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This paper shows that self-supervised visual pre-training from real-world images is effective for learning motor control tasks from pixels. We first train the visual representations by masked modeling of natural images. We then freeze the…
We study pre-training representations for decision-making using video data, which is abundantly available for tasks such as game agents and software testing. Even though significant empirical advances have been made on this problem, a…
In modern video encoders, rate control is a critical component and has been heavily engineered. It decides how many bits to spend to encode each frame, in order to optimize the rate-distortion trade-off over all video frames. This is a…
Learning visual feature representations for video analysis is a daunting task that requires a large amount of training samples and a proper generalization framework. Many of the current state of the art methods for video captioning and…
Computer graphics seeks to deliver compelling images, generated within a computing budget, targeted at a specific display device, and ultimately viewed by an individual user. The foveated nature of human vision offers an opportunity to…
We contribute an analysis of situated visualizations in motion in video games for different types of data, with a focus on quantitative and categorical data representations. Video games convey a lot of data to players, to help them succeed…
Video recognition has been dominated by the end-to-end learning paradigm -- first initializing a video recognition model with weights of a pretrained image model and then conducting end-to-end training on videos. This enables the video…
Dominant pre-training work for video-text retrieval mainly adopt the "dual-encoder" architectures to enable efficient retrieval, where two separate encoders are used to contrast global video and text representations, but ignore detailed…
Autoregressive video diffusion models have proved effective for world modeling and interactive scene generation, with Minecraft gameplay as a representative application. To faithfully simulate play, a model must generate natural content…
The choice of visual representation is key to scaling generalist robot policies. However, direct evaluation via policy rollouts is expensive, even in simulation. Existing proxy metrics focus on the representation's capacity to capture…
Reinforcement learning algorithms have performed well in playing challenging board and video games. More and more studies focus on improving the generalisation ability of reinforcement learning algorithms. The General Video Game AI Learning…
We present an architecture that is effective for continual learning in an especially demanding setting, where task boundaries do not exist or are unknown, and where classes have to be learned online (with each example presented only once).…
Recently, data-driven deep saliency models have achieved high performance and have outperformed classical saliency models, as demonstrated by results on datasets such as the MIT300 and SALICON. Yet, there remains a large gap between the…
In this article, we review recent Deep Learning advances in the context of how they have been applied to play different types of video games such as first-person shooters, arcade games, and real-time strategy games. We analyze the unique…
World modeling is a crucial task for enabling intelligent agents to effectively interact with humans and operate in dynamic environments. In this work, we propose MineWorld, a real-time interactive world model on Minecraft, an open-ended…
Video-game players generate huge amounts of data, as everything they do within a game is recorded. In particular, among all the stored actions and behaviors, there is information on the in-game purchases of virtual products. Such…
Existing Multimodal Large Language Models (MLLMs) suffer from increased inference costs due to the additional vision tokens introduced by image inputs. In this work, we propose Visual Consistency Learning (ViCO), a novel training algorithm…
Video game genre classification based on its cover and textual description would be utterly beneficial to many modern identification, collocation, and retrieval systems. At the same time, it is also an extremely challenging task due to the…
In a social system, the self-interest of agents can be detrimental to the collective good, sometimes leading to social dilemmas. To resolve such a conflict, a central designer may intervene by either redesigning the system or incentivizing…
As the parameter size of large language models (LLMs) continues to expand, the need for a large memory footprint and high communication bandwidth have become significant bottlenecks for the training and inference of LLMs. To mitigate these…