Demo Data from EDBT 2026 / reviewers in the wild / expert
Josh Merel
dblp:139/1361 · also Joshua Scott Merel
· DBLP profile ↗
20ranked-venue papers
7as first author
6since 2021 · last 2024
—ORCID · none
Domains — the database's venue-derived domains; a paper can count in several
Artificial intelligence and machine learning · 17 · 4 first-author · 6 since 2021Applied, interdisciplinary, general and emerging computing · 2 · 2 first-authorGraphics, computer vision, multimedia, augmented reality and games · 1 · 1 first-author
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
17 papers |
Reinforcement learning · 54% Motion planning and robot control · 12% Legged, aerial and field robots · 8% | |
| Human-computer interaction and pervasive computing
1 paper |
Interaction techniques and input · 56% Wearable and physiological sensing · 44% | |
| Computer graphics and multimedia
2 papers |
Computer animation and physical simulation · 100% |
Topics — the 30 heaviest of 47, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Machine learning › Reinforcement learning
hierarchical reinforcement learning |
1.3 | 2 | 2024 | Universal Humanoid Motion Representations for Physics-Based Control · ICLR 2024 Learning transferable motor skills with hierarchical latent mixture policies · ICLR 2022 |
Computer animation and physical simulation › character animation
physics-based character animation |
1.2 | 2 | 2024 | Universal Humanoid Motion Representations for Physics-Based Control · ICLR 2024 Catch & Carry: reusable neural controllers for vision-guided whole-body tasks · ACM Trans. Graph. 2020 |
Robotics › Legged, aerial and field robots
locomotion |
0.9 | 2 | 2020 | CoMic: Complementary Task Learning & Mimicry for Reusable Skills · ICML 2020 Deep neuroethology of a virtual rodent · ICLR 2020 |
Machine learning › Reinforcement learning
offline reinforcement learning |
0.9 | 2 | 2020 | RL Unplugged: A Collection of Benchmarks for Offline Reinforcement Learning · NeurIPS 2020 Critic Regularized Regression · NeurIPS 2020 |
Machine learning › Reinforcement learning
imitation learning |
0.9 | 2 | 2022 | Data augmentation for efficient learning from parametric experts · NeurIPS 2022 Robust Imitation of Diverse Behaviors · NIPS 2017 |
Robotics › Motion planning and robot control
humanoid robot control |
0.8 | 2 | 2019 | Neural Probabilistic Motor Primitives for Humanoid Control · ICLR (Poster) 2019 Hierarchical Visuomotor Control of Humanoids · ICLR (Poster) 2019 |
Computer vision › Video understanding and tracking
motion representation |
0.8 | 1 | 2024 | Universal Humanoid Motion Representations for Physics-Based Control · ICLR 2024 |
Interaction techniques and input › input sensing › tracking › hand tracking
hand pose estimation |
0.8 | 1 | 2024 | emg2pose: A Large and Diverse Benchmark for Surface Electromyographic Hand Pose Estimation · NeurIPS 2024 |
Wearable and physiological sensing › electromyography
surface electromyography |
0.8 | 1 | 2024 | emg2pose: A Large and Diverse Benchmark for Surface Electromyographic Hand Pose Estimation · NeurIPS 2024 |
Machine learning › Reinforcement learning
multi-agent reinforcement learning |
0.7 | 2 | 2022 | NeuPL: Neural Population Learning · ICLR 2022 A multi-agent control framework for co-adaptation in brain-computer interfaces · NIPS 2013 |
Machine learning › Reinforcement learning
continuous control |
0.6 | 1 | 2022 | Evaluating Model-Based Planning and Planner Amortization for Continuous Control · ICLR 2022 |
Machine learning › Deep learning architectures and training
data augmentation |
0.6 | 1 | 2022 | Data augmentation for efficient learning from parametric experts · NeurIPS 2022 |
Machine learning › Efficient and distributed learning
data-efficient learning |
0.6 | 1 | 2022 | Data augmentation for efficient learning from parametric experts · NeurIPS 2022 |
Machine learning › Reinforcement learning
model-based reinforcement learning |
0.6 | 1 | 2022 | Evaluating Model-Based Planning and Planner Amortization for Continuous Control · ICLR 2022 |
Knowledge, reasoning and agents › Multi-agent systems
multi-agent learning |
0.6 | 1 | 2022 | NeuPL: Neural Population Learning · ICLR 2022 |
Machine learning › Reinforcement learning
population-based learning |
0.6 | 1 | 2022 | NeuPL: Neural Population Learning · ICLR 2022 |
Machine learning › Reinforcement learning › regularization for reinforcement learning
critic regularization |
0.4 | 1 | 2020 | Critic Regularized Regression · NeurIPS 2020 |
Machine learning › Reinforcement learning
embodied control |
0.4 | 1 | 2020 | Deep neuroethology of a virtual rodent · ICLR 2020 |
Robotics › Legged, aerial and field robots › legged robots
humanoid locomotion |
0.4 | 1 | 2020 | CoMic: Complementary Task Learning & Mimicry for Reusable Skills · ICML 2020 |
Computer vision › 3D vision
motion capture |
0.4 | 1 | 2020 | CoMic: Complementary Task Learning & Mimicry for Reusable Skills · ICML 2020 |
Robotics › Robot manipulation › learning from demonstration
motion imitation |
0.4 | 1 | 2020 | CoMic: Complementary Task Learning & Mimicry for Reusable Skills · ICML 2020 |
Machine learning › Reinforcement learning
policy optimization |
0.4 | 1 | 2020 | Critic Regularized Regression · NeurIPS 2020 |
Machine learning › Reinforcement learning › hierarchical reinforcement learning › skill learning
reusable skill learning |
0.4 | 1 | 2020 | CoMic: Complementary Task Learning & Mimicry for Reusable Skills · ICML 2020 |
Machine learning › Reinforcement learning › hierarchical reinforcement learning
skill learning |
0.4 | 1 | 2020 | CoMic: Complementary Task Learning & Mimicry for Reusable Skills · ICML 2020 |
Machine learning › Reinforcement learning
value-based reinforcement learning |
0.4 | 1 | 2020 | Critic Regularized Regression · NeurIPS 2020 |
Machine learning › Reinforcement learning › multi-agent reinforcement learning › competitive reinforcement learning
competitive multi-agent reinforcement learning |
0.4 | 1 | 2019 | Emergent Coordination Through Competition · ICLR (Poster) 2019 |
Knowledge, reasoning and agents › Multi-agent systems › swarm robotics
emergent coordination |
0.4 | 1 | 2019 | Emergent Coordination Through Competition · ICLR (Poster) 2019 |
Robotics › Motion planning and robot control › robot control
hierarchical control |
0.4 | 1 | 2019 | Hierarchical Visuomotor Control of Humanoids · ICLR (Poster) 2019 |
Robotics › Motion planning and robot control › robot learning
movement primitives |
0.4 | 1 | 2019 | Neural Probabilistic Motor Primitives for Humanoid Control · ICLR (Poster) 2019 |
Machine learning › Graph learning › graph neural network › graph neural network architecture
graph network |
0.3 | 1 | 2018 | Graph Networks as Learnable Physics Engines for Inference and Control · ICML 2018 |
Methods — techniques the papers use, named apart from their topics
variational information bottleneck · 1.5motion imitation · 1.5encoder-decoder · 1.5distillation · 1.5reinforcement learning · 0.8motion capture · 0.8benchmark dataset · 0.8baseline model · 0.8population-based training · 0.6policy gradient · 0.6planner amortization · 0.6model-based planning · 0.6hierarchical latent mixture policies · 0.6motor primitive · 0.4human demonstration · 0.4curriculum learning · 0.4multilayer recurrent network · 0.3multi-agent formulation · 0.2
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2024 | Universal Humanoid Motion Representations for Physics-Based ControlabstractWe present a universal motion representation that encompasses a comprehensive range of motor skills for physics-based humanoid control. Due to the high dimensionality of humanoids and the inherent difficulties in reinforcement learning, prior methods have focused on learning skill embeddings for a narrow range of movement styles (e.g. locomotion, game characters) from specialized motion datasets. This limited scope hampers their applicability in complex tasks. We close this gap by significantly increasing the coverage of our motion representation space. To achieve this, we first learn a motion imitator that can imitate all of human motion from a large, unstructured motion dataset. We then create our motion representation by distilling skills directly from the imitator. This is achieved by using an encoder-decoder structure with a variational information bottleneck. Additionally, we jointly learn a prior conditioned on proprioception (humanoid's own pose and velocities) to improve model expressiveness and sampling efficiency for downstream tasks. By sampling from the prior, we can generate long, stable, and diverse human motions. Using this latent space for hierarchical RL, we show that our policies solve tasks using human-like behavior. We demonstrate the effectiveness of our motion representation by solving generative tasks (e.g. strike, terrain traversal) and motion tracking using VR controllers. Zhengyi Luo 0002, Jinkun Cao, Josh Merel, Alexander Winkler, Jing Huang 0020, Kris Makoto Kitani, Weipeng Xu |
ICLR | 3 |
| 2024 | emg2pose: A Large and Diverse Benchmark for Surface Electromyographic Hand Pose EstimationabstractHands are the primary means through which humans interact with the world. Reliable and always-available hand pose inference could yield new and intuitive control schemes for human-computer interactions, particularly in virtual and augmented reality. Computer vision is effective but requires one or multiple cameras and can struggle with occlusions, limited field of view, and poor lighting. Wearable wrist-based surface electromyography (sEMG) presents a promising alternative as an always-available modality sensing muscle activities that drive hand motion. However, sEMG signals are strongly dependent on user anatomy and sensor placement; existing sEMG models have thus required hundreds of users and device placements to effectively generalize for tasks other than pose inference. To facilitate progress on sEMG pose inference, we introduce the emg2pose benchmark, which is to our knowledge the first publicly available dataset of high-quality hand pose labels and wrist sEMG recordings. emg2pose contains 2kHz, 16 channel sEMG and pose labels from a 26-camera motion capture rig for 193 users, 370 hours, and 29 stages with diverse gestures - a scale comparable to vision-based hand pose datasets. We provide competitive baselines and challenging tasks evaluating real-world generalization scenarios: held-out users, sensor placements, and stages. This benchmark provides the machine learning community a platform for exploring complex generalization problems, holding potential to significantly enhance the development of sEMG-based human-computer interactions. Sasha Salter, Richard Warren, Collin Schlager, Adrian Spurr, Shangchen Han, Rohin Bhasin, Yujun Cai, Peter Walkington, Anuoluwapo Bolarinwa, Robert Wang 0002, Nathan Danielson, Josh Merel, Eftychios A. Pnevmatikakis, Jesse Marshall |
NeurIPS | 12 |
| 2022 | Evaluating Model-Based Planning and Planner Amortization for Continuous Control
Arunkumar Byravan, Leonard Hasenclever, Piotr Trochim, Mehdi Mirza, Alessandro Davide Ialongo, Yuval Tassa, Jost Tobias Springenberg, Abbas Abdolmaleki, Nicolas Heess, Josh Merel, Martin A. Riedmiller |
ICLR | 10 |
| 2022 | NeuPL: Neural Population Learning
Siqi Liu 0002, Luke Marris, Daniel Hennes, Josh Merel, Nicolas Heess, Thore Graepel |
ICLR | 4 |
| 2022 | Learning transferable motor skills with hierarchical latent mixture policies
Dushyant Rao, Fereshteh Sadeghi, Leonard Hasenclever, Markus Wulfmeier, Martina Zambelli, Giulia Vezzani, Dhruva Tirumala, Yusuf Aytar, Josh Merel, Nicolas Heess, Raia Hadsell |
ICLR | 9 |
| 2022 | Data augmentation for efficient learning from parametric expertsabstractWe present a simple, yet powerful data-augmentation technique to enable data-efficient learning from parametric experts for reinforcement and imitation learning. We focus on what we call the policy cloning setting, in which we use online or offline queries of an expert or expert policy to inform the behavior of a student policy. This setting arises naturally in a number of problems, for instance as variants of behavior cloning, or as a component of other algorithms such as DAGGER, policy distillation or KL-regularized RL. Our approach, augmented policy cloning (APC), uses synthetic states to induce feedback-sensitivity in a region around sampled trajectories, thus dramatically reducing the environment interactions required for successful cloning of the expert. We achieve highly data-efficient transfer of behavior from an expert to a student policy for high-degrees-of-freedom control problems. We demonstrate the benefit of our method in the context of several existing and widely used algorithms that include policy cloning as a constituent part. Moreover, we highlight the benefits of our approach in two practically relevant settings (a) expert compression, i.e. transfer to a student with fewer parameters; and (b) transfer from privileged experts, i.e. where the expert has a different observation space than the student, usually including access to privileged information. Alexandre Galashov, Josh Merel, Nicolas Heess |
NeurIPS | 2 |
| 2020 | Deep neuroethology of a virtual rodent
Josh Merel, Diego Aldarondo, Jesse Marshall, Yuval Tassa, Greg Wayne, Bence Olveczky |
ICLR | 1 |
| 2020 | CoMic: Complementary Task Learning & Mimicry for Reusable SkillsabstractLearning to control complex bodies and reuse learned behaviors is a longstanding challenge in continuous control. We study the problem of learning reusable humanoid skills by imitating motion capture data and joint training with complementary tasks. We show that it is possible to learn reusable skills through reinforcement learning on 50 times more motion capture data than prior work. We systematically compare a variety of different network architectures across different data regimes both in terms of imitation performance as well as transfer to challenging locomotion tasks. Finally we show that it is possible to interleave the motion capture tracking with training on complementary tasks, enriching the resulting skill space, and enabling the reuse of skills not well covered by the motion capture data such as getting up from the ground or catching a ball. Leonard Hasenclever, Fabio Pardo, Raia Hadsell, Nicolas Heess, Josh Merel |
ICML | 5 |
| 2020 | Critic Regularized RegressionabstractOffline reinforcement learning (RL), also known as batch RL, offers the prospect of policy optimization from large pre-recorded datasets without online environment interaction. It addresses challenges with regard to the cost of data collection and safety, both of which are particularly pertinent to real-world applications of RL. Unfortunately, most off-policy algorithms perform poorly when learning from a fixed dataset. In this paper, we propose a novel offline RL algorithm to learn policies from data using a form of critic-regularized regression (CRR). We find that CRR performs surprisingly well and scales to tasks with high-dimensional state and action spaces -- outperforming several state-of-the-art offline RL algorithms by a significant margin on a wide range of benchmark tasks. Ziyu Wang 0001, Alexander Novikov 0001, Konrad Zolna, Josh Merel, Jost Tobias Springenberg, Scott E. Reed, Bobak Shahriari, Noah Y. Siegel, Caglar Gulcehre, Nicolas Heess, Nando de Freitas |
NeurIPS | 4 |
| 2020 | RL Unplugged: A Collection of Benchmarks for Offline Reinforcement Learning
Caglar Gulcehre, Ziyu Wang 0001, Alexander Novikov 0001, Thomas Paine, Sergio Gomez Colmenarejo, Konrad Zolna, Rishabh Agarwal, Josh Merel, Daniel J. Mankowitz, Cosmin Paduraru, Gabriel Dulac-Arnold, Mohammad Norouzi 0002, Matt Hoffman 0001, Nicolas Heess, Nando de Freitas |
NeurIPS | 8 |
| 2020 | Catch & Carry: reusable neural controllers for vision-guided whole-body tasksabstractWe address the longstanding challenge of producing flexible, realistic humanoid character controllers that can perform diverse whole-body tasks involving object interactions. This challenge is central to a variety of fields, from graphics and animation to robotics and motor neuroscience. Our physics-based environment uses realistic actuation and first-person perception - including touch sensors and egocentric vision - with a view to producing active-sensing behaviors (e.g. gaze direction), transferability to real robots, and comparisons to the biology. We develop an integrated neural-network based approach consisting of a motor primitive module, human demonstrations, and an instructed reinforcement learning regime with curricula and task variations. We demonstrate the utility of our approach for several tasks, including goal-conditioned box carrying and ball catching, and we characterize its behavioral robustness. The resulting controllers can be deployed in real-time on a standard PC. 1 Josh Merel, Saran Tunyasuvunakool, Arun Ahuja, Yuval Tassa, Leonard Hasenclever, Tom Erez, Greg Wayne, Nicolas Heess |
ACM Trans. Graph. | 1 |
| 2019 | Emergent Coordination Through Competition
Siqi Liu 0002, Guy Lever, Josh Merel, Saran Tunyasuvunakool, Nicolas Heess, Thore Graepel |
ICLR (Poster) | 3 |
| 2019 | Hierarchical Visuomotor Control of Humanoids
Josh Merel, Arun Ahuja, Saran Tunyasuvunakool, Siqi Liu 0002, Dhruva Tirumala, Nicolas Heess, Greg Wayne |
ICLR (Poster) | 1 |
| 2019 | Neural Probabilistic Motor Primitives for Humanoid Control
Josh Merel, Leonard Hasenclever, Alexandre Galashov, Arun Ahuja, Greg Wayne, Yee Whye Teh, Nicolas Heess |
ICLR (Poster) | 1 |
| 2018 | Graph Networks as Learnable Physics Engines for Inference and ControlabstractUnderstanding and interacting with everyday physical scenes requires rich knowledge about the structure of the world, represented either implicitly in a value or policy function, or explicitly in a transition model. Here we introduce a new class of learnable models–based on graph networks–which implement an inductive bias for object- and relation-centric representations of complex, dynamical systems. Our results show that as a forward model, our approach supports accurate predictions from real and simulated data, and surprisingly strong and efficient generalization, across eight distinct physical systems which we varied parametrically and structurally. We also found that our inference model can perform system identification. Our models are also differentiable, and support online planning via gradient-based trajectory optimization, as well as offline policy optimization. Our framework offers new opportunities for harnessing and exploiting rich knowledge about the world, and takes a key step toward building machines with more human-like representations of the world. Alvaro Sanchez-Gonzalez, Nicolas Heess, Jost Tobias Springenberg, Josh Merel, Martin A. Riedmiller, Raia Hadsell, Peter W. Battaglia |
ICML | 4 |
| 2017 | Multilayer Recurrent Network Models of Primate Retinal Ganglion Cell Responses
Eleanor Batty, Josh Merel, Nora Brackbill, Alexander Heitman, Alexander Sher, Alan M. Litke, E. J. Chichilnisky, Liam Paninski |
ICLR (Poster) | 2 |
| 2017 | Robust Imitation of Diverse BehaviorsabstractDeep generative models have recently shown great promise in imitation learning for motor control. Given enough data, even supervised approaches can do one-shot imitation learning; however, they are vulnerable to cascading failures when the agent trajectory diverges from the demonstrations. Compared to purely supervised methods, Generative Adversarial Imitation Learning (GAIL) can learn more robust controllers from fewer demonstrations, but is inherently mode-seeking and more difficult to train. In this paper, we show how to combine the favourable aspects of these two approaches. The base of our model is a new type of variational autoencoder on demonstration trajectories that learns semantic policy embeddings. We show that these embeddings can be learned on a 9 DoF Jaco robot arm in reaching tasks, and then smoothly interpolated with a resulting smooth interpolation of reaching behavior. Leveraging these policy representations, we develop a new version of GAIL that (1) is much more robust than the purely-supervised controller, especially with few demonstrations, and (2) avoids mode collapse, capturing many diverse behaviors when GAIL on its own does not. We demonstrate our approach on learning diverse gaits from demonstration on a 2D biped and a 62 DoF 3D humanoid in the MuJoCo physics environment. Ziyu Wang 0001, Josh Merel, Scott E. Reed, Nando de Freitas, Greg Wayne, Nicolas Heess |
NIPS | 2 |
| 2016 | Neuroprosthetic Decoder Training as Imitation LearningabstractNeuroprosthetic brain-computer interfaces function via an algorithm which decodes neural activity of the user into movements of an end effector, such as a cursor or robotic arm. In practice, the decoder is often learned by updating its parameters while the user performs a task. When the user's intention is not directly observable, recent methods have demonstrated value in training the decoder against a surrogate for the user's intended movement. Here we show that training a decoder in this way is a novel variant of an imitation learning problem, where an oracle or expert is employed for supervised training in lieu of direct observations, which are not available. Specifically, we describe how a generic imitation learning meta-algorithm, dataset aggregation (DAgger), can be adapted to train a generic brain-computer interface. By deriving existing learning algorithms for brain-computer interfaces in this framework, we provide a novel analysis of regret (an important metric of learning efficacy) for brain-computer interfaces. This analysis allows us to characterize the space of algorithmic variants and bounds on their regret rates. Existing approaches for decoder learning have been performed in the cursor control setting, but the available design principles for these decoders are such that it has been impossible to scale them to naturalistic settings. Leveraging our findings, we then offer an algorithm that combines imitation learning with optimal control, which should allow for training of arbitrary effectors for which optimal control can generate goal-oriented control. We demonstrate this novel and general BCI algorithm with simulated neuroprosthetic control of a 26 degree-of-freedom model of an arm, a sophisticated and realistic end effector. Josh Merel, David E. Carlson, Liam Paninski, John P. Cunningham |
PLoS Comput. Biol. | 1 |
| 2015 | Encoder-Decoder Optimization for Brain-Computer InterfacesabstractNeuroprosthetic brain-computer interfaces are systems that decode neural activity into useful control signals for effectors, such as a cursor on a computer screen. It has long been recognized that both the user and decoding system can adapt to increase the accuracy of the end effector. Co-adaptation is the process whereby a user learns to control the system in conjunction with the decoder adapting to learn the user's neural patterns. We provide a mathematical framework for co-adaptation and relate co-adaptation to the joint optimization of the user's control scheme ("encoding model") and the decoding algorithm's parameters. When the assumptions of that framework are respected, co-adaptation cannot yield better performance than that obtainable by an optimal initial choice of fixed decoder, coupled with optimal user learning. For a specific case, we provide numerical methods to obtain such an optimized decoder. We demonstrate our approach in a model brain-computer interface system using an online prosthesis simulator, a simple human-in-the-loop pyschophysics setup which provides a non-invasive simulation of the BCI setting. These experiments support two claims: that users can learn encoders matched to fixed, optimal decoders and that, once learned, our approach yields expected performance advantages. Josh Merel, Donald M. Pianto, John P. Cunningham, Liam Paninski |
PLoS Comput. Biol. | 1 |
| 2013 | A multi-agent control framework for co-adaptation in brain-computer interfacesabstractIn a closed-loop brain-computer interface (BCI), adaptive decoders are used to learn parameters suited to decoding the user's neural response. Feedback to the user provides information which permits the neural tuning to also adapt. We present an approach to model this process of co-adaptation between the encoding model of the neural signal and the decoding algorithm as a multi-agent formulation of the linear quadratic Gaussian (LQG) control problem. In simulation we characterize how decoding performance improves as the neural encoding and adaptive decoder optimize, qualitatively resembling experimentally demonstrated closed-loop improvement. We then propose a novel, modified decoder update rule which is aware of the fact that the encoder is also changing and show it can improve simulated co-adaptation dynamics. Our modeling approach offers promise for gaining insights into co-adaptation as well as improving user learning of BCI control in practical settings. Josh Merel, Roy Fox, Tony Jebara, Liam Paninski |
NIPS | 1 |