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Varun Raj Kompella

dblp:19/9924 · DBLP profile ↗
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8ranked-venue papers
7as first author
1since 2021 · last 2021
—ORCID · none

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

Artificial intelligence and machine learning · 8 · 7 first-author · 1 since 2021Systems, architecture and hardware · 1 · 1 first-authorGraphics, computer vision, multimedia, augmented reality and games · 1 · 1 first-author

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
3 papers
Reinforcement learning · 44% Robot navigation and mapping · 19% Representation and self-supervised learning · 19%

Topics — the 5 heaviest of 5, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Machine learning › Reinforcement learning › exploration
intrinsic motivation
0.312017
Continual curiosity-driven skill acquisition from high-dimensional video inputs for humanoid robots · Artif. Intell. 2017
Robotics › Robot navigation and mapping
obstacle avoidance
0.112011
Detection and avoidance of semi-transparent obstacles using a collective-reward based approach · ICRA 2011
Machine learning › Representation and self-supervised learning
slow feature analysis
0.112011
Incremental Slow Feature Analysis · IJCAI 2011
Robotics › Legged, aerial and field robots
humanoid robot
0.112017
Continual curiosity-driven skill acquisition from high-dimensional video inputs for humanoid robots · Artif. Intell. 2017
Machine learning › Learning paradigms
incremental learning
0.012011
Incremental Slow Feature Analysis · IJCAI 2011

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

slow feature analysis · 0.4reinforcement learning · 0.3uncalibrated camera · 0.1random selection · 0.1
YearPublicationVenuePosition
2021 Agent-Based Markov Modeling for Improved COVID-19 Mitigation Policies
abstract
The year 2020 saw the covid-19 virus lead to one of the worst global pandemics in history. As a result, governments around the world have been faced with the challenge of protecting public health while keeping the economy running to the greatest extent possible. Epidemiological models provide insight into the spread of these types of diseases and predict the effects of possible intervention policies. However, to date, even the most data-driven intervention policies rely on heuristics. In this paper, we study how reinforcement learning (RL) and Bayesian inference can be used to optimize mitigation policies that minimize economic impact without overwhelming hospital capacity. Our main contributions are (1) a novel agent-based pandemic simulator which, unlike traditional models, is able to model fine-grained interactions among people at specific locations in a community; (2) an RLbased methodology for optimizing fine-grained mitigation policies within this simulator; and (3) a Hidden Markov Model for predicting infected individuals based on partial observations regarding test results, presence of symptoms, and past physical contacts. This article is part of the special track on AI and COVID-19.
Roberto Capobianco, Varun Raj Kompella, James Ault, Guni Sharon, Stacy Jong, Spencer J. Fox, Lauren Ancel Meyers, Peter R. Wurman, Peter Stone 0001
J. Artif. Intell. Res.2
2017 Continual curiosity-driven skill acquisition from high-dimensional video inputs for humanoid robots
abstract
In the absence of external guidance, how can a robot learn to map the many raw pixels of high-dimensional visual inputs to useful action sequences? We propose here Continual Curiosity driven Skill Acquisition (CCSA). CCSA makes robots intrinsically motivated to acquire, store and reuse skills. Previous curiosity-based agents acquired skills by associating intrinsic rewards with world model improvements, and used reinforcement learning to learn how to get these intrinsic rewards. CCSA also does this, but unlike previous implementations, the world model is a set of compact low-dimensional representations of the streams of high-dimensional visual information, which are learned through incremental slow feature analysis. These representations augment the robot's state space with new information about the environment. We show how this information can have a higher-level (compared to pixels) and useful interpretation, for example, if the robot has grasped a cup in its field of view or not. After learning a representation, large intrinsic rewards are given to the robot for performing actions that greatly change the feature output, which has the tendency otherwise to change slowly in time. We show empirically what these actions are (e.g., grasping the cup) and how they can be useful as skills. An acquired skill includes both the learned actions and the learned slow feature representation. Skills are stored and reused to generate new observations, enabling continual acquisition of complex skills. We present results of experiments with an iCub humanoid robot that uses CCSA to incrementally acquire skills to topple, grasp and pick-place a cup, driven by its intrinsic motivation from raw pixel vision.
Varun Raj Kompella, Marijn F. Stollenga, Matthew D. Luciw, Jürgen Schmidhuber
Artif. Intell.1
2016 Optimal Curiosity-Driven Modular Incremental Slow Feature Analysis
abstract
Consider a self-motivated artificial agent who is exploring a complex environment. Part of the complexity is due to the raw high-dimensional sensory input streams, which the agent needs to make sense of. Such inputs can be compactly encoded through a variety of means; one of these is slow feature analysis (SFA). Slow features encode spatiotemporal regularities, which are information-rich explanatory factors (latent variables) underlying the high-dimensional input streams. In our previous work, we have shown how slow features can be learned incrementally, while the agent explores its world, and modularly, such that different sets of features are learned for different parts of the environment (since a single set of regularities does not explain everything). In what order should the agent explore the different parts of the environment? Following Schmidhuber's theory of artificial curiosity, the agent should always concentrate on the area where it can learn the easiest-to-learn set of features that it has not already learned. We formalize this learning problem and theoretically show that, using our model, called curiosity-driven modular incremental slow feature analysis, the agent on average will learn slow feature representations in order of increasing learning difficulty, under certain mild conditions. We provide experimental results to support the theoretical analysis.
Varun Raj Kompella, Matthew D. Luciw, Marijn F. Stollenga, Jürgen Schmidhuber
Neural Comput.1
2014 Explore to see, learn to perceive, get the actions for free: SKILLABILITY
abstract
How can a humanoid robot autonomously learn and refine multiple sensorimotor skills as a byproduct of curiosity driven exploration, upon its high-dimensional unprocessed visual input? We present SKILLABILITY, which makes this possible. It combines the recently introduced Curiosity Driven Modular Incremental Slow Feature Analysis (Curious Dr. MISFA) with the well-known options framework. Curious Dr. MISFA's objective is to acquire abstractions as quickly as possible. These abstractions map high-dimensional pixel-level vision to a low-dimensional manifold. We find that each learnable abstraction augments the robot's state space (a set of poses) with new information about the environment, for example, when the robot is grasping a cup. The abstraction is a function on an image, called a slow feature, which can effectively discretize a high-dimensional visual sequence. For example, it maps the sequence of the robot watching its arm as it moves around, grasping randomly, then grasping a cup, and moving around some more while holding the cup, into a step function having two outputs: when the cup is or is not currently grasped. The new state space includes this grasped/not grasped information. Each abstraction is coupled with an option. The reward function for the option's policy (learned through Least Squares Policy Iteration) is high for transitions that produce a large change in the step-functionlike slow features. This corresponds to finding bottleneck states, which are known good subgoals for hierarchical reinforcement learning - in the example, the subgoal corresponds to grasping the cup. The final skill includes both the learned policy and the learned abstraction. SKILLABILITY makes our iCub the first humanoid robot to learn complex skills such as to topple or grasp an object, from raw high-dimensional video input, driven purely by its intrinsic motivations.
Varun Raj Kompella, Marijn F. Stollenga, Matthew D. Luciw, Jürgen Schmidhuber
IJCNN1
2012 Collective-reward based approach for detection of semi-transparent objects in single images
Varun Raj Kompella, Peter F. Sturm
Comput. Vis. Image Underst.1
2012 Incremental Slow Feature Analysis: Adaptive Low-Complexity Slow Feature Updating from High-Dimensional Input Streams
abstract
We introduce here an incremental version of slow feature analysis (IncSFA), combining candid covariance-free incremental principal components analysis (CCIPCA) and covariance-free incremental minor components analysis (CIMCA). IncSFA's feature updating complexity is linear with respect to the input dimensionality, while batch SFA's (BSFA) updating complexity is cubic. IncSFA does not need to store, or even compute, any covariance matrices. The drawback to IncSFA is data efficiency: it does not use each data point as effectively as BSFA. But IncSFA allows SFA to be tractably applied, with just a few parameters, directly on high-dimensional input streams (e.g., visual input of an autonomous agent), while BSFA has to resort to hierarchical receptive-field-based architectures when the input dimension is too high. Further, IncSFA's updates have simple Hebbian and anti-Hebbian forms, extending the biological plausibility of SFA. Experimental results show IncSFA learns the same set of features as BSFA and can handle a few cases where BSFA fails.
Varun Raj Kompella, Matthew D. Luciw, Jürgen Schmidhuber
Neural Comput.1
2011 Detection and avoidance of semi-transparent obstacles using a collective-reward based approach
abstract
Most of the computer and robot-vision algorithms are designed mainly for opaque objects and non-opaque objects have received less attention, in spite of them being omnipresent in man-made environments. With an increasing usage of such objects, especially those made of glass, plastic etc., it becomes necessarily important to detect this class of objects while building a robot navigation system. Obstacle avoidance forms a primary yet challenging task in mobile robot navigation. The main objective of this paper is to present an algorithm to detect and avoid obstacles that are made of semi-transparent materials, such as plastic or glass. The algorithm makes use of a technique called the collective-reward based approach to detect such objects from single images captured by an uncalibrated camera in a live video stream. Random selection techniques are incorporated in the method to make the algorithm run in real-time. A mobile robot then uses the information after detection to perform an obstacle avoidance maneuver. Experiments were conducted on a real robot to test the efficacy of the algorithm.
Varun Raj Kompella, Peter F. Sturm
ICRA1
2011 Incremental Slow Feature Analysis
Varun Raj Kompella, Matthew D. Luciw, Jürgen Schmidhuber
IJCAI1