EDBT 2026 Demo / reviewers in the wild / expert
Kelsey R. Allen
dblp:153/9528
· DBLP profile ↗
28ranked-venue papers
11as first author
13since 2021 · last 2025
0000-0002-8461-0652ORCID · corroborated
Domains — the database's venue-derived domains; a paper can count in several
Artificial intelligence and machine learning · 28 · 11 first-author · 13 since 2021Applied, interdisciplinary, general and emerging computing · 15 · 6 first-author · 7 since 2021Graphics, computer vision, multimedia, augmented reality and games · 2Systems, architecture and hardware · 1
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2025 | Children use both controllability and variability for generalization
Eunice Yiu, Anisa Noor Majhi, Shiry Ginosar, Kelsey R. Allen, Alison Gopnik |
CogSci | 4 |
| 2025 | Direct Motion Models for Assessing Generated VideosabstractA current limitation of video generative video models is that they generate plausible looking frames, but poor motion — an issue that is not well captured by FVD and other popular methods for evaluating generated videos. Here we go beyond FVD by developing a metric which better measures plausible object interactions and motion. Our novel approach is based on auto-encoding point tracks and yields motion features that can be used to not only compare distributions of videos (as few as one generated and one ground truth, or as many as two datasets), but also for evaluating motion of single videos. We show that using point tracks instead of pixel reconstruction or action recognition features results in a metric which is markedly more sensitive to temporal distortions in synthetic data, and can predict human evaluations of temporal consistency and realism in generated videos obtained from open-source models better than a wide range of alternatives. We also show that by using a point track representation, we can spatiotemporally localize generative video inconsistencies, providing extra interpretability of generated video errors relative to prior work. An overview of the results and link to the code can be found on the project page: trajan-paper.github.io. Kelsey R. Allen, Carl Doersch, Mohammed Suhail, Danny Drieß, Ignacio Rocco, Yulia Rubanova, Thomas Kipf, Mehdi S. M. Sajjadi, Kevin Murphy 0002, João Carreira 0001, Sjoerd van Steenkiste |
ICML | 1 |
| 2024 | Learning 3D Particle-based Simulators from RGB-D VideosabstractRealistic simulation is critical for applications ranging from robotics to animation. Traditional analytic simulators sometimes struggle to capture sufficiently realistic simulation which can lead to problems including the well known "sim-to-real" gap in robotics. Learned simulators have emerged as an alternative for better capturing real-world physical dynamics, but require access to privileged ground truth physics information such as precise object geometry or particle tracks. Here we propose a method for learning simulators directly from observations. Visual Particle Dynamics (VPD) jointly learns a latent particle-based representation of 3D scenes, a neural simulator of the latent particle dynamics, and a renderer that can produce images of the scene from arbitrary views. VPD learns end to end from posed RGB-D videos and does not require access to privileged information. Unlike existing 2D video prediction models, we show that VPD's 3D structure enables scene editing and long-term predictions. These results pave the way for downstream applications ranging from video editing to robotic planning. William F. Whitney, Tatiana Lopez-Guevara, Tobias Pfaff, Yulia Rubanova, Thomas Kipf, Kimberly L. Stachenfeld, Kelsey R. Allen |
ICLR | 7 |
| 2024 | Learning rigid-body simulators over implicit shapes for large-scale scenes and visionabstractSimulating large scenes with many rigid objects is crucial for a variety of applications, such as robotics, engineering, film and video games. Rigid interactions are notoriously hard to model: small changes to the initial state or the simulation parameters can lead to large changes in the final state. Recently, learned simulators based on graph networks (GNNs) were developed as an alternative to hand-designed simulators like MuJoCo and Bullet. They are able to accurately capture dynamics of real objects directly from real-world observations. However, current state-of-the-art learned simulators operate on meshes and scale poorly to scenes with many objects or detailed shapes. Here we present SDF-Sim, the first learned rigid-body simulator designed for scale. We use learned signed-distance functions (SDFs) to represent the object shapes and to speed up distance computation. We design the simulator to leverage SDFs and avoid the fundamental bottleneck of the previous simulators associated with collision detection.
For the first time in literature, we demonstrate that we can scale the GNN-based simulators to scenes with hundreds of objects and up to 1.1 million nodes, where mesh-based approaches run out of memory. Finally, we show that SDF-Sim can be applied to real world scenes by extracting SDFs from multi-view images. Yulia Rubanova, Tatiana Lopez-Guevara, Kelsey R. Allen, William F. Whitney, Kimberly L. Stachenfeld, Tobias Pfaff |
NeurIPS | 3 |
| 2024 | Neural Assets: 3D-Aware Multi-Object Scene Synthesis with Image Diffusion ModelsabstractWe address the problem of multi-object 3D pose control in image diffusion models. Instead of conditioning on a sequence of text tokens, we propose to use a set of per-object representations, *Neural Assets*, to control the 3D pose of individual objects in a scene. Neural Assets are obtained by pooling visual representations of objects from a reference image, such as a frame in a video, and are trained to reconstruct the respective objects in a different image, e.g., a later frame in the video. Importantly, we encode object visuals from the reference image while conditioning on object poses from the target frame, which enables learning disentangled appearance and position features. Combining visual and 3D pose representations in a sequence-of-tokens format allows us to keep the text-to-image interface of existing models, with Neural Assets in place of text tokens. By fine-tuning a pre-trained text-to-image diffusion model with this information, our approach enables fine-grained 3D pose and placement control of individual objects in a scene. We further demonstrate that Neural Assets can be transferred and recomposed across different scenes. Our model achieves state-of-the-art multi-object editing results on both synthetic 3D scene datasets, as well as two real-world video datasets (Objectron, Waymo Open). Ziyi Wu 0002, Yulia Rubanova, Rishabh Kabra, Drew A. Hudson, Igor Gilitschenski, Yusuf Aytar, Sjoerd van Steenkiste, Kelsey R. Allen, Thomas Kipf |
NeurIPS | 8 |
| 2023 | "Just In Time" Representations for Mental Simulation in Intuitive Physics
Tony Chen 0003, Kelsey R. Allen, Samuel J. Cheyette, Josh Tenenbaum, Kevin A. Smith 0001 |
CogSci | 2 |
| 2023 | Learning rigid dynamics with face interaction graph networks
Kelsey R. Allen, Yulia Rubanova, Tatiana Lopez-Guevara, William F. Whitney, Alvaro Sanchez-Gonzalez, Peter W. Battaglia, Tobias Pfaff |
ICLR | 1 |
| 2022 | Generalizing physical prediction by composing forces and objects
Kelsey R. Allen, Ed Vul, Judith E. Fan |
CogSci | 2 |
| 2022 | Inverse Design for Fluid-Structure Interactions using Graph Network SimulatorsabstractDesigning physical artifacts that serve a purpose---such as tools and other functional structures---is central to engineering as well as everyday human behavior. Though automating design using machine learning has tremendous promise, existing methods are often limited by the task-dependent distributions they were exposed to during training. Here we showcase a task-agnostic approach to inverse design, by combining general-purpose graph network simulators with gradient-based design optimization. This constitutes a simple, fast, and reusable approach that solves high-dimensional problems with complex physical dynamics, including designing surfaces and tools to manipulate fluid flows and optimizing the shape of an airfoil to minimize drag. This framework produces high-quality designs by propagating gradients through trajectories of hundreds of steps, even when using models that were pre-trained for single-step predictions on data substantially different from the design tasks. In our fluid manipulation tasks, the resulting designs outperformed those found by sampling-based optimization techniques. In airfoil design, they matched the quality of those obtained with a specialized solver. Our results suggest that despite some remaining challenges, machine learning-based simulators are maturing to the point where they can support general-purpose design optimization across a variety of fluid-structure interaction domains. Kelsey R. Allen, Tatiana Lopez-Guevara, Kimberly L. Stachenfeld, Alvaro Sanchez-Gonzalez, Peter W. Battaglia, Jessica B. Hamrick, Tobias Pfaff |
NeurIPS | 1 |
| 2021 | Meta-strategy learning in physical problem-solving: the effect of embodied experience
Kelsey R. Allen, Kevin A. Smith 0001, Laura-Ashleigh Bird, Josh Tenenbaum, Tamar R. Makin, Dorothy Cowie |
CogSci | 1 |
| 2021 | Using Games to Understand Intelligence
Franziska Brändle, Kelsey R. Allen, Josh Tenenbaum, Eric Schulz |
CogSci | 2 |
| 2021 | Who went fishing? Inferences from social evaluations
Kelsey R. Allen, Tobias Gerstenberg |
CogSci | 2 |
| 2021 | Combining rules and simulation to explain infant physical learning
João Loula, Kelsey R. Allen, Josh Tenenbaum |
CogSci | 2 |
| 2020 | Few-Shot Bayesian Imitation Learning with Logical Program PoliciesabstractHumans can learn many novel tasks from a very small number (1–5) of demonstrations, in stark contrast to the data requirements of nearly tabula rasa deep learning methods. We propose an expressive class of policies, a strong but general prior, and a learning algorithm that, together, can learn interesting policies from very few examples. We represent policies as logical combinations of programs drawn from a domain-specific language (DSL), define a prior over policies with a probabilistic grammar, and derive an approximate Bayesian inference algorithm to learn policies from demonstrations. In experiments, we study six strategy games played on a 2D grid with one shared DSL. After a few demonstrations of each game, the inferred policies generalize to new game instances that differ substantially from the demonstrations. Our policy learning is 20–1,000x more data efficient than convolutional and fully convolutional policy learning and many orders of magnitude more computationally efficient than vanilla program induction. We argue that the proposed method is an apt choice for tasks that have scarce training data and feature significant, structured variation between task instances. Tom Silver, Kelsey R. Allen, Alex K. Lew, Leslie Pack Kaelbling, Josh Tenenbaum |
AAAI | 2 |
| 2020 | Abstract strategy learning underlies flexible transfer in physical problem solving
Kelsey R. Allen, Kevin A. Smith 0001, Ulyana Piterbarg, Josh Tenenbaum |
CogSci | 1 |
| 2020 | A Task and Motion Approach to the Development of Planning
João Loula, Kelsey R. Allen, Josh Tenenbaum |
CogSci | 2 |
| 2020 | Learning constraint-based planning models from demonstrationsabstractHow can we learn representations for planning that are both efficient and flexible? Task and motion planning models are a good candidate, having been very successful in long-horizon planning tasks-however, they've proved challenging for learning, relying mostly on hand-coded representations. We present a framework for learning constraint-based task and motion planning models using gradient descent. Our model observes expert demonstrations of a task and decomposes them into modes-segments which specify a set of constraints on a trajectory optimization problem. We show that our model learns these modes from few demonstrations, that modes can be used to plan flexibly in different environments and to achieve different types of goals, and that the model can recombine these modes in novel ways. João Loula, Kelsey R. Allen, Tom Silver, Josh Tenenbaum |
IROS | 2 |
| 2019 | Rapid Trial-and-Error Learning in Physical Problem Solving
Kelsey R. Allen, Kevin A. Smith 0001, Josh Tenenbaum |
CogSci | 1 |
| 2019 | Discovering a symbolic planning language from continuous experience
João Loula, Tom Silver, Kelsey R. Allen, Josh Tenenbaum |
CogSci | 3 |
| 2019 | Learning sparse relational transition models
Victoria Xia, Zi Wang 0004, Kelsey R. Allen, Tom Silver, Leslie Pack Kaelbling |
ICLR (Poster) | 3 |
| 2019 | Infinite Mixture Prototypes for Few-shot LearningabstractWe propose infinite mixture prototypes to adaptively represent both simple and complex data distributions for few-shot learning. Infinite mixture prototypes combine deep representation learning with Bayesian nonparametrics, representing each class by a set of clusters, unlike existing prototypical methods that represent each class by a single cluster. By inferring the number of clusters, infinite mixture prototypes interpolate between nearest neighbor and prototypical representations in a learned feature space, which improves accuracy and robustness in the few-shot regime. We show the importance of adaptive capacity for capturing complex data distributions such as super-classes (like alphabets in character recognition), with 10-25% absolute accuracy improvements over prototypical networks, while still maintaining or improving accuracy on standard few-shot learning benchmarks. By clustering labeled and unlabeled data with the same rule, infinite mixture prototypes achieve state-of-the-art semi-supervised accuracy, and can perform purely unsupervised clustering, unlike existing fully- and semi-supervised prototypical methods. Kelsey R. Allen, Evan Shelhamer, Hanul Shin, Josh Tenenbaum |
ICML | 1 |
| 2019 | Differentiable Physics and Stable Modes for Tool-Use and Manipulation Planning - Extended AbtractabstractWe propose to formulate physical reasoning and manipulation planning as an optimization problem that integrates first order logic, which we call Logic-Geometric Programming. Marc Toussaint, Kelsey R. Allen, Kevin A. Smith 0001, Josh Tenenbaum |
IJCAI | 2 |
| 2018 | Relational inductive bias for physical construction in humans and machines
Jessica B. Hamrick, Kelsey R. Allen, Victor Bapst, Tina Zhu, Kevin R. McKee, Josh Tenenbaum, Peter W. Battaglia |
CogSci | 2 |
| 2018 | End-to-End Differentiable Physics for Learning and ControlabstractWe present a differentiable physics engine that can be integrated as a module in deep neural networks for end-to-end learning. As a result, structured physics knowledge can be embedded into larger systems, allowing them, for example, to match observations by performing precise simulations, while achieves high sample efficiency. Specifically, in this paper we demonstrate how to perform backpropagation analytically through a physical simulator defined via a linear complementarity problem. Unlike traditional finite difference methods, such gradients can be computed analytically, which allows for greater flexibility of the engine. Through experiments in diverse domains, we highlight the system's ability to learn physical parameters from data, efficiently match and simulate observed visual behavior, and readily enable control via gradient-based planning methods. Code for the engine and experiments is included with the paper. Filipe de Avila Belbute-Peres, Kevin A. Smith 0001, Kelsey R. Allen, Josh Tenenbaum, J. Zico Kolter |
NeurIPS | 3 |
| 2017 | Simulation and heuristics in flexible tool use
Kelsey R. Allen, Kevin A. Smith 0001, Josh Tenenbaum |
CogSci | 1 |
| 2016 | Integrating identification and perception: A case study of familiar and unfamiliar face processing
Kelsey R. Allen, Ilker Yildirim, Josh Tenenbaum |
CogSci | 1 |
| 2015 | Go fishing! Responsibility judgments when cooperation breaks down
Kelsey R. Allen, Julian Jara-Ettinger, Tobias Gerstenberg, Max Kleiman-Weiner, Josh Tenenbaum |
CogSci | 1 |
| 2014 | Detecting Disagreement in Conversations using Pseudo-Monologic Rhetorical StructureabstractCasual online forums such as Reddit, Slashdot and Digg, are continuing to in-crease in popularity as a means of com-munication. Detecting disagreement in this domain is a considerable challenge. Many topics are unique to the conversa-tion on the forum, and the appearance of disagreement may be much more sub-tle than on political blogs or social me-dia sites such as twitter. In this analy-sis we present a crowd-sourced annotated corpus for topic level disagreement detec-tion in Slashdot, showing that disagree-ment detection in this domain is difficult even for humans. We then proceed to show that a new set of features determined from the rhetorical structure of the con-versation significantly improves the per-formance on disagreement detection over a baseline consisting of unigram/bigram features, discourse markers, structural fea-tures and meta-post features. 1 Kelsey R. Allen, Giuseppe Carenini, Raymond T. Ng |
EMNLP | 1 |