Brain-robot interaction (BRI) empowers individuals to control (semi-)automated machines through their brain activity, either passively or actively. In the past decade, BRI systems have achieved remarkable success, predominantly harnessing electroencephalogram (EEG) signals as the central component. This paper offers an up-to-date and exhaustive examination of 87 curated studies published during the last five years (2018-2023), focusing on identifying the research landscape of EEG-based BRI systems. This review aims to consolidate and underscore methodologies, interaction modes, application contexts, system evaluation, existing challenges, and potential avenues for future investigations in this domain. Based on our analysis, we present a BRI system model with three entities: Brain, Robot, and Interaction, depicting the internal relationships of a BRI system. We especially investigate the essence and principles on interaction modes between human brains and robots, a domain that has not yet been identified anywhere. We then discuss these entities with different dimensions encompassed. Within this model, we scrutinize and classify current research, reveal insights, specify challenges, and provide recommendations for future research trajectories in this field. Meanwhile, we envision our findings offer a design space for future human-robot interaction (HRI) research, informing the creation of efficient BRI frameworks.
Besides humans and machines, Artificial Intelligence (AI) models have emerged to be another important audience of programming languages, as we come to the era of large language models (LLMs). LLMs can now excel at coding competitions and even program like developers to address various tasks, such as math calculation. Yet, the grammar and layout of existing programs are designed for humans. Particularly, abundant grammar tokens and formatting tokens are included to make the code more readable to humans. While beneficial, such a human-centric design imposes an unnecessary computational burden on LLMs where each token, either consumed or generated, consumes computational resources. To improve inference efficiency and reduce computational costs, we propose the concept of AI-oriented grammar, which aims to represent the code in a way that better suits the working mechanism of AI models. Code written with AI-oriented grammar discards formats and uses a minimum number of tokens to convey code semantics effectively. To demonstrate the feasibility of this concept, we explore and implement the first AI-oriented grammar for Python, named Simple Python (SimPy). SimPy is crafted by revising the original Python grammar through a series of heuristic rules. Programs written in SimPy maintain identical Abstract Syntax Tree (AST) structures to those in standard Python, allowing execution via a modified AST parser. In addition, we explore methods to enable existing LLMs to proficiently understand and use SimPy, and ensure the changes remain imperceptible for human developers. Compared with the original Python, SimPy not only reduces token usage by 13.5% and 10.4% for CodeLlama and GPT-4, but can also achieve equivalent, even improved, performance over the models trained on Python code.
Federated Learning (FL) is a distributed machine learning technique that allows model training among multiple devices or organizations by sharing training parameters instead of raw data. However, adversaries can still infer individual information through inference attacks (e.g. differential attacks) on these training parameters. As a result, Differential Privacy (DP) has been widely used in FL to prevent such attacks. We consider differentially private federated learning in a resource-constrained scenario, where both privacy budget and communication rounds are constrained. By theoretically analyzing the convergence, we can find the optimal number of local DPSGD iterations for clients between any two sequential global updates. Based on this, we design an algorithm of Differentially Private Federated Learning with Adaptive Local Iterations (ALI-DPFL). We experiment our algorithm on the MNIST, FashionMNIST and Cifar10 datasets, and demonstrate significantly better performances than previous work in the resource-constraint scenario. Code is available at //github.com/KnightWan/ALI-DPFL.
In many real-world large-scale decision problems, self-interested agents have individual dynamics and optimize their own long-term payoffs. Important examples include the competitive access to shared resources (e.g., roads, energy, or bandwidth) but also non-engineering domains like epidemic propagation and control. These problems are natural to model as mean-field games. However, existing mathematical formulations of mean field games have had limited applicability in practice, since they require solving non-standard initial-terminal-value problems that are tractable only in limited special cases. In this letter, we propose a novel formulation, along with computational tools, for a practically relevant class of Dynamic Population Games (DPGs), which correspond to discrete-time, finite-state-and-action, stationary mean-field games. Our main contribution is a mathematical reduction of Stationary Nash Equilibria (SNE) in DPGs to standard Nash Equilibria (NE) in static population games. This reduction is leveraged to guarantee the existence of a SNE, develop an evolutionary dynamics-based SNE computation algorithm, and derive simple conditions that guarantee stability and uniqueness of the SNE. Additionally, DPGs enable us to tractably incorporate multiple agent types, which is of particular importance to assess fairness concerns in resource allocation problems. We demonstrate our results by computing the SNE in two complex application examples: fair resource allocation with heterogeneous agents and control of epidemic propagation. Open source software for SNE computation: //gitlab.ethz.ch/elokdae/dynamic-population-games
Teaching robots novel skills with demonstrations via human-in-the-loop data collection techniques like kinesthetic teaching or teleoperation puts a heavy burden on human supervisors. In contrast to this paradigm, it is often significantly easier to provide raw, action-free visual data of tasks being performed. Moreover, this data can even be mined from video datasets or the web. Ideally, this data can serve to guide robot learning for new tasks in novel environments, informing both "what" to do and "how" to do it. A powerful way to encode both the "what" and the "how" is to infer a well-shaped reward function for reinforcement learning. The challenge is determining how to ground visual demonstration inputs into a well-shaped and informative reward function. We propose a technique Rank2Reward for learning behaviors from videos of tasks being performed without access to any low-level states and actions. We do so by leveraging the videos to learn a reward function that measures incremental "progress" through a task by learning how to temporally rank the video frames in a demonstration. By inferring an appropriate ranking, the reward function is able to guide reinforcement learning by indicating when task progress is being made. This ranking function can be integrated into an adversarial imitation learning scheme resulting in an algorithm that can learn behaviors without exploiting the learned reward function. We demonstrate the effectiveness of Rank2Reward at learning behaviors from raw video on a number of tabletop manipulation tasks in both simulations and on a real-world robotic arm. We also demonstrate how Rank2Reward can be easily extended to be applicable to web-scale video datasets.
Recent advances in the field of generative artificial intelligence (AI) have blurred the lines between authentic and machine-generated content, making it almost impossible for humans to distinguish between such media. One notable consequence is the use of AI-generated images for fake profiles on social media. While several types of disinformation campaigns and similar incidents have been reported in the past, a systematic analysis has been lacking. In this work, we conduct the first large-scale investigation of the prevalence of AI-generated profile pictures on Twitter. We tackle the challenges of a real-world measurement study by carefully integrating various data sources and designing a multi-stage detection pipeline. Our analysis of nearly 15 million Twitter profile pictures shows that 0.052% were artificially generated, confirming their notable presence on the platform. We comprehensively examine the characteristics of these accounts and their tweet content, and uncover patterns of coordinated inauthentic behavior. The results also reveal several motives, including spamming and political amplification campaigns. Our research reaffirms the need for effective detection and mitigation strategies to cope with the potential negative effects of generative AI in the future.
Trajectory modeling refers to characterizing human movement behavior, serving as a pivotal step in understanding mobility patterns. Nevertheless, existing studies typically ignore the confounding effects of geospatial context, leading to the acquisition of spurious correlations and limited generalization capabilities. To bridge this gap, we initially formulate a Structural Causal Model (SCM) to decipher the trajectory representation learning process from a causal perspective. Building upon the SCM, we further present a Trajectory modeling framework (TrajCL) based on Causal Learning, which leverages the backdoor adjustment theory as an intervention tool to eliminate the spurious correlations between geospatial context and trajectories. Extensive experiments on two real-world datasets verify that TrajCL markedly enhances performance in trajectory classification tasks while showcasing superior generalization and interpretability.
Social robots, owing to their embodied physical presence in human spaces and the ability to directly interact with the users and their environment, have a great potential to support children in various activities in education, healthcare and daily life. Child-Robot Interaction (CRI), as any domain involving children, inevitably faces the major challenge of designing generalized strategies to work with unique, turbulent and very diverse individuals. Addressing this challenging endeavor requires to combine the standpoint of the robot-centered perspective, i.e. what robots technically can and are best positioned to do, with that of the child-centered perspective, i.e. what children may gain from the robot and how the robot should act to best support them in reaching the goals of the interaction. This article aims to help researchers bridge the two perspectives and proposes to address the development of CRI scenarios with insights from child psychology and child development theories. To that end, we review the outcomes of the CRI studies, outline common trends and challenges, and identify two key factors from child psychology that impact child-robot interactions, especially in a long-term perspective: developmental stage and individual characteristics. For both of them we discuss prospective experiment designs which support building naturally engaging and sustainable interactions.
Task and Motion Planning (TAMP) integrates high-level task planning and low-level motion planning to equip robots with the autonomy to effectively reason over long-horizon, dynamic tasks. Optimization-based TAMP focuses on hybrid optimization approaches that define goal conditions via objective functions and are capable of handling open-ended goals, robotic dynamics, and physical interaction between the robot and the environment. Therefore, optimization-based TAMP is particularly suited to solve highly complex, contact-rich locomotion and manipulation problems. This survey provides a comprehensive review on optimization-based TAMP, covering (i) planning domain representations, including action description languages and temporal logic, (ii) individual solution strategies for components of TAMP, including AI planning and trajectory optimization (TO), and (iii) the dynamic interplay between logic-based task planning and model-based TO. A particular focus of this survey is to highlight the algorithm structures to efficiently solve TAMP, especially hierarchical and distributed approaches. Additionally, the survey emphasizes the synergy between the classical methods and contemporary learning-based innovations such as large language models. Furthermore, the future research directions for TAMP is discussed in this survey, highlighting both algorithmic and application-specific challenges.
With the breakthrough of AlphaGo, deep reinforcement learning becomes a recognized technique for solving sequential decision-making problems. Despite its reputation, data inefficiency caused by its trial and error learning mechanism makes deep reinforcement learning hard to be practical in a wide range of areas. Plenty of methods have been developed for sample efficient deep reinforcement learning, such as environment modeling, experience transfer, and distributed modifications, amongst which, distributed deep reinforcement learning has shown its potential in various applications, such as human-computer gaming, and intelligent transportation. In this paper, we conclude the state of this exciting field, by comparing the classical distributed deep reinforcement learning methods, and studying important components to achieve efficient distributed learning, covering single player single agent distributed deep reinforcement learning to the most complex multiple players multiple agents distributed deep reinforcement learning. Furthermore, we review recently released toolboxes that help to realize distributed deep reinforcement learning without many modifications of their non-distributed versions. By analyzing their strengths and weaknesses, a multi-player multi-agent distributed deep reinforcement learning toolbox is developed and released, which is further validated on Wargame, a complex environment, showing usability of the proposed toolbox for multiple players and multiple agents distributed deep reinforcement learning under complex games. Finally, we try to point out challenges and future trends, hoping this brief review can provide a guide or a spark for researchers who are interested in distributed deep reinforcement learning.
We study the problem of efficient semantic segmentation for large-scale 3D point clouds. By relying on expensive sampling techniques or computationally heavy pre/post-processing steps, most existing approaches are only able to be trained and operate over small-scale point clouds. In this paper, we introduce RandLA-Net, an efficient and lightweight neural architecture to directly infer per-point semantics for large-scale point clouds. The key to our approach is to use random point sampling instead of more complex point selection approaches. Although remarkably computation and memory efficient, random sampling can discard key features by chance. To overcome this, we introduce a novel local feature aggregation module to progressively increase the receptive field for each 3D point, thereby effectively preserving geometric details. Extensive experiments show that our RandLA-Net can process 1 million points in a single pass with up to 200X faster than existing approaches. Moreover, our RandLA-Net clearly surpasses state-of-the-art approaches for semantic segmentation on two large-scale benchmarks Semantic3D and SemanticKITTI.