Baris Akgün

dblp:80/7656 · DBLP profile ↗
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12ranked-venue papers
5as first author
2since 2021 · last 2023
0000-0002-4079-6889ORCID · verified

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

Artificial intelligence and machine learning · 9 · 5 first-author · 1 since 2021Human-computer interaction and ubiquitous computing · 4 · 2 first-authorSystems, architecture and hardware · 3 · 2 first-authorApplied, interdisciplinary, general and emerging computing · 2 · 1 since 2021Computer networks · 1Databases, data management, data science and information retrieval · 1 · 1 first-authorGraphics, computer vision, multimedia, augmented reality and games · 1 · 1 first-author

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.

Artificial intelligence
2 papers
Reinforcement learning · 70% Robot manipulation · 25% Motion planning and robot control · 5%
Human-computer interaction and pervasive computing
2 papers
Human-robot interaction · 100%

Topics — the 9 heaviest of 10, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Robotics › Robot manipulation
learning from demonstration
0.622021
Reward Learning From Very Few Demonstrations · IEEE Trans. Robotics 2021
Learning Tasks and Skills Together From a Human Teacher · AAAI 2011
Machine learning › Reinforcement learning › exploration
adaptive exploration
0.512021
Reward Learning From Very Few Demonstrations · IEEE Trans. Robotics 2021
Machine learning › Reinforcement learning
policy search
0.512021
Reward Learning From Very Few Demonstrations · IEEE Trans. Robotics 2021
Machine learning › Reinforcement learning
reward learning
0.512021
Reward Learning From Very Few Demonstrations · IEEE Trans. Robotics 2021
Machine learning › Reinforcement learning › hierarchical reinforcement learning
skill learning
0.322021
Reward Learning From Very Few Demonstrations · IEEE Trans. Robotics 2021
Learning Tasks and Skills Together From a Human Teacher · AAAI 2011
Human-robot interaction › learning from demonstration
kinesthetic teaching
0.112012
Trajectories and keyframes for kinesthetic teaching: a human-robot interaction perspective · HRI 2012
Human-robot interaction
learning from demonstration
0.112012
Trajectories and keyframes for kinesthetic teaching: a human-robot interaction perspective · HRI 2012
Robotics › Motion planning and robot control › robot learning
task learning
0.112011
Learning Tasks and Skills Together From a Human Teacher · AAAI 2011
Human-robot interaction › robot learning
robot skill learning
0.012012
Trajectories and keyframes for kinesthetic teaching: a human-robot interaction perspective · HRI 2012

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

monte carlo · 0.5markov reward process · 0.5hidden markov model · 0.5social dialog · 0.2learning from demonstration · 0.2user study · 0.1hybrid trajectory-keyframe demonstration · 0.1
YearPublicationVenuePosition
2023 BarlowRL: Barlow Twins for Data-Efficient Reinforcement Learning
Omer Veysel Cagatan, Baris Akgün
ACML2
2021 Reward Learning From Very Few Demonstrations
abstract
This article introduces a novel skill learning framework that learns rewards from very few demonstrations and uses them in policy search (PS) to improve the skill. The demonstrations are used to learn a parameterized policy to execute the skill and a goal model, as a hidden Markov model (HMM), to monitor executions. The rewards are learned from the HMM structure and its monitoring capability. The HMM is converted to a finite-horizon Markov reward process (MRP). A Monte Carlo approach is used to calculate its values. Then, the HMM and the values are merged into a partially observable MRP to obtain execution returns to be used with PS for improving the policy. In addition to reward learning, a black box PS method with an adaptive exploration strategy is adopted. The resulting framework is evaluated with five PS approaches and two skills in simulation. The results show that the learned dense rewards lead to better performance compared to sparse monitoring signals, and using an adaptive exploration lead to faster convergence with higher success rates and lower variance. The efficacy of the framework is validated in a real-robot settings by improving three skills to complete success from complete failure using learned rewards where sparse rewards failed completely.
Cem Eteke, Dogancan Kebude, Baris Akgün
IEEE Trans. Robotics3
2020 Distributed Deep Reinforcement Learning with Wideband Sensing for Dynamic Spectrum Access
abstract
Dynamic Spectrum Access (DSA) improves spectrum utilization by allowing secondary users (SUs) to opportunistically access temporary idle periods in the primary user (PU) channels. Previous studies on utility maximizing spectrum access strategies mostly require complete network state information, therefore, may not be practical. Model-free reinforcement learning (RL) based methods, such as Q-learning, on the other hand, are promising adaptive solutions that do not require complete network information. In this paper, we tackle this research dilemma and propose deep Q-learning originated spectrum access (DQLS) based decentralized and centralized channel selection methods for network utility maximization, namely DEcentralized Spectrum Allocation (DESA) and Centralized Spectrum Allocation (CSA), respectively. Actions that are generated through centralized deep Q-network (DQN) are utilized in CSA whereas the DESA adopts a non-cooperative approach in spectrum decisions. We use extensive simulations to investigate spectrum utilization of our proposed methods for varying primary and secondary network sizes. Our findings demonstrate that proposed schemes outperform model-based RL and traditional approaches, including slotted-Aloha and Whittle index policy, while % 87 of optimal channel access is achieved.
Umuralp Kaytaz, Seyhan Ucar, Baris Akgün, Sinem Coleri Ergen
WCNC3
2018 Flow State Feedback Through Sports Wearables: A Case Study on Tennis
abstract
Flow state is a psychological state of optimal performance. To experience flow state, one needs to receive unambiguous feedback. Previous studies have described activities with internalized feedback modalities (e.g. visual). However, they do not offer any appropriate feedback modality for the activities that may benefit from external feedback, such as opponent-based sports. Addressing the issue, we adopted a research through design process and considered tennis as our case, in which players can benefit from attaining flow [1]. This pictorial reveals our approach to design 6 wearable device concepts under 3 design themes as future directions for design practitioners and researchers.
Hayati Havlucu, Terry Eskenazi, Baris Akgün, Mehmet Cengiz Onbasli, Aykut Coskun, Oguzhan Özcan
Conference on Designing Interactive Systems3
2016 Grounding action parameters from demonstration
abstract
When a robot is deployed to a new setting, it must reason about how to accomplish the goals of domain-appropriate tasks within the environment it is situated. We investigate the problem of enabling robots to interactively learn how to perform known tasks in new environments. Each task is composed of a sequence of parameterized actions, which we assume are given to the robot in the form of a task recipe. In order to learn how to ground the task in a new environment, our learner builds classifiers to model each of the parameters (i.e. all unique objects and semantic locations) associated with the task. In evaluation for two tasks across three different environments, our results show that these groundings are both (1) capable of being learned efficiently from demonstrations, and (2) necessary to learn for each new environment.
Kalesha Bullard, Baris Akgün, Sonia Chernova, Andrea Thomaz
RO-MAN2
2015 Streaming Linear Regression on Spark MLlib and MOA
abstract
In recent years, analyzing data streams has attracted considerable attention in different fields of computer science. In this paper, two different frameworks, namely MOA and Spark MLlib, are examined for linear regression on streaming data. The focus is placed on determining how well the linear regression techniques implemented in the frameworks that could be used to model the data streams. We also examine the challenges of massive data streams and how MOA and Spark Streaming solve these kinds of challenges. As a result of the experiments, we see that although the usage of MOA is more easier than Spark MLlib, Spark MLlib linear regression performance on streaming data is better.
Baris Akgün, Sule Gündüz Ögüdücü
ASONAM1
2015 Visual Case Retrieval for Interpreting Skill Demonstrations
Tesca Fitzgerald, Keith McGreggor, Baris Akgün, Andrea Thomaz, Ashok K. Goel 0001
ICCBR3
2015 Self-improvement of learned action models with learned goal models
abstract
We introduce a new method for robots to further improve upon skills acquired through Learning from Demonstration. Previously, we have introduced a method to learn both an action model to execute the skill and a goal model to monitor the execution of the skill. In this paper we show how to use the learned goal models to improve the learned action models autonomously, without further user interaction. Trajectories are sampled from the action model and executed on the robot. The goal model then labels them as success or failure and the successful ones are used to update the action model. We introduce an adaptive sampling method to speed up convergence. We show through both simulation and real robot experiments that our method can fix a failed action model.
Baris Akgün, Andrea Thomaz
IROS1
2015 An evaluation of GUI and kinesthetic teaching methods for constrained-keyframe skills
abstract
Keyframe-based Learning from Demonstration has been shown to be an effective method for allowing end-users to teach robots skills. We propose a method for using multiple keyframe demonstrations to learn skills as sequences of positional constraints (c-keyframes) which can be planned between for skill execution. We also introduce an interactive GUI which can be used for displaying the learned c-keyframes to the teacher, for altering aspects of the skill after it has been taught, or for specifying a skill directly without providing kinesthetic demonstrations. We compare 3 methods of teaching c-keyframe skills: kinesthetic teaching, GUI teaching, and kinesthetic teaching followed by GUI editing of the learned skill (K-GUI teaching). Based on user evaluation, the K-GUI method of teaching is found to be the most preferred, and the GUI to be the least preferred. Kinesthetic teaching is also shown to result in more robust constraints than GUI teaching, and several use cases of K-GUI teaching are discussed to show how the GUI can be used to improve the results of kinesthetic teaching.
Andrey Kurenkov, Baris Akgün, Andrea Thomaz
IROS2
2012 Trajectories and keyframes for kinesthetic teaching: a human-robot interaction perspective
abstract
Kinesthetic teaching is an approach to providing demonstrations to a robot in Learning from Demonstration whereby a human physically guides a robot to perform a skill. In the common usage of kinesthetic teaching, the robot's trajectory during a demonstration is recorded from start to end. In this paper we consider an alternative, keyframe demonstrations, in which the human provides a sparse set of consecutive keyframes that can be connected to perform the skill. We present a user-study (n=34) comparing the two approaches and highlighting their complementary nature. The study also tests and shows the potential benefits of iterative and adaptive versions of keyframe demonstrations. Finally, we introduce a hybrid method that combines trajectories and keyframes in a single demonstration.
Baris Akgün, Maya Cakmak, Jae Wook Yoo, Andrea Thomaz
HRI1
2011 Learning Tasks and Skills Together From a Human Teacher
abstract
We are interested in developing Learning from Demonstration (LfD) systems that are tailored to be used by everyday people. We highlight and tackle the issues of skill learning, task learning and interaction in the context of LfD As part of the AAAI 2011 LfD Challenge, we will demonstrate some of our most recent Socially Guided-Machine Learning work, in which the PR2 robot learns both low-level skills and high-level tasks through an ongoing social dialog with a human partner
Baris Akgün, Kaushik Subramanian, Jaeeun Shim, Andrea Thomaz
AAAI1
2011 Sampling heuristics for optimal motion planning in high dimensions
abstract
We present a sampling-based motion planner that improves the performance of the probabilistically optimal RRT* planning algorithm. Experiments demonstrate that our planner finds a fast initial path and decreases the cost of this path iteratively. We identify and address the limitations of RRT* in high-dimensional configuration spaces. We introduce a sampling bias to facilitate and accelerate cost decrease in these spaces and a simple node-rejection criteria to increase efficiency. Finally, we incorporate an existing bi-directional approach to search which decreases the time to find an initial path. We analyze our planner on a simple 2D navigation problem in detail to show its properties and test it on a difficult 7D manipulation problem to show its effectiveness. Our results consistently demonstrate improved performance over RRT*.
Baris Akgün, Mike Stilman
IROS1