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David Saxton

Possible papers associated with this exact author name in Arrow. This page groups case-insensitive exact name matches and is not a full identity disambiguation profile.

2 papers
2 author rows

Possible papers

2

ICML Conference 2018 Conference Paper

Conditional Neural Processes

  • Marta Garnelo
  • Dan Rosenbaum
  • Chris J. Maddison
  • Tiago Ramalho
  • David Saxton
  • Murray Shanahan
  • Yee Whye Teh
  • Danilo Jimenez Rezende

Deep neural networks excel at function approximation, yet they are typically trained from scratch for each new function. On the other hand, Bayesian methods, such as Gaussian Processes (GPs), exploit prior knowledge to quickly infer the shape of a new function at test time. Yet, GPs are computationally expensive, and it can be hard to design appropriate priors. In this paper we propose a family of neural models, Conditional Neural Processes (CNPs), that combine the benefits of both. CNPs are inspired by the flexibility of stochastic processes such as GPs, but are structured as neural networks and trained via gradient descent. CNPs make accurate predictions after observing only a handful of training data points, yet scale to complex functions and large datasets. We demonstrate the performance and versatility of the approach on a range of canonical machine learning tasks, including regression, classification and image completion.

NeurIPS Conference 2016 Conference Paper

Unifying Count-Based Exploration and Intrinsic Motivation

  • Marc Bellemare
  • Sriram Srinivasan
  • Georg Ostrovski
  • Tom Schaul
  • David Saxton
  • Remi Munos

We consider an agent's uncertainty about its environment and the problem of generalizing this uncertainty across states. Specifically, we focus on the problem of exploration in non-tabular reinforcement learning. Drawing inspiration from the intrinsic motivation literature, we use density models to measure uncertainty, and propose a novel algorithm for deriving a pseudo-count from an arbitrary density model. This technique enables us to generalize count-based exploration algorithms to the non-tabular case. We apply our ideas to Atari 2600 games, providing sensible pseudo-counts from raw pixels. We transform these pseudo-counts into exploration bonuses and obtain significantly improved exploration in a number of hard games, including the infamously difficult Montezuma's Revenge.

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