EDBT 2026 Demo / reviewers in the wild / expert
Aviv Netanyahu
dblp:286/8767
· DBLP profile ↗
5ranked-venue papers
4as first author
5since 2021 · last 2024
—ORCID · unresolved
Domains — the database's venue-derived domains; a paper can count in several
Artificial intelligence and machine learning · 5 · 4 first-author · 5 since 2021Graphics, computer vision, multimedia, augmented reality and games · 1 · 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
5 papers |
Reinforcement learning · 29% Motion planning and robot control · 19% Generative modeling · 10% | |
| Human-computer interaction and pervasive computing
1 paper |
Human-AI interaction · 50% Human-robot interaction · 50% |
Topics — the 16 heaviest of 16, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Machine learning › Generative modeling
invertible generative models |
0.8 | 1 | 2024 | Few-Shot Task Learning through Inverse Generative Modeling · NeurIPS 2024 |
Robotics › Motion planning and robot control › robot learning
task learning |
0.8 | 1 | 2024 | Few-Shot Task Learning through Inverse Generative Modeling · NeurIPS 2024 |
Machine learning › Learning theory › generalization
extrapolation |
0.7 | 1 | 2023 | Learning to Extrapolate: A Transductive Approach · ICLR 2023 |
Robotics › Motion planning and robot control › robot control
human-in-the-loop control |
0.7 | 1 | 2023 | Diagnosis, Feedback, Adaptation: A Human-in-the-Loop Framework for Test-Time Policy Adaptation · ICML 2023 |
Machine learning › Reinforcement learning
policy adaptation |
0.7 | 1 | 2023 | Diagnosis, Feedback, Adaptation: A Human-in-the-Loop Framework for Test-Time Policy Adaptation · ICML 2023 |
Machine learning › Transfer learning and domain adaptation
test-time adaptation |
0.7 | 1 | 2023 | Diagnosis, Feedback, Adaptation: A Human-in-the-Loop Framework for Test-Time Policy Adaptation · ICML 2023 |
Machine learning › Learning paradigms › semi-supervised learning
transductive learning |
0.7 | 1 | 2023 | Learning to Extrapolate: A Transductive Approach · ICLR 2023 |
Human-AI interaction
human-in-the-loop |
0.7 | 1 | 2023 | Diagnosis, Feedback, Adaptation: A Human-in-the-Loop Framework for Test-Time Policy Adaptation · ICML 2023 |
Human-robot interaction › robot learning
policy adaptation |
0.7 | 1 | 2023 | Diagnosis, Feedback, Adaptation: A Human-in-the-Loop Framework for Test-Time Policy Adaptation · ICML 2023 |
Machine learning › Reinforcement learning › imitation learning
inverse reinforcement learning |
0.6 | 1 | 2022 | Discovering Generalizable Spatial Goal Representations via Graph-based Active Reward Learning · ICML 2022 |
Robotics › Robot manipulation
object rearrangement |
0.6 | 1 | 2022 | Discovering Generalizable Spatial Goal Representations via Graph-based Active Reward Learning · ICML 2022 |
Machine learning › Reinforcement learning
reward learning |
0.6 | 1 | 2022 | Discovering Generalizable Spatial Goal Representations via Graph-based Active Reward Learning · ICML 2022 |
Natural language and speech › Information extraction and text analysis › event analysis
social event detection |
0.5 | 1 | 2021 | PHASE: PHysically-grounded Abstract Social Events for Machine Social Perception · AAAI 2021 |
Machine learning › Reinforcement learning
imitation learning |
0.2 | 1 | 2022 | Discovering Generalizable Spatial Goal Representations via Graph-based Active Reward Learning · ICML 2022 |
Machine learning › Reinforcement learning › imitation learning › few-shot imitation learning
one-shot imitation learning |
0.2 | 1 | 2022 | Discovering Generalizable Spatial Goal Representations via Graph-based Active Reward Learning · ICML 2022 |
Machine learning › Probabilistic and Bayesian machine learning › bayesian decision theory
bayesian inverse planning |
0.1 | 1 | 2021 | PHASE: PHysically-grounded Abstract Social Events for Machine Social Perception · AAAI 2021 |
Methods — techniques the papers use, named apart from their topics
data augmentation · 1.3counterfactual demonstration · 1.3pre-trained generative model · 0.8backpropagation · 0.8transductive inference · 0.7graph-based equivalence mappings · 0.6domain randomization · 0.6active reward learning · 0.6hierarchical planning · 0.5bayesian inverse planning · 0.5
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2024 | Few-Shot Task Learning through Inverse Generative ModelingabstractLearning the intents of an agent, defined by its goals or motion style, is often extremely challenging from just a few examples. We refer to this problem as task concept learning and present our approach, Few-Shot Task Learning through Inverse Generative Modeling (FTL-IGM), which learns new task concepts by leveraging invertible neural generative models. The core idea is to pretrain a generative model on a set of basic concepts and their demonstrations. Then, given a few demonstrations of a new concept (such as a new goal or a new action), our method learns the underlying concepts through backpropagation without updating the model weights, thanks to the invertibility of the generative model. We evaluate our method in five domains -- object rearrangement, goal-oriented navigation, motion caption of human actions, autonomous driving, and real-world table-top manipulation. Our experimental results demonstrate that via the pretrained generative model, we successfully learn novel concepts and generate agent plans or motion corresponding to these concepts in (1) unseen environments and (2) in composition with training concepts. Aviv Netanyahu, Yilun Du, Antonia Bronars, Jyothish Pari, Josh Tenenbaum, Tianmin Shu, Pulkit Agrawal 0001 |
NeurIPS | 1 |
| 2023 | Learning to Extrapolate: A Transductive Approach
Aviv Netanyahu, Abhishek Gupta 0004, Max Simchowitz, Kaiqing Zhang, Pulkit Agrawal 0001 |
ICLR | 1 |
| 2023 | Diagnosis, Feedback, Adaptation: A Human-in-the-Loop Framework for Test-Time Policy AdaptationabstractPolicies often fail at test-time due to distribution shifts—changes in the state and reward that occur when an end user deploys the policy in environments different from those seen in training. Data augmentation can help models be more robust to such shifts by varying specific concepts in the state, e.g. object color, that are task-irrelevant and should not impact desired actions. However, designers training the agent don’t often know which concepts are irrelevant a priori. We propose a human-in-the-loop framework to leverage feedback from the end user to quickly identify and augment task-irrelevant visual state concepts. Our framework generates counterfactual demonstrations that allow users to quickly isolate shifted state concepts and identify if they should not impact the desired task, and can therefore be augmented using existing actions. We present experiments validating our full pipeline on discrete and continuous control tasks with real human users. Our method better enables users to (1) understand agent failure, (2) improve sample efficiency of demonstrations required for finetuning, and (3) adapt the agent to their desired reward. Andi Peng, Aviv Netanyahu, Mark K. Ho, Tianmin Shu, Andreea Bobu, Julie A. Shah, Pulkit Agrawal 0001 |
ICML | 2 |
| 2022 | Discovering Generalizable Spatial Goal Representations via Graph-based Active Reward LearningabstractIn this work, we consider one-shot imitation learning for object rearrangement tasks, where an AI agent needs to watch a single expert demonstration and learn to perform the same task in different environments. To achieve a strong generalization, the AI agent must infer the spatial goal specification for the task. However, there can be multiple goal specifications that fit the given demonstration. To address this, we propose a reward learning approach, Graph-based Equivalence Mappings (GEM), that can discover spatial goal representations that are aligned with the intended goal specification, enabling successful generalization in unseen environments. Specifically, GEM represents a spatial goal specification by a reward function conditioned on i) a graph indicating important spatial relationships between objects and ii) state equivalence mappings for each edge in the graph indicating invariant properties of the corresponding relationship. GEM combines inverse reinforcement learning and active reward learning to efficiently improve the reward function by utilizing the graph structure and domain randomization enabled by the equivalence mappings. We conducted experiments with simulated oracles and with human subjects. The results show that GEM can drastically improve the generalizability of the learned goal representations over strong baselines. Aviv Netanyahu, Tianmin Shu, Josh Tenenbaum, Pulkit Agrawal 0001 |
ICML | 1 |
| 2021 | PHASE: PHysically-grounded Abstract Social Events for Machine Social PerceptionabstractThe ability to perceive and reason about social interactions in the context of physical environments is core to human social intelligence and human-machine cooperation. However, no prior dataset or benchmark has systematically evaluated physically grounded perception of complex social interactions that go beyond short actions, such as high-fiving, or simple group activities, such as gathering. In this work, we create a dataset of physically-grounded abstract social events, PHASE, that resemble a wide range of real-life social interactions by including social concepts such as helping another agent. PHASE consists of 2D animations of pairs of agents moving in a continuous space generated procedurally using a physics engine and a hierarchical planner. Agents have a limited field of view, and can interact with multiple objects, in an environment that has multiple landmarks and obstacles. Using PHASE, we design a social recognition task and a social prediction task. PHASE is validated with human experiments demonstrating that humans perceive rich interactions in the social events, and that the simulated agents behave similarly to humans. As a baseline model, we introduce a Bayesian inverse planning approach, SIMPLE (SIMulation, Planning and Local Estimation), which outperforms state-of-the-art feed-forward neural networks. We hope that PHASE can serve as a difficult new challenge for developing new models that can recognize complex social interactions. Aviv Netanyahu, Tianmin Shu, Boris Katz, Andrei Barbu, Josh Tenenbaum |
AAAI | 1 |