Rasmus Berg Palm

dblp:203/8376 · DBLP profile ↗
← Back
10ranked-venue papers
4as first author
6since 2021 · last 2022
—ORCID · none

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

Artificial intelligence and machine learning · 7 · 4 first-author · 4 since 2021Graphics, computer vision, multimedia, augmented reality and games · 3 · 2 since 2021Human-computer interaction and ubiquitous computing · 3 · 2 since 2021Databases, data management, data science and information retrieval · 2 · 2 first-authorApplied, interdisciplinary, general and emerging computing · 2 · 2 since 2021Systems, architecture and hardware · 1 · 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
2 papers
Generative modeling · 54% Graph learning · 31% Knowledge representation and reasoning · 15%

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

TopicWeightPapersLastEvidence papers
Machine learning › Generative modeling
neural cellular automata
0.612022
Variational Neural Cellular Automata · ICLR 2022
Machine learning › Generative modeling
variational autoencoder
0.612022
Variational Neural Cellular Automata · ICLR 2022
Machine learning › Graph learning
graph neural network
0.312018
Recurrent Relational Networks · NeurIPS 2018
Machine learning › Graph learning › graph neural network
relational network
0.312018
Recurrent Relational Networks · NeurIPS 2018
Knowledge, reasoning and agents › Knowledge representation and reasoning
relational reasoning
0.312018
Recurrent Relational Networks · NeurIPS 2018

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

variational inference · 0.6recurrent relational network · 0.3graph representation · 0.3
YearPublicationVenuePosition
2022 Mario Plays on a Manifold: Generating Functional Content in Latent Space through Differential Geometry
abstract
Deep generative models can automatically create content of diverse types. However, there are no guarantees that such content will satisfy the criteria necessary to present it to end-users and be functional, e.g. the generated levels could be unsolvable or incoherent. In this paper we study this problem from a geometric perspective, and provide a method for reliable interpolation and random walks in the latent spaces of Categorical VAEs based on Riemannian geometry. We test our method with “Super Mario Bros” and “The Legend of Zelda” levels, and against simpler baselines inspired by current practice. Results show that the geometry we propose is better able to interpolate and sample, reliably staying closer to parts of the latent space that decode to playable content.
Miguel González Duque, Rasmus Berg Palm, Søren Hauberg, Sebastian Risi
CoG2
2022 Variational Neural Cellular Automata
Rasmus Berg Palm, Miguel González Duque, Shyam Sudhakaran, Sebastian Risi
ICLR1
2022 Physical Neural Cellular Automata for 2D Shape Classification
abstract
Materials with the ability to self-classify their own shape have the potential to advance a wide range of engineering applications and industries. Biological systems possess the ability not only to self-reconfigure but also to self-classify themselves to determine a general shape and function. Previous work into modular robotics systems has only enabled self-recognition and self-reconfiguration into a specific target shape, missing the inherent robustness present in nature to self-classify. In this paper we therefore take advantage of recent advances in deep learning and neural cellular automata, and present a simple modular 2D robotic system that can infer its own class of shape through the local communication of its components. Furthermore, we show that our system can be successfully transferred to hardware which thus opens op-portunities for future self-classifying machines. Code available at https://github.com/kattwalker/projectcube. Video available at https://youtu.be/0TCOkE4keyc.
Kathryn Walker, Rasmus Berg Palm, Rodrigo Moreno, Andrés Faiña, Kasper Støy, Sebastian Risi
IROS2
2021 Fast Game Content Adaptation Through Bayesian-based Player Modelling
abstract
In games, as well as many user-facing systems, adapting content to users' preferences and experience is an important challenge. This paper explores a novel method to realize this goal in the context of dynamic difficulty adjustment (DDA). Here the aim is to constantly adapt the content of a game to the skill level of the player, keeping them engaged by avoiding states that are either too difficult or too easy. Current systems for DDA rely on expensive data mining, or on handcrafted rules designed for particular domains, and usually adapts to keep players in the flow, leaving no room for the designer to present content that is purposefully easy or difficult. This paper presents Fast Bayesian Content Adaption (FBCA), a system for DDA that is agnostic to the domain and that can target particular difficulties. We deploy this framework in two different domains: the puzzle game Sudoku, and a simple Roguelike game. By modifying the acquisition function's optimization, we are reliably able to present a content with a bespoke difficulty for players with different skill levels in less than five iterations for Sudoku and fifteen iterations for the simple Roguelike. Our method significantly outperforms simpler DDA heuristics with the added benefit of maintaining a model of the user. These results point towards a promising alternative for content adaption in a variety of different domains.
Miguel González Duque, Rasmus Berg Palm, Sebastian Risi
CoG2
2021 EvoCraft: A New Challenge for Open-Endedness
Djordje Grbic, Rasmus Berg Palm, Elias Najarro, Claire Glanois, Sebastian Risi
EvoApplications2
2021 Evolutionary Planning in Latent Space
Thor V. A. N. Olesen, Dennis T. T. Nguyen, Rasmus Berg Palm, Sebastian Risi
EvoApplications3
2020 Finding Game Levels with the Right Difficulty in a Few Trials through Intelligent Trial-and-Error
abstract
Methods for dynamic difficulty adjustment allow games to be tailored to particular players to maximize their engagement. However, current methods often only modify a limited set of game features such as the difficulty of the opponents, or the availability of resources. Other approaches, such as experience-driven Procedural Content Generation (PCG), can generate complete levels with desired properties such as levels that are neither too hard nor too easy, but require many iterations. This paper presents a method that can generate and search for complete levels with a specific target difficulty in only a few trials. This advance is enabled by through an Intelligent Trial-and-Error algorithm, originally developed to allow robots to adapt quickly. Our algorithm first creates a large variety of different levels that vary across predefined dimensions such as leniency or map coverage. The performance of an AI playing agent on these maps gives a proxy for how difficult the level would be for another AI agent (e.g. one that employs Monte Carlo Tree Search instead of Greedy Tree Search); using this information, a Bayesian Optimization procedure is deployed, updating the difficulty of the prior map to reflect the ability of the agent. The approach can reliably find levels with a specific target difficulty for a variety of planning agents in only a few trials, while maintaining an understanding of their skill landscape.
Miguel González Duque, Rasmus Berg Palm, David Ha, Sebastian Risi
CoG2
2019 Attend, Copy, Parse End-to-end Information Extraction from Documents
abstract
Document information extraction tasks performed by humans create data consisting of a PDF or document image input, and extracted string outputs. This end-to-end data is naturally consumed and produced when performing the task because it is valuable in and of itself. It is naturally available, at no additional cost. Unfortunately, state-of-the-art word classification methods for information extraction cannot use this data, instead requiring word-level labels which are expensive to create and consequently not available for many real life tasks. In this paper we propose the Attend, Copy, Parse architecture, a deep neural network model that can be trained directly on end-to-end data, bypassing the need for word-level labels. We evaluate the proposed architecture on a large diverse set of invoices, and outperform a state-of-the-art production system based on word classification. We believe our proposed architecture can be used on many real life information extraction tasks where word classification cannot be used due to a lack of the required word-level labels.
Rasmus Berg Palm, Florian Laws, Ole Winther
ICDAR1
2018 Recurrent Relational Networks
abstract
This paper is concerned with learning to solve tasks that require a chain of interde- pendent steps of relational inference, like answering complex questions about the relationships between objects, or solving puzzles where the smaller elements of a solution mutually constrain each other. We introduce the recurrent relational net- work, a general purpose module that operates on a graph representation of objects. As a generalization of Santoro et al. [2017]’s relational network, it can augment any neural network model with the capacity to do many-step relational reasoning. We achieve state of the art results on the bAbI textual question-answering dataset with the recurrent relational network, consistently solving 20/20 tasks. As bAbI is not particularly challenging from a relational reasoning point of view, we introduce Pretty-CLEVR, a new diagnostic dataset for relational reasoning. In the Pretty- CLEVR set-up, we can vary the question to control for the number of relational reasoning steps that are required to obtain the answer. Using Pretty-CLEVR, we probe the limitations of multi-layer perceptrons, relational and recurrent relational networks. Finally, we show how recurrent relational networks can learn to solve Sudoku puzzles from supervised training data, a challenging task requiring upwards of 64 steps of relational reasoning. We achieve state-of-the-art results amongst comparable methods by solving 96.6% of the hardest Sudoku puzzles.
Rasmus Berg Palm, Ulrich Paquet, Ole Winther
NeurIPS1
2017 CloudScan - A Configuration-Free Invoice Analysis System Using Recurrent Neural Networks
abstract
We present CloudScan; an invoice analysis system that requires zero configuration or upfront annotation. In contrast to previous work, CloudScan does not rely on templates of invoice layout, instead it learns a single global model of invoices that naturally generalizes to unseen invoice layouts. The model is trained using data automatically extracted from end-user provided feedback. This automatic training data extraction removes the requirement for users to annotate the data precisely. We describe a recurrent neural network model that can capture long range context and compare it to a baseline logistic regression model corresponding to the current CloudScan production system. We train and evaluate the system on 8 important fields using a dataset of 326,471 invoices. The recurrent neural network and baseline model achieve 0.891 and 0.887 average F1 scores respectively on seen invoice layouts. For the harder task of unseen invoice layouts, the recurrent neural network model outperforms the baseline with 0.840 average F1 compared to 0.788.
Rasmus Berg Palm, Ole Winther, Florian Laws
ICDAR1