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Joost Huizinga

dblp:148/1000 · DBLP profile ↗
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9ranked-venue papers
4as first author
2since 2021 · last 2022
0000-0003-0877-3051ORCID · corroborated

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

Artificial intelligence and machine learning · 8 · 4 first-author · 2 since 2021Graphics, computer vision, multimedia, augmented reality and games · 1Applied, interdisciplinary, general and emerging 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
2 papers
Reinforcement learning · 87% Robot manipulation · 13%

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

TopicWeightPapersLastEvidence papers
Machine learning › Reinforcement learning
imitation learning
1.022022
Video PreTraining (VPT): Learning to Act by Watching Unlabeled Online Videos · NeurIPS 2022
Exploration Based Language Learning for Text-Based Games · IJCAI 2020
Machine learning › Reinforcement learning
behavioral prior
0.612022
Video PreTraining (VPT): Learning to Act by Watching Unlabeled Online Videos · NeurIPS 2022
Machine learning › Reinforcement learning › imitation learning › sample-efficient imitation learning
semi-supervised imitation learning
0.612022
Video PreTraining (VPT): Learning to Act by Watching Unlabeled Online Videos · NeurIPS 2022
Machine learning › Reinforcement learning
exploration
0.412020
Exploration Based Language Learning for Text-Based Games · IJCAI 2020
Robotics › Robot manipulation
learning from demonstration
0.412020
Exploration Based Language Learning for Text-Based Games · IJCAI 2020
Machine learning › Reinforcement learning › exploration › exploration in markov decision processes
hard exploration
0.212022
Video PreTraining (VPT): Learning to Act by Watching Unlabeled Online Videos · NeurIPS 2022
Machine learning › Reinforcement learning › reinforcement learning environment
text-based games
0.112020
Exploration Based Language Learning for Text-Based Games · IJCAI 2020

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

reinforcement learning fine-tuning · 0.6inverse dynamics model · 0.6behavioral cloning · 0.6imitation learning · 0.4exploration · 0.4
YearPublicationVenuePosition
2022 Video PreTraining (VPT): Learning to Act by Watching Unlabeled Online Videos
abstract
Pretraining on noisy, internet-scale datasets has been heavily studied as a technique for training models with broad, general capabilities for text, images, and other modalities. However, for many sequential decision domains such as robotics, video games, and computer use, publicly available data does not contain the labels required to train behavioral priors in the same way. We extend the internet-scale pretraining paradigm to sequential decision domains through semi-supervised imitation learning wherein agents learn to act by watching online unlabeled videos. Specifically, we show that with a small amount of labeled data we can train an inverse dynamics model accurate enough to label a huge unlabeled source of online data -- here, online videos of people playing Minecraft -- from which we can then train a general behavioral prior. Despite using the native human interface (mouse and keyboard at 20Hz), we show that this behavioral prior has nontrivial zero-shot capabilities and that it can be fine-tuned, with both imitation learning and reinforcement learning, to hard-exploration tasks that are impossible to learn from scratch via reinforcement learning. For many tasks our models exhibit human-level performance, and we are the first to report computer agents that can craft diamond tools, which can take proficient humans upwards of 20 minutes (24,000 environment actions) of gameplay to accomplish.
Bowen Baker, Ilge Akkaya, Peter Zhokhov, Joost Huizinga, Adrien Ecoffet, Brandon Houghton, Raul Sampedro, Jeff Clune
NeurIPS4
2022 Evolving Multimodal Robot Behavior via Many Stepping Stones with the Combinatorial Multiobjective Evolutionary Algorithm
abstract
An important challenge in reinforcement learning is to solve multimodal problems, where agents have to act in qualitatively different ways depending on the circumstances. Because multimodal problems are often too difficult to solve directly, it is often helpful to define a curriculum, which is an ordered set of subtasks that can serve as the stepping stones for solving the overall problem. Unfortunately, choosing an effective ordering for these subtasks is difficult, and a poor ordering can reduce the performance of the learning process. Here, we provide a thorough introduction and investigation of the Combinatorial Multiobjective Evolutionary Algorithm (CMOEA), which allows all combinations of subtasks to be explored simultaneously. We compare CMOEA against three algorithms that can similarly optimize on multiple subtasks simultaneously: NSGA-II, NSGA-III, and ε-Lexicase Selection. The algorithms are tested on a function-optimization problem with two subtasks, a simulated multimodal robot locomotion problem with six subtasks, and a simulated robot maze-navigation problem where a hundred random mazes are treated as subtasks. On these problems, CMOEA either outperforms or is competitive with the controls. As a separate contribution, we show that adding a linear combination over all objectives can improve the ability of the control algorithms to solve these multimodal problems. Lastly, we show that CMOEA can leverage auxiliary objectives more effectively than the controls on the multimodal locomotion task. In general, our experiments suggest that CMOEA is a promising algorithm for solving multimodal problems.
Joost Huizinga, Jeff Clune
Evol. Comput.1
2020 Scaling MAP-Elites to deep neuroevolution
abstract
Quality-Diversity (QD) algorithms, and MAP-Elites (ME) in particular, have proven very useful for a broad range of applications including enabling real robots to recover quickly from joint damage, solving strongly deceptive maze tasks or evolving robot morphologies to discover new gaits. However, present implementations of ME and other QD algorithms seem to be limited to low-dimensional controllers with far fewer parameters than modern deep neural network models. In this paper, we propose to leverage the efficiency of Evolution Strategies (ES) to scale MAP-Elites to high-dimensional controllers parameterized by large neural networks. We design and evaluate a new hybrid algorithm called MAP-Elites with Evolution Strategies (ME-ES) for post-damage recovery in a difficult high-dimensional control task where traditional ME fails. Additionally, we show that ME-ES performs efficient exploration, on par with state-of-the-art exploration algorithms in high-dimensional control tasks with strongly deceptive rewards.
Cédric Colas, Vashisht Madhavan, Joost Huizinga, Jeff Clune
GECCO3
2020 Exploration Based Language Learning for Text-Based Games
abstract
This work presents an exploration and imitation-learning-based agent capable of state-of-the-art performance in playing text-based computer games. These games are of interest as they can be seen as a testbed for language understanding, problem-solving, and language generation by artificial agents. Moreover, they provide a learning setting in which these skills can be acquired through interactions with an environment rather than using fixed corpora. One aspect that makes these games particularly challenging for learning agents is the combinatorially large action space. Existing methods for solving text-based games are limited to games that are either very simple or have an action space restricted to a predetermined set of admissible actions. In this work, we propose to use the exploration approach of Go-Explore for solving text-based games. More specifically, in an initial exploration phase, we first extract trajectories with high rewards, after which we train a policy to solve the game by imitating these trajectories. Our experiments show that this approach outperforms existing solutions in solving text-based games, and it is more sample efficient in terms of the number of interactions with the environment. Moreover, we show that the learned policy can generalize better than existing solutions to unseen games without using any restriction on the action space.
Andrea Madotto, Mahdi Namazifar, Joost Huizinga, Piero Molino, Adrien Ecoffet, Huaixiu Zheng, Alexandros Papangelis, Dian Yu 0002, Chandra Khatri, Gökhan Tür
IJCAI3
2020 Guiding Neuroevolution with Structural Objectives
abstract
The structure and performance of neural networks are intimately connected, and by use of evolutionary algorithms, neural network structures optimally adapted to a given task can be explored. Guiding such neuroevolution with additional objectives related to network structure has been shown to improve performance in some cases, especially when modular neural networks are beneficial. However, apart from objectives aiming to make networks more modular, such structural objectives have not been widely explored. We propose two new structural objectives and test their ability to guide evolving neural networks on two problems which can benefit from decomposition into subtasks. The first structural objective guides evolution to align neural networks with a user-recommended decomposition pattern. Intuitively, this should be a powerful guiding target for problems where human users can easily identify a structure. The second structural objective guides evolution towards a population with a high diversity in decomposition patterns. This results in exploration of many different ways to decompose a problem, allowing evolution to find good decompositions faster. Tests on our target problems reveal that both methods perform well on a problem with a very clear and decomposable structure. However, on a problem where the optimal decomposition is less obvious, the structural diversity objective is found to outcompete other structural objectives-and this technique can even increase performance on problems without any decomposable structure at all.
Kai Olav Ellefsen, Joost Huizinga, Jim Tørresen
Evol. Comput.2
2018 The Emergence of Canalization and Evolvability in an Open-Ended, Interactive Evolutionary System
abstract
Many believe that an essential component for the discovery of the tremendous diversity in natural organisms was the evolution of evolvability, whereby evolution speeds up its ability to innovate by generating a more adaptive pool of offspring. One hypothesized mechanism for evolvability is developmental canalization, wherein certain dimensions of variation become more likely to be traversed and others are prevented from being explored (e.g., offspring tend to have similar-size legs, and mutations affect the length of both legs, not each leg individually). While ubiquitous in nature, canalization is rarely reported in computational simulations of evolution, which deprives us of in silico examples of canalization to study and raises the question of which conditions give rise to this form of evolvability. Answering this question would shed light on why such evolvability emerged naturally, and it could accelerate engineering efforts to harness evolution to solve important engineering challenges. In this article, we reveal a unique system in which canalization did emerge in computational evolution. We document that genomes entrench certain dimensions of variation that were frequently explored during their evolutionary history. The genetic representation of these organisms also evolved to be more modular and hierarchical than expected by chance, and we show that these organizational properties correlate with increased fitness. Interestingly, the type of computational evolutionary experiment that produced this evolvability was very different from traditional digital evolution in that there was no objective, suggesting that open-ended, divergent evolutionary processes may be necessary for the evolution of evolvability.
Joost Huizinga, Kenneth O. Stanley, Jeff Clune
Artif. Life1
2016 Does Aligning Phenotypic and Genotypic Modularity Improve the Evolution of Neural Networks?
abstract
Many argue that to evolve artificial intelligence that rivals that of natural animals, we need to evolve neural networks that are structurally organized in that they exhibit modularity, regularity, and hierarchy. It was recently shown that a cost for network connections, which encourages the evolution of modularity, can be combined with an indirect encoding, which encourages the evolution of regularity, to evolve networks that are both modular and regular. However, the bias towards regularity from indirect encodings may prevent evolution from independently optimizing different modules to perform different functions, unless modularity in the phenotype is aligned with modularity in the genotype. We test this hypothesis on two multi-modal problems---a pattern recognition task and a robotics task---that each require different phenotypic modules. In general, we find that performance is improved only when genotypic and phenotypic modularity are encouraged simultaneously, though the role of alignment remains unclear. In addition, intuitive manual decompositions fail to provide the performance benefits of automatic methods on the more challenging robotics problem, emphasizing the importance of automatic, rather than manual, decomposition methods. These results suggest encouraging modularity in both the genotype and phenotype as an important step towards solving large-scale multi-modal problems, but also indicate that more research is required before we can evolve structurally organized networks to solve tasks that require multiple, different neural modules.
Joost Huizinga, Jean-Baptiste Mouret, Jeff Clune
GECCO1
2016 The Evolutionary Origins of Hierarchy
abstract
Hierarchical organization-the recursive composition of sub-modules-is ubiquitous in biological networks, including neural, metabolic, ecological, and genetic regulatory networks, and in human-made systems, such as large organizations and the Internet. To date, most research on hierarchy in networks has been limited to quantifying this property. However, an open, important question in evolutionary biology is why hierarchical organization evolves in the first place. It has recently been shown that modularity evolves because of the presence of a cost for network connections. Here we investigate whether such connection costs also tend to cause a hierarchical organization of such modules. In computational simulations, we find that networks without a connection cost do not evolve to be hierarchical, even when the task has a hierarchical structure. However, with a connection cost, networks evolve to be both modular and hierarchical, and these networks exhibit higher overall performance and evolvability (i.e. faster adaptation to new environments). Additional analyses confirm that hierarchy independently improves adaptability after controlling for modularity. Overall, our results suggest that the same force-the cost of connections-promotes the evolution of both hierarchy and modularity, and that these properties are important drivers of network performance and adaptability. In addition to shedding light on the emergence of hierarchy across the many domains in which it appears, these findings will also accelerate future research into evolving more complex, intelligent computational brains in the fields of artificial intelligence and robotics.
Henok Mengistu, Joost Huizinga, Jean-Baptiste Mouret, Jeff Clune
PLoS Comput. Biol.2
2014 Evolving neural networks that are both modular and regular: HyperNEAT plus the connection cost technique
abstract
One of humanity's grand scientific challenges is to create artificially intelligent robots that rival natural animals in intelligence and agility. A key enabler of such animal complexity is the fact that animal brains are structurally organized in that they exhibit modularity and regularity, amongst other attributes. Modularity is the localization of function within an encapsulated unit. Regularity refers to the compressibility of the information describing a structure, and typically involves symmetries and repetition. These properties improve evolvability, but they rarely emerge in evolutionary algorithms without specific techniques to encourage them. It has been shown that (1) modularity can be evolved in neural networks by adding a cost for neural connections and, separately, (2) that the HyperNEAT algorithm produces neural networks with complex, functional regularities. In this paper we show that adding the connection cost technique to HyperNEAT produces neural networks that are significantly more modular, regular, and higher performing than HyperNEAT without a connection cost, even when compared to a variant of HyperNEAT that was specifically designed to encourage modularity. Our results represent a stepping stone towards the goal of producing artificial neural networks that share key organizational properties with the brains of natural animals.
Joost Huizinga, Jeff Clune, Jean-Baptiste Mouret
GECCO1