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Arthur Juliani

dblp:227/2633 · DBLP profile ↗
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5ranked-venue papers
3as first author
4since 2021 · last 2025
0000-0002-1971-5167ORCID · corroborated

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

Artificial intelligence and machine learning · 4 · 3 first-author · 3 since 2021Graphics, computer vision, multimedia, augmented reality and games · 1 · 1 first-authorHuman-computer interaction and ubiquitous computing · 1 · 1 since 2021Applied, interdisciplinary, general and emerging 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
2 papers
Reinforcement learning · 50% Deep learning architectures and training · 20% Learning paradigms · 20%
Human-computer interaction and pervasive computing
2 papers
Games and playful interaction · 54% Human-AI interaction · 46%

Topics — the 6 heaviest of 8, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Machine learning › Reinforcement learning
deep reinforcement learning
1.122024
A Study of Plasticity Loss in On-Policy Deep Reinforcement Learning · NeurIPS 2024
Obstacle Tower: A Generalization Challenge in Vision, Control, and Planning · IJCAI 2019
Machine learning › Learning paradigms
continual learning
0.812024
A Study of Plasticity Loss in On-Policy Deep Reinforcement Learning · NeurIPS 2024
Machine learning › Reinforcement learning
on-policy reinforcement learning
0.812024
A Study of Plasticity Loss in On-Policy Deep Reinforcement Learning · NeurIPS 2024
Machine learning › Deep learning architectures and training › training dynamics
plasticity loss
0.812024
A Study of Plasticity Loss in On-Policy Deep Reinforcement Learning · NeurIPS 2024
Games and playful interaction › game AI
video game agents
0.712023
Navigates Like Me: Understanding How People Evaluate Human-Like AI in Video Games · CHI 2023
Machine learning › Learning theory
generalization
0.412019
Obstacle Tower: A Generalization Challenge in Vision, Control, and Planning · IJCAI 2019

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

regenerative methods · 0.8deep reinforcement learning · 0.8thematic analysis · 0.7crowd-sourced assessment · 0.7
YearPublicationVenuePosition
2025 Remembering Transformer for Continual Learning
abstract
Conventional neural networks including Transformers encounter the catastrophic forgetting problem during sequential task learning, where learning new tasks interferes with previously learned knowledge. Existing memory replay and regularization methods cannot effectively eliminate interference among different tasks. Soft parameter sharing methods usually necessitate a large amount of additional parameters for learning each task, and task identity information is essential for leveraging task-specific parameters. To this end, we propose Remembering Transformer leveraging an adapter mixtures architecture enhanced by a generative routing mechanism for efficient task retention. In generative routing, input samples are allocated to the most relevant expert adapters based on a reconstruction loss. Moreover, unlike existing studies on soft parameter sharing that do not consider model capacity limitations, we investigate a challenging setting where the number of task-specific parameters is constrained. In particular, we devise an adapter fusion strategy to aggregate resembling experts based on similarity matching and knowledge distillation. Extensive empirical results measured by task accuracy, forgetting rate, and memory footprint, demonstrate that Remembering Transformer significantly enhances knowledge retention without task identity information. The proposed method surpasses various conventional methods with enhanced parameter efficiency in a broad range of incremental learning tasks.
Yuwei Sun, Ippei Fujisawa, Arthur Juliani, Jun Sakuma, Ryota Kanai
IJCNN3
2024 A Study of Plasticity Loss in On-Policy Deep Reinforcement Learning
abstract
Continual learning with deep neural networks presents challenges distinct from both the fixed-dataset and convex continual learning regimes. One such challenge is plasticity loss, wherein a neural network trained in an online fashion displays a degraded ability to fit new tasks. This problem has been extensively studied in both supervised learning and off-policy reinforcement learning (RL), where a number of remedies have been proposed. Still, plasticity loss has received less attention in the on-policy deep RL setting. Here we perform an extensive set of experiments examining plasticity loss and a variety of mitigation methods in on-policy deep RL. We demonstrate that plasticity loss is pervasive under domain shift in this regime, and that a number of methods developed to resolve it in other settings fail, sometimes even performing worse than applying no intervention at all. In contrast, we find that a class of ``regenerative'' methods are able to consistently mitigate plasticity loss in a variety of contexts, including in gridworld tasks and more challenging environments like Montezuma's Revenge and ProcGen.
Arthur Juliani, Jordan T. Ash
NeurIPS1
2023 Navigates Like Me: Understanding How People Evaluate Human-Like AI in Video Games
abstract
We aim to understand how people assess human likeness in navigation produced by people and artificially intelligent (AI) agents in a video game. To this end, we propose a novel AI agent with the goal of generating more human-like behavior. We collect hundreds of crowd-sourced assessments comparing the human-likeness of navigation behavior generated by our agent and baseline AI agents with human-generated behavior. Our proposed agent passes a Turing Test, while the baseline agents do not. By passing a Turing Test, we mean that human judges could not quantitatively distinguish between videos of a person and an AI agent navigating. To understand what people believe constitutes human-like navigation, we extensively analyze the justifications of these assessments. This work provides insights into the characteristics that people consider human-like in the context of goal-directed video game navigation, which is a key step for further improving human interactions with AI agents.
Stephanie Milani, Arthur Juliani, Ida Momennejad, Raluca Georgescu, Jaroslaw Rzepecki, Ali Shaw, Gavin Costello, Fei Fang 0001, Sam Devlin, Katja Hofmann
CHI2
2022 The Perceiver Architecture is a Functional Global Workspace
Arthur Juliani, Ryota Kanai, Shuntaro Sasai
CogSci1
2019 Obstacle Tower: A Generalization Challenge in Vision, Control, and Planning
abstract
The rapid pace of recent research in AI has been driven in part by the presence of fast and challenging simulation environments. These environments often take the form of games; with tasks ranging from simple board games, to competitive video games. We propose a new benchmark - Obstacle Tower: a high fidelity, 3D, 3rd person, procedurally generated environment. An agent in Obstacle Tower must learn to solve both low-level control and high-level planning problems in tandem while learning from pixels and a sparse reward signal. Unlike other benchmarks such as the Arcade Learning Environment, evaluation of agent performance in Obstacle Tower is based on an agent's ability to perform well on unseen instances of the environment. In this paper we outline the environment and provide a set of baseline results produced by current state-of-the-art Deep RL methods as well as human players. These algorithms fail to produce agents capable of performing near human level.
Arthur Juliani, Ahmed Khalifa 0001, Vincent-Pierre Berges, Jonathan Harper, Ervin Teng, Hunter Henry, Adam Crespi, Julian Togelius, Danny Lange
IJCAI1