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20182026
most citedMulti-Pass Q-Networks for Deep Reinforcement Learning with Parameterised Action Spaces

43 citations · 126 across the 29 of their papers we have counts for

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7 papers · 1 filter

cs.AI2026

CORDA: A Benchmark for Hierarchical Harm-Centric Moral Reasoning in Large Language Models

Siddarth Singh, Victoria Williams, Simon Rosen +6

The key question in moral judgement is not simply whether someone chooses the "right" answer, but how they decide what matters most when moral principles conflict. Current evaluati…

cs.AI2023

Counting Reward Automata: Sample Efficient Reinforcement Learning Through the Exploitation of Reward Function Structure

Tristan Bester, Benjamin Rosman, Steven James +1

We present counting reward automata-a finite state machine variant capable of modelling any reward function expressible as a formal language. Unlike previous approaches, which are…

cs.AI2023

Dynamics Generalisation in Reinforcement Learning via Adaptive Context-Aware Policies

Michael Beukman, Devon Jarvis, Richard Klein +2

While reinforcement learning has achieved remarkable successes in several domains, its real-world application is limited due to many methods failing to generalise to unfamiliar con…

cs.AI2023

Hierarchically Composing Level Generators for the Creation of Complex Structures

Michael Beukman, Manuel Fokam, Marcel Kruger +5

Procedural content generation (PCG) is a growing field, with numerous applications in the video game industry and great potential to help create better games at a fraction of the c…

cs.AI2022

Augmentative Topology Agents For Open-Ended Learning

Muhammad Umair Nasir, Michael Beukman, Steven James +1

In this work, we tackle the problem of open-ended learning by introducing a method that simultaneously evolves agents and increasingly challenging environments. Unlike previous ope…

cs.AI2022

Combining Evolutionary Search with Behaviour Cloning for Procedurally Generated Content

Nicholas Muir, Steven James

In this work, we consider the problem of procedural content generation for video game levels. Prior approaches have relied on evolutionary search (ES) methods capable of generating…