Demo Data from VLDB 2026 / reviewers in the wild / expert
Jean-Michel Dussoux
dblp:252/5188
· DBLP profile ↗
2ranked-venue papers
0as first author
0since 2021 · last 2020
—ORCID · none
Domains — the database's venue-derived domains; a paper can count in several
Artificial intelligence and machine learning · 1Human-computer interaction and ubiquitous computing · 1
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
1 paper |
Reinforcement learning · 44% Knowledge representation and reasoning · 44% Vision and language · 13% |
Topics — the 3 heaviest of 3, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Machine learning › Reinforcement learning › exploration
intrinsically motivated reinforcement learning |
0.4 | 1 | 2020 | Language as a Cognitive Tool to Imagine Goals in Curiosity Driven Exploration · NeurIPS 2020 |
Knowledge, reasoning and agents › Knowledge representation and reasoning
open-world learning |
0.4 | 1 | 2020 | Language as a Cognitive Tool to Imagine Goals in Curiosity Driven Exploration · NeurIPS 2020 |
Computer vision › Vision and language
language-guided learning |
0.1 | 1 | 2020 | Language as a Cognitive Tool to Imagine Goals in Curiosity Driven Exploration · NeurIPS 2020 |
Methods — techniques the papers use, named apart from their topics
object-centered representation · 0.4gated attention · 0.4deep sets · 0.4deep reinforcement learning · 0.4
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2020 | User-in-the-loop adaptive intent detection for instructable digital assistantabstractPeople are becoming increasingly comfortable using Digital Assistants (DAs) to interact with services or connected objects. However, for non-programming users, the available possibilities for customizing their DA are limited and do not include the possibility of teaching the assistant new tasks. To make the most of the potential of DAs, users should be able to customize assistants by instructing them through Natural Language (NL). To provide such functionalities, NL interpretation in traditional assistants should be improved: (1) The intent identification system should be able to recognize new forms of known intents, and to acquire new intents as they are expressed by the user. (2) In order to be adaptive to novel intents, the Natural Language Understanding module should be sample efficient, and should not rely on a pretrained model. Rather, the system should continuously collect the training data as it learns new intents from the user. In this work, we propose AidMe (Adaptive Intent Detection in Multi-Domain Environments), a user-in-the-loop adaptive intent detection framework that allows the assistant to adapt to its user by learning his intents as their interaction progresses. AidMe builds its repertoire of intents and collects data to train a model of semantic similarity evaluation that can discriminate between the learned intents and autonomously discover new forms of known intents. AidMe addresses two major issues - intent learning and user adaptation - for instructable digital assistants. We demonstrate the capabilities of AidMe as a standalone system by comparing it with a one-shot learning system and a pretrained NLU module through simulations of interactions with a user. We also show how AidMe can smoothly integrate to an existing instructable digital assistant. Nicolas Lair, Clément Delgrange, David Mugisha, Jean-Michel Dussoux, Pierre-Yves Oudeyer, Peter Ford Dominey |
IUI | 4 |
| 2020 | Language as a Cognitive Tool to Imagine Goals in Curiosity Driven ExplorationabstractDevelopmental machine learning studies how artificial agents can model the way children learn open-ended repertoires of skills. Such agents need to create and represent goals, select which ones to pursue and learn to achieve them. Recent approaches have considered goal spaces that were either fixed and hand-defined or learned using generative models of states. This limited agents to sample goals within the distribution of known effects. We argue that the ability to imagine out-of-distribution goals is key to enable creative discoveries and open-ended learning. Children do so by leveraging the compositionality of language as a tool to imagine descriptions of outcomes they never experienced before, targeting them as goals during play. We introduce IMAGINE, an intrinsically motivated deep reinforcement learning architecture that models this ability. Such imaginative agents, like children, benefit from the guidance of a social peer who provides language descriptions. To take advantage of goal imagination, agents must be able to leverage these descriptions to interpret their imagined out-of-distribution goals. This generalization is made possible by modularity: a decomposition between learned goal-achievement reward function and policy relying on deep sets, gated attention and object-centered representations. We introduce the Playground environment and study how this form of goal imagination improves generalization and exploration over agents lacking this capacity. In addition, we identify the properties of goal imagination that enable these results and study the impacts of modularity and social interactions. Cédric Colas, Tristan Karch, Nicolas Lair, Jean-Michel Dussoux, Clément Moulin-Frier, Peter Ford Dominey, Pierre-Yves Oudeyer |
NeurIPS | 4 |