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Images perturbed subtly to be misclassified by neural networks, called adversarial examples, have emerged as a technically deep challenge and an important concern for several application domains. Most research on adversarial examples takes…
Human actions are based on the mental perception of the environment. Even when all the aspects of an environment are not visible, humans have an internal mental model that can generalize the partially visible scenes to fully constructed and…
We propose to directly map raw visual observations and text input to actions for instruction execution. While existing approaches assume access to structured environment representations or use a pipeline of separately trained models, we…
Deep reinforcement learning (RL) has shown impressive results in a variety of domains, learning directly from high-dimensional sensory streams. However, when neural networks are trained in a fixed environment, such as a single level in a…
In this work, we introduce a two-step framework for generative modeling of temporal data. Specifically, the generative adversarial networks (GANs) setting is employed to generate synthetic scenes of moving objects. To do so, we propose a…
Goals for reinforcement learning problems are typically defined through hand-specified rewards. To design such problems, developers of learning algorithms must inherently be aware of what the task goals are, yet we often require agents to…
The impressive success of Generative Adversarial Networks (GANs) is often overshadowed by the difficulties in their training. Despite the continuous efforts and improvements, there are still open issues regarding their convergence…
Generative adversarial networks (GANs) are a novel approach to generative modelling, a task whose goal it is to learn a distribution of real data points. They have often proved difficult to train: GANs are unlike many techniques in machine…
A fundamental trait of intelligence is the ability to achieve goals in the face of novel circumstances, such as making decisions from new action choices. However, standard reinforcement learning assumes a fixed set of actions and requires…
We present a novel generative method for producing unseen and plausible counterfactual examples for reinforcement learning (RL) agents based upon outcome variables that characterize agent behavior. Our approach uses a variational…
Human behavior understanding in videos is a complex, still unsolved problem and requires to accurately model motion at both the local (pixel-wise dense prediction) and global (aggregation of motion cues) levels. Current approaches based on…
Meta Reinforcement Learning (MRL) enables an agent to learn from a limited number of past trajectories and extrapolate to a new task. In this paper, we attempt to improve the robustness of MRL. We build upon model-agnostic meta-learning…
In this paper, we propose Dynamics Transfer GAN; a new method for generating video sequences based on generative adversarial learning. The spatial constructs of a generated video sequence are acquired from the target image. The dynamics of…
We present a simple and intuitive approach for interactive control of physically simulated characters. Our work builds upon generative adversarial networks (GAN) and reinforcement learning, and introduces an imitation learning framework…
In this paper we introduce Curriculum GANs, a curriculum learning strategy for training Generative Adversarial Networks that increases the strength of the discriminator over the course of training, thereby making the learning task…
Generative Adversarial Networks (GANs) are a powerful framework for deep generative modeling. Posed as a two-player minimax problem, GANs are typically trained end-to-end on real-valued data and can be used to train a generator of…
Motion is an important signal for agents in dynamic environments, but learning to represent motion from unlabeled video is a difficult and underconstrained problem. We propose a model of motion based on elementary group properties of…
Text-based games (TBGs) have become a popular proving ground for the demonstration of learning-based agents that make decisions in quasi real-world settings. The crux of the problem for a reinforcement learning agent in such TBGs is…
Video prediction aims to generate realistic future frames by learning dynamic visual patterns. One fundamental challenge is to deal with future uncertainty: How should a model behave when there are multiple correct, equally probable future?…
Recent work has shown that deep reinforcement-learning agents can learn to follow language-like instructions from infrequent environment rewards. However, this places on environment designers the onus of designing language-conditional…