Pedro Santana

RO
3papers
30citations
Novelty17%
AI Score28

3 Papers

RODec 8, 2025
An Introduction to Deep Reinforcement and Imitation Learning

Pedro Santana

Embodied agents, such as robots and virtual characters, must continuously select actions to execute tasks effectively, solving complex sequential decision-making problems. Given the difficulty of designing such controllers manually, learning-based approaches have emerged as promising alternatives, most notably Deep Reinforcement Learning (DRL) and Deep Imitation Learning (DIL). DRL leverages reward signals to optimize behavior, while DIL uses expert demonstrations to guide learning. This document introduces DRL and DIL in the context of embodied agents, adopting a concise, depth-first approach to the literature. It is self-contained, presenting all necessary mathematical and machine learning concepts as they are needed. It is not intended as a survey of the field; rather, it focuses on a small set of foundational algorithms and techniques, prioritizing in-depth understanding over broad coverage. The material ranges from Markov Decision Processes to REINFORCE and Proximal Policy Optimization (PPO) for DRL, and from Behavioral Cloning to Dataset Aggregation (DAgger) and Generative Adversarial Imitation Learning (GAIL) for DIL.

ROJun 21, 2018
Monocular Trail Detection and Tracking Aided by Visual SLAM for Small Unmanned Aerial Vehicles

André Silva, Ricardo Mendonça, Pedro Santana

This paper presents a monocular vision system susceptible of being installed in unmanned small and medium-sized aerial vehicles built to perform missions in forest environments (e.g., search and rescue). The proposed system extends a previous monocular-based technique for trail detection and tracking so as to take into account volumetric data acquired from a Visual SLAM algorithm and, as a result, to increase its sturdiness upon challenging trails. The experimental results, obtained via a set of 12 videos recorded with a camera installed in a tele-operated, unmanned small-sized aerial vehicle, show the ability of the proposed system to overcome some of the difficulties of the original detector, attaining a success rate of $97.8\,\%$.

HCJan 4, 2018
A Study on the Use of Eye Tracking to Adapt Gameplay and Procedural Content Generation in First-Person Shooter Games

João Antunes, Pedro Santana

This paper studies the use of eye tracking in a First-Person Shooter (FPS) game as a~mechanism to: (1) control the attention of the player's avatar according to the attention deployed by the player, and (2) guide the gameplay and game's procedural content generation, accordingly. This results in a more natural use of eye tracking in comparison to a use in which the eye tracker directly substitutes control input devices, such as gamepads. The study was conducted on a custom endless runner FPS, Zombie Runner, using an affordable eye tracker. Evaluation sessions showed that the proposed use of eye tracking provides a more challenging and immersive experience to the player, when compared to its absence. However, a strong correlation between eye tracker calibration problems and player's overall experience was found. This means that eye tracking technology still needs to evolve but also means that once technology gets mature enough players are expected to benefit greatly from the inclusion of eye tracking in their gaming experience.