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Karol Arndt

dblp:237/9990 · DBLP profile ↗
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6ranked-venue papers
2as first author
4since 2021 · last 2025
0000-0001-9596-6585ORCID · corroborated

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

Artificial intelligence and machine learning · 6 · 2 first-author · 4 since 2021Systems, architecture and hardware · 3 · 2 first-author · 1 since 2021Graphics, computer vision, multimedia, augmented reality and games · 2 · 2 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 · 30% Learning theory · 16% Representation and self-supervised learning · 16%

Topics — the 10 heaviest of 11, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Machine learning › Learning theory › neural network theory
deep network analysis
0.912025
From Alexnet to Transformers: Measuring the Non-linearity of Deep Neural Networks with Affine Optimal Transport · CVPR 2025
Machine learning › Representation and self-supervised learning
representation analysis
0.912025
From Alexnet to Transformers: Measuring the Non-linearity of Deep Neural Networks with Affine Optimal Transport · CVPR 2025
Machine learning › Reinforcement learning
imitation learning
0.712023
Co-imitation: Learning Design and Behaviour by Imitation · AAAI 2023
Machine learning › Probabilistic and Bayesian machine learning › structured models
latent variable model
0.612022
Training and Evaluation of Deep Policies Using Reinforcement Learning and Generative Models · J. Mach. Learn. Res. 2022
Machine learning › Reinforcement learning
policy learning
0.612022
Training and Evaluation of Deep Policies Using Reinforcement Learning and Generative Models · J. Mach. Learn. Res. 2022
Machine learning › Reinforcement learning
meta-reinforcement learning
0.412020
Meta Reinforcement Learning for Sim-to-real Domain Adaptation · ICRA 2020
Machine learning › Transfer learning and domain adaptation
sim-to-real transfer
0.412020
Meta Reinforcement Learning for Sim-to-real Domain Adaptation · ICRA 2020
Robotics › Motion planning and robot control
robot learning
0.212023
Co-imitation: Learning Design and Behaviour by Imitation · AAAI 2023
Robotics › Motion planning and robot control
robot control
0.212022
Training and Evaluation of Deep Policies Using Reinforcement Learning and Generative Models · J. Mach. Learn. Res. 2022
Machine learning › Transfer learning and domain adaptation
domain adaptation
0.112020
Meta Reinforcement Learning for Sim-to-real Domain Adaptation · ICRA 2020

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

optimal transport · 0.9affine optimal transport · 0.9state-distribution matching · 0.7policy learning · 0.7latent variable model · 0.6generative model · 0.6trajectory generation · 0.4meta-learning · 0.4
YearPublicationVenuePosition
2025 From Alexnet to Transformers: Measuring the Non-linearity of Deep Neural Networks with Affine Optimal Transport
abstract
In the last decade, we have witnessed the introduction of several novel deep neural network (DNN) architectures exhibiting ever-increasing performance across diverse tasks. Explaining the upward trend of their performance, however, remains difficult as different DNN architectures of comparable depth and width – common factors associated with their expressive power – may exhibit a drastically different performance even when trained on the same dataset. In this paper, we introduce the concept of the non-linearity signature of DNN, the first theoretically sound solution for approximately measuring the non-linearity of deep neural networks. Built upon a score derived from closed-form optimal transport mappings, this signature provides a better understanding of the inner workings of a wide range of DNN architectures and learning paradigms, with a particular emphasis on the computer vision task. We provide extensive experimental results that highlight the practical usefulness of the proposed non-linearity signature and its potential for long-reaching implications. The code for our work is available at https://github.com/qbouniot/AffScoreDeep.
Quentin Bouniot, Ievgen Redko, Anton Mallasto, Charlotte Laclau, Oliver Struckmeier, Karol Arndt, Markus Heinonen, Ville Kyrki, Samuel Kaski
CVPR6
2023 Co-imitation: Learning Design and Behaviour by Imitation
abstract
The co-adaptation of robots has been a long-standing research endeavour with the goal of adapting both body and behaviour of a robot for a given task, inspired by the natural evolution of animals. Co-adaptation has the potential to eliminate costly manual hardware engineering as well as improve the performance of systems. The standard approach to co-adaptation is to use a reward function for optimizing behaviour and morphology. However, defining and constructing such reward functions is notoriously difficult and often a significant engineering effort. This paper introduces a new viewpoint on the co-adaptation problem, which we call co-imitation: finding a morphology and a policy that allow an imitator to closely match the behaviour of a demonstrator. To this end we propose a co-imitation methodology for adapting behaviour and morphology by matching state-distributions of the demonstrator. Specifically, we focus on the challenging scenario with mismatched state- and action-spaces between both agents. We find that co-imitation increases behaviour similarity across a variety of tasks and settings, and demonstrate co-imitation by transferring human walking, jogging and kicking skills onto a simulated humanoid.
Chang Rajani, Karol Arndt, David Blanco Mulero, Kevin S. Luck, Ville Kyrki
AAAI2
2022 Training and Evaluation of Deep Policies Using Reinforcement Learning and Generative Models
abstract
We present a data-efficient framework for solving sequential decision-making problems which exploits the combination of reinforcement learning (RL) and latent variable generative models. The framework, called GenRL, trains deep policies by introducing an action latent variable such that the feed-forward policy search can be divided into two parts: (i) training a sub-policy that outputs a distribution over the action latent variable given a state of the system, and (ii) unsupervised training of a generative model that outputs a sequence of motor actions conditioned on the latent action variable. GenRL enables safe exploration and alleviates the data-inefficiency problem as it exploits prior knowledge about valid sequences of motor actions. Moreover, we provide a set of measures for evaluation of generative models such that we are able to predict the performance of the RL policy training prior to the actual training on a physical robot. We experimentally determine the characteristics of generative models that have most influence on the performance of the final policy training on two robotics tasks: shooting a hockey puck and throwing a basketball. Furthermore, we empirically demonstrate that GenRL is the only method which can safely and efficiently solve the robotics tasks compared to two state-of-the-art RL methods.
Ali Ghadirzadeh, Petra Poklukar, Karol Arndt, Chelsea Finn, Ville Kyrki, Danica Kragic, Mårten Björkman
J. Mach. Learn. Res.3
2021 Domain Curiosity: Learning Efficient Data Collection Strategies for Domain Adaptation
abstract
Domain adaptation is a common problem in robotics, with applications such as transferring policies from simulation to real world and lifelong learning. Performing such adaptation, however, requires informative data about the environment to be available during the adaptation. In this paper, we present domain curiosity—a method of training exploratory policies that are explicitly optimized to provide data that allows a model to learn about the unknown aspects of the environment. In contrast to most curiosity methods, our approach explicitly rewards learning, which makes it robust to environment noise without sacrificing its ability to learn. We evaluate the proposed method by comparing how much a model can learn about environment dynamics given data collected by the proposed approach, compared to standard curious and random policies. The evaluation is performed using a toy environment, two simulated robot setups, and on a real-world haptic exploration task. The results show that the proposed method allows data-efficient and accurate estimation of dynamics.
Karol Arndt, Oliver Struckmeier, Ville Kyrki
IROS1
2020 Meta Reinforcement Learning for Sim-to-real Domain Adaptation
abstract
Modern reinforcement learning methods suffer from low sample efficiency and unsafe exploration, making it infeasible to train robotic policies entirely on real hardware. In this work, we propose to address the problem of sim-to-real domain transfer by using meta learning to train a policy that can adapt to a variety of dynamic conditions, and using a task-specific trajectory generation model to provide an action space that facilitates quick exploration. We evaluate the method by performing domain adaptation in simulation and analyzing the structure of the latent space during adaptation. We then deploy this policy on a KUKA LBR 4+ robot and evaluate its performance on a task of hitting a hockey puck to a target. Our method shows more consistent and stable domain adaptation than the baseline, resulting in better overall performance.
Karol Arndt, Murtaza Hazara, Ali Ghadirzadeh, Ville Kyrki
ICRA1
2019 Affordance Learning for End-to-End Visuomotor Robot Control
abstract
Training end-to-end deep robot policies requires a lot of domain-, task-, and hardware-specific data, which is often costly to provide. In this work, we propose to tackle this issue by employing a deep neural network with a modular architecture, consisting of separate perception, policy, and trajectory parts. Each part of the system is trained fully on synthetic data or in simulation. The data is exchanged between parts of the system as low-dimensional latent representations of affordances and trajectories. The performance is then evaluated in a zero-shot transfer scenario using Franka Panda robot arm. Results demonstrate that a low-dimensional representation of scene affordances extracted from an RGB image is sufficient to successfully train manipulator policies. We also introduce a method for affordance dataset generation, which is easily generalizable to new tasks, objects and environments, and requires no manual pixel labeling.
Aleksi Hämäläinen, Karol Arndt, Ali Ghadirzadeh, Ville Kyrki
IROS2