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Carter Wendelken

dblp:89/3039 · DBLP profile ↗
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7ranked-venue papers
3as first author
2since 2021 · last 2025
0009-0007-4206-0916ORCID · corroborated

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

Artificial intelligence and machine learning · 7 · 3 first-author · 2 since 2021Graphics, computer vision, multimedia, augmented reality and games · 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
3 papers
Reinforcement learning · 72% Representation and self-supervised learning · 19% Knowledge representation and reasoning · 8%

Topics — the 4 heaviest of 6, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Machine learning › Reinforcement learning
model-based reinforcement learning
0.912025
Improving Transformer World Models for Data-Efficient RL · ICML 2025
Machine learning › Reinforcement learning › sample efficiency
sample-efficient reinforcement learning
0.912025
Improving Transformer World Models for Data-Efficient RL · ICML 2025
Machine learning › Reinforcement learning
offline reinforcement learning
0.812024
DMC-VB: A Benchmark for Representation Learning for Control with Visual Distractors · NeurIPS 2024
Knowledge, reasoning and agents › Knowledge representation and reasoning
concept learning
0.312018
Behavior Is Everything: Towards Representing Concepts with Sensorimotor Contingencies · AAAI 2018

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

teacher forcing · 0.9nearest neighbor tokenizer · 0.9dyna · 0.9RNN · 0.9CNN · 0.9representation pretraining · 0.8behavioral cloning · 0.8training curricula · 0.3
YearPublicationVenuePosition
2025 Improving Transformer World Models for Data-Efficient RL
abstract
We present an approach to model-based RL that achieves a new state of the art performance on the challenging Craftax-classic benchmark, an open-world 2D survival game that requires agents to exhibit a wide range of general abilities---such as strong generalization, deep exploration, and long-term reasoning. With a series of careful design choices aimed at improving sample efficiency, our MBRL algorithm achieves a reward of 69.66% after only 1M environment steps, significantly outperforming DreamerV3, which achieves $53.2\%$, and, for the first time, exceeds human performance of 65.0%. Our method starts by constructing a SOTA model-free baseline, using a novel policy architecture that combines CNNs and RNNs. We then add three improvements to the standard MBRL setup: (a) "Dyna with warmup", which trains the policy on real and imaginary data, (b) "nearest neighbor tokenizer" on image patches, which improves the scheme to create the transformer world model (TWM) inputs, and (c) "block teacher forcing", which allows the TWM to reason jointly about the future tokens of the next timestep.
Antoine Dedieu, Joseph Ortiz, Xinghua Lou, Carter Wendelken, J. Swaroop Guntupalli, Wolfgang Lehrach, Miguel Lázaro-Gredilla, Kevin Murphy 0002
ICML4
2024 DMC-VB: A Benchmark for Representation Learning for Control with Visual Distractors
abstract
Learning from previously collected data via behavioral cloning or offline reinforcement learning (RL) is a powerful recipe for scaling generalist agents by avoiding the need for expensive online learning. Despite strong generalization in some respects, agents are often remarkably brittle to minor visual variations in control-irrelevant factors such as the background or camera viewpoint. In this paper, we present theDeepMind Control Visual Benchmark (DMC-VB), a dataset collected in the DeepMind Control Suite to evaluate the robustness of offline RL agents for solving continuous control tasks from visual input in the presence of visual distractors. In contrast to prior works, our dataset (a) combines locomotion and navigation tasks of varying difficulties, (b) includes static and dynamic visual variations, (c) considers data generated by policies with different skill levels, (d) systematically returns pairs of state and pixel observation, (e) is an order of magnitude larger, and (f) includes tasks with hidden goals. Accompanying our dataset, we propose three benchmarks to evaluate representation learning methods for pretraining, and carry out experiments on several recently proposed methods. First, we find that pretrained representations do not help policy learning on DMC-VB, and we highlight a large representation gap between policies learned on pixel observations and on states. Second, we demonstrate when expert data is limited, policy learning can benefit from representations pretrained on (a) suboptimal data, and (b) tasks with stochastic hidden goals. Our dataset and benchmark code to train and evaluate agents are available at https://github.com/google-deepmind/dmcvisionbenchmark.
Joseph Ortiz, Antoine Dedieu, Wolfgang Lehrach, J. Swaroop Guntupalli, Carter Wendelken, Ahmad Humayun, Sivaramakrishnan Swaminathan, Miguel Lázaro-Gredilla, Kevin Murphy 0002
NeurIPS5
2018 Behavior Is Everything: Towards Representing Concepts with Sensorimotor Contingencies
abstract
AI has seen remarkable progress in recent years, due to a switch from hand-designed shallow representations, to learned deep representations. While these methods excel with plentiful training data, they are still far from the human ability to learn concepts from just a few examples by reusing previously learned conceptual knowledge in new contexts. We argue that this gap might come from a fundamental misalignment between human and typical AI representations: while the former are grounded in rich sensorimotor experience, the latter are typically passive and limited to a few modalities such as vision and text. We take a step towards closing this gap by proposing an interactive, behavior-based model that represents concepts using sensorimotor contingencies grounded in an agent's experience. On a novel conceptual learning and benchmark suite, we demonstrate that conceptually meaningful behaviors can be learned, given supervision via training curricula.
Nicholas Hay, Michael Stark 0003, Alexander Schlegel, Carter Wendelken, Dennis Park, Eric Purdy, Tom Silver, D. Scott Phoenix, Dileep George
AAAI4
2005 Connectionist mechanisms for cognitive control
Carter Wendelken, Lokendra Shastri
Neurocomputing1
2004 Multiple instantiation and rule mediation in SHRUTI
abstract
The SHRUTI model demonstrates how a neurally motivated connectionist architecture can support encoding of complex evidential and relational knowledge and perform rapid inference and decision-making with that knowledge. Key to the successful operation of the SHRUTI system is its encoding of causal rules and its capacity to handle multiple instantiation of relational predicates. We present here a detailed description of the implementation of causal rules and of the manner in which multiple instantiation is achieved within the current SHRUTI architecture. The implementation described here represents an improvement over earlier realizations of similar functionality. In particular, it solves the multiple instantiation problem using a significantly simpler connectionist circuit.
Carter Wendelken, Lokendra Shastri
Connect. Sci.1
2003 Learning structured representations
Lokendra Shastri, Carter Wendelken
Neurocomputing2
2002 The role of mid-dorsolateral prefrontal cortex in working memory: a connectionist model
Carter Wendelken
Neurocomputing1