed of three neural layers that learn a representation of a competitive game, learn how to map the strategy of specific opponents, and how to disrupt them. The entire model is trained online, using a composed loss based on a contrastive optimization, to learn competitive and multiplayer games. We evaluate our model on a pokemon duel scenario and the four-player competitive Chef's Hat card game. Our experiments demonstrate that our model achieves better performance when playing against offline, online, and competitive-specific models, in particular when playing against the same opponent multiple times. We also present a discussion on the impact of our model, in particular on how well it deals with on specific strategy learning for each of the two scenarios.
Implicit communication plays such a crucial role during social exchanges that it must be considered for a good experience in human-robot interaction. This work addresses implicit communication associated with the detection of physical properties, transport, and manipulation of objects. We propose an ecological approach to infer object characteristics from subtle modulations of the natural kinematics occurring during human object manipulation. Similarly, we take inspiration from human strategies to shape robot movements to be communicative of the object properties while pursuing the action goals. In a realistic HRI scenario, participants handed over cups - filled with water or empty - to a robotic manipulator that sorted them. We implemented an online classifier to differentiate careful/not careful human movements, associated with the cups' content. We compared our proposed "expressive" controller, which modulates the movements according to the cup filling, against a neutral motion controller. Results show that human kinematics is adjusted during the task, as a function of the cup content, even in reach-to-grasp motion. Moreover, the carefulness during the handover of full cups can be reliably inferred online, well before action completion. Finally, although questionnaires did not reveal explicit preferences from participants, the expressive robot condition improved task efficiency.
Communicating shapes our social word. For a robot to be considered social and being consequently integrated in our social environment it is fundamental to understand some of the dynamics that rule human-human communication. In this work, we tackle the problem of Addressee Estimation, the ability to understand an utterance's addressee, by interpreting and exploiting non-verbal bodily cues from the speaker. We do so by implementing an hybrid deep learning model composed of convolutional layers and LSTM cells taking as input images portraying the face of the speaker and 2D vectors of the speaker's body posture. Our implementation choices were guided by the aim to develop a model that could be deployed on social robots and be efficient in ecological scenarios. We demonstrate that our model is able to solve the Addressee Estimation problem in terms of addressee localisation in space, from a robot ego-centric point of view.
Human-robot interaction (HRI) benefits greatly from advances in the machine learning field as it allows researchers to employ high-performance models for perceptual tasks like detection and recognition. Especially deep learning models, either pre-trained for feature extraction or used for classification, are now established methods to characterize human behaviors in HRI scenarios and to have social robots that understand better those behaviors. As HRI experiments are usually small-scale and constrained to particular lab environments, the questions are how well can deep learning models generalize to specific interaction scenarios, and further, how good is their robustness towards environmental changes? These questions are important to address if the HRI field wishes to put social robotic companions into real environments acting consistently, i.e. changing lighting conditions or moving people should still produce the same recognition results. In this paper, we study the impact of different image conditions on the recognition of arousal and valence from human facial expressions using the FaceChannel framework \cite{Barro20}. Our results show how the interpretation of human affective states can differ greatly in either the positive or negative direction even when changing only slightly the image properties. We conclude the paper with important points to consider when employing deep learning models to ensure sound interpretation of HRI experiments.
As humans, we have a remarkable capacity for reading the characteristics of objects only by observing how another person carries them. Indeed, how we perform our actions naturally embeds information on the item features. Collaborative robots can achieve the same ability by modulating the strategy used to transport objects with their end-effector. A contribution in this sense would promote spontaneous interactions by making an implicit yet effective communication channel available. This work investigates if humans correctly perceive the implicit information shared by a robotic manipulator through its movements during a dyadic collaboration task. Exploiting a generative approach, we designed robot actions to convey virtual properties of the transported objects, particularly to inform the partner if any caution is required to handle the carried item. We found that carefulness is correctly interpreted when observed through the robot movements. In the experiment, we used identical empty plastic cups; nevertheless, participants approached them differently depending on the attitude shown by the robot: humans change how they reach for the object, being more careful whenever the robot does the same. This emerging form of motor contagion is entirely spontaneous and happens even if the task does not require it.
This study presents novel strategies to investigate the mutual influence of trust and group dynamics in children-robot interaction. We implemented a game-like experimental activity with the humanoid robot iCub and designed a questionnaire to assess how the children perceived the interaction. We also aim to verify if the sensors, setups, and tasks are suitable for studying such aspects. The questionnaires' results demonstrate that youths perceive iCub as a friend and, typically, in a positive way. Other preliminary results suggest that, generally, children trusted iCub during the activity and, after its mistakes, they tried to reassure it with sentences such as: "Don't worry iCub, we forgive you". Furthermore, trust towards the robot in group cognitive activity appears to change according to gender: after two consecutive mistakes by the robot, girls tended to trust iCub more than boys. Finally, no significant difference has been evidenced between different age groups across points computed from the game and the self-reported scales. The tool we proposed is suitable for studying trust in human-robot interaction (HRI) across different ages and seems appropriate to understand the mechanism of trust in group interactions.
Recent advances in reinforcement learning with social agents have allowed such models to achieve human-level performance on specific interaction tasks. However, most interactive scenarios do not have a version alone as an end goal; instead, the social impact of these agents when interacting with humans is as important and largely unexplored. In this regard, this work proposes a novel reinforcement learning mechanism based on the social impact of rivalry behavior. Our proposed model aggregates objective and social perception mechanisms to derive a rivalry score that is used to modulate the learning of artificial agents. To investigate our proposed model, we design an interactive game scenario, using the Chef's Hat Card Game, and examine how the rivalry modulation changes the agent's playing style, and how this impacts the experience of human players in the game. Our results show that humans can detect specific social characteristics when playing against rival agents when compared to common agents, which directly affects the performance of the human players in subsequent games. We conclude our work by discussing how the different social and objective features that compose the artificial rivalry score contribute to our results.
Current facial expression recognition systems demand an expensive re-training routine when deployed to different scenarios than they were trained for. Biasing them towards learning specific facial characteristics, instead of performing typical transfer learning methods, might help these systems to maintain high performance in different tasks, but with a reduced training effort. In this paper, we propose Contrastive Inhibitory Adaptati On (CIAO), a mechanism that adapts the last layer of facial encoders to depict specific affective characteristics on different datasets. CIAO presents an improvement in facial expression recognition performance over six different datasets with very unique affective representations, in particular when compared with state-of-the-art models. In our discussions, we make an in-depth analysis of how the learned high-level facial features are represented, and how they contribute to each individual dataset's characteristics. We finalize our study by discussing how CIAO positions itself within the range of recent findings on non-universal facial expressions perception, and its impact on facial expression recognition research.