APPLIED ARTIFICIAL INTELLIGENCE
2022, VOL. 36, NO. 1, e2022340 (1656 pages)
[Link]
RESEARCH ARTICLE
Detecting Physiological Needs Using Deep Inverse
Reinforcement Learning
Khaoula Hantous , Lilia Rejeb , and Rahma Hellali
Université de Tunis, Institut Supérieur de Gestion de Tunis, SMART-LAB Strategies for Modelling and
ARtificial inTelligence Laboratory, Tunis, Tunisie
ABSTRACT ARTICLE HISTORY
Smart health-care assistants are designed to improve the com Received 12 May 2021
fort of the patient where smart refers to the ability to imitate the Revised 30 November 2021
human intelligence to facilitate his life without, or with limited, Accepted 9 December 2021
human intervention. As a part of this, we are proposing a new
Intelligent Communication Assistant capable of detecting phy
siological needs by following a new efficient Inverse
Reinforcement learning algorithm designed to be able to deal
with new time-recorded states. The latter processes the
patient’s environment data, learns from the patient previous
choices and becomes capable of suggesting the right action at
the right time. In this paper, we took the case study of Locked-in
Syndrome patients, studied their actual communication meth
ods and tried to enhance the existing solutions by adding an
intelligent layer. We showed that by using Deep Inverse
Reinforcement Learning using Maximum Entropy, we can learn
how to regress the reward amount of new states from the
ambient environment recorded states. After that, we can sug
gest the highly rewarded need to the target patient. Also, we
proposed a full architecture of the system by describing the
pipeline of the information from the ambient environment to
the different actors.
Introduction
Locked-in syndrome (LIS) or pseudocoma is a disease that causes quadri
plegia and anarthria with consciousness preservation (Smith and Delargy,
2005). This means that the damaged patients are still aware of their environ
ments, and they retain their vertical eye movement and blinking.
Nevertheless, almost all their voluntary muscles are completely paralyzed,
which causes a complete inability to communicate verbally. There are three
categories in this disease: classic LIS, incomplete LIS, and complete LIS
(Bauer, Gerstenbrand, and Rumpl, 1979). The first is defined by quadriplegia
and dysarthria (motor speech disorder) with the capability of vertical eye
movement. The second keeps the same symptoms as the first and adds other
voluntary eye movement. The third type is defined by the immobility and
CONTACT Khaoula Hantous khaoulahantous@[Link] Smart-lab Strategies for Modelling and ARtificial
inTelligence Laboratory, Université de Tunis, Institut Supérieur de Gestion de Tunis, Tunis, Tunisie
© 2022 The Author(s). Published with license by Taylor & Francis Group, LLC.
This is an Open Access article distributed under the terms of the Creative Commons Attribution License ([Link]
licenses/by/4.0/), which permits unrestricted use, distribution, and reproduction in any medium, provided the original work is properly
cited.
APPLIED ARTIFICIAL INTELLIGENCE e2022340-1633
inability to communicate, with full consciousness (Smith and Delargy 2005).
There are many common causes of this syndrome, e.g., poisoning, overdose,
nerve cell damage, and Stroke.
For LIS patients, there is only one Alternative Communication method
that is eye communication. Patients count on their caregiver to understand
them. The latter relies on eye-control methods which are eye blinking and
eye gaze. There are two critical steps in the eye-tracking process: eye
detection that consists in localizing the eye position in the captured
image, and gaze estimation (also called gaze detection) that consists in
estimating where the user is looking (Tatler, Witzner Hansen, and Pelz,
2019). Gaze tracking techniques are integrated into Alternative and
Augmentative Communication (AAC) systems. They permit the user to
communicate with others without talking. That is why such systems in
persons with speaking disabilities’ life represent a vital need (Light et al.,
2019). AAC research field is concerned with assisted communication for
people that have a speech impairment. One of AAC research’s main aims is
to investigate the possibilities of improving communication skills for non-
speakers through the use of communication aids (Newell, Langer, and
Hickey, 1998). There are several AAC systems that consider eye-tracking
techniques. For instance, FEMA (Chareonsuk et al., 2016), which is
a software designed for Amyotrophic Lateral Sclerosis (ALS) patients,
enables them to use the computer as ordinary people using face and eye
movements. They proved that the accuracy rate of left-click, right-click,
double-click, scroll down, left movement and right movement is more than
80%. proposed an AAC architecture that helps researchers develop an
adaptive communication environment at a low cost (Loja et al., 2015).
Besides, there are some commercial tools that are designed for similar
type of users, and some of them have a patent that gives them the authority
conferring their license or title for a set period like Tobii that is a leading
eye-tracking technology by gaining many patents (Patents, 2020). Eye Tribe
Tracker1 is an eye-tracking device that can determine where the user is
looking using details derived from his eyes. It calculates the coordinate of
the point that the user is focusing on. The user should calibrate his eyes by
editing the options. He should be in front of the trackbox in a manner that
the system can theoretically track him. Eye Tribe Tracker is designed to
help people with severe motor disabilities. It allows them to write texts,
send e-mails, participate in online chats, etc. Moreover, it helps them in
web browsing and pdf reading. Pages scroll when he reads on the bottom
part of the page. The mentioned functionalities are offered by Eyegaze,2
EyeControl3 and GazePoint.4
It should be noted that the majority of the previous solutions provide a very
low eye fatigue because they retain a high precision in the detection of the
movement of the pupil. They are user-friendly and easy to use. However, the
e2022340-1634 K. HANTOUS ET AL.
patient takes a long time to express what he needs. The process is hard and
slow. Patients are obliged to write a whole sentence using their eyes to express
what they need. In some cases, they should rely on cards of needs where the
caregiver is obliged to present all of them to the patient until understanding
what he wants. That’s why we are proposing a smarter solution that consists in
detecting the needs according to the environment and the behavior of the
target patient.
Our system’s intervention commune in facilitating the patient’s life by
analyzing and trying to learn from the history of his behavior. The contribu
tion consists in adding an intelligent layer to the AAC systems that are actually
used by the target patients. It records, analyzes, and predicts the need depend
ing on the history, knowing that when the patient approves the proposed
suggestion, the system records the time and the state of the environment. To
do so, we studied the two sides of RL. On the first side, RL seeks to learn the
optimal behavior based on experiences, and IRL seeks to best understand and
represent the observed behavior by learning the corresponding reward func
tion. IRL introduces a new way of learning policies by deriving expert’s
intentions, in contrast to directly learning policies, which can be redundant
and have poor generalization ability.
To choose the appropriate method for this problem, we reffered to
(Coronato et al., 2020) who proposed a useful guideline for the application
of RL to the health-care problems. They provide some indications to the
designer in order to help him in choosing the appropriate RL method. We
concluded that we should adopt the Inverse Reinforcement Learning (IRL)
paradigm because of the following five facts: (1) The problem involves a multi-
step decision process. Patient’s needs are expressed sequentially. There is no
complete and accurate model of the environment. Patient’s environment is
difficult to present. (2) The actions and states can be presented as arrays. (3)
We cannot let the agent interact with the real environment because we cannot
propose all the possible needs at each time step, and let the patient answer
through trial-and-error. Also, we cannot conclude his preference since he can
change them depending on his mind or mood. (4) We are not able to model
the reward function R for every possible state features. After studying the IRL
variants, we decided to adopt the Deep Inverse Reinforcement Learning using
Maximum Entropy since multiple reward functions can explain the patient’s
behavior, and Maximum Entropy variants are the best to represent the pro
blem when there are multiple-reward functions that can explain the expert’s
behavior (Arora and Doshi, 2021).
This paper is organized as follows: Section 2 presents the notions of RL and
IRL. Section 3 introduces our new approach of need detection. It consists in
detailing the Intelligent Communication Assistant by explaining the architec
ture of the new AAC system with a full details about the front-end and back-
end algorithms. Section 4 is dedicated to the logical assumptions that we
APPLIED ARTIFICIAL INTELLIGENCE e2022340-1635
Figure 1. The two RL paradigms.
followed to simulate a data that presents the patients needs. Section 5 presents
the experimentation and the obtained results that prove the effectiveness of the
proposed approach. To conclude, a brief discussion is proposed in Section 6, in
which we aim to present the open issues that we identified and some future
works to be done.
Reinforcement Learning
Reinforcement Learning (RL) is a computational approach that consists in
determining how to map among situations by enunciating actions that max
imize the numerical reward signal. The learner does not know which actions to
take, but instead, he must discover which one will yield the best situation
(Sutton and Barto, 1998; Sutton and Barto, 2018). This section presents the
background of RL because it is essential to have a good understanding of RL
paradigm, to be able to understand IRL paradigm and the other variants. As
mentioned in Figure 1, those two paradigm use the same terminologies that
are as follows: Environment, Policy and Reward. But, there is a difference
between the input and the output of their algorithms.
Basic Notions
According to Sutton and Barto, the process of sequential decision-making
contains two steps: The agent is provided with an initial observation of the
environment, and he is required to choose some actions from the given set of
possibilities (Sutton and Barto, 1998). Those steps incorporate six fundamen
tal elements:
• The environment defines the world that the agent interacts with, and it has
a primary loop. In each iteration, it produces a state and a reward for the
agent to sense and process. Then, it receives an action from the agent and
cycles back to produce another state again.
• The agent learns to achieve goals by interacting with the environment. In
each iteration, the agent senses the state, then he chooses an action and
receives the appropriate reward from the environment.
e2022340-1636 K. HANTOUS ET AL.
• The state (noted as st ) represents a situation of the environment that
occurs at the time-step t. It describes the shape of the environment based
on which the agent is going to choose his actions.
There are three types of states: a discrete state like a tic-tac-toe game,
a high-dimensional state like the pixels in a video game and a continuous
states like the industrial controller with continuous values (temperature
and pressure).
• The Time-step (noted as t) divides time into discrete steps. Each one of
them determines a cycle in the environment–agent interaction.
• The reward (noted as Rt ) is a scalar value, a floating-point number,
returned by the environment when the agent selects an action. It repre
sents the goal or a set of goals and depends on the reinforcement learning
problem designer.
• The action (noted as at ) is one of the possible choices of decisions that the
agent can take in each time-step. It can be discrete or continuous. Discrete
actions are limited with a set of possible actions like {Left, Right, Up,
Down}.
The Problem setup is presented by the interaction between the described
elements. The Interface is composed of an environment that exposes the
state, and an agent who senses that state, and takes an action. The envir
onment processes the action and produces two things: a reward and a new
state. This cycle continues a certain number of times. The agent interacts
with the environment over time. At each time step t, the agent receives
a state st from a state space S, and selects an action at from an action space
A, following a policy πðat jst Þ. The agent receives a scalar reward rt , and
transitions to the next state stþ1 , according to the environment dynamics,
or model, for reward function Rðs; aÞ and, state transition probability
Pðstþ1 jst ; at Þ, respectively. In an episodic problem, this process continues
until the agent reaches a terminal state. After that, it restarts. The return is
the discounted, accumulated reward multiplied with the discount factor γ 2
½0; 1� (Yuxi, 2018).
Reinforcement Learning (RL)
Reinforcement learning problems are formulated using the Markov property
(Markov, 1954), which enunciates that the current state characterizes the state
of the word and depends on the current observation, i.e., there is no need to
back the whole history and consider all the previous states. A Markov Decision
Process (MDP) is defined by the quintuple (S; A; R; P; γ) (Bellman, 1957). It is
a discrete-time stochastic control process that assume that the effect of taking
an action at a given state only depends on the present state-action pair and not
on the previous states and actions.
APPLIED ARTIFICIAL INTELLIGENCE e2022340-1637
The goal of reinforcement learning algorithms is to design the policy.
A policy π is a function that specifies what action to take in each state
(S ! A) toward reaching the objective that is maximizing the cumulative
discounted reward (Equation 1). The goal of reinforcement learning algo
rithms is to design the set of state-actions that constitute the policy. As
a result, their output is defined by the specific sample of trajec
tories: s0 ; a0 ; r0 ; s1 ; a1 ; r1 ; ::etc.
X
max γt rt (1)
t > ¼0
Thereby, the goal of the learner is to find the optimal policy π� (Equation 2).
" #
X
π� ¼ arg max E½ γt rt jπ (2)
π
t�0
The value function is the prediction of the expected, accumulative, discounted,
future reward, measuring how good each state, or state-action pair, is (Yuxi,
2017). The state-value is obtained by calculating the expected return following
the policy π in the state s. It is calculated using Equation 3.
X
1
vπ ðsÞ ¼ E½Rt jst ¼ s� with Rt ¼ γk rtþk (3)
k¼0
On the other side, there is a known class of algorithms useful for solving
reinforcement learning problems: the class of evolutionary algorithms.
According to the taxonomy made by (Ivanov and D’yakonov, 2019), this
class of algorithms cannot be considered the fifth class because it does not
utilize the RL structure like the other described classes of algorithms.
Inverse Reinforcement Learning (IRL)
The second RL paradigm is Inverse Reinforcement Learning (IRL) which is
a learning approach capable of inferring the Reward Function of an agent,
given its policy or observed behavior” (Arora and Doshi, 2018). Given the
execution traces, IRL algorithms are capable of recovering the reward R i.e.,
given the policy π� and the dynamic D.
D ¼ fτ1 ; τ2 ; ::τ n g (4a)
τ ¼ ðs0 ; a0 Þ; ðs1 ; a1 Þ; ::; ðsj ; aj Þ (4b)
IRL considers the problem of extracting a reward function from observed
(nearly) optimal behavior of an expert acting in an environment (Abbeel and
Ng, 2010).
e2022340-1638 K. HANTOUS ET AL.
IRL
IRL consists in modeling the preferences of another agent using its observed
behavior, thereby avoiding a manual specification of its reward function
(Arora and Doshi, 2018). IRL is very efficient because of its potential to use
recorded-data in a task to build autonomous agents capable of modeling
others by catering to the following needs:
• Learning from an expert by creating an agent using the expert’s prefer
ences. E.g, helicopter flight control by (Abbeel et al., 2007), an expert
helicopter operators’ sophisticated preferences were learned from
recorded behavior data using IRL. This reward function was then used
to teach a physical remotely controlled helicopter advanced maneuvers
using RL.
• Learning from another agent to predict its behavior. E.g, route pre
diction for taxis (Ziebart et al., 2008b). The idea consists in training
a model using the route preferences of 25 taxi drivers demonstrated
in over 100 000 miles of collected data. They demonstrate the per
formance of the proposed model by inferring both decisions at the
next intersection, the route to a known destination, and the destina
tion given partially traveled route
To sum up, IRL supposes that the expert or the agent behaves accord
ing to an underlying policy πE , which may not be known. If a policy is
unknown, the learner observes the sequence of state-action (also called
trajectories) built by the expert. Here, the reward function is unknown,
but the learner usually needs some structure that helps in the learning
(Arora and Doshi, 2018).
IRL problem is first formally studied by Russell in 1998 and described like
follow: Given the MDP’s tuple, IRL is capable of determining a set of possible
reward functions R such that π is the optimal policy. Since the objective of IRL
is to learn the unknown R� , it is capable of handling the following possible
cases:
(1) Finite-state MDP with known optimal policy that represents the easiest
scenario defined by a finite-state MDP with a known and completely
observed policy. For the ease of representation, the optimal policy is
given by πðsÞ ¼ a1 .
(2) Infinite-state MDP with known optimal policy that describes infinite
state space problems in which the reward function is approximated
using a linear combination of useful features (Ng and Russell, 2000).
(3) Infinite-state MDP with unknown optimal policy also called Apprenticeship
Learning with Sample trajectories. It is designed to handle complex
applications in which the desired trajectory is hard to describe e.g., the
helicopter aerobatic maneuver trajectory that depends on the helicopter
APPLIED ARTIFICIAL INTELLIGENCE e2022340-1639
dynamics (Abbeel, Coates, and Ng, 2010). The demonstrations provided
by the expert can be used to extract the desired trajectory through
apprenticeship learning.
This classification was made by (Zhifei and Meng Joo, 2012), and they
proposed a detailed explanation about the objective function, input and output
of each case. In our case, the patient’s room and needs represents an infinite-
state MDP with known optimal policy because we aim to simulate the optimal
policies that describe the patient’s behavior depending on the patient’s room.
IRL Methods
IRL involves solving the MDP with the function hypothesized in current
iteration and updating the parameters, constituting a search that terminates
when the behavior derived from the current solution aligns with the observed
behavior. According to Arora and Doshi (2021), the foundational methods for
IRL are:
(1) Max margin methods which maximize the margin between the values of
the observed behavior and the hypothesis i.e., they cover a solution that
maximizes some margin. For example: minimizing the margin between
the feature expectations of a policy computed by the learner and the
empirically computed feature expectations from the expert’s trajectory.
(2) Max entropy methods maximize the entropy of the distribution over
behaviors. According to this principle, the distribution that maximizes
the entropy makes minimal commitments beyond the constraints and is
least wrong. We broadly categorize the methods that optimize entropy
based on the distribution, whose entropy is being used, that is chosen by
the method.
(3) Bayesian learning methods learn posterior over hypothesis space using
Bayes rule. This means that the Bayesian IRL methods are based on how
they model the observation likelihood.
(4) Classification and Regression learn a prediction model that imitates
observed behavior. IRL may be formulated as a multi-class classification
problem by viewing the state-action pairs in a trajectory as data-label pairs.
Maximum Entropy methods are useful when multiple-reward functions can
explain the expert’s behavior (Arora and Doshi, 2021). Consequently, we
decided to adopt it because multiple reward functions can explain the patient’s
behavior.
Deep IRL Using MaxEnt
Inspired from the solution of (Ziebart et al., 2008a) who, first, applied the
maximum entropy principle to solve IRL problems for cases where the reward
function depends only on the current state. At this phase, we aim to present
e2022340-1640 K. HANTOUS ET AL.
the relationship between states, actions, rewards, environment features and
neural network weights using the demonstration of Ziebart et al. Rewards are
represented by a linear sum of weighted features as shown in Equation 5. Φ :
S ! R is the feature set, wT is the weight vector, and R is the reward vector.
Rðs; aÞ ¼ wT ΦðsÞ: (5)
Note that the feature vector ΦðsÞ is a function of states only, and actions were
not considered. To represent the couple of (state, action) considering the
feature vector Φðs; aÞ, where Φ is a function of states and actions, the learner
may consider reward functions as a linear combination of features, as shown
in Equation 6 (You et al., 2019).
Rðw; s; aÞ ¼ w1 ϕ1 ðs; aÞ þ w2 ϕ2 ðs; aÞ þ . . . þ wk ϕk ðs; aÞ
(6)
¼ wT Φðs; aÞ
The use of non-parameterized features requires to design the features manu
ally, which may be a difficult task since it may not always be possible to
approximate a certain unknown reward functions having a complicated
form. Hence, You et al. (2019) consider the use of parameterized features
using the parameter vector θ.
Rðw; θ; s; aÞ ¼ wT Φðθ; s; aÞ (7)
Equation 7 tunes the vector θ besides of tuning only the weight vector wT in
order to maximize the likelihood. Consequently, we can calculate Equation 8
using NN backpropagations by following the gradient descent.
@Rðw; θ; s; aÞ
(8)
@θ
We aim to train the model based on the history of the patient. In other words,
from his optimal choices that represent the optimal policies. The expert E is
the Intelligent Assistant who acts according to the dynamic D. The latter
presents the recorded optimal policies of each episode. Equation 4 defines
the formulation of this dynamic. Each trajectory τ is defined by the trajectory
ðs0 ; a0 Þ; ðs1 ; a1 Þ; ::; ðsj ; aj Þ that describe each couple of (state, need).
Our goal is to design an algorithm capable of learning from those optimal
trajectories in order to be able to suggest the most fittable needs in the new
unknown situations, i.e., new ambient environment records. To learn the
reward function, Chen et al. (2019) introduced the characteristic function
that needs to be specified artificially. As a result, the reward function is defined
by the Equation 9.
rθ ðsÞ ¼ θT ϕðsÞ (9)
APPLIED ARTIFICIAL INTELLIGENCE e2022340-1641
ϕðsÞ is an artificial characteristic function. One solution is to use neural
networks to represent the reward function. At this point, the reward
function can be expressed like illustrated in Equation 10 where f ðsÞ is the
characteristic function as shown in Figure. This representation is proposed
by (Chen et al., 2019).
rðsÞ ¼ θT f ðsÞ (10)
A New Intelligent Communication Assistant
As explained before, the idea behind this research work is to propose a new
Intelligent Communication Assistant able of detecting the needs of LIS patient.
In this section, we will introduce the ambient environment that is necessary to
feed the system. After that, we studied human needs from the psychology
perspective and then extracted the patients needs. Then, we present the
proposed algorithms for need detection. Finally, we present the full architec
ture of the Intelligent Communication Assistant.
Ambient Patient Environment
To enhance patient care, we suppose that the patient follows his healing
process in a smart environment that employs ambient intelligence (AmI)
technologies. For instance, (Kartakis et al., 2012) designed a smart patient
room with a user interface development to assist both patients and
medical staff in order to enhance Health-Care Delivery through Ambient
Intelligence Applications. Importantly, AmI supports the pervasive diffu
sion of intelligence in the patient environment thanks to wireless tech
nologies (e.g., Zigbee, blacktooth, RF, Wi-Fi, and intelligent sensors).
Many other research works focused on enhancing health-care services
through AmI applications. We took the problem from the data scientist’s
perspective. What caught our attention is data delivered from those
intelligent environments and how we can use it to ameliorate the patient
life. Smart patient rooms can record data related to the patient (e.g.,
recording the heart beating, blood pressure, pulse oximetry, etc.) and
related to his environment (e.g., temperature, bed, tv, window, door,
visitor detecting, etc.).In our work, we consider six features that describe
the patient’s room in order to catch the environment’s state, as mentioned
in Figure 2.
With respect to the notation of RL that we presented in Section 2, we
consider that S is the set of the possible states that represents the dynamic
environment where each state is defined by the six features that we defined
in Table 1.
e2022340-1642 K. HANTOUS ET AL.
Lighting percentage
Window state
Real time
Bed state Temperature Inside
Temperature outside
Figure 2. Abstracted illustration of the patient’s ambient room.
Table 1. A brief description of the environment’ recorded features.
Environment’s feature Description
Time Saving the real time, at which the state is detected.
Room Temperature Tracking the temperature inside the patient’s room that must be between 18 and 20
degrees. This caliber is not affected by the change of seasons.
Exterior Temperature Tracking the temperature of the exterior i.e., outdoor temperature.
Lighting percentage Recording the percentage of the brightness inside the room. Values are in between of 0
and 100.
Window state Picking the state of the window that can be either open or close. In the first case, values
are between [0.1], and in the second case values are between [1.2].
Bed state Picking the state of the bed that can be either low, intermediate or high. If values are
between [0.1], the bed is low. If values are between [1.2], the bed is intermediate.
Finally, If values are between [2.3], the bed is high.
Patient’s Needs
Maslow is the first to introduce the concept of the hierarchy of needs, in
which he suggests that normal people search to accomplish the most basic
needs for survival before searching for the more complex ones. He
focused on the problematic of studying behaviors by learning the facts
that make people happy and the things they do to achieve that aim. The
Hierarchy of Needs presents a motivational theory in psychology that
groups human needs into the five following levels: Physiological Needs,
Security and Safety Needs, Social Needs, Esteem Needs, and Self-
Actualization Needs (Maslow, 1943).
A good deal of psychological research criticized Maslow’s classification
of needs. Some of them reported that needs doesn’t really follow
a hierarchy (Wahba and Bridwell, 1976). On the other hand, some other
researchers were influenced by Maslow’s contributions and considered
them as a big shift in psychology. For instance, (Tay and Diener, 2011)
put the hierarchy to test and discovered that the fulfillment of the needs
was strongly correlated with happiness. We concluded that satisfying
human needs is not an easy task because they differ from one person to
another. On the first side, we have needs that depend on the studied
APPLIED ARTIFICIAL INTELLIGENCE e2022340-1643
person, his background, center of interest, hobbies, relationships, etc. On
the other side, we have LIS patients who only want to accomplish the
basic survival needs, and to balance between those two sides, we can treat
the basic survival needs that belong to the lowest level by focusing on the
physiological needs.
Physiological needs aim to satisfy the body homeostasis requirements, e.g.,
adjusting the room temperature, opening or closing the window, maintain
ing the bed state, augmenting, or reducing the light. It treats Nutrition and
Hygiene needs, e.g., making dinner, brushing teeth, shaving, or getting
a shower. LIS patients cannot use their jawbones because they cannot
move the muscle of their mouths. Thus, we excluded nutrition needs except
water drinking. Hygiene needs are divided into two types: body hygiene and
environmental hygiene. Body hygiene is related to the body state and time,
but environment hygiene is directly related to the environment. After study
ing the disease and understanding the human needs process, we are aware
that the satisfaction of needs is not an “all-or-none” phenomenon. We can
not deal with all the patient’s needs. This explains why we oriented ourselves
to the needs related to the environment. Along with this, we will focus on the
body homeostasis needs by designing the appropriate ambient patient
environment.
As mentioned previously, this work will rely on the chosen six features (See
Figure 2) by considering the following needs: Open the window, Close the
window, Change the bed position, Move, Drink, Set the temperature, Sleep and
Adjust the light. Body homeostasis needs will be detailed in the subsection 4.1,
at which, a full explanation of the considered assumptions for need represen
tation is presented. With respect to RL notation, A is the finite set of available
actions that we defined previously.
Learning the Physiological Needs
At this phase, we aim to present Algorithm 1 that is able to take the set of
time-recorded states S, set of action A, reward function R and the dynamic of
the environment D as an input (see equation 4). After that, the neural
network is trained depending on the content of D by assigning the room
state observations’ values to the input and the designed reward amount to the
output.
Algorithm 1 Deep Inverse Reinforcement Learning to learn the patient’s behavior
Input: S; A; D; nepisode
Output: R^ ⊳ Estimation of the reward payoff for any new couples of ðst ; at Þ
1: Randomize the weights w to small random values ⊳ Randomizing the
neural network weights
2: observation index 0 ⊳ The index of the recorded states
e2022340-1644 K. HANTOUS ET AL.
3: Initialize the input vector InVect
4: Initialize the output vector OutVect
5: for episode = 1 to nepisode do
6: for each ðst ; at Þ 2 τepisode do
7: observation index observation index þ 1
8: for each ai 2 A do
9: if The patient accepts the suggested need then
10: Payoff ½i� 1
11: else
12: Payoff ½i� 1
13: InVect½observation index� st
14: OutVect½observation index� Payoff
15: for epoch = 1, Epochs do ⊳ Epochs represents the total number of epochs
16: Apply the network input vector InVect to network
17: Calculate the output vector of the network using OutVect
18: Calculate the errors for each one of the outputs
19: Calculate the necessary updates for weights Δw to minimize this error
20: Add up the calculated weights’ updates Δw to the accumulated total updates
updates ΔW
21: Adjust the weights w of the network by the updates ΔW
To simplify the proposed pseudocode, we illustrated the process of the
neural network in Figure 3.
Figure 3. Reward function approximation based on deep natural network.
APPLIED ARTIFICIAL INTELLIGENCE e2022340-1645
For each recorded trajectory τ, the algorithm associates a new
observation index and then fills the InVect½observation index� with the
environment feature values i.e., Time, Room Temperature, Window
state, etc. and associates to the OutVect½observation index� the correspond
ing reward amount for each action (See Figure 4). Finally, the Neural
network is trained by updating weights using forward and backward
propagation within a fixed number of epochs. After running
Algorithm 1, it will be integrated to the Intelligent Communication
Assistant. The purpose is to suggest the right need at each new state, as
we will detail in the next subsection.
Intelligent Communication Assistant for LIS Patients
The designed ambient environment is able of delivering data using the
devoted sensors. The latter will be the input of the Intelligent
Communication Assistant, as described in Figure 5. For more simplicity,
let us describe an example of the User Story (US). First, data is collected
from the ambient environment. Second, the system analyzes the environ
ment and suggests a need to the patient. Third, the patient receives
a notification and depending on his mind, he can accept or reject the
proposal. Forth, if he validates it, the communication system connects
him directly to the caregiver.
For example, it is 08 AM, the patient gets up, and he may need some
light to start the day. The Intelligent Communication Assistant analyzes
the room state, calculates the reward, proposes the action with the highest
reward and sends it as a notification to the patient. If the highly rewarded
action is “Augmenting the light,” the patient approves it as it corresponds
to what he needs. The assistant connects him to the caregiver and saves
InVect[observation_index]
: . .
+90
+22
− − − − − − −
OutVect[observation_index]
Figure 4. Example of the input and output vectors.
e2022340-1646 K. HANTOUS ET AL.
Patient Validation
Record
Need < , >
suggestion
State
Intelligent
Communication
Assistant Ambient environment
Connecting
Caregiver
The intelligent assistant is integrated in the AAC system
Figure 5. The architecture of the intelligent communication assistant’s system.
the couple of (state, action), as detailed in Algorithm 2. At this phase, the
caregiver is free to open the curtain or the light, depending on the
patient’s case and intentions.
Algorithm 2 Need suggestion
Input:Trained neural network
1: procedure SUGGESTION-TO-APPROVE(Trained Neural Network)⊳ Function to
integrate in the AAC system
2: for each New recorded state st do
3: Estimate the reward payoff of each action ^ra by processing new st
inputs using NN
4: Suggest the higher rewarded action to the Patient (notification)
5: if The patient accepts the suggested need then
6: Call the caregiver
7: Record the couple of (State, Action) i.e., (st ,at )
Environment Description and Simulation
To feed Algorithm 1 with the required inputs, we need a time-recorded
dataset that describes the environment of the patient at the moment of
expressing a physiological need. The existing benchmarks do not cover the
problem of physiological needs or patients room data. This explains why we
generated synthetic data according to many logical assumptions that
describe the behavior of the patient’s overtime. In this section, we will
present those assumptions and then describe the content of the dataset.
This dataset was validated by experts.
APPLIED ARTIFICIAL INTELLIGENCE e2022340-1647
Environment Representation
The first step consists in highlighting the environment states. Obviously, it
is characterized by many features. The idea, here, consists in recording the
state of the room at the time of need of expression. Let’s suppose that the
patient has expressed n needs after 1 day. He can choose one of the 8
actions that we described previously. Choices return only to him, he can
ask for all of them, or he can just ask for sleep and spend the entire day
sleeping at low luminosity. The number of actions per episode returns
only to the patient’s intents.
Imitating the reasoning of the patients by following some logical
assumptions to generate data is a real must. Then, the generated data
will describe the patient’s behavior and habits. Table 2 explains some
considered hypotheses. As a start, the expert team at Biware (hosting
entreprise) tried to imitate the reasoning of the patient when he
expresses one of the following needs: Open the window, Close the win
dow, Change the bed position, Move, Drink, Set the temperature, Sleep
and Adjust the light.
The chosen actions define the most basic physiological needs related to the
homeostasis of the patient. They do not cover all the biological requirements
for human survival, and we should search for more links between the envir
onment and the patient’s need. But for now, we will use them to validate our
hypothesis.
Dataset Preparation
The dataset describes the patient behavior. We published it on Mendeley
Data.5 Each daytime is represented by an episode. Simply, Figure 6 gives an
example of two episodes. The latter describe the same two episodes that are
mentioned in Table 3.
Table 2. Some of the considered assumption in the data generation.
Action: patient’s
ID need Assumption
0 Open the window The patient can open the window all day long between 7AM and 5PM.
1 Close the window Considering that closing the window is at 5:00 PM in winter and 7:00PM in summer.
2 Change the bed The patient can change the position at any time of the day according to his intents.
position
3 Move For example: the patient is used to move between 11:00AM to 12:00PM.
4 Drink The patient may ask for a drink at any time and the bed must be in position 3 (The
patient is awake).
5 Set the The average temperature in the patient’s room should be between 18 and 20 degrees. If
temperature the patient wants some change in the aeration, he may ask this proposition.
6 Sleep For instance: the patient may ask to sleep between 2:00 PM and 10:00 PM
7 Adjust the light There are two possibilities: whether it’s time to sleep so the patient will ask for standby
lighting or the brightness level of the room is so low (less than 40) so the patient needs
more light.
e2022340-1648 K. HANTOUS ET AL.
Change the
Open the bed position Close the
1 window window
Close the
window Open the
window
Sleep
2
Adjust the light
Figure 6. Example of two episodes.
In the first episode, there are five recorded states recorded on five different
times ðt1 ; ::t5 Þ. The patient wants to open the window (at ¼ 0) two times on
the same day, respectively, at 16:22 and at 18:50. Then, he decided to close it
(at ¼ 1) at 17:12 and 17:56. Also, he Changed the bed position (at ¼ 2) at
17:36. In the second episode, there are only 2 recorded states, the patient asked
for sleep (at ¼ 6) at 13:36 and he wants to adjust the light (at ¼ 7) at 18:56. As
we can see, the dataset describes an unpredictable behavior that refers to the
most important assumption that enunciates that needs refer to the patient’s
intent and mood. The ambient environment is changing over time, which
explains the variation of the values of the environment states.
To this end, we succeeded in generating a dataset that imitates the behavior of
the patient by following many logical assumptions to be as close as possible to the
real need expression situations. Table 4 resumes the number of episodes (i.e.,
days). The number of observations is the total recorded needs during all the days.
The purpose of associating 1800 i.e., 29% for the test dataset is to see the ability of
generalization of the Intelligent Assistant after training it on 71% of the dataset.
Experimentation and Results
In this section, the results of the execution of the proposed algorithm are
presented step by step. At first, we start by explaining the adopted Neural
Network (NN) Model and its parameters. Then, we evaluate its
performance.
Implementation
All the Deep Neural Network models act as a black box with a multi-layer
nonlinear structure. Even if they showed their efficiency in many applications,
they have, always, been criticized for their non-transparency and lack of
Table 3. Example of two episodes from simulated dataset.
Episode Time Index State Room Temperature
Real Time Exterior Temperature Lighting percentage Window Bed state Action at
16:22 19 22 89 0.77 0.22 0
17:12 18 16 31 1.5 0.9 1
17:36 20 15 72 1.74 0.83 2
18:50 20 17 37 1.9 2.71 0
18:56 18 17 48 1.69 0.37 1
13:36 20 15 37 0.6 0.11 6
18:56 18 15 24 0.43 0.32 7
APPLIED ARTIFICIAL INTELLIGENCE
e2022340-1649
e2022340-1650 K. HANTOUS ET AL.
Table 4. Dataset size.
Dataset Total episodes: Days Total observations
Train 2057 4500
Test 803 1800
prediction traceability. In this section, we will try to explain our reasoning in
shaping a generative NN capable of giving a rational reward to the most
fittable needs according to the environment.
The NN is composed of two layers of nodes and designed to learn to
map examples of inputs to the desired outputs. Figure 4 summarizes the
shape of the model. Table 5 resumes the chosen parameters. The input
layer is composed of 6 nodes that describe the ambient environment’s
features. Two hidden layers are entailed respectively 100 and 32 nodes.
The output layer has 8 nodes, each one of them involves estimating the
reward of the related action.
On the other hand, Neural networks work depending on the chosen activa
tion functions. For this purpose, the two hidden layers work corresponding to
the values returned by the activation ReLu6 function. The latter is chosen
because of its sensitivity to the activation of the sum of the inputted values and
avoid the vanishing gradient problem. Finally, we applied Algorithm 1 by
putting the reward payoffs in the output layer for the purpose of regression.
Performance Evaluation
The designed Neural Network model aims to estimate the reward payoff of the
new states. This section analyzes the behavior of the learning process by
revealing the correctly suggested actions comparing to the real ones, and
also by analyzing the performance of regression. To do so, we used the test
dataset on the shaped NN after training it. We consider the highest reward
estimation as a suggestion to the patient. Thus, We measured the Matching by
considering the fact of associating the highest reward to the right action
compared to the total number of actions i.e., number of observations (See
Equation 11)
100 � Well suggested need
Matching percentage ¼ (11)
Total number of needs
Table 5. Deep neural network parameters.
Layer Number of nodes Activation Function
Input 6 –
Layer 1 100 ReLu
Layer 2 32 ReLu
Output 8 –
APPLIED ARTIFICIAL INTELLIGENCE e2022340-1651
Table 6. Percentage of giving the highest reward to the fitable action.
Action Open the Close the Change the Set the Adjust the
(need) window window bed Move Drink temperature Sleep light
Total 200 200 200 200 200 400 200 200
Number
Matching 100% 100% 98% 96.5% 88.5% 89.5% 56% 96%
This experimentation permits us to reveal some information about the well-
predicted needs. Table 6 groups the result after processing the train dataset
200 epochs.
Obviously, the neural network succeeds in learning when the patient wants
to open or close the window. Also, it predicts well the actions: Change the bed
position, Move and adjust the light, as highlighted in Table 6. On the other
hand, it decreases its precision when dealing with Drink and Set the tempera
ture actions. Finally, it drops out its effectiveness when trying to understand
the Sleep behavior of the patient. We conclude by saying that very well
predicted needs are directly related to the environment features that’s why
the neural network succeeds in finding the relationship between them thanks
to weights and biases calculation. On the other hand, predicting that the
patient wants to sleep isn’t an easy task because it is related to only two
features (position of the bed and lighting percentage). In the simulation
assumption, the patient relies on the caregiver to be able to ask for a Move,
and the caregiver is not always available to answer to his requests. That’s why
the model arrives to detect the relationship between the time of moving and
the [Link] this end, we can conclude that needs which are dependent in the
environment are the luckiest to be well predicted and suggested to the patient,
contrast to those related to his intent and mood. To conclude, our intelligent
assistant is capable of suggesting the right need with a 90.56% of Matching (the
average of all the matching percentages that figured in Table 6).
At this phase, we want to study the reward regression behavior over time.
Reward regression consists in predicting the payoff of the actions by learning
from the environment features. To evaluate the results, the comparison should
be between the real values and the estimated values. Supposing that true
reward function RE is available for purposes of evaluation, the accuracy is
the closeness of the learned reward function R ^ e compared to the real reward
� �
payoff RE like follows �RE R ^ e �. To study the performance of the estimated
payoffs, plotting the regressed rewards gave us a better visibility. We compared
the reward regression of the following two needs: Open the window that has
100% Matching and Sleep that has only 56% of right suggested needs, and we
grouped them in Figure 7.
As illustrated, the first sub-plot is perfectly shaped. The model arrives to
associate the positive and negative reward for all the tested values. Contrast to
the second subplot, in which values are scattered between −1.5 and +1.5. Lines
e2022340-1652 K. HANTOUS ET AL.
Figure 7. Comparing needs reward regressions.
indicates the real needs’ reward payoff that we used in the training process
since we associated +1 to the right answer and −1 to the wrong one. The
distance between the points and that line illustrates the error of the prediction.
To this end, we showed the efficiency of the proposed algorithm and model
in suggesting the right action at the right time. Even if regressed values are not
conformable to the real reward since the input features are very close. The
higher reward payoff is, in most of the time, attributed to the real action. The
idea of the proposed Algorithm showed its efficiency when testing with the
synthetic database.
Conclusion
In this paper, we propose a new Intelligent Communication Assistant that
succeeds in detecting eight needs of the LIS patient, which are: Open the window,
Close the window, Change the bed position, Move, Drink, Set the temperature,
Sleep and Adjust the light. We discovered that some needs are harder to predict
like sleeping, and others are predicted with very high precision like opening the
window. The system is able of suggesting the right need with a 90.56% of
Matching (the average of all the Matching percentages).
This article presents the training DIRL algorithm using MaxEnt which con
sists in learning from the history of the behavior i.e., the time-recored ambient
environment’ states. The purpose is to regress the reward payoff of the new states
and suggest the highest recorded action to the patient via a new communication
pipeline. To do so, we proposed a new architecture for the Intelligent
Communication Assistant that sends notifications to the caregiver if the patient
needs something. The latter can be integrated in one of the existing AAC system.
This solution can be useful for other things like monitoring health
status and sending notifications to the caregiver. Besides, it can treat
more needs depending on the ambient environment’s fed data. As
APPLIED ARTIFICIAL INTELLIGENCE e2022340-1653
a perspective to this research work, we aim to integrate this module on
a real AAC system and try to see its impact on different categories of
patients. Our starting point is the work proposed by (Scobee, 2019) who
have taken a step toward addressing the incorporation of safety into the
context of IRL. The goal is to ensure that our system is safe to use and
deploy, which is a critical element to the acceptance and adoption. The
challenge here is to propose a new system able of dealing with different
types of patients, and that is able of discovering the behavioral change
without decreasing the matching percentage (Accuracy). This means that
sensitivity analysis is very important because the considered hypothesis
cannot represent all the patients. That is why we aim to study the impact
of the unpredictable behavior on the Matching of reward regression. Thus,
more needs, more precision, and exactitude are required because the
solution will be used to understand and model the needs of a very
sensitive category of patients.
Finally, the proposed model should be linked to a real ambient room by
increasing context-awareness. Thus, the full architecture should be implemen
ted and tested. Also, studying the security and privacy of the ambient envir
onment will improve the reliability of the solution to be ready for use. Finally,
the system will be more helpful when it treats more needs. Thus, treating more
needs belonging to the physiological level proposed by (Maslow 1958, 1981)
will add new actions to the system.
Notes
1. [Link]
2. [Link]
3. [Link]
4. [Link]
5. [Link]
6. ReLu is an activation function that acts as a linear function for values that are greater
than 0 and associates zero to negative values. It’s a nonlinear function that allows
learning complex relationships between data by respecting the function: gðzÞ ¼
maxf0; zg with z the weighted biased sum of the inputted nodes.
7. [Link]
Acknowledgments
This project was done in collaboration with Biware Consulting company7. The dataset was
proposed by Miss Rahma Hellali at her master thesis internship. She was mentored by
their consulting staff who were very engaged toward this topic since they approved the
dataset that we used in our work and validate it with experts. They, also, validate the
different obtained results. We really acknowledge their efforts in providing us with the
necessary information.
e2022340-1654 K. HANTOUS ET AL.
Disclosure statement
No potential conflict of interest was reported by the author(s).
ORCID
Khaoula Hantous [Link]
Lilia Rejeb [Link]
Rahma Hellali [Link]
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