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Brandon Houghton

dblp:239/6065 · DBLP profile ↗
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3ranked-venue papers
0as first author
2since 2021 · last 2023
—ORCID · none

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

Artificial intelligence and machine learning · 3 · 2 since 2021Graphics, computer vision, multimedia, augmented reality and games · 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
3 papers
Reinforcement learning · 93% Robot manipulation · 7%
Human-computer interaction and pervasive computing
1 paper
Games and playful interaction · 100%

Topics — the 8 heaviest of 9, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Machine learning › Reinforcement learning
imitation learning
1.632023
BEDD: The MineRL BASALT Evaluation and Demonstrations Dataset for Training and Benchmarking Agents that Solve Fuzzy Tasks · NeurIPS 2023
Video PreTraining (VPT): Learning to Act by Watching Unlabeled Online Videos · NeurIPS 2022
MineRL: A Large-Scale Dataset of Minecraft Demonstrations · IJCAI 2019
Machine learning › Reinforcement learning
demonstration dataset
1.022023
BEDD: The MineRL BASALT Evaluation and Demonstrations Dataset for Training and Benchmarking Agents that Solve Fuzzy Tasks · NeurIPS 2023
MineRL: A Large-Scale Dataset of Minecraft Demonstrations · IJCAI 2019
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
Machine learning › Reinforcement learning
behavioral prior
0.612022
Video PreTraining (VPT): Learning to Act by Watching Unlabeled Online Videos · NeurIPS 2022
Machine learning › Reinforcement learning › imitation learning › sample-efficient imitation learning
semi-supervised imitation learning
0.612022
Video PreTraining (VPT): Learning to Act by Watching Unlabeled Online Videos · NeurIPS 2022
Robotics › Robot manipulation
learning from demonstration
0.412019
MineRL: A Large-Scale Dataset of Minecraft Demonstrations · IJCAI 2019
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
Machine learning › Reinforcement learning › exploration › exploration in markov decision processes
hard exploration
0.212022
Video PreTraining (VPT): Learning to Act by Watching Unlabeled Online Videos · NeurIPS 2022

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

deep reinforcement learning · 0.8human evaluation · 0.7reinforcement learning fine-tuning · 0.6inverse dynamics model · 0.6behavioral cloning · 0.6
YearPublicationVenuePosition
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
NeurIPS5
2022 Video PreTraining (VPT): Learning to Act by Watching Unlabeled Online Videos
abstract
Pretraining on noisy, internet-scale datasets has been heavily studied as a technique for training models with broad, general capabilities for text, images, and other modalities. However, for many sequential decision domains such as robotics, video games, and computer use, publicly available data does not contain the labels required to train behavioral priors in the same way. We extend the internet-scale pretraining paradigm to sequential decision domains through semi-supervised imitation learning wherein agents learn to act by watching online unlabeled videos. Specifically, we show that with a small amount of labeled data we can train an inverse dynamics model accurate enough to label a huge unlabeled source of online data -- here, online videos of people playing Minecraft -- from which we can then train a general behavioral prior. Despite using the native human interface (mouse and keyboard at 20Hz), we show that this behavioral prior has nontrivial zero-shot capabilities and that it can be fine-tuned, with both imitation learning and reinforcement learning, to hard-exploration tasks that are impossible to learn from scratch via reinforcement learning. For many tasks our models exhibit human-level performance, and we are the first to report computer agents that can craft diamond tools, which can take proficient humans upwards of 20 minutes (24,000 environment actions) of gameplay to accomplish.
Bowen Baker, Ilge Akkaya, Peter Zhokhov, Joost Huizinga, Adrien Ecoffet, Brandon Houghton, Raul Sampedro, Jeff Clune
NeurIPS7
2019 MineRL: A Large-Scale Dataset of Minecraft Demonstrations
abstract
The sample inefficiency of standard deep reinforcement learning methods precludes their application to many real-world problems. Methods which leverage human demonstrations require fewer samples but have been researched less. As demonstrated in the computer vision and natural language processing communities, large-scale datasets have the capacity to facilitate research by serving as an experimental and benchmarking platform for new methods. However, existing datasets compatible with reinforcement learning simulators do not have sufficient scale, structure, and quality to enable the further development and evaluation of methods focused on using human examples. Therefore, we introduce a comprehensive, large-scale, simulator-paired dataset of human demonstrations: MineRL. The dataset consists of over 60 million automatically annotated state-action pairs across a variety of related tasks in Minecraft, a dynamic, 3D, open-world environment. We present a novel data collection scheme which allows for the ongoing introduction of new tasks and the gathering of complete state information suitable for a variety of methods. We demonstrate the hierarchality, diversity, and scale of the MineRL dataset. Further, we show the difficulty of the Minecraft domain along with the potential of MineRL in developing techniques to solve key research challenges within it.
William H. Guss, Brandon Houghton, Nicholay Topin, Phillip Wang, Cayden R. Codel, Manuela M. Veloso, Ruslan Salakhutdinov
IJCAI2