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Anssi Kanervisto

dblp:186/7786 · DBLP profile ↗
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19ranked-venue papers
7as first author
9since 2021 · last 2025
0000-0002-7479-4574ORCID · corroborated

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

Artificial intelligence and machine learning · 11 · 2 first-author · 7 since 2021Graphics, computer vision, multimedia, augmented reality and games · 10 · 5 first-author · 2 since 2021Human-computer interaction and ubiquitous computing · 6 · 4 first-author · 2 since 2021Applied, 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
6 papers
Reinforcement learning · 68% Motion planning and robot control · 14% Generative modeling · 11%
Network and information security
1 paper
Biometric security · 100%

Topics — the 20 heaviest of 20, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Machine learning › Generative modeling
diffusion model
1.422024
Diffusion for World Modeling: Visual Details Matter in Atari · NeurIPS 2024
Imitating Human Behaviour with Diffusion Models · ICLR 2023
Machine learning › Reinforcement learning
imitation learning
1.322023
BEDD: The MineRL BASALT Evaluation and Demonstrations Dataset for Training and Benchmarking Agents that Solve Fuzzy Tasks · NeurIPS 2023
Imitating Human Behaviour with Diffusion Models · ICLR 2023
Machine learning › Reinforcement learning
behavior foundation models
0.912025
Zero-Shot Whole-Body Humanoid Control via Behavioral Foundation Models · ICLR 2025
Robotics › Motion planning and robot control
humanoid robot control
0.912025
Zero-Shot Whole-Body Humanoid Control via Behavioral Foundation Models · ICLR 2025
Robotics › Motion planning and robot control
robot learning
0.912025
Zero-Shot Whole-Body Humanoid Control via Behavioral Foundation Models · ICLR 2025
Machine learning › Reinforcement learning
unsupervised reinforcement learning
0.912025
Zero-Shot Whole-Body Humanoid Control via Behavioral Foundation Models · ICLR 2025
Machine learning › Reinforcement learning › generalization in reinforcement learning
zero-shot reinforcement learning
0.912025
Zero-Shot Whole-Body Humanoid Control via Behavioral Foundation Models · ICLR 2025
Machine learning › Reinforcement learning › model-based reinforcement learning › world model
diffusion-based world models
0.812024
Diffusion for World Modeling: Visual Details Matter in Atari · NeurIPS 2024
Machine learning › Reinforcement learning
model-based reinforcement learning
0.812024
Diffusion for World Modeling: Visual Details Matter in Atari · NeurIPS 2024
Machine learning › Reinforcement learning › model-based reinforcement learning
world model
0.812024
Diffusion for World Modeling: Visual Details Matter in Atari · NeurIPS 2024
Machine learning › Reinforcement learning
demonstration dataset
0.712023
BEDD: The MineRL BASALT Evaluation and Demonstrations Dataset for Training and Benchmarking Agents that Solve Fuzzy Tasks · NeurIPS 2023
Machine learning › Reinforcement learning › reinforcement learning from human feedback
learning from human feedback
0.712023
BEDD: The MineRL BASALT Evaluation and Demonstrations Dataset for Training and Benchmarking Agents that Solve Fuzzy Tasks · NeurIPS 2023
Biometric security
anti-spoofing
0.612022
Optimizing Tandem Speaker Verification and Anti-Spoofing Systems · IEEE ACM Trans. Audio Speech Lang. Process. 2022
Biometric security
speaker verification
0.612022
Optimizing Tandem Speaker Verification and Anti-Spoofing Systems · IEEE ACM Trans. Audio Speech Lang. Process. 2022
Machine learning › Reinforcement learning
deep reinforcement learning
0.512021
Stable-Baselines3: Reliable Reinforcement Learning Implementations · J. Mach. Learn. Res. 2021
Computer vision › Vision and language › vision-language generation
image-to-markup generation
0.312017
Image-to-Markup Generation with Coarse-to-Fine Attention · ICML 2017
Natural language and speech › Information extraction and text analysis › document understanding › document image analysis
mathematical expression recognition
0.312017
Image-to-Markup Generation with Coarse-to-Fine Attention · ICML 2017
Computer vision › Image recognition and object detection › text recognition
optical character recognition
0.312017
Image-to-Markup Generation with Coarse-to-Fine Attention · ICML 2017
Machine learning › Reinforcement learning › sample efficiency
sample-efficient reinforcement learning
0.212024
Diffusion for World Modeling: Visual Details Matter in Atari · NeurIPS 2024
Machine learning › Reinforcement learning
agent evaluation
0.212023
BEDD: The MineRL BASALT Evaluation and Demonstrations Dataset for Training and Benchmarking Agents that Solve Fuzzy Tasks · NeurIPS 2023

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

behavior cloning · 1.5forward-backward representation · 0.9diffusion modeling · 0.8human evaluation · 0.7diffusion model · 0.7reinforcement learning · 0.6differentiable tandem detection cost function · 0.6encoder-decoder · 0.3coarse-to-fine attention · 0.3CTC · 0.3
YearPublicationVenuePosition
2025 Zero-Shot Whole-Body Humanoid Control via Behavioral Foundation Models
abstract
Unsupervised reinforcement learning (RL) aims at pre-training models that can solve a wide range of downstream tasks in complex environments. Despite recent advancements, existing approaches suffer from several limitations: they may require running an RL process on each task to achieve a satisfactory performance, they may need access to datasets with good coverage or well-curated task-specific samples, or they may pre-train policies with unsupervised losses that are poorly correlated with the downstream tasks of interest. In this paper, we introduce FB-CPR, which regularizes unsupervised zero-shot RL based on the forward-backward (FB) method towards imitating trajectories from unlabeled behaviors. The resulting models learn useful policies imitating the behaviors in the dataset, while retaining zero-shot generalization capabilities. We demonstrate the effectiveness of FB-CPR in a challenging humanoid control problem. Training FB-CPR online with observation-only motion capture datasets, we obtain the first humanoid behavioral foundation model that can be prompted to solve a variety of whole-body tasks, including motion tracking, goal reaching, and reward optimization. The resulting model is capable of expressing human-like behaviors and it achieves competitive performance with task-specific methods while outperforming state-of-the-art unsupervised RL and model-based baselines.
Andrea Tirinzoni, Ahmed Touati, Jesse Farebrother, Mateusz Guzek, Anssi Kanervisto, Yingchen Xu, Alessandro Lazaric, Matteo Pirotta
ICLR5
2024 Diffusion for World Modeling: Visual Details Matter in Atari
abstract
World models constitute a promising approach for training reinforcement learning agents in a safe and sample-efficient manner. Recent world models predominantly operate on sequences of discrete latent variables to model environment dynamics. However, this compression into a compact discrete representation may ignore visual details that are important for reinforcement learning. Concurrently, diffusion models have become a dominant approach for image generation, challenging well-established methods modeling discrete latents. Motivated by this paradigm shift, we introduce DIAMOND (DIffusion As a Model Of eNvironment Dreams), a reinforcement learning agent trained in a diffusion world model. We analyze the key design choices that are required to make diffusion suitable for world modeling, and demonstrate how improved visual details can lead to improved agent performance. DIAMOND achieves a mean human normalized score of 1.46 on the competitive Atari 100k benchmark; a new best for agents trained entirely within a world model. We further demonstrate that DIAMOND's diffusion world model can stand alone as an interactive neural game engine by training on static *Counter-Strike: Global Offensive* gameplay. To foster future research on diffusion for world modeling, we release our code, agents, videos and playable world models at https://diamond-wm.github.io.
Eloi Alonso, Adam Jelley, Vincent Micheli, Anssi Kanervisto, Amos J. Storkey, Tim Pearce, François Fleuret
NeurIPS4
2023 Imitating Human Behaviour with Diffusion Models
Tim Pearce, Tabish Rashid, Anssi Kanervisto, David Bignell, Mingfei Sun 0001, Raluca Georgescu, Sergio Valcarcel Macua, Shan Zheng Tan, Ida Momennejad, Katja Hofmann, Sam Devlin
ICLR3
2023 BEDD: The MineRL BASALT Evaluation and Demonstrations Dataset for Training and Benchmarking Agents that Solve Fuzzy Tasks
abstract
The MineRL BASALT competition has served to catalyze advances in learning from human feedback through four hard-to-specify tasks in Minecraft, such as create and photograph a waterfall. Given the completion of two years of BASALT competitions, we offer to the community a formalized benchmark through the BASALT Evaluation and Demonstrations Dataset (BEDD), which serves as a resource for algorithm development and performance assessment. BEDD consists of a collection of 26 million image-action pairs from nearly 14,000 videos of human players completing the BASALT tasks in Minecraft. It also includes over 3,000 dense pairwise human evaluations of human and algorithmic agents. These comparisons serve as a fixed, preliminary leaderboard for evaluating newly-developed algorithms. To enable this comparison, we present a streamlined codebase for benchmarking new algorithms against the leaderboard. In addition to presenting these datasets, we conduct a detailed analysis of the data from both datasets to guide algorithm development and evaluation. The released code and data are available at https://github.com/minerllabs/basalt-benchmark.
Stephanie Milani, Anssi Kanervisto, Karolis Ramanauskas, Sander Schulhoff, Brandon Houghton, Rohin Shah
NeurIPS2
2023 GAN-Aimbots: Using Machine Learning for Cheating in First Person Shooters
abstract
Playing games with cheaters is not fun, and in a multi-billion-dollar video game industry with hundreds of millions of players, game developers aim to improve the security and, consequently, the user experience of their games by preventing cheating. Both traditional software-based methods and statistical systems have been successful in protecting against cheating, but recent advances in the automatic generation of content, such as images or speech, threaten the video game industry; they could be used to generate artificial gameplay indistinguishable from that of legitimate human players. To better understand this threat, we begin by reviewing the current state of multiplayer video game cheating, and then proceed to build a proof-of-concept method, GAN-Aimbot. By gathering data from various players in a first-person shooter game we show that the method improves players performance while remaining hidden from automatic and manual protection mechanisms. By sharing this work we hope to raise awareness on this issue and encourage further research into protecting the gaming communities.
Anssi Kanervisto, Tomi Kinnunen, Ville Hautamäki
IEEE Trans. Games1
2022 Optimizing Tandem Speaker Verification and Anti-Spoofing Systems
abstract
As automatic speaker verification (ASV) systems are vulnerable to spoofing attacks, they are typically used in conjunction with spoofing countermeasure (CM) systems to improve security. For example, the CM can first determine whether the input is human speech, then the ASV can determine whether this speech matches the speakers identity. The performance of such a tandem system can be measured with a tandem detection cost function (t-DCF). However, ASV and CM systems are usually trained separately, using different metrics and data, which does not optimize their combined performance. In this work, we propose to optimize the tandem system directly by creating a differentiable version of t-DCF and employing techniques from reinforcement learning. The results indicate that these approaches offer better outcomes than finetuning, with our method providing a 20\% relative improvement in the t-DCF in the ASVSpoof19 dataset in a constrained setting.
Anssi Kanervisto, Ville Hautamäki, Tomi Kinnunen, Junichi Yamagishi
IEEE ACM Trans. Audio Speech Lang. Process.1
2021 Agents that Listen: High-Throughput Reinforcement Learning with Multiple Sensory Systems
abstract
Humans and other intelligent animals evolved highly sophisticated perception systems that combine multiple sensory modalities. On the other hand, state-of-the-art artificial agents rely mostly on visual inputs or structured low-dimensional observations provided by instrumented environments. Learning to act based on combined visual and auditory inputs is still a new topic of research that has not been explored beyond simple scenarios. To facilitate progress in this area we introduce a new version of VizDoom simulator to create a highly efficient learning environment that provides raw audio observations. We study the performance of different model architectures in a series of tasks that require the agent to recognize sounds and execute instructions given in natural language. Finally, we train our agent to play the full game of Doom and find that it can consistently defeat a traditional vision-based adversary. We are currently in the process of merging the augmented simulator with the main ViZDoom code repository. Video demonstrations and experiment code can be found at https://sites.google.com/view/sound-rl.
Shashank Hegde, Anssi Kanervisto, Aleksei Petrenko
CoG2
2021 Distilling Reinforcement Learning Tricks for Video Games
abstract
Reinforcement learning (RL) research focuses on general solutions that can be applied across different domains. This results in methods that RL practitioners can use in almost any domain. However, recent studies often lack the engineering steps (“tricks”) which may be needed to effectively use RL, such as reward shaping, curriculum learning, and splitting a large task into smaller chunks. Such tricks are common, if not necessary, to achieve state-of-the-art results and win RL competitions. To ease the engineering efforts, we distill descriptions of tricks from state-of-the-art results and study how well these tricks can improve a standard deep Q-learning agent. The long-term goal of this work is to enable combining proven RL methods with domain-specific tricks by providing a unified software framework and accompanying insights in multiple domains.
Anssi Kanervisto, Christian Scheller, Yanick Schraner, Ville Hautamäki
CoG1
2021 Stable-Baselines3: Reliable Reinforcement Learning Implementations
abstract
Stable-Baselines3 provides open-source implementations of deep reinforcement learning (RL) algorithms in Python. The implementations have been benchmarked against reference codebases, and automated unit tests cover 95% of the code. The algorithms follow a consistent interface and are accompanied by extensive documentation, making it simple to train and compare different RL algorithms. Our documentation, examples, and source-code are available at https://github.com/DLR-RM/stable-baselines3.
Antonin Raffin, Ashley Hill, Adam Gleave, Anssi Kanervisto, Maximilian Ernestus, Noah Dormann
J. Mach. Learn. Res.4
2020 Benchmarking End-to-End Behavioural Cloning on Video Games
abstract
Behavioural cloning, where a computer is taught to perform a task based on demonstrations, has been successfully applied to various video games and robotics tasks, with and without reinforcement learning. This also includes end-to-end approaches, where a computer plays a video game like humans do: by looking at the image displayed on the screen, and sending keystrokes to the game. As a general approach to playing video games, this has many inviting properties: no need for specialized modifications to the game, no lengthy training sessions and the ability to re-use the same tools across different games. However, related work includes game-specific engineering to achieve the results. We take a step towards a general approach and study the general applicability of behavioural cloning on twelve video games, including six modern video games (published after 2010), by using human demonstrations as training data. Our results show that these agents cannot match humans in raw performance but do learn basic dynamics and rules. We also demonstrate how the quality of the data matters, and how recording data from humans is subject to a state-action mismatch, due to human reflexes.
Anssi Kanervisto, Joonas Pussinen, Ville Hautamäki
CoG1
2020 Action Space Shaping in Deep Reinforcement Learning
abstract
Reinforcement learning (RL) has been successful in training agents in various learning environments, including video games. However, such work modifies and shrinks the action space from the game's original. This is to avoid trying "pointless" actions and to ease the implementation. Currently, this is mostly done based on intuition, with little systematic research supporting the design decisions. In this work, we aim to gain insight on these action space modifications by conducting extensive experiments in video game environments. Our results show how domain-specific removal of actions and discretization of continuous actions can be crucial for successful learning. With these insights, we hope to ease the use of RL in new environments, by clarifying what action-spaces are easy to learn.
Anssi Kanervisto, Christian Scheller, Ville Hautamäki
CoG1
2020 From Video Game to Real Robot: The Transfer Between Action Spaces
abstract
Deep reinforcement learning has proven to be successful for learning tasks in simulated environments, but applying same techniques for robots in real-world domain is more challenging, as they require hours of training. To address this, transfer learning can be used to train the policy first in a simulated environment and then transfer it to physical agent. As the simulation never matches reality perfectly, the physics, visuals and action spaces by necessity differ between these environments to some degree. In this work, we study how general video games can be directly used instead of fine-tuned simulations for the sim-to-real transfer. Especially, we study how the agent can learn the new action space autonomously, when the game actions do not match the robot actions. Our results show that the different action space can be learned by re-training only part of neural network and we obtain above 90% mean success rate in simulation and robot experiments.
Janne Karttunen, Anssi Kanervisto, Ville Kyrki, Ville Hautamäki
ICASSP2
2019 ToriLLE: Learning Environment for Hand-to-Hand Combat
abstract
We present Toribash Learning Environment (To-riLLE), a learning environment for machine learning agents based on the video game Toribash. Toribash is a MuJoCo-like environment of two humanoid characters fighting each other hand-to-hand, controlled by changing actuation modes of the joints. Competitive nature of Toribash as well its focused domain provide a platform for evaluating self-play methods, and evaluating machine learning agents against human players. In this paper we describe the environment with ToriLLE's capabilities and limitations, and experimentally show its applicability as a learning environment with baseline and human experiments. The source code of the environment and conducted experiments can be found at https://github.com/Miffyli/ToriLLE.
Anssi Kanervisto, Ville Hautamäki
CoG1
2019 Who Do I Sound like? Showcasing Speaker Recognition Technology by Youtube Voice Search
abstract
The popularization of science can often be disregarded by scientists as it may be challenging to put highly sophisticated research into words that general public can understand. This work aims to help presenting speaker recognition research to public by proposing a publicly appealing concept for showcasing recognition systems. We leverage data from YouTube and use it in a large-scale voice search web application that finds the celebrity voices that best match to the user's voice. The concept was tested in a public event as well as "in the wild" and the received feedback was mostly positive. The i-vector based speaker identification back end was found to be fast (665 ms per request) and had a high identification accuracy (93%) for the YouTube target speakers. To help other researchers to develop the idea further, we share the source codes of the web platform used for the demo at https://github.com/bilalsoomro/speech-demo-platform.
Ville Vestman, Bilal Soomro, Anssi Kanervisto, Ville Hautamäki, Tomi Kinnunen
ICASSP3
2019 Towards Debugging Deep Neural Networks by Generating Speech Utterances
abstract
Deep neural networks (DNN) are able to successfully process and classify speech utterances. However, understanding the reason behind a classification by DNN is difficult. One such debugging method used with image classification DNNs is activation maximization, which generates example-images that are classified as one of the classes. In this work, we evaluate applicability of this method to speech utterance classifiers as the means to understanding what DNN "listens to". We trained a classifier using the speech command corpus and then use activation maximization to pull samples from the trained model. Then we synthesize audio from features using WaveNet vocoder for subjective analysis. We measure the quality of generated samples by objective measurements and crowd-sourced human evaluations. Results show that when combined with the prior of natural speech, activation maximization can be used to generate examples of different classes. Based on these results, activation maximization can be used to start opening up the DNN black-box in speech tasks.
Bilal Soomro, Anssi Kanervisto, Trung Ngo Trong, Ville Hautamäki
INTERSPEECH2
2018 Augmenting Microsurgical Training: Microsurgical Instrument Detection Using Convolutional Neural Networks
abstract
In video-based training, clinicians practice and advance their skills on surgeries performed by their colleagues and themselves. Although microsurgeries are recorded daily, training centers are lacking the workforce to manually annotate the segments important for practitioners, such as instrument presence and position. In this work, we propose intelligent instrument detection using Convolutional Neural Network (CNN) to augment microsurgical training. The network was trained on real microsurgical practice videos for which human annotators manually gathered a large corpus of instrument positions. Under challenging conditions of highly magnified and often blurred view, the CNN was capable to correctly detect a needle-holder (a dominant tool in suturing practice) with 78.3% accuracy (F-score = 0.84) with recognition speed above 15 FPS. The result is promising in the emerging domain of augmented medical training where instrument recognition presents benefits to the microsurgical training.
Tomi Leppanen, Hana Vrzakova, Roman Bednarik, Anssi Kanervisto, Antti-Pekka Elomaa, Antti Huotarinen, Piotr Bartczak, Mikael von und zu Fraunberg, Juha E. Jääskeläinen
CBMS4
2017 Effects of gender information in text-independent and text-dependent speaker verification
abstract
It is well-known that for speaker recognition task, gender-dependent acoustic modeling performs better than gender-independent modeling. The practice is to use the gender ground-truth and to train gender-dependent models. However, such information is not necessarily available, especially if speakers are remotely enrolled. A way to overcome this is to use a gender classification system, which introduces an additional layer of uncertainty. To date, such uncertainty has not been studied. We implement two gender classifier systems and test them with two different corpora and speaker verification systems. We find that estimated gender information can improve speaker verification accuracy over gender-independent methods. Our detailed analysis suggests that gender estimation should have a sufficiently high accuracy to yield improvements in speaker verification performance.
Anssi Kanervisto, Ville Vestman, Md. Sahidullah, Ville Hautamäki, Tomi Kinnunen
ICASSP1
2017 Image-to-Markup Generation with Coarse-to-Fine Attention
abstract
We present a neural encoder-decoder model to convert images into presentational markup based on a scalable coarse-to-fine attention mechanism. Our method is evaluated in the context of image-to-LaTeX generation, and we introduce a new dataset of real-world rendered mathematical expressions paired with LaTeX markup. We show that unlike neural OCR techniques using CTC-based models, attention-based approaches can tackle this non-standard OCR task. Our approach outperforms classical mathematical OCR systems by a large margin on in-domain rendered data, and, with pretraining, also performs well on out-of-domain handwritten data. To reduce the inference complexity associated with the attention-based approaches, we introduce a new coarse-to-fine attention layer that selects a support region before applying attention.
Yuntian Deng, Anssi Kanervisto, Jeffrey Ling, Alexander M. Rush
ICML2
2017 The I4U Mega Fusion and Collaboration for NIST Speaker Recognition Evaluation 2016
abstract
18th Annual Conference of the International Speech Communication Association, INTERSPEECH 2017, Stockholm, Sweden, 20-24 August 2017
Kong-Aik Lee, Ville Hautamäki, Tomi Kinnunen, Anthony Larcher, Andreas Nautsch, Themos Stafylakis, Gang Liu 0001, Mickael Rouvier, Wei Rao 0002, Federico Alegre, Man-Wai Mak, Achintya Kumar Sarkar, Héctor Delgado, Rahim Saeidi, Hagai Aronowitz, Aleksandr Sizov, Hanwu Sun, Trung Hieu Nguyen 0001, Guangsen Wang, Bin Ma 0001, Ville Vestman, Md. Sahidullah, M. Halonen, Anssi Kanervisto, Gaël Le Lan, Fahimeh Bahmaninezhad, Sergey Isadskiy, Christian Rathgeb, Christoph Busch 0001, Georgios Tzimiropoulos, Q. Qian, Q. Zhao, J. Xue, R. Jin, T. Zhao, Pierre-Michel Bousquet, Moez Ajili, Waad Ben Kheder, Driss Matrouf, Zhi Hao Lim, Chenglin Xu, Haihua Xu 0001, Chng Eng Siong, Benoit G. B. Fauve, Kaavya Sriskandaraja, Vidhyasaharan Sethu, W. W. Lin, Dennis Alexander Lehmann Thomsen, Zheng-Hua Tan, Massimiliano Todisco, Nicholas W. D. Evans, Haizhou Li 0001, John H. L. Hansen, Jean-François Bonastre, Eliathamby Ambikairajah
INTERSPEECH26