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Tim Pearce

dblp:142/9777 · DBLP profile ↗
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13ranked-venue papers
7as first author
9since 2021 · last 2025
—ORCID · conflict

Domains — the database's venue-derived domains; a paper can count in several

Artificial intelligence and machine learning · 11 · 6 first-author · 8 since 2021Graphics, computer vision, multimedia, augmented reality and games · 4 · 1 first-author · 3 since 2021Human-computer interaction and ubiquitous computing · 1 · 1 first-author · 1 since 2021

Expertise — from the expertise taxonomy: the topics of the expert's papers under the CCF categories. A weight counts papers with recency: 1 for a paper about the topic, 0.3 when the topic is its context, halved every five years.

Artificial intelligence
9 papers
Reinforcement learning · 60% Probabilistic and Bayesian machine learning · 11% Generative modeling · 10%

Topics — the 19 heaviest of 22, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Machine learning › Reinforcement learning
imitation learning
1.732025
C-GAIL: Stabilizing Generative Adversarial Imitation Learning with Control Theory · NeurIPS 2024
Imitating Human Behaviour with Diffusion Models · ICLR 2023
Scaling Laws for Pre-training Agents and World Models · ICML 2025
Machine learning › Generative modeling
diffusion model
1.422024
Diffusion for World Modeling: Visual Details Matter in Atari · NeurIPS 2024
Imitating Human Behaviour with Diffusion Models · ICLR 2023
Machine learning › Reinforcement learning › model-based reinforcement learning
world model
1.022025
Diffusion for World Modeling: Visual Details Matter in Atari · NeurIPS 2024
Scaling Laws for Pre-training Agents and World Models · ICML 2025
Machine learning › Reinforcement learning
policy optimization
1.022024
DGPO: Discovering Multiple Strategies with Diversity-Guided Policy Optimization · AAAI 2024
C-GAIL: Stabilizing Generative Adversarial Imitation Learning with Control Theory · NeurIPS 2024
Machine learning › Probabilistic and Bayesian machine learning › structured models › latent variable model › sequential latent variable model
latent action models
0.912025
What Do Latent Action Models Actually Learn? · NeurIPS 2025
Machine learning › Deep learning architectures and training
scaling laws
0.912025
Scaling Laws for Pre-training Agents and World Models · ICML 2025
Machine learning › Reinforcement learning › model-based reinforcement learning › world model
diffusion-based world models
0.812024
Diffusion for World Modeling: Visual Details Matter in Atari · NeurIPS 2024
Machine learning › Reinforcement learning
exploration
0.812024
DGPO: Discovering Multiple Strategies with Diversity-Guided Policy Optimization · AAAI 2024
Machine learning › Reinforcement learning › imitation learning › generative imitation learning
generative adversarial imitation learning
0.812024
C-GAIL: Stabilizing Generative Adversarial Imitation Learning with Control Theory · NeurIPS 2024
Machine learning › Reinforcement learning › exploration
intrinsic motivation
0.812024
DGPO: Discovering Multiple Strategies with Diversity-Guided Policy Optimization · AAAI 2024
Machine learning › Reinforcement learning
model-based reinforcement learning
0.812024
Diffusion for World Modeling: Visual Details Matter in Atari · NeurIPS 2024
Machine learning › Probabilistic and Bayesian machine learning › statistical inference
survival analysis
0.612022
Censored Quantile Regression Neural Networks for Distribution-Free Survival Analysis · NeurIPS 2022
Machine learning › Deep learning architectures and training › overparameterized neural network
infinite-width neural networks
0.512021
Avoiding Kernel Fixed Points: Computing with ELU and GELU Infinite Networks · AAAI 2021
Machine learning › Learning theory › neural network theory
neural network kernels
0.512021
Avoiding Kernel Fixed Points: Computing with ELU and GELU Infinite Networks · AAAI 2021
Machine learning › Trustworthy machine learning › uncertainty estimation
prediction intervals
0.312018
High-Quality Prediction Intervals for Deep Learning: A Distribution-Free, Ensembled Approach · ICML 2018
Machine learning › Trustworthy machine learning
uncertainty estimation
0.312018
High-Quality Prediction Intervals for Deep Learning: A Distribution-Free, Ensembled Approach · ICML 2018
Machine learning › Representation and self-supervised learning › representation learning › dimensionality reduction
principal component analysis
0.312025
What Do Latent Action Models Actually Learn? · NeurIPS 2025
Machine learning › Reinforcement learning › sample efficiency
sample-efficient reinforcement learning
0.212024
Diffusion for World Modeling: Visual Details Matter in Atari · NeurIPS 2024
Machine learning › Probabilistic and Bayesian machine learning › stochastic processes
gaussian process
0.112021
Avoiding Kernel Fixed Points: Computing with ELU and GELU Infinite Networks · AAAI 2021

Methods — techniques the papers use, named apart from their topics

linear model analysis · 0.9data augmentation · 0.9auxiliary action prediction · 0.9regularization · 0.8policy iteration · 0.8information-theoretic diversity objective · 0.8diffusion modeling · 0.8control theory · 0.8constrained optimization · 0.8adversarial training · 0.8
YearPublicationVenuePosition
2025 Scaling Laws for Pre-training Agents and World Models
abstract
The performance of embodied agents has been shown to improve by increasing model parameters, dataset size, and compute. This has been demonstrated in domains from robotics to video games, when generative learning objectives on offline datasets (pre-training) are used to model an agent’s behavior (imitation learning) or their environment (world modeling). This paper characterizes the role of scale in these tasks more precisely. Going beyond the simple intuition that ‘bigger is better’, we show that the same types of power laws found in language modeling also arise in world modeling and imitation learning (e.g. between loss and optimal model size). However, the coefficients of these laws are heavily influenced by the tokenizer, task & architecture – this has important implications on the optimal sizing of models and data.
Tim Pearce, Tabish Rashid, David Bignell, Raluca Georgescu, Sam Devlin, Katja Hofmann
ICML1
2025 What Do Latent Action Models Actually Learn?
abstract
Latent action models (LAMs) aim to learn action-relevant changes from unlabeled videos by compressing changes between frames as latents. However, differences between video frames can be caused by \textit{controllable changes} as well as exogenous noise, leading to an important concern -- do latents capture the changes caused by actions or irrelevant noise? This paper studies this issue analytically, presenting a linear model that encapsulates the essence of LAM learning, while being tractable. This provides several insights, including connections between LAM and principal component analysis (PCA), desiderata of the data-generating policy, and justification of strategies to encourage learning controllable changes using data augmentation, data cleaning, and auxiliary action-prediction. We also provide illustrative results based on numerical simulation, shedding light on the specific structure of observations, actions, and noise in data that influence LAM learning.
Chuheng Zhang, Tim Pearce, Pushi Zhang, Wei Shen 0005, Li Zhao 0007, Jiang Bian 0002
NeurIPS2
2024 DGPO: Discovering Multiple Strategies with Diversity-Guided Policy Optimization
abstract
Most reinforcement learning algorithms seek a single optimal strategy that solves a given task. However, it can often be valuable to learn a diverse set of solutions, for instance, to make an agent's interaction with users more engaging, or improve the robustness of a policy to an unexpected perturbance. We propose Diversity-Guided Policy Optimization (DGPO), an on-policy algorithm that discovers multiple strategies for solving a given task. Unlike prior work, it achieves this with a shared policy network trained over a single run. Specifically, we design an intrinsic reward based on an information-theoretic diversity objective. Our final objective alternately constraints on the diversity of the strategies and on the extrinsic reward. We solve the constrained optimization problem by casting it as a probabilistic inference task and use policy iteration to maximize the derived lower bound. Experimental results show that our method efficiently discovers diverse strategies in a wide variety of reinforcement learning tasks. Compared to baseline methods, DGPO achieves comparable rewards, while discovering more diverse strategies, and often with better sample efficiency.
Wentse Chen, Shiyu Huang 0001, Yuan Chiang, Tim Pearce, Wei-Wei Tu, Ting Chen 0006, Jun Zhu 0001
AAAI4
2024 Diffusion for World Modeling: Visual Details Matter in Atari
abstract
World models constitute a promising approach for training reinforcement learning agents in a safe and sample-efficient manner. Recent world models predominantly operate on sequences of discrete latent variables to model environment dynamics. However, this compression into a compact discrete representation may ignore visual details that are important for reinforcement learning. Concurrently, diffusion models have become a dominant approach for image generation, challenging well-established methods modeling discrete latents. Motivated by this paradigm shift, we introduce DIAMOND (DIffusion As a Model Of eNvironment Dreams), a reinforcement learning agent trained in a diffusion world model. We analyze the key design choices that are required to make diffusion suitable for world modeling, and demonstrate how improved visual details can lead to improved agent performance. DIAMOND achieves a mean human normalized score of 1.46 on the competitive Atari 100k benchmark; a new best for agents trained entirely within a world model. We further demonstrate that DIAMOND's diffusion world model can stand alone as an interactive neural game engine by training on static *Counter-Strike: Global Offensive* gameplay. To foster future research on diffusion for world modeling, we release our code, agents, videos and playable world models at https://diamond-wm.github.io.
Eloi Alonso, Adam Jelley, Vincent Micheli, Anssi Kanervisto, Amos J. Storkey, Tim Pearce, François Fleuret
NeurIPS6
2024 C-GAIL: Stabilizing Generative Adversarial Imitation Learning with Control Theory
abstract
Generative Adversarial Imitation Learning (GAIL) provides a promising approach to training a generative policy to imitate a demonstrator. It uses on-policy Reinforcement Learning (RL) to optimize a reward signal derived from an adversarial discriminator. However, optimizing GAIL is difficult in practise, with the training loss oscillating during training, slowing convergence. This optimization instability can prevent GAIL from finding a good policy, harming its final performance. In this paper, we study GAIL’s optimization from a control-theoretic perspective. We show that GAIL cannot converge to the desired equilibrium. In response, we analyze the training dynamics of GAIL in function space and design a novel controller that not only pushes GAIL to the desired equilibrium but also achieves asymptotic stability in a simplified “one-step” setting. Going from theory to practice, we propose Controlled-GAIL (C-GAIL), which adds a differentiable regularization term on the GAIL objective to stabilize training. Empirically, the C-GAIL regularizer improves the training of various existing GAIL methods, including the popular GAIL-DAC, by speeding up the convergence, reducing the range of oscillation, and matching the expert distribution more closely.
Tianjiao Luo, Tim Pearce, Huayu Chen, Jianfei Chen 0001, Jun Zhu 0001
NeurIPS2
2023 Imitating Human Behaviour with Diffusion Models
Tim Pearce, Tabish Rashid, Anssi Kanervisto, David Bignell, Mingfei Sun 0001, Raluca Georgescu, Sergio Valcarcel Macua, Shan Zheng Tan, Ida Momennejad, Katja Hofmann, Sam Devlin
ICLR1
2022 Counter-Strike Deathmatch with Large-Scale Behavioural Cloning
abstract
This paper describes an AI agent that plays the modern first-person-shooter (FPS) video game ‘Counter-Strike; Global Offensive’ (CSGO) from pixel input. The agent, a deep neural network, matches the performance of a casual human gamer on the deathmatch game mode whilst adopting a humanlike play style. Much previous research has focused on games with convenient APIs and low-resolution graphics, allowing them to be run cheaply at scale. This is not the case for CSGO, with system requirements orders of magnitude higher than previously studied FPS games. This limits the quantity of on-policy data that can be generated, precluding pure reward-driven reinforcement learning (RL) algorithms. Our solution uses a two-stage behavioural cloning methodology; 1) Pre-train on a large dataset scraped from human play on public servers (5.5 million frames or 95 hours) where actions are labelled in an automated way. 2) Fine-tune on a small dataset of clean expert demonstrations (190 thousand frames or 3 hours). This scale is an order of magnitude larger than prior work on imitation learning in FPS games, whilst being far more data efficient than pure RL algorithms. Video introduction: https://youtu.be/rnz3lmfSHv0 Code, model & datasets: https://github.com/TeaPearce
Tim Pearce
CoG1
2022 Censored Quantile Regression Neural Networks for Distribution-Free Survival Analysis
abstract
This paper considers doing quantile regression on censored data using neural networks (NNs). This adds to the survival analysis toolkit by allowing direct prediction of the target variable, along with a distribution-free characterisation of uncertainty, using a flexible function approximator. We begin by showing how an algorithm popular in linear models can be applied to NNs. However, the resulting procedure is inefficient, requiring sequential optimisation of an individual NN at each desired quantile. Our major contribution is a novel algorithm that simultaneously optimises a grid of quantiles output by a single NN. To offer theoretical insight into our algorithm, we show firstly that it can be interpreted as a form of expectation-maximisation, and secondly that it exhibits a desirable `self-correcting' property. Experimentally, the algorithm produces quantiles that are better calibrated than existing methods on 10 out of 12 real datasets.
Tim Pearce, Jong-Hyeon Jeong
NeurIPS1
2021 Avoiding Kernel Fixed Points: Computing with ELU and GELU Infinite Networks
abstract
Analysing and computing with Gaussian processes arising from infinitely wide neural networks has recently seen a resurgence in popularity. Despite this, many explicit covariance functions of networks with activation functions used in modern networks remain unknown. Furthermore, while the kernels of deep networks can be computed iteratively, theoretical understanding of deep kernels is lacking, particularly with respect to fixed-point dynamics. Firstly, we derive the covariance functions of multi-layer perceptrons (MLPs) with exponential linear units (ELU) and Gaussian error linear units (GELU) and evaluate the performance of the limiting Gaussian processes on some benchmarks. Secondly, and more generally, we analyse the fixed-point dynamics of iterated kernels corresponding to a broad range of activation functions. We find that unlike some previously studied neural network kernels, these new kernels exhibit non-trivial fixed-point dynamics which are mirrored in finite-width neural networks. The fixed point behaviour present in some networks explains a mechanism for implicit regularisation in overparameterised deep models. Our results relate to both the static iid parameter conjugate kernel and the dynamic neural tangent kernel constructions
Russell Tsuchida, Tim Pearce, Christopher van der Heide, Fred (Farbod) Roosta, Marcus Gallagher
AAAI2
2020 Uncertainty in Neural Networks: Approximately Bayesian Ensembling
abstract
Understanding the uncertainty of a neural network’s (NN) predictions is essential for many purposes. The Bayesian framework provides a principled approach to this, however applying it to NNs is challenging due to large numbers of parameters and data. Ensembling NNs provides an easily implementable, scalable method for uncertainty quantification, however, it has been criticised for not being Bayesian. This work proposes one modification to the usual process that we argue does result in approximate Bayesian inference; regularising parameters about values drawn from a distribution which can be set equal to the prior. A theoretical analysis of the procedure in a simplified setting suggests the recovered posterior is centred correctly but tends to have an underestimated marginal variance, and overestimated correlation. However, two conditions can lead to exact recovery. We argue that these conditions are partially present in NNs. Empirical evaluations demonstrate it has an advantage over standard ensembling, and is competitive with variational methods.
Tim Pearce, Felix Leibfried, Alexandra Brintrup
AISTATS1
2020 Universal access for object-based media experiences
abstract
Changes in content consumption patterns of audiences has revealed an ever-increasing appetite for richer and more engaging experiences. From live-streaming to interactive branching stories, there is a growing trend of users seeking personalised experiences. Object-based media experiences provide more meaningful encounters for the young and old; tailoring these to their interest, and making them part of the story. However, creating and distributing these experiences at scale to audiences is challenging to content-providers due to device and experience heterogeneity introducing complexity in the delivery chain. In this demo, we demonstrate how using cross-platform approaches, game-engine-like runtimes, and cloud-based rendering can be combined to provide universal access to rich immersive experiences. A cross-platform runtime and build-process is used to develop experience presentation capabilities and target multiple device platforms from a single code-base. Where low-computing availability prohibits the execution of such experiences, cloud-based rendering is harnessed to still achieve playback on low-end devices without significant loss in quality of experience.
Juliette Carter, Rajiv Ramdhany, Mark Lomas, Tim Pearce, James Shephard, Michael Sparks
MMSys4
2019 Expressive Priors in Bayesian Neural Networks: Kernel Combinations and Periodic Functions
Tim Pearce, Russell Tsuchida, Mohamed Zaki, Alexandra Brintrup, Andy Neely
UAI1
2018 High-Quality Prediction Intervals for Deep Learning: A Distribution-Free, Ensembled Approach
abstract
This paper considers the generation of prediction intervals (PIs) by neural networks for quantifying uncertainty in regression tasks. It is axiomatic that high-quality PIs should be as narrow as possible, whilst capturing a specified portion of data. We derive a loss function directly from this axiom that requires no distributional assumption. We show how its form derives from a likelihood principle, that it can be used with gradient descent, and that model uncertainty is accounted for in ensembled form. Benchmark experiments show the method outperforms current state-of-the-art uncertainty quantification methods, reducing average PI width by over 10%.
Tim Pearce, Alexandra Brintrup, Mohamed Zaki, Andy Neely
ICML1