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Heinrich Küttler

dblp:178/7061 · DBLP profile ↗
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6ranked-venue papers
1as first author
4since 2021 · last 2022
—ORCID · none

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

Artificial intelligence and machine learning · 6 · 1 first-author · 4 since 2021

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
5 papers
Reinforcement learning · 62% Robot manipulation · 8% Learning paradigms · 8%

Topics — the 17 heaviest of 18, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Machine learning › Reinforcement learning
exploration
0.922021
Learning with AMIGo: Adversarially Motivated Intrinsic Goals · ICLR 2021
The NetHack Learning Environment · NeurIPS 2020
Machine learning › Learning paradigms
curriculum learning
0.612022
Grounding Aleatoric Uncertainty for Unsupervised Environment Design · NeurIPS 2022
Robotics › Robot manipulation
learning from demonstration
0.612022
Dungeons and Data: A Large-Scale NetHack Dataset · NeurIPS 2022
Machine learning › Reinforcement learning › reinforcement learning environment › environment design
unsupervised environment design
0.612022
Grounding Aleatoric Uncertainty for Unsupervised Environment Design · NeurIPS 2022
Machine learning › Reinforcement learning › exploration
intrinsic motivation
0.512021
Learning with AMIGo: Adversarially Motivated Intrinsic Goals · ICLR 2021
Natural language and speech › Question answering and dialogue systems
open-domain question answering
0.412020
Retrieval-Augmented Generation for Knowledge-Intensive NLP Tasks · NeurIPS 2020
Machine learning › Reinforcement learning › reinforcement learning environment › environment design
procedural environment generation
0.412020
The NetHack Learning Environment · NeurIPS 2020
Machine learning › Reinforcement learning › exploration › novelty-based exploration
random network distillation
0.412020
The NetHack Learning Environment · NeurIPS 2020
Machine learning › Reinforcement learning
reinforcement learning environment
0.412020
The NetHack Learning Environment · NeurIPS 2020
Natural language and speech › Language models and text generation
retrieval-augmented generation
0.412020
Retrieval-Augmented Generation for Knowledge-Intensive NLP Tasks · NeurIPS 2020
Machine learning › Reinforcement learning
imitation learning
0.212022
Dungeons and Data: A Large-Scale NetHack Dataset · NeurIPS 2022
Machine learning › Learning theory › online learning › regret bounds
minimax regret
0.212022
Grounding Aleatoric Uncertainty for Unsupervised Environment Design · NeurIPS 2022
Machine learning › Trustworthy machine learning
robustness
0.212022
Grounding Aleatoric Uncertainty for Unsupervised Environment Design · NeurIPS 2022
Natural language and speech › Information extraction and text analysis › information retrieval
dense retrieval
0.112020
Retrieval-Augmented Generation for Knowledge-Intensive NLP Tasks · NeurIPS 2020
Natural language and speech › Information extraction and text analysis
information retrieval
0.112020
Retrieval-Augmented Generation for Knowledge-Intensive NLP Tasks · NeurIPS 2020
Machine learning › Reinforcement learning › goal-conditioned reinforcement learning
language-conditioned reinforcement learning
0.112020
The NetHack Learning Environment · NeurIPS 2020
Machine learning › Reinforcement learning › hierarchical reinforcement learning
skill learning
0.112020
The NetHack Learning Environment · NeurIPS 2020

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

offline reinforcement learning · 0.6minimax regret optimization · 0.6behavior cloning · 0.6intrinsic reward · 0.5adversarial learning · 0.5sequence-to-sequence generation · 0.4random network distillation · 0.4fine-tuning · 0.4distributed deep reinforcement learning · 0.4dense retrieval · 0.4
YearPublicationVenuePosition
2022 Dungeons and Data: A Large-Scale NetHack Dataset
abstract
Recent breakthroughs in the development of agents to solve challenging sequential decision making problems such as Go, StarCraft, or DOTA, have relied on both simulated environments and large-scale datasets. However, progress on this research has been hindered by the scarcity of open-sourced datasets and the prohibitive computational cost to work with them. Here we present the NetHack Learning Dataset (NLD), a large and highly-scalable dataset of trajectories from the popular game of NetHack, which is both extremely challenging for current methods and very fast to run. NLD consists of three parts: 10 billion state transitions from 1.5 million human trajectories collected on the NAO public NetHack server from 2009 to 2020; 3 billion state-action-score transitions from 100,000 trajectories collected from the symbolic bot winner of the NetHack Challenge 2021; and, accompanying code for users to record, load and stream any collection of such trajectories in a highly compressed form. We evaluate a wide range of existing algorithms for learning from demonstrations, showing that significant research advances are needed to fully leverage large-scale datasets for challenging sequential decision making tasks.
Eric Hambro, Roberta Raileanu, Danielle Rothermel, Vegard Mella, Tim Rocktäschel, Heinrich Küttler, Naila Murray
NeurIPS6
2022 Grounding Aleatoric Uncertainty for Unsupervised Environment Design
abstract
Adaptive curricula in reinforcement learning (RL) have proven effective for producing policies robust to discrepancies between the train and test environment. Recently, the Unsupervised Environment Design (UED) framework generalized RL curricula to generating sequences of entire environments, leading to new methods with robust minimax regret properties. Problematically, in partially-observable or stochastic settings, optimal policies may depend on the ground-truth distribution over aleatoric parameters of the environment in the intended deployment setting, while curriculum learning necessarily shifts the training distribution. We formalize this phenomenon as curriculum-induced covariate shift (CICS), and describe how its occurrence in aleatoric parameters can lead to suboptimal policies. Directly sampling these parameters from the ground-truth distribution avoids the issue, but thwarts curriculum learning. We propose SAMPLR, a minimax regret UED method that optimizes the ground-truth utility function, even when the underlying training data is biased due to CICS. We prove, and validate on challenging domains, that our approach preserves optimality under the ground-truth distribution, while promoting robustness across the full range of environment settings.
Minqi Jiang, Michael Dennis 0001, Jack Parker-Holder, Andrei Lupu, Heinrich Küttler, Edward Grefenstette, Tim Rocktäschel, Jakob N. Foerster
NeurIPS5
2021 Learning with AMIGo: Adversarially Motivated Intrinsic Goals
Andres Campero, Roberta Raileanu, Heinrich Küttler, Josh Tenenbaum, Tim Rocktäschel, Edward Grefenstette
ICLR3
2021 PAQ: 65 Million Probably-Asked Questions and What You Can Do With Them
abstract
Abstract Open-domain Question Answering models that directly leverage question-answer (QA) pairs, such as closed-book QA (CBQA) models and QA-pair retrievers, show promise in terms of speed and memory compared with conventional models which retrieve and read from text corpora. QA-pair retrievers also offer interpretable answers, a high degree of control, and are trivial to update at test time with new knowledge. However, these models fall short of the accuracy of retrieve-and-read systems, as substantially less knowledge is covered by the available QA-pairs relative to text corpora like Wikipedia. To facilitate improved QA-pair models, we introduce Probably Asked Questions (PAQ), a very large resource of 65M automatically generated QA-pairs. We introduce a new QA-pair retriever, RePAQ, to complement PAQ. We find that PAQ preempts and caches test questions, enabling RePAQ to match the accuracy of recent retrieve-and-read models, whilst being significantly faster. Using PAQ, we train CBQA models which outperform comparable baselines by 5%, but trail RePAQ by over 15%, indicating the effectiveness of explicit retrieval. RePAQ can be configured for size (under 500MB) or speed (over 1K questions per second) while retaining high accuracy. Lastly, we demonstrate RePAQ’s strength at selective QA, abstaining from answering when it is likely to be incorrect. This enables RePAQ to “back-off” to a more expensive state-of-the-art model, leading to a combined system which is both more accurate and 2x faster than the state-of-the-art model alone.
Patrick S. H. Lewis, Yuxiang Wu, Linqing Liu, Pasquale Minervini, Heinrich Küttler, Aleksandra Piktus, Pontus Stenetorp, Sebastian Riedel 0001
Trans. Assoc. Comput. Linguistics5
2020 The NetHack Learning Environment
abstract
Progress in Reinforcement Learning (RL) algorithms goes hand-in-hand with the development of challenging environments that test the limits of current methods. While existing RL environments are either sufficiently complex or based on fast simulation, they are rarely both. Here, we present the NetHack Learning Environment (NLE), a scalable, procedurally generated, stochastic, rich, and challenging environment for RL research based on the popular single-player terminal-based roguelike game, NetHack. We argue that NetHack is sufficiently complex to drive long-term research on problems such as exploration, planning, skill acquisition, and language-conditioned RL, while dramatically reducing the computational resources required to gather a large amount of experience. We compare NLE and its task suite to existing alternatives, and discuss why it is an ideal medium for testing the robustness and systematic generalization of RL agents. We demonstrate empirical success for early stages of the game using a distributed Deep RL baseline and Random Network Distillation exploration, alongside qualitative analysis of various agents trained in the environment. NLE is open source and available at https://github.com/facebookresearch/nle.
Heinrich Küttler, Nantas Nardelli, Alexander H. Miller, Roberta Raileanu, Marco Selvatici, Edward Grefenstette, Tim Rocktäschel
NeurIPS1
2020 Retrieval-Augmented Generation for Knowledge-Intensive NLP Tasks
abstract
Large pre-trained language models have been shown to store factual knowledge in their parameters, and achieve state-of-the-art results when fine-tuned on downstream NLP tasks. However, their ability to access and precisely manipulate knowledge is still limited, and hence on knowledge-intensive tasks, their performance lags behind task-specific architectures. Additionally, providing provenance for their decisions and updating their world knowledge remain open research problems. Pre-trained models with a differentiable access mechanism to explicit non-parametric memory can overcome this issue, but have so far been only investigated for extractive downstream tasks. We explore a general-purpose fine-tuning recipe for retrieval-augmented generation (RAG) -- models which combine pre-trained parametric and non-parametric memory for language generation. We introduce RAG models where the parametric memory is a pre-trained seq2seq model and the non-parametric memory is a dense vector index of Wikipedia, accessed with a pre-trained neural retriever. We compare two RAG formulations, one which conditions on the same retrieved passages across the whole generated sequence, the other can use different passages per token. We fine-tune and evaluate our models on a wide range of knowledge-intensive NLP tasks and set the state-of-the-art on three open domain QA tasks, outperforming parametric seq2seq models and task-specific retrieve-and-extract architectures. For language generation tasks, we find that RAG models generate more specific, diverse and factual language than a state-of-the-art parametric-only seq2seq baseline.
Patrick S. H. Lewis, Ethan Perez, Aleksandra Piktus, Fabio Petroni, Vladimir Karpukhin, Naman Goyal 0001, Heinrich Küttler, Mike Lewis, Scott Yih, Tim Rocktäschel, Sebastian Riedel 0001, Douwe Kiela
NeurIPS7