Related papers: Playing Minecraft with Behavioural Cloning
Imitation learning aims to extract knowledge from human experts' demonstrations or artificially created agents in order to replicate their behaviors. Its success has been demonstrated in areas such as video games, autonomous driving,…
Human beings are particularly good at reasoning and inference from just a few examples. When facing new tasks, humans will leverage knowledge and skills learned before, and quickly integrate them with the new task. In addition to learning…
League of Legends (LoL) is the most widely played multiplayer online battle arena (MOBA) game in the world. An important aspect of LoL is competitive ranked play, which utilizes a skill-based matchmaking system to form fair teams. However,…
We show that reinforcement learning agents that learn by surprise (surprisal) get stuck at abrupt environmental transition boundaries because these transitions are difficult to learn. We propose a counter-intuitive solution that we call…
In this paper, we leverage the rapid advances in imitation learning, a topic of intense recent focus in the Reinforcement Learning (RL) literature, to develop new sample complexity results and performance guarantees for data-driven Model…
Imitation learning is a widely used approach for training agents to replicate expert behavior in complex decision-making tasks. However, existing methods often struggle with compounding errors and limited generalization, due to the inherent…
Sample efficiency has been a key issue in reinforcement learning (RL). An efficient agent must be able to leverage its prior experiences to quickly adapt to similar, but new tasks and situations. Meta-RL is one attempt at formalizing and…
Modern day computer games have extremely large state and action spaces. To detect bugs in these games' models, human testers play the games repeatedly to explore the game and find errors in the games. Such gameplay is exhaustive and time…
Our objective in this paper is to develop a machinery that makes a given organizational strategic plan resilient to the actions of competitor agents (adverse environmental actions). We assume that we are given a goal tree representing…
In MMORPGs (Massively Multiplayer Online Role-Playing Games), abnormal players (bots) using unauthorized automated programs to carry out pre-defined behaviors systematically and repeatedly are commonly observed. Bots usually engage in these…
Active learning agents typically employ a query selection algorithm which solely considers the agent's learning objectives. However, this may be insufficient in more realistic human domains. This work uses imitation learning to enable an…
We propose a new benchmark for planning tasks based on the Minecraft game. Our benchmark contains 45 tasks overall, but also provides support for creating both propositional and numeric instances of new Minecraft tasks automatically. We…
We present a method enabling a large number of agents to learn how to flock, which is a natural behavior observed in large populations of animals. This problem has drawn a lot of interest but requires many structural assumptions and is…
Model-based planning is often thought to be necessary for deep, careful reasoning and generalization in artificial agents. While recent successes of model-based reinforcement learning (MBRL) with deep function approximation have…
We study the problem of learning goal-conditioned policies in Minecraft, a popular, widely accessible yet challenging open-ended environment for developing human-level multi-task agents. We first identify two main challenges of learning…
A game theoretic distributed decision making approach is presented for the problem of control effort allocation in a robotic team based on a novel variant of fictitious play. The proposed learning process allows the robots to accomplish…
Embodied intelligence requires high-fidelity simulation environments to support perception and decision-making, yet existing platforms often suffer from data contamination and limited flexibility. To mitigate this, we propose…
We find that across a wide range of robot policy learning scenarios, treating supervised policy learning with an implicit model generally performs better, on average, than commonly used explicit models. We present extensive experiments on…
Approachability has become a standard tool in analyzing earning algorithms in the adversarial online learning setup. We develop a variant of approachability for games where there is ambiguity in the obtained reward that belongs to a set,…
Advances in deep generative modeling have made it increasingly plausible to train human-level embodied agents. Yet progress has been limited by the absence of large-scale, real-time, multi-modal, and socially interactive datasets that…