Heriberto Cuayáhuitl

AI
h-index24
15papers
542citations
Novelty41%
AI Score44

15 Papers

11.4CLMar 21, 2023
Transformers in Speech Processing: A Survey

Siddique Latif, Aun Zaidi, Heriberto Cuayahuitl et al.

The remarkable success of transformers in the field of natural language processing has sparked the interest of the speech-processing community, leading to an exploration of their potential for modeling long-range dependencies within speech sequences. Recently, transformers have gained prominence across various speech-related domains, including automatic speech recognition, speech synthesis, speech translation, speech para-linguistics, speech enhancement, spoken dialogue systems, and numerous multimodal applications. In this paper, we present a comprehensive survey that aims to bridge research studies from diverse subfields within speech technology. By consolidating findings from across the speech technology landscape, we provide a valuable resource for researchers interested in harnessing the power of transformers to advance the field. We identify the challenges encountered by transformers in speech processing while also offering insights into potential solutions to address these issues.

7.0AIMay 26Code
A Dataset of Robot-Patient and Doctor-Patient Medical Dialogues for Spoken Language Processing Tasks

Heriberto Cuayahuitl, Grace Jang

Large Language Models (LLMs) have brought huge improvements to Artificial Intelligence (AI), which can be applied to general-purpose tasks. However, their application to textual or spoken medical consultations is still an open research problem. This paper proposes MeDial-Speech, a novel speech dataset for training and evaluating Med-AIs that can carry out consultations with patients. It was collected in realistic environments from robot-patient and doctor-patient dialogues, contains 111+ hours of speech data (without data augmentation), and covers four health conditions: Lewy body dementia, heart failure, shoulder pain, and angina. In addition, we propose a dialogue benchmark via sentence selection (with 20 options) to evaluate three state-of-the-art LLMs: GPT-5 mini, DeepSeek-V3, and Claude Sonnet 4. Experimental results reveal that Claude Sonnet 4 is the best in sentence selection, with 71.1% accuracy using manual transcriptions and 74.7% using automatic transcriptions, and that all LLMs are highly overconfident in their probabilistic predictions, regardless of selecting correct or incorrect sentences in medical dialogues. This dataset is free of charge for non-commercial purposes at: https://huggingface.co/datasets/hcuayahu/MeDial-Speech

1.8LGJul 31, 2022
Robot Policy Learning from Demonstration Using Advantage Weighting and Early Termination

Abdalkarim Mohtasib, Gerhard Neumann, Heriberto Cuayahuitl

Learning robotic tasks in the real world is still highly challenging and effective practical solutions remain to be found. Traditional methods used in this area are imitation learning and reinforcement learning, but they both have limitations when applied to real robots. Combining reinforcement learning with pre-collected demonstrations is a promising approach that can help in learning control policies to solve robotic tasks. In this paper, we propose an algorithm that uses novel techniques to leverage offline expert data using offline and online training to obtain faster convergence and improved performance. The proposed algorithm (AWET) weights the critic losses with a novel agent advantage weight to improve over the expert data. In addition, AWET makes use of an automatic early termination technique to stop and discard policy rollouts that are not similar to expert trajectories -- to prevent drifting far from the expert data. In an ablation study, AWET showed improved and promising performance when compared to state-of-the-art baselines on four standard robotic tasks.

3.0RODec 10, 2021
Reward-Based Environment States for Robot Manipulation Policy Learning

Cédérick Mouliets, Isabelle Ferrané, Heriberto Cuayáhuitl

Training robot manipulation policies is a challenging and open problem in robotics and artificial intelligence. In this paper we propose a novel and compact state representation based on the rewards predicted from an image-based task success classifier. Our experiments, using the Pepper robot in simulation with two deep reinforcement learning algorithms on a grab-and-lift task, reveal that our proposed state representation can achieve up to 97% task success using our best policies.

10.4ROAug 6, 2021
A Study on Dense and Sparse (Visual) Rewards in Robot Policy Learning

Abdalkarim Mohtasib, Gerhard Neumann, Heriberto Cuayahuitl

Deep Reinforcement Learning (DRL) is a promising approach for teaching robots new behaviour. However, one of its main limitations is the need for carefully hand-coded reward signals by an expert. We argue that it is crucial to automate the reward learning process so that new skills can be taught to robots by their users. To address such automation, we consider task success classifiers using visual observations to estimate the rewards in terms of task success. In this work, we study the performance of multiple state-of-the-art deep reinforcement learning algorithms under different types of reward: Dense, Sparse, Visual Dense, and Visual Sparse rewards. Our experiments in various simulation tasks (Pendulum, Reacher, Pusher, and Fetch Reach) show that while DRL agents can learn successful behaviours using visual rewards when the goal targets are distinguishable, their performance may decrease if the task goal is not clearly visible. Our results also show that visual dense rewards are more successful than visual sparse rewards and that there is no single best algorithm for all tasks.

8.9ROJul 1, 2021
Neural Task Success Classifiers for Robotic Manipulation from Few Real Demonstrations

Abdalkarim Mohtasib, Amir Ghalamzan E., Nicola Bellotto et al.

Robots learning a new manipulation task from a small amount of demonstrations are increasingly demanded in different workspaces. A classifier model assessing the quality of actions can predict the successful completion of a task, which can be used by intelligent agents for action-selection. This paper presents a novel classifier that learns to classify task completion only from a few demonstrations. We carry out a comprehensive comparison of different neural classifiers, e.g. fully connected-based, fully convolutional-based, sequence2sequence-based, and domain adaptation-based classification. We also present a new dataset including five robot manipulation tasks, which is publicly available. We compared the performances of our novel classifier and the existing models using our dataset and the MIME dataset. The results suggest domain adaptation and timing-based features improve success prediction. Our novel model, i.e. fully convolutional neural network with domain adaptation and timing features, achieves an average classification accuracy of 97.3\% and 95.5\% across tasks in both datasets whereas state-of-the-art classifiers without domain adaptation and timing-features only achieve 82.4\% and 90.3\%, respectively.

18.4SDJan 1, 2021
A Survey on Deep Reinforcement Learning for Audio-Based Applications

Siddique Latif, Heriberto Cuayáhuitl, Farrukh Pervez et al.

Deep reinforcement learning (DRL) is poised to revolutionise the field of artificial intelligence (AI) by endowing autonomous systems with high levels of understanding of the real world. Currently, deep learning (DL) is enabling DRL to effectively solve various intractable problems in various fields. Most importantly, DRL algorithms are also being employed in audio signal processing to learn directly from speech, music and other sound signals in order to create audio-based autonomous systems that have many promising application in the real world. In this article, we conduct a comprehensive survey on the progress of DRL in the audio domain by bringing together the research studies across different speech and music-related areas. We begin with an introduction to the general field of DL and reinforcement learning (RL), then progress to the main DRL methods and their applications in the audio domain. We conclude by presenting challenges faced by audio-based DRL agents and highlighting open areas for future research and investigation.

13.3AIAug 27, 2019
Ensemble-Based Deep Reinforcement Learning for Chatbots

Heriberto Cuayáhuitl, Donghyeon Lee, Seonghan Ryu et al.

Trainable chatbots that exhibit fluent and human-like conversations remain a big challenge in artificial intelligence. Deep Reinforcement Learning (DRL) is promising for addressing this challenge, but its successful application remains an open question. This article describes a novel ensemble-based approach applied to value-based DRL chatbots, which use finite action sets as a form of meaning representation. In our approach, while dialogue actions are derived from sentence clustering, the training datasets in our ensemble are derived from dialogue clustering. The latter aim to induce specialised agents that learn to interact in a particular style. In order to facilitate neural chatbot training using our proposed approach, we assume dialogue data in raw text only -- without any manually-labelled data. Experimental results using chitchat data reveal that (1) near human-like dialogue policies can be induced, (2) generalisation to unseen data is a difficult problem, and (3) training an ensemble of chatbot agents is essential for improved performance over using a single agent. In addition to evaluations using held-out data, our results are further supported by a human evaluation that rated dialogues in terms of fluency, engagingness and consistency -- which revealed that our proposed dialogue rewards strongly correlate with human judgements.

7.5AIAug 27, 2019
A Data-Efficient Deep Learning Approach for Deployable Multimodal Social Robots

Heriberto Cuayáhuitl

The deep supervised and reinforcement learning paradigms (among others) have the potential to endow interactive multimodal social robots with the ability of acquiring skills autonomously. But it is still not very clear yet how they can be best deployed in real world applications. As a step in this direction, we propose a deep learning-based approach for efficiently training a humanoid robot to play multimodal games---and use the game of `Noughts & Crosses' with two variants as a case study. Its minimum requirements for learning to perceive and interact are based on a few hundred example images, a few example multimodal dialogues and physical demonstrations of robot manipulation, and automatic simulations. In addition, we propose novel algorithms for robust visual game tracking and for competitive policy learning with high winning rates, which substantially outperform DQN-based baselines. While an automatic evaluation shows evidence that the proposed approach can be easily extended to new games with competitive robot behaviours, a human evaluation with 130 humans playing with the Pepper robot confirms that highly accurate visual perception is required for successful game play.

9.5AIAug 27, 2019
Deep Reinforcement Learning for Chatbots Using Clustered Actions and Human-Likeness Rewards

Heriberto Cuayáhuitl, Donghyeon Lee, Seonghan Ryu et al.

Training chatbots using the reinforcement learning paradigm is challenging due to high-dimensional states, infinite action spaces and the difficulty in specifying the reward function. We address such problems using clustered actions instead of infinite actions, and a simple but promising reward function based on human-likeness scores derived from human-human dialogue data. We train Deep Reinforcement Learning (DRL) agents using chitchat data in raw text---without any manual annotations. Experimental results using different splits of training data report the following. First, that our agents learn reasonable policies in the environments they get familiarised with, but their performance drops substantially when they are exposed to a test set of unseen dialogues. Second, that the choice of sentence embedding size between 100 and 300 dimensions is not significantly different on test data. Third, that our proposed human-likeness rewards are reasonable for training chatbots as long as they use lengthy dialogue histories of >=10 sentences.

0.8CLDec 2, 2018
A Study on Dialogue Reward Prediction for Open-Ended Conversational Agents

Heriberto Cuayáhuitl, Seonghan Ryu, Donghyeon Lee et al.

The amount of dialogue history to include in a conversational agent is often underestimated and/or set in an empirical and thus possibly naive way. This suggests that principled investigations into optimal context windows are urgently needed given that the amount of dialogue history and corresponding representations can play an important role in the overall performance of a conversational system. This paper studies the amount of history required by conversational agents for reliably predicting dialogue rewards. The task of dialogue reward prediction is chosen for investigating the effects of varying amounts of dialogue history and their impact on system performance. Experimental results using a dataset of 18K human-human dialogues report that lengthy dialogue histories of at least 10 sentences are preferred (25 sentences being the best in our experiments) over short ones, and that lengthy histories are useful for training dialogue reward predictors with strong positive correlations between target dialogue rewards and predicted ones.

19.5AINov 26, 2016
Deep Reinforcement Learning for Multi-Domain Dialogue Systems

Heriberto Cuayáhuitl, Seunghak Yu, Ashley Williamson et al.

Standard deep reinforcement learning methods such as Deep Q-Networks (DQN) for multiple tasks (domains) face scalability problems. We propose a method for multi-domain dialogue policy learning---termed NDQN, and apply it to an information-seeking spoken dialogue system in the domains of restaurants and hotels. Experimental results comparing DQN (baseline) versus NDQN (proposed) using simulations report that our proposed method exhibits better scalability and is promising for optimising the behaviour of multi-domain dialogue systems.

1.9LGNov 26, 2016Code
Training an Interactive Humanoid Robot Using Multimodal Deep Reinforcement Learning

Heriberto Cuayáhuitl, Guillaume Couly, Clément Olalainty

Training robots to perceive, act and communicate using multiple modalities still represents a challenging problem, particularly if robots are expected to learn efficiently from small sets of example interactions. We describe a learning approach as a step in this direction, where we teach a humanoid robot how to play the game of noughts and crosses. Given that multiple multimodal skills can be trained to play this game, we focus our attention to training the robot to perceive the game, and to interact in this game. Our multimodal deep reinforcement learning agent perceives multimodal features and exhibits verbal and non-verbal actions while playing. Experimental results using simulations show that the robot can learn to win or draw up to 98% of the games. A pilot test of the proposed multimodal system for the targeted game---integrating speech, vision and gestures---reports that reasonable and fluent interactions can be achieved using the proposed approach.

22.9AIJan 18, 2016Code
SimpleDS: A Simple Deep Reinforcement Learning Dialogue System

Heriberto Cuayáhuitl

This paper presents 'SimpleDS', a simple and publicly available dialogue system trained with deep reinforcement learning. In contrast to previous reinforcement learning dialogue systems, this system avoids manual feature engineering by performing action selection directly from raw text of the last system and (noisy) user responses. Our initial results, in the restaurant domain, show that it is indeed possible to induce reasonable dialogue behaviour with an approach that aims for high levels of automation in dialogue control for intelligent interactive agents.

27.5AINov 25, 2015Code
Strategic Dialogue Management via Deep Reinforcement Learning

Heriberto Cuayáhuitl, Simon Keizer, Oliver Lemon

Artificially intelligent agents equipped with strategic skills that can negotiate during their interactions with other natural or artificial agents are still underdeveloped. This paper describes a successful application of Deep Reinforcement Learning (DRL) for training intelligent agents with strategic conversational skills, in a situated dialogue setting. Previous studies have modelled the behaviour of strategic agents using supervised learning and traditional reinforcement learning techniques, the latter using tabular representations or learning with linear function approximation. In this study, we apply DRL with a high-dimensional state space to the strategic board game of Settlers of Catan---where players can offer resources in exchange for others and they can also reply to offers made by other players. Our experimental results report that the DRL-based learnt policies significantly outperformed several baselines including random, rule-based, and supervised-based behaviours. The DRL-based policy has a 53% win rate versus 3 automated players (`bots'), whereas a supervised player trained on a dialogue corpus in this setting achieved only 27%, versus the same 3 bots. This result supports the claim that DRL is a promising framework for training dialogue systems, and strategic agents with negotiation abilities.