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Taehwan Kwon

dblp:276/1523 · also Taehwon Kwon · DBLP profile ↗
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4ranked-venue papers
1as first author
4since 2021 · last 2022
—ORCID · none

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

Artificial intelligence and machine learning · 4 · 1 first-author · 4 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
3 papers
Reinforcement learning · 77% Representation and self-supervised learning · 14% Graph learning · 5%

Topics — the 6 heaviest of 7, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Machine learning › Reinforcement learning › exploration
intrinsic motivation
1.122022
LECO: Learnable Episodic Count for Task-Specific Intrinsic Reward · NeurIPS 2022
Variational Intrinsic Control Revisited · ICLR 2021
Machine learning › Reinforcement learning
exploration
0.612022
LECO: Learnable Episodic Count for Task-Specific Intrinsic Reward · NeurIPS 2022
Machine learning › Reinforcement learning
multi-agent reinforcement learning
0.612022
Learning NP-Hard Multi-Agent Assignment Planning using GNN: Inference on a Random Graph and Provable Auction-Fitted Q-learning · NeurIPS 2022
Machine learning › Reinforcement learning › value-based reinforcement learning
q-learning
0.612022
Learning NP-Hard Multi-Agent Assignment Planning using GNN: Inference on a Random Graph and Provable Auction-Fitted Q-learning · NeurIPS 2022
Machine learning › Graph learning
graph neural network
0.212022
Learning NP-Hard Multi-Agent Assignment Planning using GNN: Inference on a Random Graph and Provable Auction-Fitted Q-learning · NeurIPS 2022
Knowledge, reasoning and agents › Multi-agent systems › distributed scheduling › multi-agent scheduling
multi-robot scheduling
0.212022
Learning NP-Hard Multi-Agent Assignment Planning using GNN: Inference on a Random Graph and Provable Auction-Fitted Q-learning · NeurIPS 2022

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

vector quantized variational autoencoder · 0.6probabilistic graphical model · 0.6mean field inference · 0.6learnable hashing · 0.6episodic count · 0.6auction mechanism · 0.6
YearPublicationVenuePosition
2022 Selective Token Generation for Few-shot Natural Language Generation
abstract
Natural language modeling with limited training data is a challenging problem, and many algorithms make use of large-scale pretrained language models (PLMs) for this due to its great generalization ability. Among them, additive learning that incorporates a task-specific adapter on top of the fixed large-scale PLM has been popularly used in the few-shot setting. However, this added adapter is still easy to disregard the knowledge of the PLM especially for few-shot natural language generation (NLG) since an entire sequence is usually generated by only the newly trained adapter. Therefore, in this work, we develop a novel additive learning algorithm based on reinforcement learning (RL) that selectively outputs language tokens between the task-general PLM and the task-specific adapter during both training and inference. This output token selection over the two generators allows the adapter to take into account solely the task-relevant parts in sequence generation, and therefore makes it more robust to overfitting as well as more stable in RL training. In addition, to obtain the complementary adapter from the PLM for each few-shot task, we exploit a separate selecting module that is also simultaneously trained using RL. Experimental results on various few-shot NLG tasks including question answering, data-to-text generation and text summarization demonstrate that the proposed selective token generation significantly outperforms the previous additive learning algorithms based on the PLMs.
Daejin Jo, Taehwan Kwon, Eun-Sol Kim, Sungwoong Kim
COLING2
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
NeurIPS4
2022 Learning NP-Hard Multi-Agent Assignment Planning using GNN: Inference on a Random Graph and Provable Auction-Fitted Q-learning
abstract
This paper explores the possibility of near-optimally solving multi-agent, multi-task NP-hard planning problems with time-dependent rewards using a learning-based algorithm. In particular, we consider a class of robot/machine scheduling problems called the multi-robot reward collection problem (MRRC). Such MRRC problems well model ride-sharing, pickup-and-delivery, and a variety of related problems. In representing the MRRC problem as a sequential decision-making problem, we observe that each state can be represented as an extension of probabilistic graphical models (PGMs), which we refer to as random PGMs. We then develop a mean-field inference method for random PGMs. We then propose (1) an order-transferable Q-function estimator and (2) an order-transferability-enabled auction to select a joint assignment in polynomial-time. These result in a reinforcement learning framework with at least $1-1/e$ optimality. Experimental results on solving MRRC problems highlight the near-optimality and transferability of the proposed methods. We also consider identical parallel machine scheduling problems (IPMS) and minimax multiple traveling salesman problems (minimax-mTSP).
Hyunwook Kang, Taehwan Kwon, Jinkyoo Park, James R. Morrison
NeurIPS2
2021 Variational Intrinsic Control Revisited
Taehwan Kwon
ICLR1