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Joost Huizinga

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2 papers
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NeurIPS Conference 2022 Conference Paper

Video PreTraining (VPT): Learning to Act by Watching Unlabeled Online Videos

  • Bowen Baker
  • Ilge Akkaya
  • Peter Zhokov
  • Joost Huizinga
  • Jie Tang
  • Adrien Ecoffet
  • Brandon Houghton
  • Raul Sampedro

Pretraining on noisy, internet-scale datasets has been heavily studied as a technique for training models with broad, general capabilities for text, images, and other modalities. However, for many sequential decision domains such as robotics, video games, and computer use, publicly available data does not contain the labels required to train behavioral priors in the same way. We extend the internet-scale pretraining paradigm to sequential decision domains through semi-supervised imitation learning wherein agents learn to act by watching online unlabeled videos. Specifically, we show that with a small amount of labeled data we can train an inverse dynamics model accurate enough to label a huge unlabeled source of online data -- here, online videos of people playing Minecraft -- from which we can then train a general behavioral prior. Despite using the native human interface (mouse and keyboard at 20Hz), we show that this behavioral prior has nontrivial zero-shot capabilities and that it can be fine-tuned, with both imitation learning and reinforcement learning, to hard-exploration tasks that are impossible to learn from scratch via reinforcement learning. For many tasks our models exhibit human-level performance, and we are the first to report computer agents that can craft diamond tools, which can take proficient humans upwards of 20 minutes (24, 000 environment actions) of gameplay to accomplish.

IJCAI Conference 2020 Conference Paper

Exploration Based Language Learning for Text-Based Games

  • Andrea Madotto
  • Mahdi Namazifar
  • Joost Huizinga
  • Piero Molino
  • Adrien Ecoffet
  • Huaixiu Zheng
  • Alexandros Papangelis
  • Dian Yu

This work presents an exploration and imitation-learning-based agent capable of state-of-the-art performance in playing text-based computer games. These games are of interest as they can be seen as a testbed for language understanding, problem-solving, and language generation by artificial agents. Moreover, they provide a learning setting in which these skills can be acquired through interactions with an environment rather than using fixed corpora. One aspect that makes these games particularly challenging for learning agents is the combinatorially large action space. Existing methods for solving text-based games are limited to games that are either very simple or have an action space restricted to a predetermined set of admissible actions. In this work, we propose to use the exploration approach of Go-Explore for solving text-based games. More specifically, in an initial exploration phase, we first extract trajectories with high rewards, after which we train a policy to solve the game by imitating these trajectories. Our experiments show that this approach outperforms existing solutions in solving text-based games, and it is more sample efficient in terms of the number of interactions with the environment. Moreover, we show that the learned policy can generalize better than existing solutions to unseen games without using any restriction on the action space.

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