no code implementations • 26 Jan 2021 • William H. Guss, Mario Ynocente Castro, Sam Devlin, Brandon Houghton, Noboru Sean Kuno, Crissman Loomis, Stephanie Milani, Sharada Mohanty, Keisuke Nakata, Ruslan Salakhutdinov, John Schulman, Shinya Shiroshita, Nicholay Topin, Avinash Ummadisingu, Oriol Vinyals
Although deep reinforcement learning has led to breakthroughs in many difficult domains, these successes have required an ever-increasing number of samples, affording only a shrinking segment of the AI community access to their development.
no code implementations • 10 Mar 2020 • Stephanie Milani, Nicholay Topin, Brandon Houghton, William H. Guss, Sharada P. Mohanty, Keisuke Nakata, Oriol Vinyals, Noboru Sean Kuno
To facilitate research in the direction of sample efficient reinforcement learning, we held the MineRL Competition on Sample Efficient Reinforcement Learning Using Human Priors at the Thirty-third Conference on Neural Information Processing Systems (NeurIPS 2019).
no code implementations • 3 Oct 2019 • William H. Guss, Ruslan Salakhutdinov
Additionally, we provide the first lower-bound on the minimal number of input and output units required by a finite approximation to an infinite neural network to guarantee that it can uniformly approximate any nonlinear operator using samples from its inputs and outputs.
1 code implementation • 29 Jul 2019 • William H. Guss, Brandon Houghton, Nicholay Topin, Phillip Wang, Cayden Codel, Manuela Veloso, Ruslan Salakhutdinov
Therefore, we introduce a comprehensive, large-scale, simulator-paired dataset of human demonstrations: MineRL.
1 code implementation • 22 Apr 2019 • William H. Guss, Cayden Codel, Katja Hofmann, Brandon Houghton, Noboru Kuno, Stephanie Milani, Sharada Mohanty, Diego Perez Liebana, Ruslan Salakhutdinov, Nicholay Topin, Manuela Veloso, Phillip Wang
To that end, we introduce: (1) the Minecraft ObtainDiamond task, a sequential decision making environment requiring long-term planning, hierarchical control, and efficient exploration methods; and (2) the MineRL-v0 dataset, a large-scale collection of over 60 million state-action pairs of human demonstrations that can be resimulated into embodied trajectories with arbitrary modifications to game state and visuals.
no code implementations • ICLR 2018 • William H. Guss, Ruslan Salakhutdinov
The learnability of different neural architectures can be characterized directly by computable measures of data complexity.
no code implementations • ICLR 2018 • William H. Guss
In this paper we propose a generalization of deep neural networks called deep function machines (DFMs).