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Andrew Kang

Publications and source records attributed to Andrew Kang.

6 recordsLinked to original sources

Implicit Neural Representations of Individual Behavior

We study policy representation learning from unlabeled multi-policy behavioral data. Each episode is generated by a fixed policy, but policy labels are unavailable. This setting appears in robotics play, demonstrations, games, racing, and other datasets where heterogeneous behaviors are mixed without annotations. We introduce \emph{Behavioral INR}, a self-supervised generative model that adapts implicit neural representations (INRs) from vision to behavior. Instead of mapping coordinates to RGB values, Behavioral INR represents a policy as a state-action function mapping states to subsequent actions. An episode-level latent modulates this function through FiLM layers, yielding a generative prior over policies and allowing policy identity to be inferred without supervision. Because INRs treat each datapoint as samples from an underlying function, the same model naturally accommodates variable episode lengths and different sampling granularities, as in vision INRs with different image resolutions. We also define policy-level out-of-distribution (OOD) shifts along state-distribution and action-distribution axes, which arise when policies overlap in states or actions but are not captured by standard behavioral OOD settings based only on new agents or environments. We evaluate on synthetic Gaussian random field data, MuJoCo demonstrations with controlled OOD splits, and real-world chess, Formula 1 racing, robotics, and Seek-Avoid datasets. Behavioral INR most consistently improves policy identifiability in the hardest continuous state-action settings, especially when longer episodes, more policies, and OOD splits reduce the usefulness of marginal shortcuts; amortized history encoders remain competitive when policy identity can be recovered from symbolic repetition or low-dimensional action statistics. We release code and checkpoints.

cs.LG

Monte Carlo Pass Search: Using Trajectory Generation for 3D Counterfactual Pass Evaluation in Football

We recast pass evaluation in football (soccer) as a Monte Carlo Tree Search (MCTS)-like evaluation problem whose components mostly exist in the literature under different names: a value model (possession value), a world model (multi-agent trajectories with ball interactions), and a policy over counterfactual actions (sampling pass variants with noise). Building on the first public high-fidelity tracking dataset with 3D ball trajectories from the Bundesliga, we introduce Monte Carlo Pass Search (MCPS), which infers kick parameters for each observed pass, samples execution variants and option variants, rolls each candidate forward with a ball-conditioned world model until the next ball interaction, and scores outcomes with a learned value model to obtain a distribution over gained value. This distribution enables distribution-aware attribution with two complementary execution-surplus scores used for analysis and ranking: mean-based and percentile-based scores. To make the world model sample-efficient under limited public data, we adapt a discrete-token, autoregressive trajectory generator from autonomous driving (SMART) and show it yields strong best-of-20 forecasting accuracy compared to baselines, while supporting fully hypothetical rollouts for downstream evaluation. We have released model checkpoints and code.

cs.AI

Towards General-Purpose Data Discovery: A Programming Languages Approach

Efficient and effective data discovery is critical for many modern applications in machine learning and data science. One major bottleneck to the development of a general-purpose data discovery tool is the absence of an expressive formal language, and corresponding implementation, for characterizing and solving generic discovery queries. To this end, we present TQL, a domain-specific language for data discovery well-designed to leverage and exploit the results of programming languages research in both its syntax and semantics. In this paper, we fully and formally characterize the core language through an algebraic model, Imperative Relational Algebra with Types (ImpRAT), and implement a modular proof-of-concept system prototype.

cs.DB

TQL: Towards Type-Driven Data Discovery

Existing query languages for data discovery exhibit system-driven designs that emphasize database features and functionality over user needs. We propose a re-prioritization of the client through an introduction of a language-driven approach to data discovery systems that can leverage powerful results from programming languages research. In this paper, we describe TQL, a flexible and practical query language which incorporates a type-like system to encompass downstream transformation-context in its discovery queries. The syntax and semantics of TQL (including the underlying evaluation model), are formally defined, and a sketch of its implementation is also provided. Additionally, we provide comparisons to existing languages for data retrieval and data discovery to examine the advantages of TQL's expanded expressive power in real-life settings.

cs.DB

PanoCoach: Enhancing Tactical Coaching and Communication in Soccer with Mixed-Reality Telepresence

Soccer, as a dynamic team sport, requires seamless coordination and integration of tactical strategies across all players. Adapting to new tactical systems is a critical but often challenging aspect of soccer at all professional levels. Even the best players can struggle with this process, primarily due to the complexities of conveying and internalizing intricate tactical patterns. Traditional communication methods like whiteboards, on-field instructions, and video analysis often present significant difficulties in perceiving spatial relationships, anticipating team movements, and facilitating live conversation during training sessions. These challenges can lead to inconsistent interpretations of the coach's tactics among players, regardless of their skill level. To bridge the gap between tactical communication and physical execution, we propose a mixed-reality telepresence solution designed to support multi-view tactical explanations during practice. Our concept involves a multi-screen setup combining a tablet for coaches to annotate and demonstrate concepts in both 2D and 3D views, alongside VR to immerse athletes in a first-person perspective, allowing them to experience a sense of presence during coaching. Demo video uploaded at https://youtu.be/O7o4Wzd-7rw

cs.HC

Smooth Imitation Learning for Online Sequence Prediction

We study the problem of smooth imitation learning for online sequence prediction, where the goal is to train a policy that can smoothly imitate demonstrated behavior in a dynamic and continuous environment in response to online, sequential context input. Since the mapping from context to behavior is often complex, we take a learning reduction approach to reduce smooth imitation learning to a regression problem using complex function classes that are regularized to ensure smoothness. We present a learning meta-algorithm that achieves fast and stable convergence to a good policy. Our approach enjoys several attractive properties, including being fully deterministic, employing an adaptive learning rate that can provably yield larger policy improvements compared to previous approaches, and the ability to ensure stable convergence. Our empirical results demonstrate significant performance gains over previous approaches.

cs.LG