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A robot operating in isolation needs to reason over the uncertainty in its model of the world and adapt its own actions to account for this uncertainty. Similarly, a robot interacting with people needs to reason over its uncertainty over…
To coordinate actions with an interaction partner requires a constant exchange of sensorimotor signals. Humans acquire these skills in infancy and early childhood mostly by imitation learning and active engagement with a skilled partner.…
Interactive applications demand believable characters that respond naturally to dynamic environments. Traditional character animation techniques often struggle to handle arbitrary situations, leading to a growing trend of dynamically…
An important aspect of human conversation difficult for machines is conversing with empathy, which is to understand the user's emotion and respond appropriately. Recent neural conversation models that attempted to generate empathetic…
Intelligent agents such as robots are increasingly deployed in real-world, safety-critical settings. It is vital that these agents are able to explain the reasoning behind their decisions to human counterparts, however, their behavior is…
In human-robot teams, humans often start with an inaccurate model of the robot capabilities. As they interact with the robot, they infer the robot's capabilities and partially adapt to the robot, i.e., they might change their actions based…
We are given a video of a person performing a certain activity, from which we extract a controllable model. The model generates novel image sequences of that person, according to arbitrary user-defined control signals, typically marking the…
Understanding cognitive processes in multi-agent interactions is a primary goal in cognitive science. It can guide the direction of artificial intelligence (AI) research toward social decision-making in multi-agent systems, which includes…
Protecting against adversarial attacks is a common multiagent problem. Attackers in the real world are predominantly human actors, and the protection methods often incorporate opponent models to improve the performance when facing humans.…
Talking face generation has historically struggled to produce head movements and natural facial expressions without guidance from additional reference videos. Recent developments in diffusion-based generative models allow for more realistic…
The current work addresses a virtual environment with self-replicating agents whose decisions are based on a form of "somatic computation" (soma - body) in which basic emotional responses, taken in parallelism to actual living organisms,…
The success of transformer models trained with a language modeling objective brings a promising opportunity to the reinforcement learning framework. Decision Transformer is a step towards this direction, showing how to train transformers…
Designing artificial cyber-agents able to interact with human safely, smartly and in a natural way is a current open problem in control. Solving such an issue will allow the design of cyber-agents capable of co-operatively interacting with…
Real-time in-between motion generation is universally required in games and highly desirable in existing animation pipelines. Its core challenge lies in the need to satisfy three critical conditions simultaneously: quality, controllability…
The paper analyzes the interaction between humans and computers in terms of response time in solving the image-based CAPTCHA. In particular, the analysis focuses on the attitude of the different Internet users in easily solving four…
Lately, studying social dynamics in interacting agents has been boosted by the power of computer models, which bring the richness of qualitative work, while offering the precision, transparency, extensiveness, and replicability of…
Recent advances in co-speech gesture and talking head generation have been impressive, yet most methods focus on only one of the two tasks. Those that attempt to generate both often rely on separate models or network modules, increasing…
Synthesizing human motions in 3D environments, particularly those with complex activities such as locomotion, hand-reaching, and human-object interaction, presents substantial demands for user-defined waypoints and stage transitions. These…
Inspired by the recent advances in generative models, we introduce a human action generation model in order to generate a consecutive sequence of human motions to formulate novel actions. We propose a framework of an autoencoder and a…
This paper proposes a new generative adversarial network for pose transfer, i.e., transferring the pose of a given person to a target pose. The generator of the network comprises a sequence of Pose-Attentional Transfer Blocks that each…