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  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>Representing And Reasoning with Functional Knowledge for Spatial Language Understanding</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Kalyan Moy Gupta</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Abraham R. Schneider</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Matthew Klenk</string-name>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Kellen Gillespie</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Justin Karneeb</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>Knexus Research Corporation;</institution>
          <addr-line>Springfield, VA 22153</addr-line>
          ,
          <country country="US">USA</country>
        </aff>
        <aff id="aff1">
          <label>1</label>
          <institution>Naval Research Laboratory</institution>
          ,
          <addr-line>Washington, DC 20745</addr-line>
          ,
          <country country="US">USA</country>
        </aff>
      </contrib-group>
      <abstract>
        <p>One of the central problems in spatial language understanding is the polysemy and the vagueness of spatial terms, which cannot be resolved by lexical knowledge alone. We address this issue by developing a representation framework for functional interactions between objects and agents. We use this framework with a constraint solver to resolve and recover the meanings of spatial descriptions for object placement tasks. We describe our approach in a virtual environment with an example of object placement task. Virtual scene (re)construction or object placement is a vital task in many practical applications such as background layout in 3-D animated movies, accident or crime scene simulation, and navigation maps for video game development. Using natural language (NL) commands can be a natural and efficient alternative to an otherwise effort intensive manual placement of objects in a virtual world (e.g., Coyne and Sproat, 2001; and Dupuy, 2001). However, machine understanding of natural language commands is notoriously difficult due to polysemy and vagueness of spatial terms. Only considering lexical semantic knowledge of spatial terms is clearly insufficient for this task; world knowledge and pragmatics must be considered for understanding language in a form that can be acted upon by autonomous agents. Over the past couple of decades much research in spatial term semantics has focused on developing computational models that map utterances to semantics (e.g., Regier and Carlson, 2001; Coventry et al., 1994). Although, such research recognizes the need for pragmatic and functional knowledge about objects, the development of computational models for representing and using such knowledge has received little attention. To address this gap, we present a framework for representing world knowledge that can be effectively translated into spatial constraints to resolve vague and underspecified natural language commands. We present an algorithm that utilizes such knowledge for interpreting natural language commands and to perform valid least cost object placements. We organize the remainder of this paper as follows. We explain the nature of linguistic underspecification in object placement tasks in the next section. We follow this with a description of our representation framework and an algorithm that performs linguistically commanded single object placement task. Next, we illustrate our approach with an example. Finally, we discuss the strengths and limitations of our approach and conclude the paper.</p>
      </abstract>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>Introduction</title>
    </sec>
    <sec id="sec-2">
      <title>Vagueness in NL driven Object Placement</title>
      <p>Consider the task of generating a static scene described by text utterances in a 3D
virtual environment. For example, generating a scene with “a chair in front of the
table” and subsequently placing a “printer on the table.” The desired rendering of the
scene is shown in Figure 1.
The central issue in such a task is interpreting vague spatial prepositions such as on
and in-front-of into valid object placements. The utterance “printer on the
table” can only be judged as vague when attempting to place the printer in the World.
For instance, the possible placements on the table are to the left, right, front, and
behind the monitor. However, the placements in front and back of the monitor are
functionally invalid for a human user. The utterance also does not specify the suitable
orientation of the printer. Without such a specification, the printer could be oriented
in numerous ways in relation to the monitor and the chair, only some of which would
be valid. For example, the orientation shown in Figure 1 is a valid one. However, the
orientations of the printer such as upside down or facing the wall would be invalid.
Clearly, functional knowledge of interaction between objects must be considered for
generating valid placements. The question is what should be the content of such
functional and world knowledge and how can it be utilized to recover the unspecified
elements and generate a complete and valid specification for object placement. We
answer this question in the next section.
3</p>
    </sec>
    <sec id="sec-3">
      <title>Representation and Reasoning for Linguistically commanded</title>
    </sec>
    <sec id="sec-4">
      <title>Object Placement</title>
      <p>Problem Task: Given a world, W, containing a set of objects, O, located in various
places in the world and an underspecified linguistic command requesting to place a
target object, ot in W, find a location with the least interaction cost to place ot. We
return to the notion of interaction cost later in this section.</p>
    </sec>
    <sec id="sec-5">
      <title>Functional Knowledge Representation. We introduce an autonomous agent, α, as</title>
      <p>
        the central element of a functional representation of objects, O, and their parts in the
World. Given our goal of building agents that interact with humans, our
representation encodes spatial constraints accordingly. We assume that α is
humanlike and interacts with objects using a set of primitive actions or perceived
affordances
        <xref ref-type="bibr" rid="ref5 ref9">(Gibson, 1977, Norman, 2002)</xref>
        . We introduce a set of the following
primitive actions:
1. Reach: the agent reaches for objects to manipulate and interact with them. Given
our assumption that α is human-like, we subcategorize the reach interaction as
follows:
1.1. Reach.Arm: the agent reaches for objects with arms fully extended.
1.2. Reach.Forearm: the agent reaches for objects with only the forearm
extended.
1.3. Reach.Foot: the agent reaches for object with its foot.
1.4. Reach.Assisted: the agent reaches for objects with tools.
      </p>
      <p>See: the agent obtains visual information from objects to perform reach actions.
For an agent to see objects it must be oriented toward the objects. In certain
situations the agent must be able to read the information present on the object.
We represent this with the read action, a tighter constraint than see:
2.1. Read: an agent reads the information present on the object such as signs or
writing. Clearly, this can be subcategorized to read fine print, read normal
print, read large print, read poster print etc.</p>
      <p>We further assume that the agent performs these activities while it is located at certain
places in W called activity stations, S. In addition, we assume that an agent has the
following human-like poses; sitting, standing, and lying down.</p>
      <p>We categorize the functional relation between objects into the following three types:
Support: this is a functional relation typically implied by the preposition “on” in
English. For example, a table supports a printer and a printer is
supportedBy a table.</p>
      <p>Contain: this is a functional relation typically implied by the preposition “in”.
For example, a box contains the printer and a printer is containedBy a
box.</p>
      <p>Group: relates multiple objects into a spatial group. For example, a computer
keyboard and display monitor may be related to each other by a spatial group
relation.
An object and its various parts may solicit different functional interaction constraints
for agents. A representation of functional interaction constraints for a printer is shown
in the Table 1. We assume a canonical geo-orientation for the printer, that is, it is
upright. The table specifies that the printer control panel must be readable to the
agent, for example.</p>
      <p>
        We introduce the notion of a possible interaction space, PIS, for an agent at an
activity station
        <xref ref-type="bibr" rid="ref7">(e.g., see Kurup &amp; Cassimatis, 2010)</xref>
        . As a simplification in this
paper, we assume that the possible interaction space is a two dimensional region.
Figure 2 shows the PIS with reachability, visibility, readability spaces.
We introduce the notion of a possible linguistically constrained space, PLCS, as
well. For example, Figure 2 shows the region selected by the function
inFrontOf(Printer). The possible space resulting from multiple constraints is
the intersection of individual possible spaces. We will use this approach in the
linguistically commanded single object placement algorithm presented next.
      </p>
      <sec id="sec-5-1">
        <title>Linguistically commanded single object placement algorithm.</title>
        <p>The algorithm begins by generating the set of potential activity stations to identify the
smallest subset of that satisfies the spatial constraints in the World. The functional
interaction knowledge of the objects in the World is transformed into spatial
constraints. Next, it uses possibility spaces to identify the candidate placements and
selects the one with least cost. We detail these steps below:
Inputs
1. O, set of objects in W.
2. ot, the target object to be placed (e.g., Printer).
3. lcs, linguistically expressed placement constraint (e.g., on the table).
4. KB, the functional interaction knowledge base containing the agent and object
interaction knowledge covering all objects in W (O and ot).
5. αpsp the possibility space parameter for α for which the minimal cost placement is
to be performed.</p>
      </sec>
      <sec id="sec-5-2">
        <title>Output</title>
        <p>1. P, a set of placements with minimum cost of functional interaction for agent α.
Processing steps
1. Find the smallest set of activity stations, Smin, that satisfes the functional
interaction constraints for all objects oi ∈ O; the constraints are retrieved from
the KB for a given category of object. The candidate activity stations for an
object oi are located around its perimeter.
2. Set the candidate placements, CP = φ , placement cost, pc=0
3. Set candidate stations, Sc = Smin
4. For each activity station sj ∈ Sc</p>
        <p>Compute Possible Placement Space, PPSs for the target object ot as the
intersection of PIS, possible interactions space at the activity station and the
LCS, linguistically constrained space:
Generate candidate placements (cp) and compute their cost, c: The
candidate placements are possible placements PPSs if it is not empty. Only
those placements that satisfy all the interaction constraints of ot without
violating any of the existing constraints satisfied by sj are retained. The
candidate placements are a combination of locations and orientations. For
simplicity, we only consider 4 orientations of ot relative to the orientation of
the agent at the activity station. The cost of a placement is 0 when one of the
existing stations is used for the placement.
5.</p>
        <p>Select the minimum cost placements P.</p>
        <p>IF CP ≠φ THEN</p>
        <p>Return minimum cost placements P ⊂ CP
ELSE,</p>
        <p>Generate new activity stations (Snew) in the neighborhood of stations in Sc.
set Sc=Snew, and
IF pc is 0 set pc=1, i.e., cost of placement increases with the number of
activity stations.</p>
        <p>go to Step 4
End.</p>
      </sec>
      <sec id="sec-5-3">
        <title>Example</title>
        <p>Consider a world W that includes a table placed against a wall with a monitor
on it. In addition, it includes a chair located in front of the monitor (see Figure 3).
The placement agent receives a linguistic command to place a printer, ot, in this
world; “Place the printer on the table”.
We assume that this linguistic command (i.e., lsc) is interpreted into a semantic form
and its PLCS is computed, which is the entire surface of the table. We begin with
step 1 to find Smin. The algorithm generates the potential activity stations in the world,
for example, stations s1 through s7. It is easy to see that stations s1, s2, s6 and s7 do not
satisfy the reachability and readability constraints for the monitor. Similarly, stations
s3 and s5 fail to satisfy the readability constraint of the monitor. Notice that the
alternative orientations of these stations would also fail on reachability constraints of
various objects. Activity station s4 is the only one that satisfies the reachability and
readability constraints for the monitor and the reachability constraint of the chair (i.e.,
Smin ={ s4}=Sc). We perform Step 4 and obtain PPS for s4 shown in grey obtained by
the intersection of PIS and PLCS (on table). Since PPS is not empty, we create
candidate placements cp1 through cp4. Although cp1 satisfies the printer’s reachability
and readability constraints, it violates the monitor’s readability constraints for station
s4. Similarly, cp2 fails to satisfy the readability constraint for the printer. Note that
reorienting cp3 to face the agent will create a valid placement. The candidate
placement cp3 satisfies all the constraints and is a valid. Placement cp4 is not in the
PPS space and is shown here for illustration only. Our example illustrates how the
algorithm using functional knowledge about object and agent interactions produces
two valid placements for a printer given a highly underspecified placement directive.
4</p>
      </sec>
    </sec>
    <sec id="sec-6">
      <title>Discussion</title>
      <p>
        Recent research on spatial language understanding has pointed out the need for
functional representations for understanding spatial utterances. For example,
        <xref ref-type="bibr" rid="ref1">Coventry and Garrord (2004)</xref>
        present a functional geometric framework which
includes geometric and dynamic kinematic routines, and object knowledge. Our
approach also considers the dynamic interactions and object knowledge. However, we
explicitly consider the role of an agent along with a very small set of interaction
primitive affordances specialized for the object placement task. Further, we present an
inferencing algorithm that utilizes the world knowledge to perform valid object
placement.
        <xref ref-type="bibr" rid="ref8">Lockwood (2009)</xref>
        also emphasizes the need for functional knowledge but
focuses on structure mapping as a means learning functional knowledge for a scene
labeling task. However, she did not include an interpretation method to recover
meanings of underspecified utterances. In contrast, we manually encode the
affordances to recover underspecified spatial semantics in object placement tasks. We
intend to develop methods of acquiring the interaction knowledge in our future work.
Although, we demonstrated the use of functional knowledge for generating valid
object placement, we did not consider the pragmatic and contextual elements such as
plans, goals, and the situation of the agent requesting object placements. For
instance, the directive “put the printer on the table” would carry different functional
constraints with it if the requester were a mover in an office building or a warehouse
instead of a worker in an office building. We plan to extend our models to include
constraint selection based on the requesting agent’s goals and intentions.
5
      </p>
    </sec>
    <sec id="sec-7">
      <title>Conclusion</title>
      <p>
        Interpretation of spatial descriptions and commands, such as those for an object
placement, poses significant challenges due to polysemy and underspecification of
spatial term semantics. To address this issue, we developed a functional interaction
knowledge representation framework with a very small number of agent action
primitives and object to object interaction primitives. We described a cost based
constraint satisfaction algorithm for utilizing world knowledge for object placement.
In our future work, we will implement and evaluate the performance our algorithm
with varying number of objects in the scene and consider aspects of visual attention to
resolve residual ambiguities and diectics
        <xref ref-type="bibr" rid="ref6">(e.g., see Kelleher, 2003)</xref>
        . Additionally, we
will extend our approach to include the role of goals and intentions of the requesting
agent in selecting the appropriate spatial constraints for object placement.
      </p>
      <sec id="sec-7-1">
        <title>Acknowledgements</title>
        <p>This research was supported by the Office of Naval Research. Matthew Klenk was
supported by NRC Postdoctoral Research Fellowship. We thank the two anonymous
reviewers for their comments and suggestions.</p>
      </sec>
    </sec>
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