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This paper reviews an experiment in human-computer interaction, where interaction takes place when humans attempt to teach a computer to play a strategy board game. We show that while individually learned models can be shown to improve the…
The transferability of adversarial examples is a crucial aspect of evaluating the robustness of deep learning systems, particularly in black-box scenarios. Although several methods have been proposed to enhance cross-model transferability,…
In reinforcement learning for visual navigation, it is common to develop a model for each new task, and train that model from scratch with task-specific interactions in 3D environments. However, this process is expensive; massive amounts of…
While machine learning approaches to visual recognition offer great promise, most of the existing methods rely heavily on the availability of large quantities of labeled training data. However, in the vast majority of real-world settings,…
General Video Game Artificial Intelligence is a general game playing framework for Artificial General Intelligence research in the video-games domain. In this paper, we propose for the first time a screen capture learning agent for General…
When communicating, people behave consistently across conversational roles: People understand the words they say and are able to produce the words they hear. To date, artificial agents developed for language tasks have lacked such symmetry,…
Machine learning is used for inference and decision making in wearable sensor systems. However, recent studies have found that machine learning algorithms are easily fooled by the addition of adversarial perturbations to their inputs. What…
Autonomously trained agents that are supposed to play video games reasonably well rely either on fast simulation speeds or heavy parallelization across thousands of machines running concurrently. This work explores a third way that is…
We consider the task of multimodal one-shot speech-image matching. An agent is shown a picture along with a spoken word describing the object in the picture, e.g. cookie, broccoli and ice-cream. After observing one paired speech-image…
Image to image translation is an active area of research in the field of computer vision, enabling the generation of new images with different styles, textures, or resolutions while preserving their characteristic properties. Recent…
Interactive fiction games have emerged as an important application to improve the generalization capabilities of language-based reinforcement learning (RL) agents. Existing environments for interactive fiction games are domain-specific or…
In many scenarios in computer vision, machine learning, and computer graphics, there is a requirement to learn the mapping from an image of one domain to an image of another domain, called Image-to-image translation. For example, style…
Deep reinforcement learning, applied to vision-based problems like Atari games, maps pixels directly to actions; internally, the deep neural network bears the responsibility of both extracting useful information and making decisions based…
Neural Style Transfer (NST) research has been applied to images, videos, 3D meshes and radiance fields, but its application to 3D computer games remains relatively unexplored. Whilst image and video NST systems can be used as a…
Game-playing AI research has focused for a long time on learning to play video games from visual input or symbolic information. However, humans benefit from a wider array of sensors which we utilise in order to navigate the world around us.…
Transfer learning is an important new subfield of multiagent reinforcement learning that aims to help an agent learn about a problem by using knowledge that it has gained solving another problem, or by using knowledge that is communicated…
In repeated games, such as auctions, players rely on autonomous learning agents to choose their actions. We study settings in which players have their agents make monetary transfers to other agents during play at their own expense, in order…
We propose a new perspective on adversarial attacks against deep reinforcement learning agents. Our main contribution is CopyCAT, a targeted attack able to consistently lure an agent into following an outsider's policy. It is pre-computed,…
Video games have served as useful benchmarks for the decision-making community, but going beyond Atari games towards modern games has been prohibitively expensive for the vast majority of the research community. Prior work in modern video…
In multi-agent reinforcement learning, the inherent non-stationarity of the environment caused by other agents' actions posed significant difficulties for an agent to learn a good policy independently. One way to deal with non-stationarity…