EDBT 2026 Demo / reviewers in the wild / expert
Simon Holk
dblp:306/7177
· DBLP profile ↗
9ranked-venue papers
2as first author
9since 2021 · last 2025
0000-0001-5727-8140ORCID · corroborated
Domains — the database's venue-derived domains; a paper can count in several
Artificial intelligence and machine learning · 8 · 2 first-author · 8 since 2021Systems, architecture and hardware · 6 · 1 first-author · 6 since 2021Human-computer interaction and ubiquitous computing · 2 · 1 first-author · 2 since 2021
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2025 | Flora: Sample-Efficient Preference-Based Rl Via Low-Rank Style Adaptation of Reward FunctionsabstractPreference-based reinforcement learning (PbRL) is a suitable approach for style adaptation of pre-trained robotic behavior: adapting the robot's policy to follow human user preferences while still being able to perform the original task. However, collecting preferences for the adaptation process in robotics is often challenging and time-consuming. In this work we explore the adaptation of pre-trained robots in the low-preference-data regime. We show that, in this regime, recent adaptation approaches suffer from catastrophic reward forgetting (CRF), where the updated reward model overfits to the new preferences, leading the agent to become unable to perform the original task. To mitigate CRF, we propose to enhance the original reward model with a small number of parameters (low-rank matrices) responsible for modeling the preference adaptation. Our evaluation shows that our method can efficiently and effectively adjust robotic behavior to human preferences across simulation benchmark tasks and multiple real-world robotic tasks. We provide videos of our results and source code at https://sites.google.com/view/preflora/. Daniel Marta, Simon Holk, Miguel Vasco, Jens Lundell, Timon Homberger, Finn Lukas Busch, Olov Andersson, Danica Kragic, Iolanda Leite |
ICRA | 2 |
| 2025 | The Impact of VR and 2D Interfaces on Human Feedback in Preference-Based Robot LearningabstractAligning robot navigation with human preferences is essential for ensuring comfortable, and predictable robot movement in shared spaces. While preference-based learning methods, such as reinforcement learning from human feedback (RLHF), enable this alignment, the choice of the preference collection interface may influence the process. Traditional 2D interfaces provide structured views but lack spatial depth, whereas immersive VR offers richer perception, potentially affecting preference articulation. This study systematically examines how the interface modality impacts human preference collection and navigation policy alignment. We introduce a novel dataset of 2,325 human preference queries collected through both VR and 2D interfaces, revealing significant differences in user experience, preference consistency, and policy outcomes. Our findings highlight the trade-offs between immersion, perception, and preference reliability, emphasizing the importance of interface selection in preference-based robot learning. The dataset is available to support future research. Jorge de Heuvel, Daniel Marta, Simon Holk, Iolanda Leite, Maren Bennewitz |
IROS | 3 |
| 2024 | PREDILECT: Preferences Delineated with Zero-Shot Language-based Reasoning in Reinforcement LearningabstractPreference-based reinforcement learning (RL) has emerged as a new field in robot learning, where humans play a pivotal role in shaping robot behavior by expressing preferences on different sequences of state-action pairs. However, formulating realistic policies for robots demands responses from humans to an extensive array of queries. In this work, we approach the sample-efficiency challenge by expanding the information collected per query to contain both preferences and optional text prompting. To accomplish this, we leverage the zero-shot capabilities of a large language model (LLM) to reason from the text provided by humans. To accommodate the additional query information, we reformulate the reward learning objectives to contain flexible highlights -- state-action pairs that contain relatively high information and are related to the features processed in a zero-shot fashion from a pretrained LLM. In both a simulated scenario and a user study, we reveal the effectiveness of our work by analyzing the feedback and its implications. Additionally, the collective feedback collected serves to train a robot on socially compliant trajectories in a simulated social navigation landscape. We provide video examples of the trained policies at https://sites.google.com/view/rl-predilect Simon Holk, Daniel Marta, Iolanda Leite |
HRI | 1 |
| 2024 | POLITE: Preferences Combined with Highlights in Reinforcement LearningabstractMany solutions to address the challenge of robot learning have been devised, namely through exploring novel ways for humans to communicate complex goals and tasks in reinforcement learning (RL) setups. One way that experienced recent research interest directly addresses the problem by considering human feedback as preferences between pairs of trajectories (sequences of state-action pairs). However, when simply attributing a single preference to a pair of trajectories that contain many agglomerated steps, key pieces of information are lost in the process. We amplify the initial definition of preferences to account for highlights: state-action pairs of relatively high information (high/low reward) within a preferred trajectory. To include the additional information, we design novel regularization methods within a preference learning framework. To this extent, we present our method which is able to greatly reduce the necessary amount of preferences, by permitting the highlighting of favoured trajectories, in order to reduce the entropy of the credit assignment. We show the effectiveness of our work in both simulation and a user study, which analyzes the feedback given and its implications. We also use the total collected feedback to train a robot policy for socially compliant trajectories in a simulated social navigation environment. We release code and video examples at https://sites.google.com/view/rl-polite Simon Holk, Daniel Marta, Iolanda Leite |
ICRA | 1 |
| 2024 | SEQUEL: Semi-Supervised Preference-based RL with Query Synthesis via Latent InterpolationabstractPreference-based reinforcement learning (RL) poses as a recent research direction in robot learning, by allowing humans to teach robots through preferences on pairs of desired behaviours. Nonetheless, to obtain realistic robot policies, an arbitrarily large number of queries is required to be answered by humans. In this work, we approach the sample-efficiency challenge by presenting a technique which synthesizes queries, in a semi-supervised learning perspective. To achieve this, we leverage latent variational autoencoder (VAE) representations of trajectory segments (sequences of state-action pairs). Our approach manages to produce queries which are closely aligned with those labeled by humans, while avoiding excessive uncertainty according to the human preference predictions as determined by reward estimations. Additionally, by introducing variation without deviating from the original human’s intents, more robust reward function representations are achieved. We compare our approach to recent state-of-the-art preference-based RL semi-supervised learning techniques. Our experimental findings reveal that we can enhance the generalization of the estimated reward function without requiring additional human intervention. Lastly, to confirm the practical applicability of our approach, we conduct experiments involving actual human users in a simulated social navigation setting. Videos of the experiments can be found at https://sites.google.com/view/rl-sequel Daniel Marta, Simon Holk, Christian Pek, Iolanda Leite |
ICRA | 2 |
| 2024 | Smiling in the Face and Voice of Avatars and Robots: Evidence for a 'Smiling McGurk Effect'abstractMultisensory integration influences emotional perception, as the McGurk effect demonstrates for the communication between humans. Human physiology implicitly links the production of visual features with other modes like the audio channel: Face muscles responsible for a smiling face also stretch the vocal cords that result in a characteristic smiling voice. For artificial agents capable of multimodal expression, this linkage is modeled explicitly. In our studies, we observe the influence of visual and audio channels on the perception of the agents' emotional expression. We created videos of virtual characters and social robots either with matching or mismatching emotional expressions in the audio and visual channels. In two online studies, we measured the agents' perceived valence and arousal. Our results consistently lend support to the ‘emotional McGurk effect' hypothesis, according to which face transmits valence information, and voice transmits arousal. When dealing with dynamic virtual characters, visual information is enough to convey both valence and arousal, and thus audio expressivity need not be congruent. When dealing with robots with fixed facial expressions, however, both visual and audio information need to be present to convey the intended expression. Ilaria Torre 0002, Simon Holk, Elmira Yadollahi, Iolanda Leite, Rachel McDonnell, Naomi Harte |
IEEE Trans. Affect. Comput. | 2 |
| 2023 | Aligning Human Preferences with Baseline Objectives in Reinforcement LearningabstractPractical implementations of deep reinforcement learning (deep RL) have been challenging due to an amplitude of factors, such as designing reward functions that cover every possible interaction. To address the heavy burden of robot reward engineering, we aim to leverage subjective human preferences gathered in the context of human-robot interaction, while taking advantage of a baseline reward function when available. By considering baseline objectives to be designed beforehand, we are able to narrow down the policy space, solely requesting human attention when their input matters the most. To allow for control over the optimization of different objectives, our approach contemplates a multi-objective setting. We achieve human-compliant policies by sequentially training an optimal policy from a baseline specification and collecting queries on pairs of trajectories. These policies are obtained by training a reward estimator to generate Pareto optimal policies that include human preferred behaviours. Our approach ensures sample efficiency and we conducted a user study to collect real human preferences, which we utilized to obtain a policy on a social navigation environment. Daniel Marta, Simon Holk, Christian Pek, Jana Tumova, Iolanda Leite |
ICRA | 2 |
| 2023 | VARIQuery: VAE Segment-Based Active Learning for Query Selection in Preference-Based Reinforcement LearningabstractHuman-in-the-loop reinforcement learning (RL) methods actively integrate human knowledge to create reward functions for various robotic tasks. Learning from preferences shows promise as alleviates the requirement of demonstrations by querying humans on state-action sequences. However, the limited granularity of sequence-based approaches complicates temporal credit assignment. The amount of human querying is contingent on query quality, as redundant queries result in excessive human involvement. This paper addresses the often-overlooked aspect of query selection, which is closely related to active learning (AL). We propose a novel query selection approach that leverages variational autoencoder (VAE) representations of state sequences. In this manner, we formulate queries that are diverse in nature while simultaneously taking into account reward model estimations. We compare our approach to the current state-of-the-art query selection methods in preference-based RL, and find ours to be either on-par or more sample efficient through extensive benchmarking on simulated environments relevant to robotics. Lastly, we conduct an online study to verify the effectiveness of our query selection approach with real human feedback and examine several metrics related to human effort. Daniel Marta, Simon Holk, Christian Pek, Jana Tumova, Iolanda Leite |
IROS | 2 |
| 2021 | Dimensional perception of a 'smiling McGurk effect'abstractMultisensory integration influences emotional perception, as the McGurk effect demonstrates for the communication between humans. Human physiology implicitly links the production of visual features with other modes like the audio channel: Face muscles responsible for a smiling face also stretch the vocal cords that results in a characteristic smiling voice. For artificial agents capable of multimodal expression, this linkage is modeled explicitly. In our study, we observe the influence of visual and audio channel on the perception of the agent’s emotional state. We created two virtual characters to control for anthropomorphic appearance. We record videos of these agents either with matching or mismatching emotional expression in the audio and visual channel. In an online study we measured the agent’s perceived valence and arousal. Our results show that a matched smiling voice and smiling face increase both dimensions of the Circumplex model of emotions: ratings of valence and arousal grow. When the channels present conflicting information, any type of smiling results in higher arousal rating, but only the visual channel increases the perceived valence. When engineers are constrained in their design choices, we suggest they should give precedence to convey the artificial agent’s emotional state through the visual channel. Ilaria Torre 0002, Simon Holk, Emma Carrigan, Iolanda Leite, Rachel McDonnell, Naomi Harte |
ACII | 2 |