Jake Alden Whritner

dblp:212/4307 · DBLP profile ↗
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3ranked-venue papers
0as first author
0since 2021 · last 2020
—ORCID · none

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

Artificial intelligence and machine learning · 3Graphics, computer vision, multimedia, augmented reality and games · 2Applied, 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
2 papers
Reinforcement learning · 57% Motion planning and robot control · 33% Deep learning architectures and training · 10%
Human-computer interaction and pervasive computing
1 paper
Wearable and physiological sensing · 100%

Topics — the 4 heaviest of 5, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Machine learning › Reinforcement learning
imitation learning
0.412020
Atari-HEAD: Atari Human Eye-Tracking and Demonstration Dataset · AAAI 2020
Robotics › Motion planning and robot control › robot learning
visuomotor learning
0.312018
AGIL: Learning Attention from Human for Visuomotor Tasks · ECCV (11) 2018
Wearable and physiological sensing
eye tracking
0.112020
Atari-HEAD: Atari Human Eye-Tracking and Demonstration Dataset · AAAI 2020
Machine learning › Deep learning architectures and training
attention mechanism
0.112018
AGIL: Learning Attention from Human for Visuomotor Tasks · ECCV (11) 2018

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

gaze prediction · 0.9imitation learning · 0.3attention learning · 0.3
YearPublicationVenuePosition
2020 Atari-HEAD: Atari Human Eye-Tracking and Demonstration Dataset
abstract
Large-scale public datasets have been shown to benefit research in multiple areas of modern artificial intelligence. For decision-making research that requires human data, high-quality datasets serve as important benchmarks to facilitate the development of new methods by providing a common reproducible standard. Many human decision-making tasks require visual attention to obtain high levels of performance. Therefore, measuring eye movements can provide a rich source of information about the strategies that humans use to solve decision-making tasks. Here, we provide a large-scale, high-quality dataset of human actions with simultaneously recorded eye movements while humans play Atari video games. The dataset consists of 117 hours of gameplay data from a diverse set of 20 games, with 8 million action demonstrations and 328 million gaze samples. We introduce a novel form of gameplay, in which the human plays in a semi-frame-by-frame manner. This leads to near-optimal game decisions and game scores that are comparable or better than known human records. We demonstrate the usefulness of the dataset through two simple applications: predicting human gaze and imitating human demonstrated actions. The quality of the data leads to promising results in both tasks. Moreover, using a learned human gaze model to inform imitation learning leads to an 115% increase in game performance. We interpret these results as highlighting the importance of incorporating human visual attention in models of decision making and demonstrating the value of the current dataset to the research community. We hope that the scale and quality of this dataset can provide more opportunities to researchers in the areas of visual attention, imitation learning, and reinforcement learning.
Calen Walshe, Zhuode Liu, Lin Guan 0003, Karl S. Muller, Jake Alden Whritner, Luxin Zhang, Mary M. Hayhoe, Dana H. Ballard
AAAI6
2018 AGIL: Learning Attention from Human for Visuomotor Tasks
Zhuode Liu, Luxin Zhang, Jake Alden Whritner, Karl S. Muller, Mary M. Hayhoe, Dana H. Ballard
ECCV (11)4
2017 Unifying recommendation and active learning for human-algorithm interactions
Scott Cheng-Hsin Yang, Jake Alden Whritner, Olfa Nasraoui, Patrick Shafto
CogSci2