Demo Data from EDBT 2026 / reviewers in the wild / expert
Tobias Pohlen
dblp:180/6413 · also Toby Pohlen
· DBLP profile ↗
4ranked-venue papers
2as first author
1since 2021 · last 2022
—ORCID · none
Domains — the database's venue-derived domains; a paper can count in several
Artificial intelligence and machine learning · 3 · 1 first-author · 1 since 2021Graphics, computer vision, multimedia, augmented reality and games · 2 · 2 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
3 papers |
Reinforcement learning · 51% Segmentation and scene understanding · 19% Transfer learning and domain adaptation · 19% | |
| Human-computer interaction and pervasive computing
1 paper |
Human-AI interaction · 100% |
Topics — the 7 heaviest of 9, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Machine learning › Transfer learning and domain adaptation
cross-task transfer |
0.6 | 1 | 2022 | A data-driven approach for learning to control computers · ICML 2022 |
Machine learning › Reinforcement learning › preference learning
human preference learning |
0.3 | 1 | 2018 | Reward learning from human preferences and demonstrations in Atari · NeurIPS 2018 |
Machine learning › Reinforcement learning
imitation learning |
0.3 | 1 | 2018 | Reward learning from human preferences and demonstrations in Atari · NeurIPS 2018 |
Robotics › Robot manipulation
learning from demonstration |
0.3 | 1 | 2018 | Reward learning from human preferences and demonstrations in Atari · NeurIPS 2018 |
Machine learning › Reinforcement learning
reward learning |
0.3 | 1 | 2018 | Reward learning from human preferences and demonstrations in Atari · NeurIPS 2018 |
Computer vision › Segmentation and scene understanding
semantic segmentation |
0.3 | 1 | 2017 | Full-Resolution Residual Networks for Semantic Segmentation in Street Scenes · CVPR 2017 |
Computer vision › Segmentation and scene understanding › semantic segmentation
street scene segmentation |
0.3 | 1 | 2017 | Full-Resolution Residual Networks for Semantic Segmentation in Street Scenes · CVPR 2017 |
Methods — techniques the papers use, named apart from their topics
reinforcement learning · 1.1imitation learning · 1.1behavioral priors · 0.6behavioral prior · 0.6deep neural network · 0.3DQN · 0.3residual network · 0.3multi-scale context · 0.3
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2022 | A data-driven approach for learning to control computersabstractIt would be useful for machines to use computers as humans do so that they can aid us in everyday tasks. This is a setting in which there is also the potential to leverage large-scale expert demonstrations and human judgements of interactive behaviour, which are two ingredients that have driven much recent success in AI. Here we investigate the setting of computer control using keyboard and mouse, with goals specified via natural language. Instead of focusing on hand-designed curricula and specialized action spaces, we focus on developing a scalable method centered on reinforcement learning combined with behavioural priors informed by actual human-computer interactions. We achieve state-of-the-art and human-level mean performance across all tasks within the MiniWob++ benchmark, a challenging suite of computer control problems, and find strong evidence of cross-task transfer. These results demonstrate the usefulness of a unified human-agent interface when training machines to use computers. Altogether our results suggest a formula for achieving competency beyond MiniWob++ and towards controlling computers, in general, as a human would. Peter Conway Humphreys, David Raposo, Tobias Pohlen, Gregory Thornton, Rachita Chhaparia, Alistair Muldal, Josh Abramson, Petko Georgiev, Adam Santoro, Timothy P. Lillicrap |
ICML | 3 |
| 2018 | Reward learning from human preferences and demonstrations in AtariabstractTo solve complex real-world problems with reinforcement learning, we cannot rely on manually specified reward functions. Instead, we need humans to communicate an objective to the agent directly. In this work, we combine two approaches to this problem: learning from expert demonstrations and learning from trajectory preferences. We use both to train a deep neural network to model the reward function and use its predicted reward to train an DQN-based deep reinforcement learning agent on 9 Atari games. Our approach beats the imitation learning baseline in 7 games and achieves strictly superhuman performance on 2 games. Additionally, we investigate the fit of the reward model, present some reward hacking problems, and study the effects of noise in the human labels. Borja Ibarz, Jan Leike, Tobias Pohlen, Geoffrey Irving, Shane Legg, Dario Amodei |
NeurIPS | 3 |
| 2017 | Full-Resolution Residual Networks for Semantic Segmentation in Street ScenesabstractSemantic image segmentation is an essential component of modern autonomous driving systems, as an accurate understanding of the surrounding scene is crucial to navigation and action planning. Current state-of-the-art approaches in semantic image segmentation rely on pre-trained networks that were initially developed for classifying images as a whole. While these networks exhibit outstanding recognition performance (i.e., what is visible?), they lack localization accuracy (i.e., where precisely is something located?). Therefore, additional processing steps have to be performed in order to obtain pixel-accurate segmentation masks at the full image resolution. To alleviate this problem we propose a novel ResNet-like architecture that exhibits strong localization and recognition performance. We combine multi-scale context with pixel-level accuracy by using two processing streams within our network: One stream carries information at the full image resolution, enabling precise adherence to segment boundaries. The other stream undergoes a sequence of pooling operations to obtain robust features for recognition. The two streams are coupled at the full image resolution using residuals. Without additional processing steps and without pre-training, our approach achieves an intersection-over-union score of 71.8% on the Cityscapes dataset. Tobias Pohlen, Alexander Hermans, Markus Mathias, Bastian Leibe |
CVPR | 1 |
| 2016 | Semantic segmentation of modular furnitureabstractThis paper proposes an approach for the semantic segmentation and structural parsing of modular furniture items, such as cabinets, wardrobes, and bookshelves, into so called interaction elements. Such a segmentation into functional units is challenging not only due to the visual similarity of the different elements but also because of their often uniformly colored and low-texture appearance. Our method addresses these challenges by merging structural and appearance likelihoods of each element and jointly optimizing over shape, relative location, and class labels using Markov Chain Monte Carlo (MCMC) sampling. We propose a novel concept called rectangle coverings which provides a tight bound on the number of structural elements and hence narrows down the search space. We evaluate our approach's performance on a novel dataset of furniture items and demonstrate its applicability in practice. Tobias Pohlen, Ishrat Badami, Markus Mathias, Bastian Leibe |
WACV | 1 |