As intelligent robots like autonomous vehicles become increasingly deployed in the presence of people, the extent to which these systems should leverage model-based game-theoretic planners versus data-driven policies for safe, interaction-aware motion planning remains an open question. Existing dynamic game formulations assume all agents are task-driven and behave optimally. However, in reality, humans tend to deviate from the decisions prescribed by these models, and their behavior is better approximated under a noisy-rational paradigm. In this work, we investigate a principled methodology to blend a data-driven reference policy with an optimization-based game-theoretic policy. We formulate KLGame, a type of non-cooperative dynamic game with Kullback-Leibler (KL) regularization with respect to a general, stochastic, and possibly multi-modal reference policy. Our method incorporates, for each decision maker, a tunable parameter that permits modulation between task-driven and data-driven behaviors. We propose an efficient algorithm for computing multimodal approximate feedback Nash equilibrium strategies of KLGame in real time. Through a series of simulated and real-world autonomous driving scenarios, we demonstrate that KLGame policies can more effectively incorporate guidance from the reference policy and account for noisily-rational human behaviors versus non-regularized baselines.
We present a method for reproducing complex multi-character interactions for physically simulated humanoid characters using deep reinforcement learning. Our method learns control policies for characters that imitate not only individual motions, but also the interactions between characters, while maintaining balance and matching the complexity of reference data. Our approach uses a novel reward formulation based on an interaction graph that measures distances between pairs of interaction landmarks. This reward encourages control policies to efficiently imitate the character's motion while preserving the spatial relationships of the interactions in the reference motion. We evaluate our method on a variety of activities, from simple interactions such as a high-five greeting to more complex interactions such as gymnastic exercises, Salsa dancing, and box carrying and throwing. This approach can be used to ``clean-up'' existing motion capture data to produce physically plausible interactions or to retarget motion to new characters with different sizes, kinematics or morphologies while maintaining the interactions in the original data.
Synthesizing 3D human motion in a contextual, ecological environment is important for simulating realistic activities people perform in the real world. However, conventional optics-based motion capture systems are not suited for simultaneously capturing human movements and complex scenes. The lack of rich contextual 3D human motion datasets presents a roadblock to creating high-quality generative human motion models. We propose a novel motion acquisition system in which the actor perceives and operates in a highly contextual virtual world while being motion captured in the real world. Our system enables rapid collection of high-quality human motion in highly diverse scenes, without the concern of occlusion or the need for physical scene construction in the real world. We present CIRCLE, a dataset containing 10 hours of full-body reaching motion from 5 subjects across nine scenes, paired with ego-centric information of the environment represented in various forms, such as RGBD videos. We use this dataset to train a model that generates human motion conditioned on scene information. Leveraging our dataset, the model learns to use ego-centric scene information to achieve nontrivial reaching tasks in the context of complex 3D scenes. To download the data please visit https://stanford-tml.github.io/circle_dataset/.
Demonstrations provide insight into relevant state or action space regions, bearing great potential to boost the efficiency and practicality of reinforcement learning agents. In this work, we propose to leverage demonstration datasets by combining skill learning and sequence modeling. Starting with a learned joint latent space, we separately train a generative model of demonstration sequences and an accompanying low-level policy. The sequence model forms a latent space prior over plausible demonstration behaviors to accelerate learning of high-level policies. We show how to acquire such priors from state-only motion capture demonstrations and explore several methods for integrating them into policy learning on transfer tasks. Our experimental results confirm that latent space priors provide significant gains in learning speed and final performance in a set of challenging sparse-reward environments with a complex, simulated humanoid. Videos, source code and pre-trained models are available at the corresponding project website at https://facebookresearch.github.io/latent-space-priors .
Real-time human motion reconstruction from a sparse set of wearable IMUs provides an non-intrusive and economic approach to motion capture. Without the ability to acquire absolute position information using IMUs, many prior works took data-driven approaches that utilize large human motion datasets to tackle the under-determined nature of the problem. Still, challenges such as temporal consistency, global translation estimation, and diverse coverage of motion or terrain types remain. Inspired by recent success of Transformer models in sequence modeling, we propose an attention-based deep learning method to reconstruct full-body motion from six IMU sensors in real-time. Together with a physics-based learning objective to predict "stationary body points", our method achieves new state-of-the-art results both quantitatively and qualitatively, while being simple to implement and smaller in size. We evaluate our method extensively on synthesized and real IMU data, and with real-time live demos.
We propose a computational model to estimate a person's attended awareness of their environment. We define attended awareness to be those parts of a potentially dynamic scene which a person has attended to in recent history and which they are still likely to be physically aware of. Our model takes as input scene information in the form of a video and noisy gaze estimates, and outputs visual saliency, a refined gaze estimate, and an estimate of the person's attended awareness. In order to test our model, we capture a new dataset with a high-precision gaze tracker including 24.5 hours of gaze sequences from 23 subjects attending to videos of driving scenes. The dataset also contains third-party annotations of the subjects' attended awareness based on observations of their scan path. Our results show that our model is able to reasonably estimate attended awareness in a controlled setting, and in the future could potentially be extended to real egocentric driving data to help enable more effective ahead-of-time warnings in safety systems and thereby augment driver performance. We also demonstrate our model's effectiveness on the tasks of saliency, gaze calibration, and denoising, using both our dataset and an existing saliency dataset. We make our model and dataset available at https://github.com/ToyotaResearchInstitute/att-aware/.
Human body motions can be captured as a high-dimensional continuous signal using motion sensor technologies. The resulting data can be surprisingly rich in information, even when captured from persons with limited mobility. In this work, we explore the use of limited upper-body motions, captured via motion sensors, as inputs to control a 7 degree-of-freedom assistive robotic arm. It is possible that even dense sensor signals lack the salient information and independence necessary for reliable high-dimensional robot control. As the human learns over time in the context of this limitation, intelligence on the robot can be leveraged to better identify key learning challenges, provide useful feedback, and support individuals until the challenges are managed. In this short paper, we examine two uninjured participants' data from an ongoing study, to extract preliminary results and share insights. We observe opportunities for robot intelligence to step in, including the identification of inconsistencies in time spent across all control dimensions, asymmetries in individual control dimensions, and user progress in learning. Machine reasoning about these situations may facilitate novel interface learning in the future.
Teleoperation of physically assistive machines is usually facilitated by interfaces that are low-dimensional and have unique physical mechanisms for their activation. Accidental deviations from intended user input commands due to motor limitations can potentially affect user satisfaction and task performance. In this paper, we present an assistance system that reasons about a human's intended actions during robot teleoperation in order to provide appropriate corrections for unintended behavior. We model the human's physical interaction with a control interface during robot teleoperation using the framework of dynamic Bayesian Networks in which we distinguish between intended and measured physical actions explicitly. By reasoning over the unobserved intentions using model-based inference techniques, our assistive system provides customized corrections on a user's issued commands. We present results from (1) a simulation-based study in which we validate our algorithm and (2) a 10-person human subject study in which we evaluate the performance of the proposed assistance paradigms. Our results suggest that (a) the corrective assistance paradigm helped to significantly reduce objective task effort as measured by task completion time and number of mode switches and (b) the assistance paradigms helped to reduce cognitive workload and user frustration and improve overall satisfaction.
For automatic speech translation (AST), end-to-end approaches are outperformed by cascaded models that transcribe with automatic speech recognition (ASR), then translate with machine translation (MT). A major cause of the performance gap is that, while existing AST corpora are small, massive datasets exist for both the ASR and MT subsystems. In this work, we evaluate several data augmentation and pretraining approaches for AST, by comparing all on the same datasets. Simple data augmentation by translating ASR transcripts proves most effective on the English--French augmented LibriSpeech dataset, closing the performance gap from 8.2 to 1.4 BLEU, compared to a very strong cascade that could directly utilize copious ASR and MT data. The same end-to-end approach plus fine-tuning closes the gap on the English--Romanian MuST-C dataset from 6.7 to 3.7 BLEU. In addition to these results, we present practical recommendations for augmentation and pretraining approaches. Finally, we decrease the performance gap to 0.01 BLEU using a Transformer-based architecture.
For automatic speech translation (AST), end-to-end approaches are outperformed by cascaded models that transcribe with automatic speech recognition (ASR), then translate with machine translation (MT). A major cause of the performance gap is that, while existing AST corpora are small, massive datasets exist for both the ASR and MT subsystems. In this work, we evaluate several data augmentation and pretraining approaches for AST, comparing all on the same datasets. Simple data augmentation by translating ASR transcripts proves most effective on the English--French augmented LibriSpeech dataset, closing the performance gap from 8.2 to 1.4 BLEU, compared to a very strong cascade that could directly utilize copious ASR and MT data. The same end-to-end approach plus fine-tuning closes the gap on the English--Romanian MuST-C dataset from 6.7 to 3.7 BLEU. In addition to these results, we present practical recommendations for augmentation and pretraining approaches. Finally, we decrease the performance gap to 0.01 BLEU using a Transformer-based architecture.