Related papers: Adapting a World Model for Trajectory Following in…
Recent advancements in diffusion models (DMs) have been propelled by alignment methods that post-train models to better conform to human preferences. However, these approaches typically require computation-intensive training of a base model…
Autonomous driving (AD) agents generate driving policies based on online perception results, which are obtained at multiple levels of abstraction, e.g., behavior planning, motion planning and control. Driving policies are crucial to the…
A popular paradigm for training LM agents relies on imitation learning, fine-tuning on expert trajectories. However, we show that the off-policy nature of imitation learning for multi-turn LM agents suffers from the fundamental limitation…
We present a novel deep reinforcement learning method to learn construction heuristics for vehicle routing problems. In specific, we propose a Multi-Decoder Attention Model (MDAM) to train multiple diverse policies, which effectively…
In this article we study the problem of training intelligent agents using Reinforcement Learning for the purpose of game development. Unlike systems built to replace human players and to achieve super-human performance, our agents aim to…
Behavioural cloning, where a computer is taught to perform a task based on demonstrations, has been successfully applied to various video games and robotics tasks, with and without reinforcement learning. This also includes end-to-end…
We examine the problem of transferring a policy learned in a source environment to a target environment with different dynamics, particularly in the case where it is critical to reduce the amount of interaction with the target environment…
Decision-making in robotics using denoising diffusion processes has increasingly become a hot research topic, but end-to-end policies perform poorly in tasks with rich contact and have limited controllability. This paper proposes…
One important property of DIstribution Correction Estimation (DICE) methods is that the solution is the optimal stationary distribution ratio between the optimized and data collection policy. In this work, we show that DICE-based methods…
Expert Iteration (ExIt) is an effective framework for learning game-playing policies from self-play. ExIt involves training a policy to mimic the search behaviour of a tree search algorithm - such as Monte-Carlo tree search - and using the…
In this article, we present a new machine learning model by imitation based on the linguistic description of complex phenomena. The idea consists of, first, capturing the behaviour of human players by creating a computational perception…
Many multi-agent interaction scenarios can be naturally modeled as noncooperative games, where each agent's decisions depend on others' future actions. However, deploying game-theoretic planners for autonomous decision-making requires a…
End-to-end learning of robot control policies, structured as neural networks, has emerged as a promising approach to robotic manipulation. To complete many common tasks, relevant objects are required to pass in and out of a robot's field of…
There is a high demand for high-quality Non-Player Characters (NPCs) in video games. Hand-crafting their behavior is a labor intensive and error prone engineering process with limited controls exposed to the game designers. We propose to…
The performance of learned robot visuomotor policies is heavily dependent on the size and quality of the training dataset. Although large-scale robot and human datasets are increasingly available, embodiment gaps and mismatched action…
Advancements in reinforcement learning have led to the development of sophisticated models capable of learning complex decision-making tasks. However, efficiently integrating world models with decision transformers remains a challenge. In…
Embodied agents, such as robots and virtual characters, must continuously select actions to execute tasks effectively, solving complex sequential decision-making problems. Given the difficulty of designing such controllers manually,…
Generative models such as diffusion have been employed as world models in offline reinforcement learning to generate synthetic data for more effective learning. Existing work either generates diffusion models one-time prior to training or…
We present the ADaptive Adversarial Imitation Learning (ADAIL) algorithm for learning adaptive policies that can be transferred between environments of varying dynamics, by imitating a small number of demonstrations collected from a single…
Training robot policies within a learned world model is trending due to the inefficiency of real-world interactions. The established image-based world models and policies have shown prior success, but lack robust geometric information that…