Demo Data from EDBT 2026 / reviewers in the wild / expert
Bob McGrew
dblp:48/9529
· DBLP profile ↗
5ranked-venue papers
0as 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 · 5 · 1 since 2021Systems, architecture and hardware · 2
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
4 papers |
Reinforcement learning · 44% Generative modeling · 35% Motion planning and robot control · 18% | |
| Computer graphics and multimedia
1 paper |
Visual content generation and editing · 100% |
Topics — the 11 heaviest of 11, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Machine learning › Generative modeling
diffusion model |
0.6 | 1 | 2022 | GLIDE: Towards Photorealistic Image Generation and Editing with Text-Guided Diffusion Models · ICML 2022 |
Machine learning › Generative modeling › diffusion model
text-to-image generation |
0.6 | 1 | 2022 | GLIDE: Towards Photorealistic Image Generation and Editing with Text-Guided Diffusion Models · ICML 2022 |
Visual content generation and editing › image editing
text-guided image editing |
0.6 | 1 | 2022 | GLIDE: Towards Photorealistic Image Generation and Editing with Text-Guided Diffusion Models · ICML 2022 |
Machine learning › Reinforcement learning
multi-agent reinforcement learning |
0.4 | 1 | 2020 | Emergent Tool Use From Multi-Agent Autocurricula · ICLR 2020 |
Machine learning › Reinforcement learning › exploration › exploration in markov decision processes
sparse reward exploration |
0.3 | 1 | 2018 | Overcoming Exploration in Reinforcement Learning with Demonstrations · ICRA 2018 |
Robotics › Motion planning and robot control › robot learning › manipulation task learning
goal-conditioned manipulation |
0.3 | 1 | 2017 | Hindsight Experience Replay · NIPS 2017 |
Machine learning › Reinforcement learning › off-policy reinforcement learning › experience replay
hindsight experience replay |
0.3 | 1 | 2017 | Hindsight Experience Replay · NIPS 2017 |
Robotics › Motion planning and robot control › manipulator control
robot arm control |
0.3 | 1 | 2017 | Hindsight Experience Replay · NIPS 2017 |
Machine learning › Reinforcement learning
sparse reward learning |
0.3 | 1 | 2017 | Hindsight Experience Replay · NIPS 2017 |
Robotics › Robot manipulation › assembly › object assembly
block stacking |
0.1 | 1 | 2018 | Overcoming Exploration in Reinforcement Learning with Demonstrations · ICRA 2018 |
Machine learning › Reinforcement learning
long-horizon tasks |
0.1 | 1 | 2018 | Overcoming Exploration in Reinforcement Learning with Demonstrations · ICRA 2018 |
Methods — techniques the papers use, named apart from their topics
inpainting · 1.1classifier-free guidance · 1.1CLIP guidance · 1.1reinforcement learning · 0.4hindsight experience replay · 0.3deep deterministic policy gradient · 0.3behavior cloning · 0.3off-policy reinforcement learning · 0.3implicit curriculum · 0.3
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2022 | GLIDE: Towards Photorealistic Image Generation and Editing with Text-Guided Diffusion ModelsabstractDiffusion models have recently been shown to generate high-quality synthetic images, especially when paired with a guidance technique to trade off diversity for fidelity. We explore diffusion models for the problem of text-conditional image synthesis and compare two different guidance strategies: CLIP guidance and classifier-free guidance. We find that the latter is preferred by human evaluators for both photorealism and caption similarity, and often produces photorealistic samples. Samples from a 3.5 billion parameter text-conditional diffusion model using classifier-free guidance are favored by human evaluators to those from DALL-E, even when the latter uses expensive CLIP reranking. Additionally, we find that our models can be fine-tuned to perform image inpainting, enabling powerful text-driven image editing. We train a smaller model on a filtered dataset and release the code and weights at https://github.com/openai/glide-text2im. Alex Nichol, Prafulla Dhariwal, Aditya Ramesh, Pranav Shyam, Pamela Mishkin, Bob McGrew, Ilya Sutskever, Mark Chen 0003 |
ICML | 6 |
| 2020 | Emergent Tool Use From Multi-Agent Autocurricula
Bowen Baker, Ingmar Kanitscheider, Todor M. Markov, Yi Wu 0013, Glenn Powell, Bob McGrew, Igor Mordatch |
ICLR | 6 |
| 2018 | Overcoming Exploration in Reinforcement Learning with DemonstrationsabstractExploration in environments with sparse rewards has been a persistent problem in reinforcement learning (RL). Many tasks are natural to specify with a sparse reward, and manually shaping a reward function can result in suboptimal performance. However, finding a non-zero reward is exponentially more difficult with increasing task horizon or action dimensionality. This puts many real-world tasks out of practical reach of RL methods. In this work, we use demonstrations to overcome the exploration problem and successfully learn to perform long-horizon, multi-step robotics tasks with continuous control such as stacking blocks with a robot arm. Our method, which builds on top of Deep Deterministic Policy Gradients and Hindsight Experience Replay, provides an order of magnitude of speedup over RL on simulated robotics tasks. It is simple to implement and makes only the additional assumption that we can collect a small set of demonstrations. Furthermore, our method is able to solve tasks not solvable by either RL or behavior cloning alone, and often ends up outperforming the demonstrator policy. Ashvin Nair, Bob McGrew, Marcin Andrychowicz, Wojciech Zaremba, Pieter Abbeel |
ICRA | 2 |
| 2018 | Domain Randomization and Generative Models for Robotic GraspingabstractDeep learning-based robotic grasping has made significant progress thanks to algorithmic improvements and increased data availability. However, state-of-the-art models are often trained on as few as hundreds or thousands of unique object instances, and as a result generalization can be a challenge. In this work, we explore a novel data generation pipeline for training a deep neural network to perform grasp planning that applies the idea of domain randomization to object synthesis. We generate millions of unique, unrealistic procedurally generated objects, and train a deep neural network to perform grasp planning on these objects. Since the distribution of successful grasps for a given object can be highly multimodal, we propose an autoregressive grasp planning model that maps sensor inputs of a scene to a probability distribution over possible grasps. This model allows us to sample grasps efficiently at test time (or avoid sampling entirely). We evaluate our model architecture and data generation pipeline in simulation and the real world. We find we can achieve a >90% success rate on previously unseen realistic objects at test time in simulation despite having only been trained on random objects. We also demonstrate an 80% success rate on real-world grasp attempts despite having only been trained on random simulated objects. Josh Tobin, Lukas Biewald, Rocky Duan, Marcin Andrychowicz, Ankur Handa, Bob McGrew, Alex Ray, Jonas Schneider 0002, Peter Welinder, Wojciech Zaremba, Pieter Abbeel |
IROS | 7 |
| 2017 | Hindsight Experience ReplayabstractDealing with sparse rewards is one of the biggest challenges in Reinforcement Learning (RL). We present a novel technique called Hindsight Experience Replay which allows sample-efficient learning from rewards which are sparse and binary and therefore avoid the need for complicated reward engineering. It can be combined with an arbitrary off-policy RL algorithm and may be seen as a form of implicit curriculum. We demonstrate our approach on the task of manipulating objects with a robotic arm. In particular, we run experiments on three different tasks: pushing, sliding, and pick-and-place, in each case using only binary rewards indicating whether or not the task is completed. Our ablation studies show that Hindsight Experience Replay is a crucial ingredient which makes training possible in these challenging environments. We show that our policies trained on a physics simulation can be deployed on a physical robot and successfully complete the task. The video presenting our experiments is available at https://goo.gl/SMrQnI. Marcin Andrychowicz, Dwight Crow, Alex Ray, Jonas Schneider 0002, Rachel Fong, Peter Welinder, Bob McGrew, Josh Tobin, Pieter Abbeel, Wojciech Zaremba |
NIPS | 7 |