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Kyung-Joong Kim

Publications and source records attributed to Kyung-Joong Kim.

At least 19 recordsLinked to original sources

What Probing Reveals about Autonomous Driving: Linking Internal Prediction Errors to Ego Planning

Large-scale datasets and fast simulators have enabled improvements in driving policies that appear safe and robust, yet strong performance in nominal scenarios can still mask flawed reasoning and unsafe heuristics. Summary scores from closed-loop simulators do not give significant insight into the policy, making it difficult to determine whether they truly predict the motion of surrounding vehicles, how the ego vehicle generates future plans, or whether they merely rely on brittle heuristics that happen to succeed in nominal scenarios. To better understand the limits and weaknesses of driving policies, we focus on probing for forms of prediction, i.e., where surrounding vehicles will move next, and planning, i.e., understanding how to generate safe trajectories. We focus on these two capabilities because they reflect behaviors expected of effective driving policies, and use their presence or absence to assess policy quality across data-driven behavior cloning and simulation-driven reinforcement learning policies. To evaluate the presence of these capabilities, we investigate them as a function of scale, asking whether the closed-loop gains from larger datasets and longer simulation training reflect stronger prediction and planning or merely better behavioral heuristics. We use linear probing and targeted perturbations in both imitation learning and reinforcement learning models to track when these internal signals emerge, plateau, or fail. Despite good closed-loop performance, policies often fail to form timely surrounding-vehicle predictions during near-collision events, revealing a limitation in the predictive signals available for ego planning. Finally, causal intervention shows that correcting mistaken predictions improves ego planning toward safer trajectories.

cs.RO↗

PCGRLLM: Large Language Model-Driven Reward Design for Procedural Content Generation Reinforcement Learning

Reward design plays a pivotal role in the training of game AIs, requiring substantial domain-specific knowledge and human effort. In recent years, several studies have explored reward generation for training game agents and controlling robots using large language models (LLMs). In the content generation literature, there has been early work on generating reward functions for reinforcement learning agent generators. This work introduces PCGRLLM, an extended architecture based on earlier work, which employs a feedback mechanism and several reasoning-based prompt engineering techniques. We evaluate the proposed method on a story-to-reward generation task in a two-dimensional environment using two state-of-the-art LLMs across various reasoning-based prompting methods. Our experiments provide insightful evaluations that demonstrate the capabilities of LLMs essential for content generation tasks. The results demonstrate a substantial performance improvement over the previous structure, achieving performance comparable to that of humans. Our work demonstrates the potential to reduce human dependency in game AI development, while supporting and enhancing creative processes.

cs.AI↗

Multi-Objective Instruction-Aware Representation Learning in Procedural Content Generation RL

Recent advancements in generative modeling emphasize the importance of natural language as a highly expressive and accessible modality for controlling content generation. However, existing instructed reinforcement learning for procedural content generation (IPCGRL) method often struggle to leverage the expressive richness of textual input, especially under complex, multi-objective instructions, leading to limited controllability. To address this problem, we propose \textit{MIPCGRL}, a multi-objective representation learning method for instructed content generators, which incorporates sentence embeddings as conditions. MIPCGRL effectively trains a multi-objective embedding space by incorporating multi-label classification and multi-head regression networks. Experimental results show that the proposed method achieves up to a 13.8\% improvement in controllability with multi-objective instructions. The ability to process complex instructions enables more expressive and flexible content generation.

cs.LG↗

FIRE: Frobenius-Isometry Reinitialization for Balancing the Stability-Plasticity Tradeoff

Deep neural networks trained on nonstationary data must balance stability (i.e., retaining prior knowledge) and plasticity (i.e., adapting to new tasks). Standard reinitialization methods, which reinitialize weights toward their original values, are widely used but difficult to tune: conservative reinitializations fail to restore plasticity, while aggressive ones erase useful knowledge. We propose FIRE, a principled reinitialization method that explicitly balances the stability-plasticity tradeoff. FIRE quantifies stability through Squared Frobenius Error (SFE), measuring proximity to past weights, and plasticity through Deviation from Isometry (DfI), reflecting weight isotropy. The reinitialization point is obtained by solving a constrained optimization problem, minimizing SFE subject to DfI being zero, which is efficiently approximated by Newton-Schulz iteration. FIRE is evaluated on continual visual learning (CIFAR-10 with ResNet-18), language modeling (OpenWebText with GPT-0.1B), and reinforcement learning (HumanoidBench with SAC and Atari games with DQN). Across all domains, FIRE consistently outperforms both naive training without intervention and standard reinitialization methods, demonstrating effective balancing of the stability-plasticity tradeoff.

cs.LG↗

Multiverse: Language-Conditioned Multi-Game Level Blending via Shared Representation

Text-to-level generation aims to translate natural language descriptions into structured game levels, enabling intuitive control over procedural content generation. While prior text-to-level generators are typically limited to a single game domain, extending language-conditioned generation to multiple games requires learning representations that capture structural relationships across domains. We propose Multiverse, a language-conditioned multi-game level generator that enables cross-game level blending through textual specifications. The model learns a shared latent space aligning textual instructions and level structures, while a threshold-based multi-positive contrastive supervision links semantically related levels across games. This representation allows language to guide which structural characteristics should be preserved when combining content from different games, enabling controllable blending through latent interpolation and zero-shot generation from compositional textual prompts. Experiments show that the learned representation supports controllable cross-game level blending and significantly improves blending quality within the same game genre, while providing a unified representation for language-conditioned multi-game content generation.

cs.AI↗

Shared Representation for 3D Pose Estimation, Action Classification, and Progress Prediction from Tactile Signals

Estimating human pose, classifying actions, and predicting movement progress are essential for human-robot interaction. While vision-based methods suffer from occlusion and privacy concerns in realistic environments, tactile sensing avoids these issues. However, prior tactile-based approaches handle each task separately, leading to suboptimal performance. In this study, we propose a Shared COnvolutional Transformer for Tactile Inference (SCOTTI) that learns a shared representation to simultaneously address three separate prediction tasks: 3D human pose estimation, action class categorization, and action completion progress estimation. To the best of our knowledge, this is the first work to explore action progress prediction using foot tactile signals from custom wireless insole sensors. This unified approach leverages the mutual benefits of multi-task learning, enabling the model to achieve improved performance across all three tasks compared to learning them independently. Experimental results demonstrate that SCOTTI outperforms existing approaches across all three tasks. Additionally, we introduce a novel dataset collected from 15 participants performing various activities and exercises, with 7 hours of total duration, across eight different activities.

cs.CV↗

A Closed-Loop CPR Training Glove with Integrated Tactile Sensing and Haptic Feedback

Cardiopulmonary resuscitation (CPR) is a critical life-saving procedure, and effective training benefits from self-directed practice beyond instructor-led sessions. In this paper, we propose a closed-loop CPR training glove that integrates a high-resolution tactile sensing array and vibrotactile actuators for self-directed practice. The tactile sensing array measures distributed pressures across the palm and dorsum to enable real-time estimation of compression rate, force, and hand pose. Based on these estimations, the glove delivers immediate haptic feedback to guide the user for proper CPR, reducing reliance on external audio-visual displays. We quantified the tactile sensor performance by measuring wide-range sensitivity (~0.85 over 0-600 N), computing hysteresis (56.04%), testing stability (11.05% drift over 300 cycles), and estimating global signal-to-noise ratio (18.90 +/- 2.41 dB at 600 N). Our closed-loop pipeline provides continuous modeling and feedback of key performance metrics essential for high-quality CPR. Our lightweight statistical models achieves >92% accuracy for force estimation and hand pose classification within sub-millisecond inference time. Our user study (N=8) showed that haptic feedback reduced visual distraction compared to audio-visual cues, though simplified patterns were required for reliable perception under dynamic load. These results highlight the feasibility of the proposed system and offer design insights for future haptic CPR self-training system.

cs.HC↗

Prism: Spectral Parameter Sharing for Multi-Agent Reinforcement Learning

Parameter sharing is a key strategy in multi-agent reinforcement learning (MARL) for improving scalability, yet conventional fully shared architectures often collapse into homogeneous behaviors. Recent methods introduce diversity through clustering, pruning, or masking, but typically compromise resource efficiency. We propose Prism, a parameter sharing framework that induces inter-agent diversity by representing shared networks in the spectral domain via singular value decomposition (SVD). All agents share the singular vector directions while learning distinct spectral masks on singular values. This mechanism encourages inter-agent diversity and preserves scalability. Extensive experiments on both homogeneous (LBF, SMACv2) and heterogeneous (MaMuJoCo) benchmarks show that Prism achieves competitive performance with superior resource efficiency.

cs.MA↗

PREFAB: PREFerence-based Affective Modeling for Low-Budget Self-Annotation

Self-annotation is the gold standard for collecting affective state labels in affective computing. Existing methods typically rely on full annotation, requiring users to continuously label affective states across entire sessions. While this process yields fine-grained data, it is time-consuming, cognitively demanding, and prone to fatigue and errors. To address these issues, we present PREFAB, a low-budget retrospective self-annotation method that targets affective inflection regions rather than full annotation. Grounded in the peak-end rule and ordinal representations of emotion, PREFAB employs a preference-learning model to detect relative affective changes, directing annotators to label only selected segments while interpolating the remainder of the stimulus. We further introduce a preview mechanism that provides brief contextual cues to assist annotation. We evaluate PREFAB through a technical performance study and a 25-participant user study. Results show that PREFAB outperforms baselines in modeling affective inflections while mitigating workload (and conditionally mitigating temporal burden). Importantly PREFAB improves annotator confidence without degrading annotation quality.

cs.AI↗

A Humanoid Visual-Tactile-Action Dataset for Contact-Rich Manipulation

Contact-rich manipulation has become increasingly important in robot learning. However, previous studies on robot learning datasets have focused on rigid objects and underrepresented the diversity of pressure conditions for real-world manipulation. To address this gap, we present a humanoid visual-tactile-action dataset designed for manipulating deformable soft objects. The dataset was collected via teleoperation using a humanoid robot equipped with dexterous hands, capturing multi-modal interactions under varying pressure conditions. This work also motivates future research on models with advanced optimization strategies capable of effectively leveraging the complexity and diversity of tactile signals.

cs.RO↗

Automatic Curriculum Design for Zero-Shot Human-AI Coordination

Zero-shot human-AI coordination is the training of an ego-agent to coordinate with humans without human data. Most studies on zero-shot human-AI coordination have focused on enhancing the ego-agent's coordination ability in a given environment without considering the issue of generalization to unseen environments. Real-world applications of zero-shot human-AI coordination should consider unpredictable environmental changes and the varying coordination ability of co-players depending on the environment. Previously, the multi-agent UED (Unsupervised Environment Design) approach has investigated these challenges by jointly considering environmental changes and co-player policy in competitive two-player AI-AI scenarios. In this paper, our study extends a multi-agent UED approach to zero-shot human-AI coordination. We propose a utility function and co-player sampling for a zero-shot human-AI coordination setting that helps train the ego-agent to coordinate with humans more effectively than a previous multi-agent UED approach. The zero-shot human-AI coordination performance was evaluated in the Overcooked-AI environment, using human proxy agents and real humans. Our method outperforms other baseline models and achieves high performance in human-AI coordination tasks in unseen environments. The source code is available at https://github.com/Uwonsang/ACD_Human-AI

cs.AI↗

Alternating Approach-Putt Models for Multi-Stage Speech Enhancement

Speech enhancement using artificial neural networks aims to remove noise from noisy speech signals while preserving the speech content. However, speech enhancement networks often introduce distortions to the speech signal, referred to as artifacts, which can degrade audio quality. In this work, we propose a post-processing neural network designed to mitigate artifacts introduced by speech enhancement models. Inspired by the analogy of making a `Putt' after an `Approach' in golf, we name our model PuttNet. We demonstrate that alternating between a speech enhancement model and the proposed Putt model leads to improved speech quality, as measured by perceptual quality scores (PESQ), objective intelligibility (STOI), and background noise intrusiveness (CBAK) scores. Furthermore, we illustrate with graphical analysis why this alternating Approach outperforms repeated application of either model alone.

cs.SD↗

IPCGRL: Language-Instructed Reinforcement Learning for Procedural Level Generation

Recent research has highlighted the significance of natural language in enhancing the controllability of generative models. While various efforts have been made to leverage natural language for content generation, research on deep reinforcement learning (DRL) agents utilizing text-based instructions for procedural content generation remains limited. In this paper, we propose IPCGRL, an instruction-based procedural content generation method via reinforcement learning, which incorporates a sentence embedding model. IPCGRL fine-tunes task-specific embedding representations to effectively compress game-level conditions. We evaluate IPCGRL in a two-dimensional level generation task and compare its performance with a general-purpose embedding method. The results indicate that IPCGRL achieves up to a 21.4% improvement in controllability and a 17.2% improvement in generalizability for unseen instructions. Furthermore, the proposed method extends the modality of conditional input, enabling a more flexible and expressive interaction framework for procedural content generation.

cs.AI↗

Recovering Plasticity of Neural Networks via Soft Weight Rescaling

Recent studies have shown that as training progresses, neural networks gradually lose their capacity to learn new information, a phenomenon known as plasticity loss. An unbounded weight growth is one of the main causes of plasticity loss. Furthermore, it harms generalization capability and disrupts optimization dynamics. Re-initializing the network can be a solution, but it results in the loss of learned information, leading to performance drops. In this paper, we propose Soft Weight Rescaling (SWR), a novel approach that prevents unbounded weight growth without losing information. SWR recovers the plasticity of the network by simply scaling down the weight at each step of the learning process. We theoretically prove that SWR bounds weight magnitude and balances weight magnitude between layers. Our experiment shows that SWR improves performance on warm-start learning, continual learning, and single-task learning setups on standard image classification benchmarks.

cs.LG↗

Activation by Interval-wise Dropout: A Simple Way to Prevent Neural Networks from Plasticity Loss

Plasticity loss, a critical challenge in neural network training, limits a model's ability to adapt to new tasks or shifts in data distribution. This paper introduces AID (Activation by Interval-wise Dropout), a novel method inspired by Dropout, designed to address plasticity loss. Unlike Dropout, AID generates subnetworks by applying Dropout with different probabilities on each preactivation interval. Theoretical analysis reveals that AID regularizes the network, promoting behavior analogous to that of deep linear networks, which do not suffer from plasticity loss. We validate the effectiveness of AID in maintaining plasticity across various benchmarks, including continual learning tasks on standard image classification datasets such as CIFAR10, CIFAR100, and TinyImageNet. Furthermore, we show that AID enhances reinforcement learning performance in the Arcade Learning Environment benchmark.

cs.LG↗

ChatPCG: Large Language Model-Driven Reward Design for Procedural Content Generation

Driven by the rapid growth of machine learning, recent advances in game artificial intelligence (AI) have significantly impacted productivity across various gaming genres. Reward design plays a pivotal role in training game AI models, wherein researchers implement concepts of specific reward functions. However, despite the presence of AI, the reward design process predominantly remains in the domain of human experts, as it is heavily reliant on their creativity and engineering skills. Therefore, this paper proposes ChatPCG, a large language model (LLM)-driven reward design framework.It leverages human-level insights, coupled with game expertise, to generate rewards tailored to specific game features automatically. Moreover, ChatPCG is integrated with deep reinforcement learning, demonstrating its potential for multiplayer game content generation tasks. The results suggest that the proposed LLM exhibits the capability to comprehend game mechanics and content generation tasks, enabling tailored content generation for a specified game. This study not only highlights the potential for improving accessibility in content generation but also aims to streamline the game AI development process.

cs.AI↗

Discrete Prompt Compression with Reinforcement Learning

Compressed prompts aid instruction-tuned language models (LMs) in overcoming context window limitations and reducing computational costs. Existing methods, which primarily based on training embeddings, face various challenges associated with interpretability, the fixed number of embedding tokens, reusability across different LMs, and inapplicability when interacting with black-box APIs. This study proposes prompt compression with reinforcement learning (PCRL), which is a discrete prompt compression method that addresses these issues. The proposed PCRL method utilizes a computationally efficient policy network that edits prompts directly. The training approach employed in the proposed PCRLs can be applied flexibly to various types of LMs, including both decoder-only and encoder-decoder architecture and it can be trained without gradient access to the LMs or labeled data. The proposed PCRL achieves an average reduction of 24.6% in terms of the token count across various instruction prompts while maintaining sufficient performance. In addition, we demonstrate that the learned policy can be transferred to larger LMs, and through a comprehensive analysis, we explore the token importance within the prompts. Our code is accessible at https://github.com/nenomigami/PromptCompressor.

cs.CL↗

RaidEnv: Exploring New Challenges in Automated Content Balancing for Boss Raid Games

The balance of game content significantly impacts the gaming experience. Unbalanced game content diminishes engagement or increases frustration because of repetitive failure. Although game designers intend to adjust the difficulty of game content, this is a repetitive, labor-intensive, and challenging process, especially for commercial-level games with extensive content. To address this issue, the game research community has explored automated game balancing using artificial intelligence (AI) techniques. However, previous studies have focused on limited game content and did not consider the importance of the generalization ability of playtesting agents when encountering content changes. In this study, we propose RaidEnv, a new game simulator that includes diverse and customizable content for the boss raid scenario in MMORPG games. Additionally, we design two benchmarks for the boss raid scenario that can aid in the practical application of game AI. These benchmarks address two open problems in automatic content balancing, and we introduce two evaluation metrics to provide guidance for AI in automatic content balancing. This novel game research platform expands the frontiers of automatic game balancing problems and offers a framework within a realistic game production pipeline.

cs.AI↗