Ryan Faulkner

LG
h-index89
15papers
4,635citations
Novelty52%
AI Score52

15 Papers

CLApr 20Code
Evaluating Cooperation in LLM Social Groups through Elected Leadership

Ryan Faulkner, Anushka Deshpande, David Guzman Piedrahita et al.

Governing common-pool resources requires agents to develop enduring strategies through cooperation and self-governance to avoid collective failure. While foundation models have shown potential for cooperation in these settings, existing multi-agent research provides little insight into whether structured leadership and election mechanisms can improve collective decision making. The lack of such a critical organizational feature ubiquitous in human society presents a significant shortcoming of the current methods. In this work we aim to directly address whether leadership and elections can support improved social welfare and cooperation through multi-agent simulation with LLMs. We present our open-source framework that simulates leadership through elected personas and candidate-driven agendas and carry out an empirical study of LLMs under controlled governance conditions. Our experiments demonstrate that having elected leadership improves social welfare scores by 55.4% and survival time by 128.6% across a range of high performing LLMs. Through the construction of an agent social graph we compute centrality metrics to assess the social influence of leader personas and also analyze rhetorical and cooperative tendencies revealed through a sentiment analysis on leader utterances. This work lays the foundation for further study of election mechanisms in multi-agent systems toward navigating complex social dilemmas.

LGOct 20, 2022
Solving Reasoning Tasks with a Slot Transformer

Ryan Faulkner, Daniel Zoran · deepmind

The ability to carve the world into useful abstractions in order to reason about time and space is a crucial component of intelligence. In order to successfully perceive and act effectively using senses we must parse and compress large amounts of information for further downstream reasoning to take place, allowing increasingly complex concepts to emerge. If there is any hope to scale representation learning methods to work with real world scenes and temporal dynamics then there must be a way to learn accurate, concise, and composable abstractions across time. We present the Slot Transformer, an architecture that leverages slot attention, transformers and iterative variational inference on video scene data to infer such representations. We evaluate the Slot Transformer on CLEVRER, Kinetics-600 and CATER datesets and demonstrate that the approach allows us to develop robust modeling and reasoning around complex behaviours as well as scores on these datasets that compare favourably to existing baselines. Finally we evaluate the effectiveness of key components of the architecture, the model's representational capacity and its ability to predict from incomplete input.

CVJul 4, 2023
Semantic Segmentation on 3D Point Clouds with High Density Variations

Ryan Faulkner, Luke Haub, Simon Ratcliffe et al.

LiDAR scanning for surveying applications acquire measurements over wide areas and long distances, which produces large-scale 3D point clouds with significant local density variations. While existing 3D semantic segmentation models conduct downsampling and upsampling to build robustness against varying point densities, they are less effective under the large local density variations characteristic of point clouds from surveying applications. To alleviate this weakness, we propose a novel architecture called HDVNet that contains a nested set of encoder-decoder pathways, each handling a specific point density range. Limiting the interconnections between the feature maps enables HDVNet to gauge the reliability of each feature based on the density of a point, e.g., downweighting high density features not existing in low density objects. By effectively handling input density variations, HDVNet outperforms state-of-the-art models in segmentation accuracy on real point clouds with inconsistent density, using just over half the weights.

AIDec 4, 2025
SIMA 2: A Generalist Embodied Agent for Virtual Worlds

SIMA team, Adrian Bolton, Alexander Lerchner et al.

We introduce SIMA 2, a generalist embodied agent that understands and acts in a wide variety of 3D virtual worlds. Built upon a Gemini foundation model, SIMA 2 represents a significant step toward active, goal-directed interaction within an embodied environment. Unlike prior work (e.g., SIMA 1) limited to simple language commands, SIMA 2 acts as an interactive partner, capable of reasoning about high-level goals, conversing with the user, and handling complex instructions given through language and images. Across a diverse portfolio of games, SIMA 2 substantially closes the gap with human performance and demonstrates robust generalization to previously unseen environments, all while retaining the base model's core reasoning capabilities. Furthermore, we demonstrate a capacity for open-ended self-improvement: by leveraging Gemini to generate tasks and provide rewards, SIMA 2 can autonomously learn new skills from scratch in a new environment. This work validates a path toward creating versatile and continuously learning agents for both virtual and, eventually, physical worlds.

LGJun 4, 2018Code
Relational inductive biases, deep learning, and graph networks

Peter W. Battaglia, Jessica B. Hamrick, Victor Bapst et al.

Artificial intelligence (AI) has undergone a renaissance recently, making major progress in key domains such as vision, language, control, and decision-making. This has been due, in part, to cheap data and cheap compute resources, which have fit the natural strengths of deep learning. However, many defining characteristics of human intelligence, which developed under much different pressures, remain out of reach for current approaches. In particular, generalizing beyond one's experiences--a hallmark of human intelligence from infancy--remains a formidable challenge for modern AI. The following is part position paper, part review, and part unification. We argue that combinatorial generalization must be a top priority for AI to achieve human-like abilities, and that structured representations and computations are key to realizing this objective. Just as biology uses nature and nurture cooperatively, we reject the false choice between "hand-engineering" and "end-to-end" learning, and instead advocate for an approach which benefits from their complementary strengths. We explore how using relational inductive biases within deep learning architectures can facilitate learning about entities, relations, and rules for composing them. We present a new building block for the AI toolkit with a strong relational inductive bias--the graph network--which generalizes and extends various approaches for neural networks that operate on graphs, and provides a straightforward interface for manipulating structured knowledge and producing structured behaviors. We discuss how graph networks can support relational reasoning and combinatorial generalization, laying the foundation for more sophisticated, interpretable, and flexible patterns of reasoning. As a companion to this paper, we have released an open-source software library for building graph networks, with demonstrations of how to use them in practice.

ROMar 13, 2024
Scaling Instructable Agents Across Many Simulated Worlds

SIMA Team, Maria Abi Raad, Arun Ahuja et al. · deepmind, stanford

Building embodied AI systems that can follow arbitrary language instructions in any 3D environment is a key challenge for creating general AI. Accomplishing this goal requires learning to ground language in perception and embodied actions, in order to accomplish complex tasks. The Scalable, Instructable, Multiworld Agent (SIMA) project tackles this by training agents to follow free-form instructions across a diverse range of virtual 3D environments, including curated research environments as well as open-ended, commercial video games. Our goal is to develop an instructable agent that can accomplish anything a human can do in any simulated 3D environment. Our approach focuses on language-driven generality while imposing minimal assumptions. Our agents interact with environments in real-time using a generic, human-like interface: the inputs are image observations and language instructions and the outputs are keyboard-and-mouse actions. This general approach is challenging, but it allows agents to ground language across many visually complex and semantically rich environments while also allowing us to readily run agents in new environments. In this paper we describe our motivation and goal, the initial progress we have made, and promising preliminary results on several diverse research environments and a variety of commercial video games.

CVAug 25, 2025
Finding Outliers in a Haystack: Anomaly Detection for Large Pointcloud Scenes

Ryan Faulkner, Luke Haub, Simon Ratcliffe et al.

LiDAR scanning in outdoor scenes acquires accurate distance measurements over wide areas, producing large-scale point clouds. Application examples for this data include robotics, automotive vehicles, and land surveillance. During such applications, outlier objects from outside the training data will inevitably appear. Our research contributes a novel approach to open-set segmentation, leveraging the learnings of object defect-detection research. We also draw on the Mamba architecture's strong performance in utilising long-range dependencies and scalability to large data. Combining both, we create a reconstruction based approach for the task of outdoor scene open-set segmentation. We show that our approach improves performance not only when applied to our our own open-set segmentation method, but also when applied to existing methods. Furthermore we contribute a Mamba based architecture which is competitive with existing voxel-convolution based methods on challenging, large-scale pointclouds.

CVOct 15, 2024
Simultaneous Diffusion Sampling for Conditional LiDAR Generation

Ryan Faulkner, Luke Haub, Simon Ratcliffe et al.

By enabling capturing of 3D point clouds that reflect the geometry of the immediate environment, LiDAR has emerged as a primary sensor for autonomous systems. If a LiDAR scan is too sparse, occluded by obstacles, or too small in range, enhancing the point cloud scan by while respecting the geometry of the scene is useful for downstream tasks. Motivated by the explosive growth of interest in generative methods in vision, conditional LiDAR generation is starting to take off. This paper proposes a novel simultaneous diffusion sampling methodology to generate point clouds conditioned on the 3D structure of the scene as seen from multiple views. The key idea is to impose multi-view geometric constraints on the generation process, exploiting mutual information for enhanced results. Our method begins by recasting the input scan to multiple new viewpoints around the scan, thus creating multiple synthetic LiDAR scans. Then, the synthetic and input LiDAR scans simultaneously undergo conditional generation according to our methodology. Results show that our method can produce accurate and geometrically consistent enhancements to point cloud scans, allowing it to outperform existing methods by a large margin in a variety of benchmarks.

LGJun 5, 2020
Rapid Task-Solving in Novel Environments

Sam Ritter, Ryan Faulkner, Laurent Sartran et al.

We propose the challenge of rapid task-solving in novel environments (RTS), wherein an agent must solve a series of tasks as rapidly as possible in an unfamiliar environment. An effective RTS agent must balance between exploring the unfamiliar environment and solving its current task, all while building a model of the new environment over which it can plan when faced with later tasks. While modern deep RL agents exhibit some of these abilities in isolation, none are suitable for the full RTS challenge. To enable progress toward RTS, we introduce two challenge domains: (1) a minimal RTS challenge called the Memory&Planning Game and (2) One-Shot StreetLearn Navigation, which introduces scale and complexity from real-world data. We demonstrate that state-of-the-art deep RL agents fail at RTS in both domains, and that this failure is due to an inability to plan over gathered knowledge. We develop Episodic Planning Networks (EPNs) and show that deep-RL agents with EPNs excel at RTS, outperforming the nearest baseline by factors of 2-3 and learning to navigate held-out StreetLearn maps within a single episode. We show that EPNs learn to execute a value iteration-like planning algorithm and that they generalize to situations beyond their training experience. algorithm and that they generalize to situations beyond their training experience.

LGOct 29, 2019
Generalization of Reinforcement Learners with Working and Episodic Memory

Meire Fortunato, Melissa Tan, Ryan Faulkner et al.

Memory is an important aspect of intelligence and plays a role in many deep reinforcement learning models. However, little progress has been made in understanding when specific memory systems help more than others and how well they generalize. The field also has yet to see a prevalent consistent and rigorous approach for evaluating agent performance on holdout data. In this paper, we aim to develop a comprehensive methodology to test different kinds of memory in an agent and assess how well the agent can apply what it learns in training to a holdout set that differs from the training set along dimensions that we suggest are relevant for evaluating memory-specific generalization. To that end, we first construct a diverse set of memory tasks that allow us to evaluate test-time generalization across multiple dimensions. Second, we develop and perform multiple ablations on an agent architecture that combines multiple memory systems, observe its baseline models, and investigate its performance against the task suite.

LGAug 26, 2019
OpenSpiel: A Framework for Reinforcement Learning in Games

Marc Lanctot, Edward Lockhart, Jean-Baptiste Lespiau et al.

OpenSpiel is a collection of environments and algorithms for research in general reinforcement learning and search/planning in games. OpenSpiel supports n-player (single- and multi- agent) zero-sum, cooperative and general-sum, one-shot and sequential, strictly turn-taking and simultaneous-move, perfect and imperfect information games, as well as traditional multiagent environments such as (partially- and fully- observable) grid worlds and social dilemmas. OpenSpiel also includes tools to analyze learning dynamics and other common evaluation metrics. This document serves both as an overview of the code base and an introduction to the terminology, core concepts, and algorithms across the fields of reinforcement learning, computational game theory, and search.

LGMay 31, 2019
Interval timing in deep reinforcement learning agents

Ben Deverett, Ryan Faulkner, Meire Fortunato et al.

The measurement of time is central to intelligent behavior. We know that both animals and artificial agents can successfully use temporal dependencies to select actions. In artificial agents, little work has directly addressed (1) which architectural components are necessary for successful development of this ability, (2) how this timing ability comes to be represented in the units and actions of the agent, and (3) whether the resulting behavior of the system converges on solutions similar to those of biology. Here we studied interval timing abilities in deep reinforcement learning agents trained end-to-end on an interval reproduction paradigm inspired by experimental literature on mechanisms of timing. We characterize the strategies developed by recurrent and feedforward agents, which both succeed at temporal reproduction using distinct mechanisms, some of which bear specific and intriguing similarities to biological systems. These findings advance our understanding of how agents come to represent time, and they highlight the value of experimentally inspired approaches to characterizing agent abilities.

LGJun 5, 2018
Relational recurrent neural networks

Adam Santoro, Ryan Faulkner, David Raposo et al.

Memory-based neural networks model temporal data by leveraging an ability to remember information for long periods. It is unclear, however, whether they also have an ability to perform complex relational reasoning with the information they remember. Here, we first confirm our intuitions that standard memory architectures may struggle at tasks that heavily involve an understanding of the ways in which entities are connected -- i.e., tasks involving relational reasoning. We then improve upon these deficits by using a new memory module -- a \textit{Relational Memory Core} (RMC) -- which employs multi-head dot product attention to allow memories to interact. Finally, we test the RMC on a suite of tasks that may profit from more capable relational reasoning across sequential information, and show large gains in RL domains (e.g. Mini PacMan), program evaluation, and language modeling, achieving state-of-the-art results on the WikiText-103, Project Gutenberg, and GigaWord datasets.

LGMay 23, 2018
Dyna Planning using a Feature Based Generative Model

Ryan Faulkner, Doina Precup

Dyna-style reinforcement learning is a powerful approach for problems where not much real data is available. The main idea is to supplement real trajectories, or sequences of sampled states over time, with simulated ones sampled from a learned model of the environment. However, in large state spaces, the problem of learning a good generative model of the environment has been open so far. We propose to use deep belief networks to learn an environment model for use in Dyna. We present our approach and validate it empirically on problems where the state observations consist of images. Our results demonstrate that using deep belief networks, which are full generative models, significantly outperforms the use of linear expectation models, proposed in Sutton et al. (2008)

CLJun 20, 2017
Grounded Language Learning in a Simulated 3D World

Karl Moritz Hermann, Felix Hill, Simon Green et al.

We are increasingly surrounded by artificially intelligent technology that takes decisions and executes actions on our behalf. This creates a pressing need for general means to communicate with, instruct and guide artificial agents, with human language the most compelling means for such communication. To achieve this in a scalable fashion, agents must be able to relate language to the world and to actions; that is, their understanding of language must be grounded and embodied. However, learning grounded language is a notoriously challenging problem in artificial intelligence research. Here we present an agent that learns to interpret language in a simulated 3D environment where it is rewarded for the successful execution of written instructions. Trained via a combination of reinforcement and unsupervised learning, and beginning with minimal prior knowledge, the agent learns to relate linguistic symbols to emergent perceptual representations of its physical surroundings and to pertinent sequences of actions. The agent's comprehension of language extends beyond its prior experience, enabling it to apply familiar language to unfamiliar situations and to interpret entirely novel instructions. Moreover, the speed with which this agent learns new words increases as its semantic knowledge grows. This facility for generalising and bootstrapping semantic knowledge indicates the potential of the present approach for reconciling ambiguous natural language with the complexity of the physical world.