1 code implementation • 4 May 2022 • David Ifeoluwa Adelani, Jesujoba Oluwadara Alabi, Angela Fan, Julia Kreutzer, Xiaoyu Shen, Machel Reid, Dana Ruiter, Dietrich Klakow, Peter Nabende, Ernie Chang, Tajuddeen Gwadabe, Freshia Sackey, Bonaventure F. P. Dossou, Chris Chinenye Emezue, Colin Leong, Michael Beukman, Shamsuddeen Hassan Muhammad, Guyo Dub Jarso, Oreen Yousuf, Andre Niyongabo Rubungo, Gilles Hacheme, Eric Peter Wairagala, Muhammad Umair Nasir, Benjamin Ayoade Ajibade, Tunde Oluwaseyi Ajayi, Yvonne Wambui Gitau, Jade Abbott, Mohamed Ahmed, Millicent Ochieng, Anuoluwapo Aremu, Perez Ogayo, Jonathan Mukiibi, Fatoumata Ouoba Kabore, Godson Koffi Kalipe, Derguene Mbaye, Allahsera Auguste Tapo, Victoire Memdjokam Koagne, Edwin Munkoh-Buabeng, Valencia Wagner, Idris Abdulmumin, Ayodele Awokoya, Happy Buzaaba, Blessing Sibanda, Andiswa Bukula, Sam Manthalu
We focus on two questions: 1) How can pre-trained models be used for languages not included in the initial pre-training?
1 code implementation • 22 Apr 2022 • Michael Beukman, Michael Mitchley, Dean Wookey, Steven James, George Konidaris
We further demonstrate that a fixed wavelet basis set performs comparably against the high-performing Fourier basis on Mountain Car and Acrobot, and that the adaptive methods provide a convenient approach to addressing an oversized initial basis set, while demonstrating performance comparable to, or greater than, the fixed wavelet basis.
1 code implementation • 14 Apr 2022 • Michael Beukman, Christopher W Cleghorn, Steven James
Procedurally generated video game content has the potential to drastically reduce the content creation budget of game developers and large studios.
1 code implementation • 25 Jan 2022 • Michael Beukman, Steven James, Christopher Cleghorn
With increasing interest in procedural content generation by academia and game developers alike, it is vital that different approaches can be compared fairly.