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Eloi Alonso

dblp:237/9666 · DBLP profile ↗
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5ranked-venue papers
3as first author
4since 2021 · last 2024
0000-0003-3565-4015ORCID · corroborated

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

Artificial intelligence and machine learning · 5 · 3 first-author · 4 since 2021Databases, data management, data science and information retrieval · 1 · 1 first-authorGraphics, computer vision, multimedia, augmented reality and games · 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
4 papers
Reinforcement learning · 71% Generative modeling · 18% Deep learning architectures and training · 8%
Human-computer interaction and pervasive computing
1 paper
Games and playful interaction · 100%

Topics — the 9 heaviest of 10, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Machine learning › Reinforcement learning
model-based reinforcement learning
2.232024
Diffusion for World Modeling: Visual Details Matter in Atari · NeurIPS 2024
Efficient World Models with Context-Aware Tokenization · ICML 2024
Transformers are Sample-Efficient World Models · ICLR 2023
Machine learning › Reinforcement learning › model-based reinforcement learning
world model
2.232024
Diffusion for World Modeling: Visual Details Matter in Atari · NeurIPS 2024
Efficient World Models with Context-Aware Tokenization · ICML 2024
Transformers are Sample-Efficient World Models · ICLR 2023
Machine learning › Generative modeling
autoregressive model
0.812024
Efficient World Models with Context-Aware Tokenization · ICML 2024
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 › Generative modeling
diffusion model
0.812024
Diffusion for World Modeling: Visual Details Matter in Atari · NeurIPS 2024
Machine learning › Deep learning architectures and training
transformer
0.712023
Transformers are Sample-Efficient World Models · ICLR 2023
Machine learning › Reinforcement learning
deep reinforcement learning
0.512021
Deep Reinforcement Learning for Navigation in AAA Video Games · IJCAI 2021
Machine learning › Reinforcement learning › sample efficiency
sample-efficient reinforcement learning
0.212024
Diffusion for World Modeling: Visual Details Matter in Atari · NeurIPS 2024
Natural language and speech › Language models and text generation
tokenization
0.212024
Efficient World Models with Context-Aware Tokenization · ICML 2024

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

navigation mesh · 1.0deep reinforcement learning · 1.0sequence modeling · 0.8discrete autoencoder · 0.8diffusion modeling · 0.8autoregressive transformer · 0.8transformer · 0.7sample-efficient world models · 0.7
YearPublicationVenuePosition
2024 Efficient World Models with Context-Aware Tokenization
abstract
Scaling up deep Reinforcement Learning (RL) methods presents a significant challenge. Following developments in generative modelling, model-based RL positions itself as a strong contender. Recent advances in sequence modelling have led to effective transformer-based world models, albeit at the price of heavy computations due to the long sequences of tokens required to accurately simulate environments. In this work, we propose $\Delta$-IRIS, a new agent with a world model architecture composed of a discrete autoencoder that encodes stochastic deltas between time steps and an autoregressive transformer that predicts future deltas by summarizing the current state of the world with continuous tokens. In the Crafter benchmark, $\Delta$-IRIS sets a new state of the art at multiple frame budgets, while being an order of magnitude faster to train than previous attention-based approaches. We release our code and models at https://github.com/vmicheli/delta-iris.
Vincent Micheli, Eloi Alonso, François Fleuret
ICML2
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
NeurIPS1
2023 Transformers are Sample-Efficient World Models
Vincent Micheli, Eloi Alonso, François Fleuret
ICLR2
2021 Deep Reinforcement Learning for Navigation in AAA Video Games
abstract
In video games, \non-player characters (NPCs) are used to enhance the players' experience in a variety of ways, e.g., as enemies, allies, or innocent bystanders. A crucial component of NPCs is navigation, which allows them to move from one point to another on the map. The most popular approach for NPC navigation in the video game industry is to use a navigation mesh (NavMesh), which is a graph representation of the map, with nodes and edges indicating traversable areas. Unfortunately, complex navigation abilities that extend the character's capacity for movement, e.g., grappling hooks, jetpacks, teleportation, or double-jumps, increase the complexity of the NavMesh, making it intractable in many practical scenarios. Game designers are thus constrained to only add abilities that can be handled by a NavMesh. As an alternative to the NavMesh, we propose to use Deep Reinforcement Learning (Deep RL) to learn how to navigate 3D maps in video games using any navigation ability. We test our approach on complex 3D environments that are notably an order of magnitude larger than maps typically used in the Deep RL literature. One of these environments is from a recently released AAA video game called Hyper Scape. We find that our approach performs surprisingly well, achieving at least 90% success rate in a variety of scenarios using complex navigation abilities.
Eloi Alonso, Maxim Peter, David Goumard, Joshua Romoff
IJCAI1
2019 Adversarial Generation of Handwritten Text Images Conditioned on Sequences
abstract
We propose a system based on Generative Adversarial Networks (GAN) to produce synthetic images of handwritten words. We use bidirectional LSTM recurrent layers to get an embedding of the word to be rendered, and we feed it to the generator network. We also modify the standard GAN by adding an auxiliary network for text recognition. The system is then trained with a balanced combination of an adversarial loss and a CTC loss. Together, these extensions to GAN enable to control the textual content of the generated word images yielding realistic-looking images on both French and Arabic languages. State-of-the-art offline handwriting text recognition systems tend to use neural networks and therefore require a large amount of annotated data to be trained. In order to partially satisfy this requirement, we could use those synthetic images to increase the amount of training data. We show that integrating generated images into the existing training data of a text recognition system can slightly enhance its performance.
Eloi Alonso, Bastien Moysset, Ronaldo O. Messina
ICDAR1