CYMar 29, 2023
Queer In AI: A Case Study in Community-Led Participatory AIOrganizers Of QueerInAI, Anaelia Ovalle, Arjun Subramonian et al. · allen-ai, cmu
We present Queer in AI as a case study for community-led participatory design in AI. We examine how participatory design and intersectional tenets started and shaped this community's programs over the years. We discuss different challenges that emerged in the process, look at ways this organization has fallen short of operationalizing participatory and intersectional principles, and then assess the organization's impact. Queer in AI provides important lessons and insights for practitioners and theorists of participatory methods broadly through its rejection of hierarchy in favor of decentralization, success at building aid and programs by and for the queer community, and effort to change actors and institutions outside of the queer community. Finally, we theorize how communities like Queer in AI contribute to the participatory design in AI more broadly by fostering cultures of participation in AI, welcoming and empowering marginalized participants, critiquing poor or exploitative participatory practices, and bringing participation to institutions outside of individual research projects. Queer in AI's work serves as a case study of grassroots activism and participatory methods within AI, demonstrating the potential of community-led participatory methods and intersectional praxis, while also providing challenges, case studies, and nuanced insights to researchers developing and using participatory methods.
NEMar 1, 2023
pyribs: A Bare-Bones Python Library for Quality Diversity OptimizationBryon Tjanaka, Matthew C. Fontaine, David H. Lee et al. · cmu
Recent years have seen a rise in the popularity of quality diversity (QD) optimization, a branch of optimization that seeks to find a collection of diverse, high-performing solutions to a given problem. To grow further, we believe the QD community faces two challenges: developing a framework to represent the field's growing array of algorithms, and implementing that framework in software that supports a range of researchers and practitioners. To address these challenges, we have developed pyribs, a library built on a highly modular conceptual QD framework. By replacing components in the conceptual framework, and hence in pyribs, users can compose algorithms from across the QD literature; equally important, they can identify unexplored algorithm variations. Furthermore, pyribs makes this framework simple, flexible, and accessible, with a user-friendly API supported by extensive documentation and tutorials. This paper overviews the creation of pyribs, focusing on the conceptual framework that it implements and the design principles that have guided the library's development.
ROMar 23
GIFT: Generalizing Intent for Flexible Test-Time RewardsFin Amin, Nathaniel Dennler, Andreea Bobu
Robots learn reward functions from user demonstrations, but these rewards often fail to generalize to new environments. This failure occurs because learned rewards latch onto spurious correlations in training data rather than the underlying human intent that demonstrations represent. Existing methods leverage visual or semantic similarity to improve robustness, yet these surface-level cues often diverge from what humans actually care about. We present Generalizing Intent for Flexible Test-Time Rewards (GIFT), a framework that grounds reward generalization in human intent rather than surface cues. GIFT leverages language models to infer high-level intent from user demonstrations by contrasting preferred with non-preferred behaviors. At deployment, GIFT maps novel test states to behaviorally equivalent training states via intent-conditioned similarity, enabling learned rewards to generalize across distribution shifts without retraining. We evaluate GIFT on tabletop manipulation tasks with new objects and layouts. Across four simulated tasks with over 50 unseen objects, GIFT consistently outperforms visual and semantic similarity baselines in test-time pairwise win rate and state-alignment F1 score. Real-world experiments on a 7-DoF Franka Panda robot demonstrate that GIFT reliably transfers to physical settings. Further discussion can be found at https://mit-clear-lab.github.io/GIFT/
ROJun 25, 2025Code
HRIBench: Benchmarking Vision-Language Models for Real-Time Human Perception in Human-Robot InteractionZhonghao Shi, Enyu Zhao, Nathaniel Dennler et al.
Real-time human perception is crucial for effective human-robot interaction (HRI). Large vision-language models (VLMs) offer promising generalizable perceptual capabilities but often suffer from high latency, which negatively impacts user experience and limits VLM applicability in real-world scenarios. To systematically study VLM capabilities in human perception for HRI and performance-latency trade-offs, we introduce HRIBench, a visual question-answering (VQA) benchmark designed to evaluate VLMs across a diverse set of human perceptual tasks critical for HRI. HRIBench covers five key domains: (1) non-verbal cue understanding, (2) verbal instruction understanding, (3) human-robot object relationship understanding, (4) social navigation, and (5) person identification. To construct HRIBench, we collected data from real-world HRI environments to curate questions for non-verbal cue understanding, and leveraged publicly available datasets for the remaining four domains. We curated 200 VQA questions for each domain, resulting in a total of 1000 questions for HRIBench. We then conducted a comprehensive evaluation of both state-of-the-art closed-source and open-source VLMs (N=11) on HRIBench. Our results show that, despite their generalizability, current VLMs still struggle with core perceptual capabilities essential for HRI. Moreover, none of the models within our experiments demonstrated a satisfactory performance-latency trade-off suitable for real-time deployment, underscoring the need for future research on developing smaller, low-latency VLMs with improved human perception capabilities. HRIBench and our results can be found in this Github repository: https://github.com/interaction-lab/HRIBench.
RONov 18, 2025Code
Masked IRL: LLM-Guided Reward Disambiguation from Demonstrations and LanguageMinyoung Hwang, Alexandra Forsey-Smerek, Nathaniel Dennler et al.
Robots can adapt to user preferences by learning reward functions from demonstrations, but with limited data, reward models often overfit to spurious correlations and fail to generalize. This happens because demonstrations show robots how to do a task but not what matters for that task, causing the model to focus on irrelevant state details. Natural language can more directly specify what the robot should focus on, and, in principle, disambiguate between many reward functions consistent with the demonstrations. However, existing language-conditioned reward learning methods typically treat instructions as simple conditioning signals, without fully exploiting their potential to resolve ambiguity. Moreover, real instructions are often ambiguous themselves, so naive conditioning is unreliable. Our key insight is that these two input types carry complementary information: demonstrations show how to act, while language specifies what is important. We propose Masked Inverse Reinforcement Learning (Masked IRL), a framework that uses large language models (LLMs) to combine the strengths of both input types. Masked IRL infers state-relevance masks from language instructions and enforces invariance to irrelevant state components. When instructions are ambiguous, it uses LLM reasoning to clarify them in the context of the demonstrations. In simulation and on a real robot, Masked IRL outperforms prior language-conditioned IRL methods by up to 15% while using up to 4.7 times less data, demonstrating improved sample-efficiency, generalization, and robustness to ambiguous language. Project page: https://MIT-CLEAR-Lab.github.io/Masked-IRL and Code: https://github.com/MIT-CLEAR-Lab/Masked-IRL
AINov 22, 2025Code
QuickLAP: Quick Language-Action Preference Learning for Autonomous Driving AgentsJordan Abi Nader, David Lee, Nathaniel Dennler et al.
Robots must learn from both what people do and what they say, but either modality alone is often incomplete: physical corrections are grounded but ambiguous in intent, while language expresses high-level goals but lacks physical grounding. We introduce QuickLAP: Quick Language-Action Preference learning, a Bayesian framework that fuses physical and language feedback to infer reward functions in real time. Our key insight is to treat language as a probabilistic observation over the user's latent preferences, clarifying which reward features matter and how physical corrections should be interpreted. QuickLAP uses Large Language Models (LLMs) to extract reward feature attention masks and preference shifts from free-form utterances, which it integrates with physical feedback in a closed-form update rule. This enables fast, real-time, and robust reward learning that handles ambiguous feedback. In a semi-autonomous driving simulator, QuickLAP reduces reward learning error by over 70% compared to physical-only and heuristic multimodal baselines. A 15-participant user study further validates our approach: participants found QuickLAP significantly more understandable and collaborative, and preferred its learned behavior over baselines. Code is available at https://github.com/MIT-CLEAR-Lab/QuickLAP.
RONov 17, 2024Code
Improving User Experience in Preference-Based Optimization of Reward Functions for Assistive RobotsNathaniel Dennler, Zhonghao Shi, Stefanos Nikolaidis et al.
Assistive robots interact with humans and must adapt to different users' preferences to be effective. An easy and effective technique to learn non-expert users' preferences is through rankings of robot behaviors, for example, robot movement trajectories or gestures. Existing techniques focus on generating trajectories for users to rank that maximize the outcome of the preference learning process. However, the generated trajectories do not appear to reflect the user's preference over repeated interactions. In this work, we design an algorithm to generate trajectories for users to rank that we call Covariance Matrix Adaptation Evolution Strategies with Information Gain (CMA-ES-IG). CMA-ES-IG prioritizes the user's experience of the preference learning process. We show that users find our algorithm more intuitive and easier to use than previous approaches across both physical and social robot tasks. This project's code is hosted at github.com/interaction-lab/CMA-ES-IG
HCJan 7, 2024
Evaluating and Personalizing User-Perceived Quality of Text-to-Speech Voices for Delivering Mindfulness Meditation with Different Physical EmbodimentsZhonghao Shi, Han Chen, Anna-Maria Velentza et al.
Mindfulness-based therapies have been shown to be effective in improving mental health, and technology-based methods have the potential to expand the accessibility of these therapies. To enable real-time personalized content generation for mindfulness practice in these methods, high-quality computer-synthesized text-to-speech (TTS) voices are needed to provide verbal guidance and respond to user performance and preferences. However, the user-perceived quality of state-of-the-art TTS voices has not yet been evaluated for administering mindfulness meditation, which requires emotional expressiveness. In addition, work has not yet been done to study the effect of physical embodiment and personalization on the user-perceived quality of TTS voices for mindfulness. To that end, we designed a two-phase human subject study. In Phase 1, an online Mechanical Turk between-subject study (N=471) evaluated 3 (feminine, masculine, child-like) state-of-the-art TTS voices with 2 (feminine, masculine) human therapists' voices in 3 different physical embodiment settings (no agent, conversational agent, socially assistive robot) with remote participants. Building on findings from Phase 1, in Phase 2, an in-person within-subject study (N=94), we used a novel framework we developed for personalizing TTS voices based on user preferences, and evaluated user-perceived quality compared to best-rated non-personalized voices from Phase 1. We found that the best-rated human voice was perceived better than all TTS voices; the emotional expressiveness and naturalness of TTS voices were poorly rated, while users were satisfied with the clarity of TTS voices. Surprisingly, by allowing users to fine-tune TTS voice features, the user-personalized TTS voices could perform almost as well as human voices, suggesting user personalization could be a simple and very effective tool to improve user-perceived quality of TTS voice.
ROMar 6, 2024
Using Causal Trees to Estimate Personalized Task Difficulty in Post-Stroke IndividualsNathaniel Dennler, Stefanos Nikolaidis, Maja Matarić
Adaptive training programs are crucial for recovery post stroke. However, developing programs that automatically adapt depends on quantifying how difficult a task is for a specific individual at a particular stage of their recovery. In this work, we propose a method that automatically generates regions of different task difficulty levels based on an individual's performance. We show that this technique explains the variance in user performance for a reaching task better than previous approaches to estimating task difficulty.
ROJan 13, 2024
Singing the Body Electric: The Impact of Robot Embodiment on User ExpectationsNathaniel Dennler, Stefanos Nikolaidis, Maja Matarić
Users develop mental models of robots to conceptualize what kind of interactions they can have with those robots. The conceptualizations are often formed before interactions with the robot and are based only on observing the robot's physical design. As a result, understanding conceptualizations formed from physical design is necessary to understand how users intend to interact with the robot. We propose to use multimodal features of robot embodiments to predict what kinds of expectations users will have about a given robot's social and physical capabilities. We show that using such features provides information about general mental models of the robots that generalize across socially interactive robots. We describe how these models can be incorporated into interaction design and physical design for researchers working with socially interactive robots.
CYOct 2, 2025
The Current State of AI Bias Bounties: An Overview of Existing Programmes and ResearchSergej Kucenko, Nathaniel Dennler, Fengxiang He
Current bias evaluation methods rarely engage with communities impacted by AI systems. Inspired by bug bounties, bias bounties have been proposed as a reward-based method that involves communities in AI bias detection by asking users of AI systems to report biases they encounter when interacting with such systems. In the absence of a state-of-the-art review, this survey aimed to identify and analyse existing AI bias bounty programmes and to present academic literature on bias bounties. Google, Google Scholar, PhilPapers, and IEEE Xplore were searched, and five bias bounty programmes, as well as five research publications, were identified. All bias bounties were organised by U.S.-based organisations as time-limited contests, with public participation in four programmes and prize pools ranging from 7,000 to 24,000 USD. The five research publications included a report on the application of bug bounties to algorithmic harms, an article addressing Twitter's bias bounty, a proposal for bias bounties as an institutional mechanism to increase AI scrutiny, a workshop discussing bias bounties from queer perspectives, and an algorithmic framework for bias bounties. We argue that reducing the technical requirements to enter bounty programmes is important to include those without coding experience. Given the limited adoption of bias bounties, future efforts should explore the transferability of the best practices from bug bounties and examine how such programmes can be designed to be sensitive to underrepresented groups while lowering adoption barriers for organisations.
ROMay 7, 2025
Modeling Personalized Difficulty of Rehabilitation Exercises Using Causal TreesNathaniel Dennler, Zhonghao Shi, Uksang Yoo et al.
Rehabilitation robots are often used in game-like interactions for rehabilitation to increase a person's motivation to complete rehabilitation exercises. By adjusting exercise difficulty for a specific user throughout the exercise interaction, robots can maximize both the user's rehabilitation outcomes and the their motivation throughout the exercise. Previous approaches have assumed exercises have generic difficulty values that apply to all users equally, however, we identified that stroke survivors have varied and unique perceptions of exercise difficulty. For example, some stroke survivors found reaching vertically more difficult than reaching farther but lower while others found reaching farther more challenging than reaching vertically. In this paper, we formulate a causal tree-based method to calculate exercise difficulty based on the user's performance. We find that this approach accurately models exercise difficulty and provides a readily interpretable model of why that exercise is difficult for both users and caretakers.
ROJan 2, 2025
Contrastive Learning from Exploratory Actions: Leveraging Natural Interactions for Preference ElicitationNathaniel Dennler, Stefanos Nikolaidis, Maja Matarić
People have a variety of preferences for how robots behave. To understand and reason about these preferences, robots aim to learn a reward function that describes how aligned robot behaviors are with a user's preferences. Good representations of a robot's behavior can significantly reduce the time and effort required for a user to teach the robot their preferences. Specifying these representations -- what "features" of the robot's behavior matter to users -- remains a difficult problem; Features learned from raw data lack semantic meaning and features learned from user data require users to engage in tedious labeling processes. Our key insight is that users tasked with customizing a robot are intrinsically motivated to produce labels through exploratory search; they explore behaviors that they find interesting and ignore behaviors that are irrelevant. To harness this novel data source of exploratory actions, we propose contrastive learning from exploratory actions (CLEA) to learn trajectory features that are aligned with features that users care about. We learned CLEA features from exploratory actions users performed in an open-ended signal design activity (N=25) with a Kuri robot, and evaluated CLEA features through a second user study with a different set of users (N=42). CLEA features outperformed self-supervised features when eliciting user preferences over four metrics: completeness, simplicity, minimality, and explainability.
ROJan 25, 2022
Using Design Metaphors to Understand User Expectations of Socially Interactive Robot EmbodimentsNathaniel Dennler, Changxiao Ruan, Jessica Hadiwijoyo et al.
The physical design of a robot suggests expectations of that robot's functionality for human users and collaborators. When those expectations align with the true capabilities of the robot, interaction with the robot is enhanced. However, misalignment of those expectations can result in an unsatisfying interaction. This paper uses Mechanical Turk to evaluate user expectation through the use of design metaphors as applied to a wide range of robot embodiments. The first study (N=382) associates crowd-sourced design metaphors to different robot embodiments. The second study (N=803) assesses initial social expectations of robot embodiments. The final study (N=805) addresses the degree of abstraction of the design metaphors and the functional expectations projected on robot embodiments. Together, these results can guide robot designers toward aligning user expectations with true robot capabilities, facilitating positive human-robot interaction.
ROAug 3, 2021
Design and Evaluation of a Hair Combing System Using a General-Purpose Robotic ArmNathaniel Dennler, Eura Shin, Maja Matarić et al.
This work introduces an approach for automatic hair combing by a lightweight robot. For people living with limited mobility, dexterity, or chronic fatigue, combing hair is often a difficult task that negatively impacts personal routines. We propose a modular system for enabling general robot manipulators to assist with a hair-combing task. The system consists of three main components. The first component is the segmentation module, which segments the location of hair in space. The second component is the path planning module that proposes automatically-generated paths through hair based on user input. The final component creates a trajectory for the robot to execute. We quantitatively evaluate the effectiveness of the paths planned by the system with 48 users and qualitatively evaluate the system with 30 users watching videos of the robot performing a hair-combing task in the physical world. The system is shown to effectively comb different hairstyles.
ROJul 15, 2021
Personalizing User Engagement Dynamics in a Non-Verbal Communication Game for Cerebral PalsyNathaniel Dennler, Catherine Yunis, Jonathan Realmuto et al.
Children and adults with cerebral palsy (CP) can have involuntary upper limb movements as a consequence of the symptoms that characterize their motor disability, leading to difficulties in communicating with caretakers and peers. We describe how a socially assistive robot may help individuals with CP to practice non-verbal communicative gestures using an active orthosis in a one-on-one number-guessing game. We performed a user study and data collection with participants with CP; we found that participants preferred an embodied robot over a screen-based agent, and we used the participant data to train personalized models of participant engagement dynamics that can be used to select personalized robot actions. Our work highlights the benefit of personalized models in the engagement of users with CP with a socially assistive robot and offers design insights for future work in this area.