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In the face of difficult exploration problems in reinforcement learning, we study whether giving an agent an object-centric mapping (describing a set of items and their attributes) allow for more efficient learning. We found this problem is…
Current deep reinforcement learning (DRL) approaches achieve state-of-the-art performance in various domains, but struggle with data efficiency compared to human learning, which leverages core priors about objects and their interactions.…
In reinforcement learning (RL), experience replay-based sampling techniques play a crucial role in promoting convergence by eliminating spurious correlations. However, widely used methods such as uniform experience replay (UER) and…
Real-time rendering for video games has become increasingly challenging due to the need for higher resolutions, framerates and photorealism. Supersampling has emerged as an effective solution to address this challenge. Our work introduces a…
We propose a new family of message passing techniques for MAP estimation in graphical models which we call {\em Sequential Reweighted Message Passing} (SRMP). Special cases include well-known techniques such as {\em Min-Sum Diffusion} (MSD)…
In this paper, we empirically study how to make the most of low-resolution frames for efficient video recognition. Existing methods mainly focus on developing compact networks or alleviating temporal redundancy of video inputs to increase…
Recently, various auxiliary tasks have been proposed to accelerate representation learning and improve sample efficiency in deep reinforcement learning (RL). However, existing auxiliary tasks do not take the characteristics of RL problems…
Estimating discrete games of complete information is often computationally difficult due to partial identification and the absence of closed-form moment characterizations. This paper proposes computationally tractable approaches to…
Since the advent of AI, games have served as progress benchmarks. Meanwhile, imperfect-information variants of chess have existed for over a century, present extreme challenges, and have been the focus of decades of AI research. Beyond…
In imperfect information games, the evaluation of a game state not only depends on the observable world but also relies on hidden parts of the environment. As accessing the obstructed information trivialises state evaluations, one approach…
Autoregressive video diffusion models have enabled real-time, action-conditioned world generation. However, sustaining a persistent world, where revisiting a previously seen viewpoint yields consistent content, remains an open problem. Full…
The semi-airborne transient electromagnetic method (SATEM) is capable of conducting rapid surveys over large-scale and hard-to-reach areas. However, the acquired signals are often contaminated by complex noise, which can compromise the…
The idea of compressed sensing is to exploit representations in suitable (overcomplete) dictionaries that allow to recover signals far beyond the Nyquist rate provided that they admit a sparse representation in the respective dictionary.…
Sports game summarization aims at generating sports news from live commentaries. However, existing datasets are all constructed through automated collection and cleaning processes, resulting in a lot of noise. Besides, current works neglect…
Learning and equilibrium computation in games are fundamental problems across computer science and economics, with applications ranging from politics to machine learning. Much of the work in this area revolves around a simple algorithm…
Deep learning systems are prone to catastrophic forgetting when learning from a sequence of tasks, as old data from previous tasks is unavailable when learning a new task. To address this, some methods propose replaying data from previous…
Memory performance is often the main bottleneck in modern computing systems. In recent years, researchers have attempted to scale the memory wall by leveraging new technology such as CXL, HBM, and in- and near-memory processing. Developers…
Temporal feature extraction is an essential technique in video-based action recognition. Key points have been utilized in skeleton-based action recognition methods but they require costly key point annotation. In this paper, we propose a…
We initiate the study of sparse recovery problems under the Earth-Mover Distance (EMD). Specifically, we design a distribution over m x n matrices A such that for any x, given Ax, we can recover a k-sparse approximation to x under the EMD…
Human athletes demonstrate versatile and highly-dynamic tennis skills to successfully conduct competitive rallies with a high-speed tennis ball. However, reproducing such behaviors on humanoid robots is difficult, partially due to the lack…