16.4CVJan 27, 2025
Slot-Guided Adaptation of Pre-trained Diffusion Models for Object-Centric Learning and Compositional GenerationAdil Kaan Akan, Yucel Yemez
We present SlotAdapt, an object-centric learning method that combines slot attention with pretrained diffusion models by introducing adapters for slot-based conditioning. Our method preserves the generative power of pretrained diffusion models, while avoiding their text-centric conditioning bias. We also incorporate an additional guidance loss into our architecture to align cross-attention from adapter layers with slot attention. This enhances the alignment of our model with the objects in the input image without using external supervision. Experimental results show that our method outperforms state-of-the-art techniques in object discovery and image generation tasks across multiple datasets, including those with real images. Furthermore, we demonstrate through experiments that our method performs remarkably well on complex real-world images for compositional generation, in contrast to other slot-based generative methods in the literature. The project page can be found at https://kaanakan.github.io/SlotAdapt/.
6.2CVMay 4, 2025
Hierarchical Compact Clustering Attention (COCA) for Unsupervised Object-Centric LearningCan Küçüksözen, Yücel Yemez
We propose the Compact Clustering Attention (COCA) layer, an effective building block that introduces a hierarchical strategy for object-centric representation learning, while solving the unsupervised object discovery task on single images. COCA is an attention-based clustering module capable of extracting object-centric representations from multi-object scenes, when cascaded into a bottom-up hierarchical network architecture, referred to as COCA-Net. At its core, COCA utilizes a novel clustering algorithm that leverages the physical concept of compactness, to highlight distinct object centroids in a scene, providing a spatial inductive bias. Thanks to this strategy, COCA-Net generates high-quality segmentation masks on both the decoder side and, notably, the encoder side of its pipeline. Additionally, COCA-Net is not bound by a predetermined number of object masks that it generates and handles the segmentation of background elements better than its competitors. We demonstrate COCA-Net's segmentation performance on six widely adopted datasets, achieving superior or competitive results against the state-of-the-art models across nine different evaluation metrics.
0.2CLDec 12, 2020
AffectON: Incorporating Affect Into Dialog GenerationZana Bucinca, Yucel Yemez, Engin Erzin et al.
Due to its expressivity, natural language is paramount for explicit and implicit affective state communication among humans. The same linguistic inquiry (e.g., How are you?) might induce responses with different affects depending on the affective state of the conversational partner(s) and the context of the conversation. Yet, most dialog systems do not consider affect as constitutive aspect of response generation. In this paper, we introduce AffectON, an approach for generating affective responses during inference. For generating language in a targeted affect, our approach leverages a probabilistic language model and an affective space. AffectON is language model agnostic, since it can work with probabilities generated by any language model (e.g., sequence-to-sequence models, neural language models, n-grams). Hence, it can be employed for both affective dialog and affective language generation. We experimented with affective dialog generation and evaluated the generated text objectively and subjectively. For the subjective part of the evaluation, we designed a custom user interface for rating and provided recommendations for the design of such interfaces. The results, both subjective and objective demonstrate that our approach is successful in pulling the generated language toward the targeted affect, with little sacrifice in syntactic coherence.
2.0AIAug 6, 2019
Batch Recurrent Q-Learning for Backchannel Generation Towards Engaging AgentsNusrah Hussain, Engin Erzin, T. Metin Sezgin et al.
The ability to generate appropriate verbal and non-verbal backchannels by an agent during human-robot interaction greatly enhances the interaction experience. Backchannels are particularly important in applications like tutoring and counseling, which require constant attention and engagement of the user. We present here a method for training a robot for backchannel generation during a human-robot interaction within the reinforcement learning (RL) framework, with the goal of maintaining high engagement level. Since online learning by interaction with a human is highly time-consuming and impractical, we take advantage of the recorded human-to-human dataset and approach our problem as a batch reinforcement learning problem. The dataset is utilized as a batch data acquired by some behavior policy. We perform experiments with laughs as a backchannel and train an agent with value-based techniques. In particular, we demonstrate the effectiveness of recurrent layers in the approximate value function for this problem, that boosts the performance in partially observable environments. With off-policy policy evaluation, it is shown that the RL agents are expected to produce more engagement than an agent trained from imitation learning.
3.6AIAug 5, 2019
Speech Driven Backchannel Generation using Deep Q-Network for Enhancing Engagement in Human-Robot InteractionNusrah Hussain, Engin Erzin, T. Metin Sezgin et al.
We present a novel method for training a social robot to generate backchannels during human-robot interaction. We address the problem within an off-policy reinforcement learning framework, and show how a robot may learn to produce non-verbal backchannels like laughs, when trained to maximize the engagement and attention of the user. A major contribution of this work is the formulation of the problem as a Markov decision process (MDP) with states defined by the speech activity of the user and rewards generated by quantified engagement levels. The problem that we address falls into the class of applications where unlimited interaction with the environment is not possible (our environment being a human) because it may be time-consuming, costly, impracticable or even dangerous in case a bad policy is executed. Therefore, we introduce deep Q-network (DQN) in a batch reinforcement learning framework, where an optimal policy is learned from a batch data collected using a more controlled policy. We suggest the use of human-to-human dyadic interaction datasets as a batch of trajectories to train an agent for engaging interactions. Our experiments demonstrate the potential of our method to train a robot for engaging behaviors in an offline manner.