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Tom Le Paine

dblp:155/9942 · DBLP profile ↗
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5ranked-venue papers
0as first author
2since 2021 · last 2022
—ORCID · none

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

Artificial intelligence and machine learning · 4 · 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
4 papers
Reinforcement learning · 65% Probabilistic and Bayesian machine learning · 19% Robot manipulation · 9%

Topics — the 9 heaviest of 10, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Machine learning › Reinforcement learning
off-policy evaluation
1.122022
On Instrumental Variable Regression for Deep Offline Policy Evaluation · J. Mach. Learn. Res. 2022
Benchmarks for Deep Off-Policy Evaluation · ICLR 2021
Machine learning › Reinforcement learning
exploration
0.822020
Making Efficient Use of Demonstrations to Solve Hard Exploration Problems · ICLR 2020
Playing hard exploration games by watching YouTube · NeurIPS 2018
Machine learning › Probabilistic and Bayesian machine learning › causal inference
instrumental variable regression
0.612022
On Instrumental Variable Regression for Deep Offline Policy Evaluation · J. Mach. Learn. Res. 2022
Machine learning › Reinforcement learning › exploration › exploration in markov decision processes
hard exploration
0.412020
Making Efficient Use of Demonstrations to Solve Hard Exploration Problems · ICLR 2020
Robotics › Robot manipulation
learning from demonstration
0.412020
Making Efficient Use of Demonstrations to Solve Hard Exploration Problems · ICLR 2020
Machine learning › Representation and self-supervised learning › multimodal representation learning
cross-modal representation learning
0.312018
Playing hard exploration games by watching YouTube · NeurIPS 2018
Machine learning › Reinforcement learning
imitation learning
0.312018
Playing hard exploration games by watching YouTube · NeurIPS 2018
Machine learning › Probabilistic and Bayesian machine learning
causal inference
0.212022
On Instrumental Variable Regression for Deep Offline Policy Evaluation · J. Mach. Learn. Res. 2022
Machine learning › Probabilistic and Bayesian machine learning › causal inference
confounding bias
0.212022
On Instrumental Variable Regression for Deep Offline Policy Evaluation · J. Mach. Learn. Res. 2022

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

instrumental variable · 0.6bellman error minimization · 0.6AGMM · 0.6off-policy evaluation · 0.5demonstration-based learning · 0.4self-supervised learning · 0.3reward learning from demonstration · 0.3
YearPublicationVenuePosition
2022 On Instrumental Variable Regression for Deep Offline Policy Evaluation
abstract
We show that the popular reinforcement learning (RL) strategy of estimating the state-action value (Q-function) by minimizing the mean squared Bellman error leads to a regression problem with confounding, the inputs and output noise being correlated. Hence, direct minimization of the Bellman error can result in significantly biased Q-function estimates. We explain why fixing the target Q-network in Deep Q-Networks and Fitted Q Evaluation provides a way of overcoming this confounding, thus shedding new light on this popular but not well understood trick in the deep RL literature. An alternative approach to address confounding is to leverage techniques developed in the causality literature, notably instrumental variables (IV). We bring together here the literature on IV and RL by investigating whether IV approaches can lead to improved Q-function estimates. This paper analyzes and compares a wide range of recent IV methods in the context of offline policy evaluation (OPE), where the goal is to estimate the value of a policy using logged data only. By applying different IV techniques to OPE, we are not only able to recover previously proposed OPE methods such as model-based techniques but also to obtain competitive new techniques. We find empirically that state-of-the-art OPE methods are closely matched in performance by some IV methods such as AGMM, which were not developed for OPE. We open-source all our code and datasets at https://github.com/liyuan9988/IVOPEwithACME.
Yutian Chen 0001, Liyuan Xu, Caglar Gulcehre, Tom Le Paine, Arthur Gretton, Nando de Freitas, Arnaud Doucet
J. Mach. Learn. Res.4
2021 Benchmarks for Deep Off-Policy Evaluation
Justin Fu, Mohammad Norouzi 0002, Ofir Nachum, George Tucker, Ziyu Wang 0001, Alexander Novikov 0001, Sherry Yang 0001, Michael R. Zhang, Yutian Chen 0001, Aviral Kumar, Cosmin Paduraru, Sergey Levine, Tom Le Paine
ICLR13
2020 Making Efficient Use of Demonstrations to Solve Hard Exploration Problems
Caglar Gulcehre, Tom Le Paine, Bobak Shahriari, Misha Denil, Matt Hoffman 0001, Hubert Soyer, Richard Tanburn, Steven Kapturowski, Neil C. Rabinowitz, Duncan Williams, Gabriel Barth-Maron, Ziyu Wang 0001, Nando de Freitas
ICLR2
2018 Playing hard exploration games by watching YouTube
abstract
Deep reinforcement learning methods traditionally struggle with tasks where environment rewards are particularly sparse. One successful method of guiding exploration in these domains is to imitate trajectories provided by a human demonstrator. However, these demonstrations are typically collected under artificial conditions, i.e. with access to the agent’s exact environment setup and the demonstrator’s action and reward trajectories. Here we propose a method that overcomes these limitations in two stages. First, we learn to map unaligned videos from multiple sources to a common representation using self-supervised objectives constructed over both time and modality (i.e. vision and sound). Second, we embed a single YouTube video in this representation to learn a reward function that encourages an agent to imitate human gameplay. This method of one-shot imitation allows our agent to convincingly exceed human-level performance on the infamously hard exploration games Montezuma’s Revenge, Pitfall! and Private Eye for the first time, even if the agent is not presented with any environment rewards.
Yusuf Aytar, Tobias Pfaff, David Budden, Tom Le Paine, Ziyu Wang 0001, Nando de Freitas
NeurIPS4
2016 How deep neural networks can improve emotion recognition on video data
abstract
We consider the task of dimensional emotion recognition on video data using deep learning. While several previous methods have shown the benefits of training temporal neural network models such as recurrent neural networks (RNNs) on hand-crafted features, few works have considered combining convolutional neural networks (CNNs) with RNNs. In this work, we present a system that performs emotion recognition on video data using both CNNs and RNNs, and we also analyze how much each neural network component contributes to the system's overall performance. We present our findings on videos from the Audio/Visual+Emotion Challenge (AV+EC2015). In our experiments, we analyze the effects of several hyperparameters on overall performance while also achieving superior performance to the baseline and other competing methods.
Pooya Khorrami, Tom Le Paine, Kevin Brady 0001, Charlie K. Dagli, Thomas S. Huang
ICIP2