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Encoding images as a series of high-level constructs, such as brush strokes or discrete shapes, can often be key to both human and machine understanding. In many cases, however, data is only available in pixel form. We present a method for…
A common setting of reinforcement learning (RL) is a Markov decision process (MDP) in which the environment is a stochastic discrete-time dynamical system. Whereas MDPs are suitable in such applications as video-games or puzzles, physical…
Reinforcement learning algorithms are typically designed for generic Markov Decision Processes (MDPs), where any state-action pair can lead to an arbitrary transition distribution. In many practical systems, however, only a subset of the…
When limited by their own morphologies, humans and some species of animals have the remarkable ability to use objects from the environment toward accomplishing otherwise impossible tasks. Robots might similarly unlock a range of additional…
We present a novel, regression-based method for artistically styling images. Unlike recent neural style transfer or diffusion-based approaches, our method allows for explicit control over the stroke composition and level of detail in the…
In this work, we study the problem of data retrieval for few-shot imitation learning: selecting data from a large dataset to train a performant policy for a specific task, given only a few target demonstrations. Prior methods retrieve data…
We investigate how reinforcement learning can be used to train level-designing agents. This represents a new approach to procedural content generation in games, where level design is framed as a game, and the content generator itself is…
This paper proposes a multi-agent reinforcement learning based medium access framework for wireless networks. The access problem is formulated as a Markov Decision Process (MDP), and solved using reinforcement learning with every network…
Cooperative multi-agent reinforcement learning (MARL) is typically formalised as a Decentralised Partially Observable Markov Decision Process (Dec-POMDP), where agents must reason about the environment and other agents' behaviour. In…
Reinforcement learning usually assumes a given or sometimes even fixed environment in which an agent seeks an optimal policy to maximize its long-term discounted reward. In contrast, we consider agents that are not limited to passive…
This study develops a robot mobility policy based on deep reinforcement learning. Since traditional methods of conventional robotic navigation depend on accurate map reproduction as well as require high-end sensors, learning-based methods…
Many problems in sequential decision making and stochastic control often have natural multiscale structure: sub-tasks are assembled together to accomplish complex goals. Systematically inferring and leveraging hierarchical structure,…
It is shown that neural networks (NNs) achieve excellent performances in image compression and reconstruction. However, there are still many shortcomings in the practical application, which eventually lead to the loss of neural network…
Sample-efficient generalisation of reinforcement learning approaches have always been a challenge, especially, for complex scenes with many components. In this work, we introduce Plug and Play Markov Decision Processes, an object-based…
This paper considers the problem of image set-based face verification and identification. Unlike traditional single sample (an image or a video) setting, this situation assumes the availability of a set of heterogeneous collection of…
Generative artificial intelligence (AI) has made unprecedented advances in vision language models over the past two years. During the generative process, new samples (images) are generated from an unknown high-dimensional distribution.…
Traditional image codecs emphasize signal fidelity and human perception, often at the expense of machine vision tasks. Deep learning methods have demonstrated promising coding performance by utilizing rich semantic embeddings optimized for…
Synthesizing visual content that meets users' needs often requires flexible and precise controllability of the pose, shape, expression, and layout of the generated objects. Existing approaches gain controllability of generative adversarial…
Current work in explainable reinforcement learning generally produces policies in the form of a decision tree over the state space. Such policies can be used for formal safety verification, agent behavior prediction, and manual inspection…
There are two classes of generative art approaches: neural, where a deep model is trained to generate samples from a data distribution, and symbolic or algorithmic, where an artist designs the primary parameters and an autonomous system…