Search Results for author: Santiago Ontañón

Found 27 papers, 10 papers with code

Cleanba: A Reproducible and Efficient Distributed Reinforcement Learning Platform

1 code implementation29 Sep 2023 Shengyi Huang, Jiayi Weng, Rujikorn Charakorn, Min Lin, Zhongwen Xu, Santiago Ontañón

Distributed Deep Reinforcement Learning (DRL) aims to leverage more computational resources to train autonomous agents with less training time.

reinforcement-learning

MEMORY-VQ: Compression for Tractable Internet-Scale Memory

no code implementations28 Aug 2023 Yury Zemlyanskiy, Michiel de Jong, Luke Vilnis, Santiago Ontañón, William W. Cohen, Sumit Sanghai, Joshua Ainslie

Retrieval augmentation is a powerful but expensive method to make language models more knowledgeable about the world.

Quantization Retrieval

mLongT5: A Multilingual and Efficient Text-To-Text Transformer for Longer Sequences

1 code implementation18 May 2023 David Uthus, Santiago Ontañón, Joshua Ainslie, Mandy Guo

We present our work on developing a multilingual, efficient text-to-text transformer that is suitable for handling long inputs.

Question Answering

CoLT5: Faster Long-Range Transformers with Conditional Computation

no code implementations17 Mar 2023 Joshua Ainslie, Tao Lei, Michiel de Jong, Santiago Ontañón, Siddhartha Brahma, Yury Zemlyanskiy, David Uthus, Mandy Guo, James Lee-Thorp, Yi Tay, Yun-Hsuan Sung, Sumit Sanghai

Many natural language processing tasks benefit from long inputs, but processing long documents with Transformers is expensive -- not only due to quadratic attention complexity but also from applying feedforward and projection layers to every token.

Long-range modeling

Improving Fairness in Adaptive Social Exergames via Shapley Bandits

no code implementations18 Feb 2023 Robert C. Gray, Jennifer Villareale, Thomas B. Fox, Diane H. Dallal, Santiago Ontañón, Danielle Arigo, Shahin Jabbari, Jichen Zhu

Our results indicate that our Shapley Bandits effectively mediates the Greedy Bandit Problem and achieves better user retention and motivation across the participants.

Fairness Multi-Armed Bandits

A2C is a special case of PPO

1 code implementation18 May 2022 Shengyi Huang, Anssi Kanervisto, Antonin Raffin, Weixun Wang, Santiago Ontañón, Rousslan Fernand Julien Dossa

Advantage Actor-critic (A2C) and Proximal Policy Optimization (PPO) are popular deep reinforcement learning algorithms used for game AI in recent years.

reinforcement-learning Reinforcement Learning (RL)

Identifying On-road Scenarios Predictive of ADHD usingDriving Simulator Time Series Data

no code implementations12 Nov 2021 David Grethlein, Aleksanteri Sladek, Santiago Ontañón

In this paper we introduce a novel algorithm called Iterative Section Reduction (ISR) to automatically identify sub-intervals of spatiotemporal time series that are predictive of a target classification task.

Time Series Time Series Analysis

Iterative Decoding for Compositional Generalization in Transformers

no code implementations8 Oct 2021 Luana Ruiz, Joshua Ainslie, Santiago Ontañón

Deep learning models generalize well to in-distribution data but struggle to generalize compositionally, i. e., to combine a set of learned primitives to solve more complex tasks.

Making Transformers Solve Compositional Tasks

1 code implementation ACL 2022 Santiago Ontañón, Joshua Ainslie, Vaclav Cvicek, Zachary Fisher

Several studies have reported the inability of Transformer models to generalize compositionally, a key type of generalization in many NLP tasks such as semantic parsing.

Semantic Parsing

Improving Compositional Generalization in Classification Tasks via Structure Annotations

no code implementations ACL 2021 Juyong Kim, Pradeep Ravikumar, Joshua Ainslie, Santiago Ontañón

Compositional generalization is the ability to generalize systematically to a new data distribution by combining known components.

Classification

Gym-$μ$RTS: Toward Affordable Full Game Real-time Strategy Games Research with Deep Reinforcement Learning

4 code implementations21 May 2021 Shengyi Huang, Santiago Ontañón, Chris Bamford, Lukasz Grela

In recent years, researchers have achieved great success in applying Deep Reinforcement Learning (DRL) algorithms to Real-time Strategy (RTS) games, creating strong autonomous agents that could defeat professional players in StarCraft~II.

reinforcement-learning Reinforcement Learning (RL) +2

The Personalization Paradox: the Conflict between Accurate User Models and Personalized Adaptive Systems

no code implementations2 Mar 2021 Santiago Ontañón, Jichen Zhu

Personalized adaptation technology has been adopted in a wide range of digital applications such as health, training and education, e-commerce and entertainment.

Human-Computer Interaction

Player-Centered AI for Automatic Game Personalization: Open Problems

no code implementations15 Feb 2021 Jichen Zhu, Santiago Ontañón

Computer games represent an ideal research domain for the next generation of personalized digital applications.

Regression Oracles and Exploration Strategies for Short-Horizon Multi-Armed Bandits

no code implementations10 Feb 2021 Robert C. Gray, Jichen Zhu, Santiago Ontañón

This paper explores multi-armed bandit (MAB) strategies in very short horizon scenarios, i. e., when the bandit strategy is only allowed very few interactions with the environment.

Multi-Armed Bandits regression

Player Modeling via Multi-Armed Bandits

no code implementations10 Feb 2021 Robert C. Gray, Jichen Zhu, Dannielle Arigo, Evan Forman, Santiago Ontañón

This paper focuses on building personalized player models solely from player behavior in the context of adaptive games.

Multi-Armed Bandits

Personalization Paradox in Behavior Change Apps: Lessons from a Social Comparison-Based Personalized App for Physical Activity

no code implementations25 Jan 2021 Jichen Zhu, Diane H. Dallal, Robert C. Gray, Jennifer Villareale, Santiago Ontañón, Evan M. Forman, Danielle Arigo

In addition to design implications for social comparison features in social apps, this paper identified the personalization paradox, the conflict between user modeling and adaptation, as a key design challenge of personalized applications for behavior change.

Multi-Armed Bandits

Action Guidance: Getting the Best of Sparse Rewards and Shaped Rewards for Real-time Strategy Games

2 code implementations5 Oct 2020 Shengyi Huang, Santiago Ontañón

Training agents using Reinforcement Learning in games with sparse rewards is a challenging problem, since large amounts of exploration are required to retrieve even the first reward.

Real-Time Strategy Games Reinforcement Learning (RL)

A Closer Look at Invalid Action Masking in Policy Gradient Algorithms

2 code implementations25 Jun 2020 Shengyi Huang, Santiago Ontañón

In recent years, Deep Reinforcement Learning (DRL) algorithms have achieved state-of-the-art performance in many challenging strategy games.

Real-Time Strategy Games valid

An Overview of Distance and Similarity Functions for Structured Data

no code implementations18 Feb 2020 Santiago Ontañón

The notions of distance and similarity play a key role in many machine learning approaches, and artificial intelligence (AI) in general, since they can serve as an organizing principle by which individuals classify objects, form concepts and make generalizations.

Comparing Observation and Action Representations for Deep Reinforcement Learning in $μ$RTS

3 code implementations26 Oct 2019 Shengyi Huang, Santiago Ontañón

This paper presents a preliminary study comparing different observation and action space representations for Deep Reinforcement Learning (DRL) in the context of Real-time Strategy (RTS) games.

reinforcement-learning Reinforcement Learning (RL)

Experience Management in Multi-player Games

no code implementations4 Jul 2019 Jichen Zhu, Santiago Ontañón

Experience Management studies AI systems that automatically adapt interactive experiences such as games to tailor to specific players and to fulfill design goals.

Management Recommendation Systems

Combinatorial Multi-armed Bandits for Real-Time Strategy Games

no code implementations13 Oct 2017 Santiago Ontañón

Games with large branching factors pose a significant challenge for game tree search algorithms.

Multi-Armed Bandits Real-Time Strategy Games

The VGLC: The Video Game Level Corpus

1 code implementation23 Jun 2016 Adam James Summerville, Sam Snodgrass, Michael Mateas, Santiago Ontañón

Levels are a key component of many different video games, and a large body of work has been produced on how to procedurally generate game levels.

BIG-bench Machine Learning

Combat Models for RTS Games

no code implementations17 May 2016 Alberto Uriarte, Santiago Ontañón

This paper presents three forward models for two-player attrition games, which we call "combat models", and show how they can be used to simulate combat in RTS games.

Starcraft

RHOG: A Refinement-Operator Library for Directed Labeled Graphs

1 code implementation23 Apr 2016 Santiago Ontañón

This document provides the foundations behind the functionality provided by the $\rho$G library (https://github. com/santiontanon/RHOG), focusing on the basic operations the library provides: subsumption, refinement of directed labeled graphs, and distance/similarity assessment between directed labeled graphs.

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