Related papers: Goals as Reward-Producing Programs
Children learn though play. We introduce the analogous idea of learning programs through play. In this approach, a program induction system (the learner) is given a set of tasks and initial background knowledge. Before solving the tasks,…
Believable proxies of human behavior can empower interactive applications ranging from immersive environments to rehearsal spaces for interpersonal communication to prototyping tools. In this paper, we introduce generative…
Video generation models have recently achieved impressive visual fidelity and temporal coherence. Yet, they continue to struggle with complex, non-rigid motions, especially when synthesizing humans performing dynamic actions such as sports,…
Despite significant progress in a variety of vision-and-language problems, developing a method capable of asking intelligent, goal-oriented questions about images is proven to be an inscrutable challenge. Towards this end, we propose a Deep…
Recent progress in generative models has stimulated significant innovations in many fields, such as image generation and chatbots. Despite their success, these models often produce sketchy and misleading solutions for complex multi-agent…
Recommender systems relying on latent factor models often appear as black boxes to their users. Semantic descriptions for the factors might help to mitigate this problem. Achieving this automatically is, however, a non-straightforward task…
Existing approaches to reward inference from behavior typically assume that humans provide demonstrations according to specific models of behavior. However, humans often indicate their goals through a wide range of behaviors, from actions…
This project proposes a methodology for the automatic generation of action models from video game dynamics descriptions, as well as its integration with a planning agent for the execution and monitoring of the plans. Planners use these…
Automated testing tools typically create test cases that are different from what human testers create. This often makes the tools less effective, the created tests harder to understand, and thus results in tools providing less support to…
People are often confronted with problems whose complexity exceeds their cognitive capacities. To deal with this complexity, individuals and managers can break complex problems down into a series of subgoals. Which subgoals are most…
Neural models for response generation produce responses that are semantically plausible but not necessarily factually consistent with facts describing the speaker's persona. These models are trained with fully supervised learning where the…
This paper examines the phenomenon of daydreaming: spontaneously recalling or imagining personal or vicarious experiences in the past or future. The following important roles of daydreaming in human cognition are postulated: plan…
In reinforcement learning, we often define goals by specifying rewards within desirable states. One problem with this approach is that we typically need to redefine the rewards each time the goal changes, which often requires some…
Observing a human demonstrator manipulate objects provides a rich, scalable and inexpensive source of data for learning robotic policies. However, transferring skills from human videos to a robotic manipulator poses several challenges, not…
People can evaluate features of problems and their potential solutions well before we can effectively solve them. When considering a game we have never played, for instance, we might infer whether it is likely to be challenging, fair, or…
We present a novel, alternative framework for learning generative models with goal-conditioned reinforcement learning. We define two agents, a goal conditioned agent (GC-agent) and a supervised agent (S-agent). Given a user-input initial…
In recent years, trends towards studying simulated games have gained momentum in the fields of artificial intelligence, cognitive science, psychology, and neuroscience. The intersections of these fields have also grown recently, as…
There is a clear desire to model and comprehend human behavior. Trends in research covering this topic show a clear assumption that many view human reasoning as the presupposed standard in artificial reasoning. As such, topics such as game…
For an autonomous agent to fulfill a wide range of user-specified goals at test time, it must be able to learn broadly applicable and general-purpose skill repertoires. Furthermore, to provide the requisite level of generality, these skills…
The achievement of common goals through voluntary efforts of members of a group can be challenged by the high temptation of individual defection. Here, two-person one-goal assurance games are generalized to N-person, M-goal achievement…