Representation of human actions as a sequence of human body movements or action attributes enables the development of models for human activity recognition and summarization. We present an extension of the low-rank representation (LRR) model, termed the clustering-aware structure-constrained low-rank representation (CS…
Quantum genetic algorithm optimizes SVM for efficient human action recognition.
problem Efficiently extracting motion features for human skeleton dynamics.
method Quantum genetic algorithm optimization of SVM with joint angles and variance.
result Proposed approach outperforms conventional SVM by 2.3% accuracy.
Diffusion models mimic human actions in sequential tasks.
problem Cloning human behavior in dynamic environments is challenging.
method Adapting diffusion models to handle stochastic, multimodal, and correlated actions.
result Diffusion models closely replicate human behavior in robotic and gaming tasks.
A method to generate long-range human actions by leveraging graph convolutional networks and self-attention.
problem Generating long-range skeleton-based human actions is challenging due to small frame deviations.
method Proposes a variant of GCNs with self-attention to adaptively sparsify action graphs and capture structure information.
result Extensive experiments show superior performance compared to existing methods on human action datasets.
Programmatic Motion Concepts learn human actions from paired videos.
problem Learning motion concepts from paired video and action sequences.
method Semi-supervised learning architecture for hierarchical motion representation.
result Outperforms established baselines, especially in small data settings.
Interactive machine learning improves deep RL in Minecraft by giving action advice.
problem Training deep RL agents in high-aliasing environments like Minecraft is computationally expensive.
method Conducted experiments with two RL algorithms, Feedback Arbitration, and Newtonian Action Advice, to give action advice to human teachers.
result Action advice from human teachers can improve agent performance in high-aliasing environments.
Generates, predicts, and completes human action videos with a two-stage deep framework.
problem Severe ill-posedness in video generation, prediction, and completion.
method Two-stage deep framework: 1) Generates human pose sequence from noise, 2) Converts pose sequence to video.
result Produces high-quality video generation/prediction/completion results of longer duration.
AI system narrows human decision options for better outcomes.
problem Improving human decision-making in sequential tasks.
method Developed a decision support system using a pre-trained AI agent to limit human action choices.
result Participants outperformed AI and solo play in a wildfire mitigation game.
SVM with local features improves human action recognition.
problem Improving human action recognition in videos.
method Local appearance and motion features extracted using CNNs, concatenated, and used with SVM for classification.
result SVM with local features outperforms previous methods on benchmark datasets.
Paper presents a method for recognizing human actions using GLAC features from motion and static images.
problem Action recognition in 3D depth videos.
method 3D Motion Trail Model (3DMTM) for MHIs and SHIs, GLAC features extraction, l2-regularized Collaborative Representation Classifier (l2-CRC) for classification.
result The method outperforms other approaches in recognizing human actions.
SLHF uses sequential game theory to optimize preferences from human feedback.
problem Optimizing preferences from human feedback in sequential settings.
method SLHF frames the problem as a sequential-move game between Leader and Follower, decomposing the optimization into refinement and adversarial optimization.
result SLHF achieves strong alignment across diverse preference datasets and scales to large models.
Large-scale eye-tracking dataset for Atari games.
problem Improving AI decision-making through human eye-tracking data.
method Recorded 117 hours of gameplay with eye movements from 20 Atari games.
result Human gameplay decisions and scores comparable to human records.
This work compares human feedback methods for reward learning in bandits.
problem Understanding how human feedback affects the performance of reward learning methods.
method Theoretical comparison of human feedback approaches in offline contextual bandits.
result Human bias and uncertainty in feedback modeling impact the theoretical guarantees of reward learning methods.
New method infers intent from suboptimal behavior by modeling incorrect internal beliefs about dynamics.
problem Inferring intent from suboptimal human behavior using traditional methods assumes near-optimality, which is not always valid.
method Model suboptimal behavior as internal model misspecification, estimating incorrect beliefs about dynamics.
result Accurately models human intent by accounting for internal model inaccuracies.
Improved action recognition in live videos with hybrid FR-DL method.
problem High computational costs and lack of temporal information in conventional action recognition.
method Automated selection of representative frames, feature extraction, background subtraction, HOG, deep neural network, LSTM, Softmax-KNN classifier.
result Significant improvement in accuracy and speed compared to state-of-the-art methods.
SocialInteractionGAN generates realistic human interactions from low-dimensional data.
problem Generating realistic human interactions from limited data.
method Adversarial architecture with a recurrent encoder-decoder generator and dual-stream discriminator.
result SocialInteractionGAN produces high-quality action sequences of interacting people.
A new algorithm improves recommendation systems by considering repeated exposure to actions.
problem Improving recommendation systems by accounting for human memory decay.
method Introducing Weighted Tallying Bandits (WTB) and studying them under Repeated Exposure Optimality (REO).
result A simple modification of the successive elimination algorithm achieves nearly optimal complete policy regret.
With the rapid development of social media sharing, people often need to manage the growing volume of multimedia data such as large scale video classification and annotation, especially to organize those videos containing human activities. Recently, manifold regularized semi-supervised learning (SSL), which explores th…
New deep fusion methods improve human action recognition using depth and inertial sensor data.
problem Existing multimodal HAR frameworks lack mid-level feature fusion.
method Proposes three deep multilevel multimodal fusion frameworks, transforming depth and inertial sensor data into images and using convolution with Prewitt filter to create modality within modality.
result Supremacy of proposed fusion frameworks over existing methods on three publicly available datasets.
A method for training autonomous vehicles using continuous human feedback to avoid sub-optimal decisions.
problem Training autonomous vehicles with limited and potentially sub-optimal human demonstrations.
method Continuous scalar feedback for each action to learn from sub-optimal demonstrations and evaluative feedback.
result The proposed method outperforms supervised learning on positive examples alone and learns from sub-optimal demonstrations.
Framework improves human decision-making by learning representations.
problem Improving human decision-making performance conflated with machine accuracy.
method Mind Composed with Machine framework, incorporating human decision-making model into representation learning.
result Empirically demonstrated successful application to various tasks and representational forms.
New algorithm allows IGL to work with action-inclusive feedback.
problem IGL's failure in scenarios with action-inclusive feedback.
method Developed an algorithm and provided theoretical guarantees.
result Demonstrated effectiveness on large-scale experiments.
Robot learns from human actions to perform complex tasks.
problem Learning complex skills from interaction data with embodiment differences.
method Formulated graphical model, treated action as observed variable, used domain-dependent prior.
result Robotic planning agent can learn tool use from human observations.
Algorithm learns actions from past states in complex tasks.
problem Learning policies from human feedback is expensive.
method Combining learned feature encoder with inverse models to simulate past actions.
result Algorithm can infer specific skills from single state.
LLM extracts actionable insights from customer reviews.
problem Extracting actionable insights from customer reviews.
method Large language model approach distinguishing perceptual attributes from actionable features.
result High consistency and predictive validity of LLM insights compared to human coders.
A new RL approach learns near-equivalent actions for healthcare decisions.
problem Finding optimal actions in healthcare settings where actions may be near-equivalent.
method Temporal difference learning with a near-greedy heuristic for action selection.
result The proposed algorithm discovers meaningful near-equivalent actions and converges well.
MineRL dataset tackles reinforcement learning with over 60M annotated state-action pairs.
problem Sample inefficiency in reinforcement learning methods.
method Large-scale, simulator-paired dataset of human demonstrations in Minecraft.
result Demonstrates the scale, diversity, and difficulty of Minecraft tasks.
Study reduces complexity and uncertainty in human atrial cell models.
problem Uncertainty in parameter estimates from gating kinetics models.
method Approximate Bayesian computation to re-calibrate models, investigate two approaches: more complete datasets and less complex formulations.
result Less complex model with fewer parameters gives better fit and lower uncertainty.
Predictive Q-learning algorithm for IoT networks with human operators.
problem Resilient and predictive actions for IoT networks with faulty components.
method Predictive and resilient Q-learning algorithm considering historical data and human operator feedback.
result Optimal scheduling policies avoiding attacked locations and faults.
Paper proposes interpretable RL policies from a mixture of experts.
problem Making RL policies transparent and understandable in real-world applications.
method Policy iteration scheme with interpretable experts and prototypical states.
result Proposed algorithm learns policies comparable to neural networks but more interpretable.
A new method combines human feedback with deep learning for faster policy learning.
problem Training deep neural networks for complex decision-making problems is data-intensive and time-consuming.
method Deep COACH (D-COACH) integrates human corrective feedback with deep learning models.
result The D-COACH framework can learn policies for continuous action spaces faster than traditional deep reinforcement learning.
Generative deep learning creates counterfactual states to explain Atari agent decisions.
problem Difficulty in explaining deep reinforcement learning agent decisions to humans.
method Generative deep learning to create counterfactual states.
result Counterfactual states help non-expert participants understand Atari agent decision-making.
Visual observations of dynamic phenomena, such as human actions, are often represented as sequences of smoothly-varying features . In cases where the feature spaces can be structured as Riemannian manifolds, the corresponding representations become trajectories on manifolds. Analysis of these trajectories is challengin…
CQL tackles combinatorial actions in Dou Di Zhu, outperforming state-of-the-art methods.
problem Handling combinatorial actions in Dou Di Zhu, a complex card game.
method Combinational Q-learning (CQL) using a two-stage network and order-invariant max-pooling.
result CQL outperforms naive Q-learning and A3C in Dou Di Zhu.
Robots learn actions and language through curiosity-driven self-exploration.
problem Efficient development of actions and language in infants and robots.
method Curiosity-driven self-exploration using Q-learning to amortize active inference.
result Curiosity-driven exploration enables faster learning and compositional generalization.
A new method learns disentangled macro actions from sequences for reinforcement learning.
problem Curse of dimensionality in reinforcement learning action space.
method Autonomously learns disentangled factor representation of actions to generate macro actions.
result Higher scores in complex environments compared to other reinforcement learning algorithms.
Robot learns to imitate human interactions through deep learning.
problem Teaching robots to coordinate actions with human partners.
method Deep learning framework for motion embedding, prediction, and trajectory generation.
result Importance of predictive and adaptive components for successful imitation.
TraLFM models human mobility patterns from traffic trajectories.
problem Understanding human mobility patterns from traffic data.
method Latent factor modeling of sequential, personal, and temporal factors.
result TraLFM significantly outperforms state-of-the-art methods in latent factor analysis and next location prediction.
Active IRL selects optimal human demonstrations for learning AI preferences.
problem Costly human demonstrations in IRL for autonomous systems.
method Information-theoretic acquisition function for selecting informative human demonstrations.
result Efficiently reduces human effort in learning AI preferences.
A framework uses deep learning for activity recognition in IoT devices.
problem Activity recognition in IoT devices without physical contact.
method Background subtraction followed by 3D-Convolutional Neural Networks.
result Enhanced activity recognition using small IoT devices.
Robot learns word meanings from perception-action tasks.
problem Language acquisition for robots.
method Affordance network with temporal co-occurrence of speech and actions.
result Robot forms useful word-to-meaning associations.
New method makes deep reinforcement learning more transparent.
problem Making AI systems transparent for user trust and debugging.
method Incorporates explicit object recognition into DRLNs to create object saliency maps.
result Enables formation of coherent explanations for DRLN decisions.
Deep COACH learns complex tasks from human feedback in Minecraft.
problem Learning complex behaviors from human feedback efficiently.
method Deep reinforcement learning with policy updates based on human critiques.
result Demonstrated effectiveness in Minecraft with reduced sample complexity.
Paper proposes a new RL approach combining IL and RL methods to improve decision-making.
problem Challenges in RL with large state and action spaces, and difficulty in reward determination.
method Combines Imitation Learning and RL methods (SARSA and A3C) to learn sequential decision-making policies.
result Significantly decreases human effort and exploration time in learning decision-making policies.
Designs neural networks on matrix manifolds for improved performance in tasks like human action recognition.
problem Designing neural networks for tasks on non-Euclidean manifolds.
method Develops fully-connected and convolutional layers for SPD manifolds, and MLR on SPSD manifolds.
result Demonstrates improved performance in human action recognition and node classification tasks.
Regularizes predictions to encourage beneficial user actions.
problem Learning models affect user actions, but provide no guarantees.
method Introduces look-ahead regularization to anticipate and encourage beneficial actions.
result Effective in promoting beneficial user actions in real and synthetic data.
Graphical physics network learns intuitive physics using deep reinforcement learning with intrinsic motivation.
problem Teaching intuitive physics to AI agents.
method Integrates deep reinforcement learning with intrinsic reward normalization for efficient learning.
result Agent effectively learns object positions and velocities using intrinsic motivation.
New RLHF algorithm identifies optimal policies from human feedback without explicit reward inference.
problem Training large language models with human feedback without reward inference.
method Model-free RLHF algorithm BSAD that identifies optimal policies directly from human preference. result Provable, instance-dependent sample complexity ildeO(cMSA3H3Mlogδ1).