INPUT is a team participating in the RoboCup Soccer Small League (SSL). It aims to show the world the technological capabilities of the Nagaoka region of Niigata Prefecture, which is where the team members are from. For this purpose, we are working on one of the projects from the Nagaoka Activation Zone of Energy (NAZE). Herein, we introduce two robots, v2019 and v2022, as well as AI systems that will be used in RoboCup 2022. In addition, we describe our efforts to develop robots in collaboration with companies in the Nagaoka area.
Recent developments in Artificial Intelligence (AI) have fueled the emergence of human-AI collaboration, a setting where AI is a coequal partner. Especially in clinical decision-making, it has the potential to improve treatment quality by assisting overworked medical professionals. Even though research has started to investigate the utilization of AI for clinical decision-making, its potential benefits do not imply its adoption by medical professionals. While several studies have started to analyze adoption criteria from a technical perspective, research providing a human-centered perspective with a focus on AI's potential for becoming a coequal team member in the decision-making process remains limited. Therefore, in this work, we identify factors for the adoption of human-AI collaboration by conducting a series of semi-structured interviews with experts in the healthcare domain. We identify six relevant adoption factors and highlight existing tensions between them and effective human-AI collaboration.
Traditional object detection answers two questions; "what" (what the object is?) and "where" (where the object is?). "what" part of the object detection can be fine-grained further i.e. "what type", "what shape" and "what material" etc. This results in the shifting of the object detection tasks to the object description paradigm. Describing an object provides additional detail that enables us to understand the characteristics and attributes of the object ("plastic boat" not just boat, "glass bottle" not just bottle). This additional information can implicitly be used to gain insight into unseen objects (e.g. unknown object is "metallic", "has wheels"), which is not possible in traditional object detection. In this paper, we present a new approach to simultaneously detect objects and infer their attributes, we call it Detect and Describe (DaD) framework. DaD is a deep learning-based approach that extends object detection to object attribute prediction as well. We train our model on aPascal train set and evaluate our approach on aPascal test set. We achieve 97.0% in Area Under the Receiver Operating Characteristic Curve (AUC) for object attributes prediction on aPascal test set. We also show qualitative results for object attribute prediction on unseen objects, which demonstrate the effectiveness of our approach for describing unknown objects.
Bluetooth technology has enabled short-range wireless communication for billions of devices. Bluetooth Low-Energy (BLE) variant aims at improving power consumption on battery-constrained devices. BLE-enabled devices broadcast information (e.g., as beacons) to nearby devices via advertisements. Unfortunately, such functionality can become a double-edged sword at the hands of attackers. In this paper, we primarily show how an attacker can exploit BLE advertisements to exfiltrate information from BLE-enable devices. In particular, our attack establishes a communication medium between two devices without requiring any prior authentication or pairing. We develop a proof-of-concept attack framework on the Android ecosystem and assess its performance via a thorough set of experiments. Our results indicate that such an exfiltration attack is indeed possible though with a low data rate. Nevertheless, we also demonstrate potential use cases and enhancements to our attack that can further its severeness. Finally, we discuss possible countermeasures to prevent such an attack.
When subjected to a sudden, unanticipated threat, human groups characteristically self-organize to identify the threat, determine potential responses, and act to reduce its impact. Central to this process is the challenge of coordinating information sharing and response activity within a disrupted environment. In this paper, we consider coordination in the context of responses to the 2001 World Trade Center disaster. Using records of communications among 17 organizational units, we examine the mechanisms driving communication dynamics, with an emphasis on the emergence of coordinating roles. We employ relational event models (REMs) to identify the mechanisms shaping communications in each unit, finding a consistent pattern of behavior across units with very different characteristics. Using a simulation-based "knock-out" study, we also probe the importance of different mechanisms for hub formation. Our results suggest that, while preferential attachment and pre-disaster role structure generally contribute to the emergence of hub structure, temporally local conversational norms play a much larger role. We discuss broader implications for the role of microdynamics in driving macroscopic outcomes, and for the emergence of coordination in other settings.
Human-AI co-creativity involves both humans and AI collaborating on a shared creative product as partners. In a creative collaboration, interaction dynamics, such as turn-taking, contribution type, and communication, are the driving forces of the co-creative process. Therefore the interaction model is a critical and essential component for effective co-creative systems. There is relatively little research about interaction design in the co-creativity field, which is reflected in a lack of focus on interaction design in many existing co-creative systems. The primary focus of co-creativity research has been on the abilities of the AI. This paper focuses on the importance of interaction design in co-creative systems with the development of the Co-Creative Framework for Interaction design (COFI) that describes the broad scope of possibilities for interaction design in co-creative systems. Researchers can use COFI for modeling interaction in co-creative systems by exploring alternatives in this design space of interaction. COFI can also be beneficial while investigating and interpreting the interaction design of existing co-creative systems. We coded a dataset of existing 92 co-creative systems using COFI and analyzed the data to show how COFI provides a basis to categorize the interaction models of existing co-creative systems. We identify opportunities to shift the focus of interaction models in co-creativity to enable more communication between the user and AI leading to human-AI partnerships.
We propose TubeR: a simple solution for spatio-temporal video action detection. Different from existing methods that depend on either an off-line actor detector or hand-designed actor-positional hypotheses like proposals or anchors, we propose to directly detect an action tubelet in a video by simultaneously performing action localization and recognition from a single representation. TubeR learns a set of tubelet-queries and utilizes a tubelet-attention module to model the dynamic spatio-temporal nature of a video clip, which effectively reinforces the model capacity compared to using actor-positional hypotheses in the spatio-temporal space. For videos containing transitional states or scene changes, we propose a context aware classification head to utilize short-term and long-term context to strengthen action classification, and an action switch regression head for detecting the precise temporal action extent. TubeR directly produces action tubelets with variable lengths and even maintains good results for long video clips. TubeR outperforms the previous state-of-the-art on commonly used action detection datasets AVA, UCF101-24 and JHMDB51-21.
Proactive dialogue system is able to lead the conversation to a goal topic and has advantaged potential in bargain, persuasion and negotiation. Current corpus-based learning manner limits its practical application in real-world scenarios. To this end, we contribute to advance the study of the proactive dialogue policy to a more natural and challenging setting, i.e., interacting dynamically with users. Further, we call attention to the non-cooperative user behavior -- the user talks about off-path topics when he/she is not satisfied with the previous topics introduced by the agent. We argue that the targets of reaching the goal topic quickly and maintaining a high user satisfaction are not always converge, because the topics close to the goal and the topics user preferred may not be the same. Towards this issue, we propose a new solution named I-Pro that can learn Proactive policy in the Interactive setting. Specifically, we learn the trade-off via a learned goal weight, which consists of four factors (dialogue turn, goal completion difficulty, user satisfaction estimation, and cooperative degree). The experimental results demonstrate I-Pro significantly outperforms baselines in terms of effectiveness and interpretability.
This manuscript portrays optimization as a process. In many practical applications the environment is so complex that it is infeasible to lay out a comprehensive theoretical model and use classical algorithmic theory and mathematical optimization. It is necessary as well as beneficial to take a robust approach, by applying an optimization method that learns as one goes along, learning from experience as more aspects of the problem are observed. This view of optimization as a process has become prominent in varied fields and has led to some spectacular success in modeling and systems that are now part of our daily lives.
Knowledge is a formal way of understanding the world, providing a human-level cognition and intelligence for the next-generation artificial intelligence (AI). One of the representations of knowledge is the structural relations between entities. An effective way to automatically acquire this important knowledge, called Relation Extraction (RE), a sub-task of information extraction, plays a vital role in Natural Language Processing (NLP). Its purpose is to identify semantic relations between entities from natural language text. To date, there are several studies for RE in previous works, which have documented these techniques based on Deep Neural Networks (DNNs) become a prevailing technique in this research. Especially, the supervised and distant supervision methods based on DNNs are the most popular and reliable solutions for RE. This article 1)introduces some general concepts, and further 2)gives a comprehensive overview of DNNs in RE from two points of view: supervised RE, which attempts to improve the standard RE systems, and distant supervision RE, which adopts DNNs to design the sentence encoder and the de-noise method. We further 3)cover some novel methods and describe some recent trends and discuss possible future research directions for this task.
Object detection is an important and challenging problem in computer vision. Although the past decade has witnessed major advances in object detection in natural scenes, such successes have been slow to aerial imagery, not only because of the huge variation in the scale, orientation and shape of the object instances on the earth's surface, but also due to the scarcity of well-annotated datasets of objects in aerial scenes. To advance object detection research in Earth Vision, also known as Earth Observation and Remote Sensing, we introduce a large-scale Dataset for Object deTection in Aerial images (DOTA). To this end, we collect $2806$ aerial images from different sensors and platforms. Each image is of the size about 4000-by-4000 pixels and contains objects exhibiting a wide variety of scales, orientations, and shapes. These DOTA images are then annotated by experts in aerial image interpretation using $15$ common object categories. The fully annotated DOTA images contains $188,282$ instances, each of which is labeled by an arbitrary (8 d.o.f.) quadrilateral To build a baseline for object detection in Earth Vision, we evaluate state-of-the-art object detection algorithms on DOTA. Experiments demonstrate that DOTA well represents real Earth Vision applications and are quite challenging.