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Seungeun Rho

dblp:239/5265 · DBLP profile ↗
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3ranked-venue papers
1as first author
3since 2021 · last 2025
—ORCID · unresolved

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

Artificial intelligence and machine learning · 3 · 1 first-author · 3 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 · 92% Legged, aerial and field robots · 8%

Topics — the 4 heaviest of 5, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Machine learning › Reinforcement learning › hierarchical reinforcement learning › skill learning
skill discovery
0.912025
Language Guided Skill Discovery · ICLR 2025
Machine learning › Reinforcement learning
exploration
0.612022
LECO: Learnable Episodic Count for Task-Specific Intrinsic Reward · NeurIPS 2022
Machine learning › Reinforcement learning › exploration
intrinsic motivation
0.612022
LECO: Learnable Episodic Count for Task-Specific Intrinsic Reward · NeurIPS 2022
Robotics › Legged, aerial and field robots › legged robots
legged robot locomotion
0.312025
Language Guided Skill Discovery · ICLR 2025

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

large language model · 0.9discriminator · 0.9vector quantized variational autoencoder · 0.6learnable hashing · 0.6episodic count · 0.6
YearPublicationVenuePosition
2025 Language Guided Skill Discovery
abstract
Skill discovery methods enable agents to learn diverse emergent behaviors without explicit rewards. To make learned skills useful for downstream tasks, obtaining a semantically diverse repertoire of skills is crucial. While some approaches use discriminators to acquire distinguishable skills and others focus on increasing state coverage, the direct pursuit of ‘semantic diversity’ in skills remains underexplored. We hypothesize that leveraging the semantic knowledge of large language models (LLM) can lead us to improve semantic diversity of resulting behaviors. In this sense, we introduce Language Guided Skill Discovery (LGSD), a skill discovery framework that aims to directly maximize the semantic diversity between skills. LGSD takes user prompts as input and outputs a set of semantically distinctive skills. The prompts serve as a means to constrain the search space into a semantically desired subspace, and the generated LLM outputs guide the agent to visit semantically diverse states within the subspace. We demonstrate that LGSD enables legged robots to visit different user-intended areas on a plane by simply changing the prompt. Furthermore, we show that language guidance aids in discovering more diverse skills compared to five existing skill discovery methods in robot-arm manipulation environments. Lastly, LGSD provides a simple way of utilizing learned skills via natural language.
Seungeun Rho, Laura Smith 0001, Tianyu Li 0005, Sergey Levine, Xue Bin Peng, Sehoon Ha
ICLR1
2022 LECO: Learnable Episodic Count for Task-Specific Intrinsic Reward
abstract
Episodic count has been widely used to design a simple yet effective intrinsic motivation for reinforcement learning with a sparse reward. However, the use of episodic count in a high-dimensional state space as well as over a long episode time requires a thorough state compression and fast hashing, which hinders rigorous exploitation of it in such hard and complex exploration environments. Moreover, the interference from task-irrelevant observations in the episodic count may cause its intrinsic motivation to overlook task-related important changes of states, and the novelty in an episodic manner can lead to repeatedly revisit the familiar states across episodes. In order to resolve these issues, in this paper, we propose a learnable hash-based episodic count, which we name LECO, that efficiently performs as a task-specific intrinsic reward in hard exploration problems. In particular, the proposed intrinsic reward consists of the episodic novelty and the task-specific modulation where the former employs a vector quantized variational autoencoder to automatically obtain the discrete state codes for fast counting while the latter regulates the episodic novelty by learning a modulator to optimize the task-specific extrinsic reward. The proposed LECO specifically enables the automatic transition from exploration to exploitation during reinforcement learning. We experimentally show that in contrast to the previous exploration methods LECO successfully solves hard exploration problems and also scales to large state spaces through the most difficult tasks in MiniGrid and DMLab environments.
Daejin Jo, Sungwoong Kim, Daniel Wontae Nam, Taehwan Kwon, Seungeun Rho, Jongmin Kim 0006
NeurIPS5
2022 Creating Pro-Level AI for a Real-Time Fighting Game Using Deep Reinforcement Learning
abstract
Reinforcement learning (RL) combined with deep neural networks has performed remarkably well in many genres of games recently. It has surpassed human-level performance in fixed game environments and turn-based two-player board games. However, to the best of our knowledge, current research has yet to produce a result that has surpassed human-level performance in modern complex fighting games. This is due to the inherent difficulties with real-time fighting games, including: vast action spaces, action dependencies, and imperfect information. We overcame these challenges and made 1v1 battle AI agents for the commercial gameBlade and Soul. The trained agents competed against five professional gamers and achieved a winning rate of 62%. This article presents a practical RL method that includes a novel self-play curriculum and data skipping techniques. Through the curriculum, three different styles of agents were created by reward shaping and were trained against each other. Additionally, this article suggests data-skipping techniques that could increase data efficiency and facilitate explorations in vast spaces. Since our method can be generally applied to all two-player competitive games with vast action spaces, we anticipate its application to game development including level design and automated balancing.
Inseok Oh, Seungeun Rho, Sangbin Moon, Seongho Son, Hyoil Lee, Jinyun Chung
IEEE Trans. Games2