Demonstration venue · read-only. Every page can be browsed; the buttons that would change it are switched off. Create an account to run TaxoReview on your own data. A simulation from public publication records: the people listed were not invited and did not agree to review.
? Tutorial for this page

Jignesh Modi

dblp:244/2600 · DBLP profile ↗
← Back
4ranked-venue papers
0as first author
2since 2021 · last 2021
—ORCID · none

Domains — the database's venue-derived domains; a paper can count in several

Artificial intelligence and machine learning · 4 · 2 since 2021Systems, architecture and hardware · 1 · 1 since 2021Graphics, computer vision, multimedia, augmented reality and games · 1 · 1 since 2021Human-computer interaction and ubiquitous computing · 1

Expertise — from the expertise taxonomy: the topics of the expert's papers under the CCF categories. A weight counts papers with recency: 1 for a paper about the topic, 0.3 when the topic is its context, halved every five years.

Human-computer interaction and pervasive computing
3 papers
Human-robot interaction · 70% Human-AI interaction · 22% Games and playful interaction · 8%
Artificial intelligence
2 papers
Generative modeling · 30% Planning, search and constraint satisfaction · 30% Optimization for machine learning · 30%
Theoretical computer science
1 paper
Algorithmic game theory and mechanism design · 100%

Topics — the 8 heaviest of 10, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Machine learning › Generative modeling
generative adversarial network
0.512021
Illuminating Mario Scenes in the Latent Space of a Generative Adversarial Network · AAAI 2021
Knowledge, reasoning and agents › Planning, search and constraint satisfaction
procedural content generation
0.512021
Illuminating Mario Scenes in the Latent Space of a Generative Adversarial Network · AAAI 2021
Machine learning › Optimization for machine learning › evolutionary computation
quality-diversity
0.512021
Illuminating Mario Scenes in the Latent Space of a Generative Adversarial Network · AAAI 2021
Human-robot interaction
preference learning
0.512021
Two-Stage Clustering of Human Preferences for Action Prediction in Assembly Tasks · ICRA 2021
Human-AI interaction › multi-agent interaction
multi-agent collaboration
0.412020
Multi-Armed Bandits with Fairness Constraints for Distributing Resources to Human Teammates · HRI 2020
Human-robot interaction
trust in robots
0.412020
Multi-Armed Bandits with Fairness Constraints for Distributing Resources to Human Teammates · HRI 2020
Robotics › Robot manipulation
learning from demonstration
0.112021
Two-Stage Clustering of Human Preferences for Action Prediction in Assembly Tasks · ICRA 2021
Algorithmic game theory and mechanism design
multi-armed bandit
0.112020
Multi-Armed Bandits with Fairness Constraints for Distributing Resources to Human Teammates · HRI 2020

Methods — techniques the papers use, named apart from their topics

two-stage clustering · 1.0quality diversity · 1.0cross-validation · 1.0MAP-Elites · 1.0CMA-ME · 1.0user study · 0.9multi-armed bandit · 0.9
YearPublicationVenuePosition
2021 Illuminating Mario Scenes in the Latent Space of a Generative Adversarial Network
abstract
Generative adversarial networks (GANs) are quickly becoming a ubiquitous approach to procedurally generating video game levels. While GAN generated levels are stylistically similar to human-authored examples, human designers often want to explore the generative design space of GANs to extract interesting levels. However, human designers find latent vectors opaque and would rather explore along dimensions the designer specifies, such as number of enemies or obstacles. We propose using state-of-the-art quality diversity algorithms designed to optimize continuous spaces, i.e. MAP-Elites with a directional variation operator and Covariance Matrix Adaptation MAP-Elites, to efficiently explore the latent space of a GAN to extract levels that vary across a set of specified gameplay measures. In the benchmark domain of Super Mario Bros, we demonstrate how designers may specify gameplay measures to our system and extract high-quality (playable) levels with a diverse range of level mechanics, while still maintaining stylistic similarity to human authored examples. An online user study shows how the different mechanics of the automatically generated levels affect subjective ratings of their perceived difficulty and appearance.
Matthew C. Fontaine, Ahmed Khalifa 0001, Jignesh Modi, Julian Togelius, Amy K. Hoover, Stefanos Nikolaidis
AAAI4
2021 Two-Stage Clustering of Human Preferences for Action Prediction in Assembly Tasks
abstract
To effectively assist human workers in assembly tasks a robot must proactively offer support by inferring their preferences in sequencing the task actions. Previous work has focused on learning the dominant preferences of human workers for simple tasks largely based on their intended goal. However, people may have preferences at different resolutions: they may share the same high-level preference for the order of the sub-tasks but differ in the sequence of individual actions. We propose a two-stage approach for learning and inferring the preferences of human operators based on the sequence of sub-tasks and actions. We conduct an IKEA assembly study and demonstrate how our approach is able to learn the dominant preferences in a complex task. We show that our approach improves the prediction of human actions through cross-validation. Lastly we show that our two-stage approach improves the efficiency of task execution in an online experiment and demonstrate its applicability in a real-world robot-assisted IKEA assembly.
Heramb Nemlekar, Jignesh Modi, Satyandra K. Gupta, Stefanos Nikolaidis
ICRA2
2020 Multi-Armed Bandits with Fairness Constraints for Distributing Resources to Human Teammates
abstract
How should a robot that collaborates with multiple people decide upon the distribution of resources (e.g. social attention, or parts needed for an assembly)? People are uniquely attuned to how resources are distributed. A decision to distribute more resources to one team member than another might be perceived as unfair with potentially detrimental effects for trust. We introduce a multi-armed bandit algorithm with fairness constraints, where a robot distributes resources to human teammates of different skill levels. In this problem, the robot does not know the skill level of each human teammate, but learns it by observing their performance over time. We define fairness as a constraint on the minimum rate that each human teammate is selected throughout the task. We provide theoretical guarantees on performance and perform a large-scale user study, where we adjust the level of fairness in our algorithm. Results show that fairness in resource distribution has a significant effect on users' trust in the system.
Houston Claure, Yifang Chen 0004, Jignesh Modi, Malte F. Jung, Stefanos Nikolaidis
HRI3
2020 Fair Contextual Multi-Armed Bandits: Theory and Experiments
abstract
When an AI system interacts with multiple users, it frequently needs to make allocation decisions. For instance, a virtual agent decides whom to pay attention to in a group, or a factory robot selects a worker to deliver a part.Demonstrating fairness in decision making is essential for such systems to be broadly accepted. We introduce a Multi-Armed Bandit algorithm with fairness constraints, where fairness is defined as a minimum rate at which a task or a resource is assigned to a user. The proposed algorithm uses contextual information about the users and the task and makes no assumptions on how the losses capturing the performance of different users are generated. We provide theoretical guarantees of performance and empirical results from simulation and an online user study. The results highlight the benefit of accounting for contexts in fair decision making, especially when users perform better at some contexts and worse at others.
Yifang Chen 0004, Alex Cuellar, Jignesh Modi, Heramb Nemlekar, Stefanos Nikolaidis
UAI4