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Alice Karnsund

dblp:277/1558 · DBLP profile ↗
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3ranked-venue papers
0as first author
2since 2021 · last 2024
—ORCID · none

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

Artificial intelligence and machine learning · 2 · 2 since 2021Graphics, computer vision, multimedia, augmented reality and games · 2 · 1 since 2021Systems, architecture and hardware · 1 · 1 since 2021Human-computer interaction and ubiquitous 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
Autonomous driving · 57% Vision and language · 43%

Topics — the 6 heaviest of 6, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Computer vision › Vision and language › visual question answering
driving question answering
0.812024
Driving with LLMs: Fusing Object-Level Vector Modality for Explainable Autonomous Driving · ICRA 2024
Robotics › Autonomous driving
driving scene understanding
0.812024
Driving with LLMs: Fusing Object-Level Vector Modality for Explainable Autonomous Driving · ICRA 2024
Robotics › Autonomous driving › perception › environment perception
perception for self-driving vehicles
0.812024
LingoQA: Visual Question Answering for Autonomous Driving · ECCV (77) 2024
Robotics › Autonomous driving
planning for self-driving vehicles
0.812024
Driving with LLMs: Fusing Object-Level Vector Modality for Explainable Autonomous Driving · ICRA 2024
Computer vision › Vision and language
visual question answering
0.812024
LingoQA: Visual Question Answering for Autonomous Driving · ECCV (77) 2024
Computer vision › Vision and language › vision-language model
multimodal large language model
0.212024
Driving with LLMs: Fusing Object-Level Vector Modality for Explainable Autonomous Driving · ICRA 2024

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

visual question answering · 0.8vector captioning · 0.8reinforcement learning · 0.8large language model · 0.8
YearPublicationVenuePosition
2024 LingoQA: Visual Question Answering for Autonomous Driving
Ana-Maria Marcu, Long Chen 0015, Jan Hünermann, Alice Karnsund, Benoît Hanotte, Prajwal Chidananda, Saurabh Nair, Vijay Badrinarayanan, Alex Kendall, Jamie Shotton, Elahe Arani, Oleg Sinavski
ECCV (77)4
2024 Driving with LLMs: Fusing Object-Level Vector Modality for Explainable Autonomous Driving
abstract
Large Language Models (LLMs) have shown promise in the autonomous driving sector, particularly in generalization and interpretability. We introduce a unique objectlevel multimodal LLM architecture that merges vectorized numeric modalities with a pre-trained LLM to improve context understanding in driving situations. We also present a new dataset of 160k QA pairs derived from 10k driving scenarios, paired with high quality control commands collected with RL agent and question answer pairs generated by teacher LLM (GPT-3.5). A distinct pretraining strategy is devised to align numeric vector modalities with static LLM representations using vector captioning language data. We also introduce an evaluation metric for Driving QA and demonstrate our LLM-driver’s proficiency in interpreting driving scenarios, answering questions, and decision-making. Our findings highlight the potential of LLM-based driving action generation in comparison to traditional behavioral cloning. We make our benchmark, datasets, and model available1for further exploration.
Long Chen 0015, Oleg Sinavski, Jan Hünermann, Alice Karnsund, Andrew James Willmott, Danny Birch, Daniel Maund, Jamie Shotton
ICRA4
2020 Use All Your Skills, Not Only The Most Popular Ones
abstract
Reinforcement Learning (RL) has shown promising results across various domains. However, applying it to develop gameplaying agents is challenging due to sparsity of extrinsic rewards, where agents get rewards from the environments only at the end of game levels. Previous works have shown that using intrinsic rewards is an effective way to deal with such cases. Intrinsic rewards allow to incorporate basic skills in agent policies to better generalize over various game levels. In a gameplay, it is common that certain actions (skills) are observed more often than others, which leads to a biased selection of actions. This problem boils down to a normalization issue in formulating the skill-based reward function. In this paper, we propose a novel solution to this problem by taking into account the frequency of all skills in the reward function. We show that our method improves the performance of agents by enabling them to select effective skills up to 2.5 times more frequently than that of the state-of-the-art in the context of the match-3 game Candy Crush Friends Saga.
Francesco Lorenzo, Sahar Asadi, Alice Karnsund, Le-le Cao, Tianze Wang, Amir Hossein Payberah
CoG3