Machine Learning Engineer at LoadComplete working on AI for Games.

Joined July 2022
Byte Latent Transformer Byte-level models are interesting. This is one of the more recent and significant papers on the topic. They show that it's possible to scale models trained on raw bytes without a fixed vocabulary. In fact, they claim that BLT shows "significantly better scaling than tokenization-based models." BLT can also deal better with noisy inputs and show a deeper understanding of sub-word structures.
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Excited to release a tool that makes the joy of live music creation more accessible 🎸 “Music FX DJ” is new and improved: g.co/labs/musicfx-dj Featuring a whole suite of new controls, sharing and remix features, and improved audio quality and diversity of outputs, to let you blend and warp genres and instruments in an ever evolving stream of music. It’s been an absolute pleasure to work with @jacobcollier over the past year on this. It was very affirming to find him pushing for the same things @GoogleMagenta has always valued: making tools that intrinsically value creativity and agency over just imitation, embrace the “weird corners” of AI, encouraging veterans to express themselves in new ways, while empowering novices to express themselves musically maybe for the first time. Read details at: goo.gle/4eTg28Z And in the 🧵 below…
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🔥 “Skills from YouTube, No Prep!” 🔥 Can robots learn skills from YouTube without complex video processing? Our LLM-driven bi-level programming (w/@MaheshekaHarsh @ZhixianXie_ASU @zhaoran_wang) shows it’s possible! By chaining a VLM and LLM in a bi-level framework, we use the “chain rule” to guide reward search directly from video demos. Check out our RL agents learning skills from their biological counterparts!💡 Preprint: arxiv.org/abs/2410.09286 #MachineLearning #ReinforcementLearning #LLM #VLM #Robotics #AI
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Animate-X Universal Character Image Animation with Enhanced Motion Representation
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Synchronize Dual Hands for Physics-Based Dexterous Guitar Playing discuss: huggingface.co/papers/2409.1… We present a novel approach to synthesize dexterous motions for physically simulated hands in tasks that require coordination between the control of two hands with high temporal precision. Instead of directly learning a joint policy to control two hands, our approach performs bimanual control through cooperative learning where each hand is treated as an individual agent. The individual policies for each hand are first trained separately, and then synchronized through latent space manipulation in a centralized environment to serve as a joint policy for two-hand control. By doing so, we avoid directly performing policy learning in the joint state-action space of two hands with higher dimensions, greatly improving the overall training efficiency. We demonstrate the effectiveness of our proposed approach in the challenging guitar-playing task. The virtual guitarist trained by our approach can synthesize motions from unstructured reference data of general guitar-playing practice motions, and accurately play diverse rhythms with complex chord pressing and string picking patterns based on the input guitar tabs that do not exist in the references. Along with this paper, we provide the motion capture data that we collected as the reference for policy training.
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Nvidia presents MaskedMimic Unified Physics-Based Character Control Through Masked Motion Inpainting discuss: huggingface.co/papers/2409.1… Crafting a single, versatile physics-based controller that can breathe life into interactive characters across a wide spectrum of scenarios represents an exciting frontier in character animation. An ideal controller should support diverse control modalities, such as sparse target keyframes, text instructions, and scene information. While previous works have proposed physically simulated, scene-aware control models, these systems have predominantly focused on developing controllers that each specializes in a narrow set of tasks and control modalities. This work presents MaskedMimic, a novel approach that formulates physics-based character control as a general motion inpainting problem. Our key insight is to train a single unified model to synthesize motions from partial (masked) motion descriptions, such as masked keyframes, objects, text descriptions, or any combination thereof. This is achieved by leveraging motion tracking data and designing a scalable training method that can effectively utilize diverse motion descriptions to produce coherent animations. Through this process, our approach learns a physics-based controller that provides an intuitive control interface without requiring tedious reward engineering for all behaviors of interest. The resulting controller supports a wide range of control modalities and enables seamless transitions between disparate tasks. By unifying character control through motion inpainting, MaskedMimic creates versatile virtual characters. These characters can dynamically adapt to complex scenes and compose diverse motions on demand, enabling more interactive and immersive experiences.
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Learning to Move Like Professional Counter-Strike Players discuss: huggingface.co/papers/2408.1… David Durst (the first author) plays with and against MLMove bots. The video is from David's perspective. The MLMove bots synchronize their attack so two of them fight David at the same time.
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In recommendation systems, user actions (eg, skip, like, dislike) provide an important signal about user preference, but can also quickly become unwieldy. Learn how we’ve applied transformers’ ability to process sequences of data to improve YouTube Music →goo.gle/4czHRRM
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We’re excited to introduce F.A.C.U.L., our AI technology developed by @MoreFunStudios . Since ABI’s early stages, @Realenzozhang has decided to integrate AI into the game. F.A.C.U.L. is the world’s first voice-command FPS AI, using advanced generative AI tech like voice input, large language models, real-time speech synthesis, and environmental recognition. We’ve also filed ten patents for this innovation. Check out the video for more details!👇 youtu.be/gNZ7fGl5CHc #arenabreakoutinfinite #arenabreakoutpc
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We recently announced JASCO, a music-generation model with improved controllability using conditioning inputs like chords or beat. We've shared more details on this work in the research paper ➡️ go.fb.me/sou2ox
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How do we train in-game AI agents to handle new situations that they haven’t been trained on? Generalization is essential and an unsolved challenge for game AI. This exciting paper proposes a solution. Check out the video presentation and paper. ea.com/seed/news/wcci2024-ge…
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In April we published a paper on a new training approach for better & faster LLMs using multi-token prediction. To enable further exploration by researchers, we’ve released pre-trained models for code completion using this approach on @HuggingFace ⬇️ go.fb.me/dm1giu
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Gradient Boosting Reinforcement Learning Neural networks (NN) achieve remarkable results in various tasks, but lack key characteristics: interpretability, support for categorical features, and lightweight implementations suitable for edge devices. While ongoing efforts aim to address these challenges, Gradient Boosting Trees (GBT) inherently meet these requirements. As a result, GBTs have become the go-to method for supervised learning tasks in many real-world applications and competitions. However, their application in online learning scenarios, notably in reinforcement learning (RL), has been limited. In this work, we bridge this gap by introducing Gradient-Boosting RL (GBRL), a framework that extends the advantages of GBT to the RL domain. Using the GBRL framework, we implement various actor-critic algorithms and compare their performance with their NN counterparts. Inspired by shared backbones in NN we introduce a tree-sharing approach for policy and value functions with distinct learning rates, enhancing learning efficiency over millions of interactions. GBRL achieves competitive performance across a diverse array of tasks, excelling in domains with structured or categorical features.
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📣 New research from GenAI at Meta, introducing Meta 3D Gen: A new system for end-to-end generation of 3D assets from text in <1min. Meta 3D Gen is a new combined AI system that can generate high-quality 3D assets, with both high-resolution textures and material maps end-to-end, producing results that are superior to existing solutions — at 3-10x the speed of existing work in this space. Details in the technical report ➡️ go.fb.me/ry96ln
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[LG] Efficient World Models with Context-Aware Tokenization V Micheli, E Alonso, F Fleuret [niversity of Geneva] (2024) arxiv.org/abs/2406.19320 - The paper proposes a new agent called Δ-IRIS with an efficient world model architecture to simulate environments and learn behaviors. - The world model consists of a discrete autoencoder and an autoregressive transformer. The autoencoder encodes frames by attending to the ongoing trajectory of observations and actions, capturing stochastic deltas between time steps with discrete Δ-tokens. This reduces the number of tokens needed to encode frames. - The transformer predicts future deltas by summarizing the current state with continuous image embeddings called I-tokens, in addition to past deltas and actions. This alleviates the need to attend to all past deltas. - In experiments on Crafter, Δ-IRIS solves 17 out of 22 tasks after 10M frames, surpassing prior methods. It trains 10x faster than IRIS. - Ablations validate the conditioning schemes of the autoencoder and transformer, and trajectories show the model captures environment dynamics. The encoder separates deterministic aspects handled by the decoder from stochastic deltas encoded in discrete tokens. - Key ideas are leveraging context in the autoencoder, disentangling deterministic and stochastic dynamics, using both continuous and discrete tokens in the transformer, and summarizing states with I-tokens.
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The recent "Samba: Simple Hybrid State Space Models" by Microsoft look great! Basically a Mamba/transformer hybrid with MLP layers and sliding window attention. And it performs really well on a small <2B scale. Proud to see that that our LitGPT open-source library powered this!
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Introducing Dream Machine - a next generation video model for creating high quality, realistic shots from text instructions and images using AI. It’s available to everyone today! Try for free here lumalabs.ai/dream-machine #LumaDreamMachine – at Palo Alto, CA
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😀 ToonCrafter: Generative Cartoon Interpolation 🔆 Can interpolate two cartoon images by leveraging the pre-trained image-to-video diffusion priors. Model on 🤗👇
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🤯 CraftsMan is the latest High-fidelity Mesh Generation model! 🗿 Play with the 3D model on Spaces and learn more in the next tweets👇
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Coin3D Controllable and Interactive 3D Assets Generation with Proxy-Guided Conditioning As humans, we aspire to create media content that is both freely willed and readily controlled. Thanks to the prominent development of generative techniques, we now can easily utilize
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