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Ashutosh Adhikari

dblp:230/3772 · DBLP profile ↗
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2ranked-venue papers
1as 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 · 2 · 1 first-author · 1 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
2 papers
Reinforcement learning · 38% Representation and self-supervised learning · 36% Knowledge representation and reasoning · 27%

Topics — the 3 heaviest of 5, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Machine learning › Representation and self-supervised learning › representation learning › latent representation learning › state representation learning
object-oriented dynamics learning
0.612022
Learning Object-Oriented Dynamics for Planning from Text · ICLR 2022
Machine learning › Reinforcement learning › reinforcement learning environment
text-based games
0.412020
Learning Dynamic Belief Graphs to Generalize on Text-Based Games · NeurIPS 2020
Machine learning › Reinforcement learning › model-based reinforcement learning
model-based planning
0.212022
Learning Object-Oriented Dynamics for Planning from Text · ICLR 2022

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

text-conditioned planning · 0.6object-oriented dynamics · 0.6transformer · 0.4self-supervised learning · 0.4graph neural network · 0.4
YearPublicationVenuePosition
2022 Learning Object-Oriented Dynamics for Planning from Text
Guiliang Liu, Ashutosh Adhikari, Amir-massoud Farahmand, Pascal Poupart
ICLR2
2020 Learning Dynamic Belief Graphs to Generalize on Text-Based Games
abstract
Playing text-based games requires skills in processing natural language and sequential decision making. Achieving human-level performance on text-based games remains an open challenge, and prior research has largely relied on hand-crafted structured representations and heuristics. In this work, we investigate how an agent can plan and generalize in text-based games using graph-structured representations learned end-to-end from raw text. We propose a novel graph-aided transformer agent (GATA) that infers and updates latent belief graphs during planning to enable effective action selection by capturing the underlying game dynamics. GATA is trained using a combination of reinforcement and self-supervised learning. Our work demonstrates that the learned graph-based representations help agents converge to better policies than their text-only counterparts and facilitate effective generalization across game configurations. Experiments on 500+ unique games from the TextWorld suite show that our best agent outperforms text-based baselines by an average of 24.2%.
Ashutosh Adhikari, Xingdi Yuan, Marc-Alexandre Côté, Mikulas Zelinka, Marc-Antoine Rondeau, Romain Laroche, Pascal Poupart, Jian Tang 0005, Adam Trischler, William L. Hamilton
NeurIPS1