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Steven James

Steven James contributes to research discovery and scholarly infrastructure.

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Published work

14 published item(s)

preprint2026arXiv

Position: the Stochastic Parrot in the Coal Mine. Model Collapse is a Threat to Low-Resource Communities

Model collapse, the degradation in performance that arises when generative models are trained on the outputs of prior models, is an increasing concern as artificially generated content proliferates. Related critiques of large language models have highlighted their tendency to reproduce frequent patterns in training data, their reliance on vast datasets, and their substantial environmental cost. Together, these factors contribute to data degradation, the reinforcement of cultural biases, and inefficient resource use. In this position paper we aim to combine these views and argue that model collapse threatens current efforts to democratize AI. By reducing training efficiency and skewing data distributions away from the tails of their support, model collapse disproportionately impacts low-resource and marginalized communities. We examine both the environmental and cultural implications of this phenomenon, situate our position within recent position papers on model collapse, and conclude with a call to action. Finally, we outline initial directions for mitigating these effects.

preprint2025arXiv

Mortar: Evolving Mechanics for Automatic Game Design

We present Mortar, a system for autonomously evolving game mechanics for automatic game design. Game mechanics define the rules and interactions that govern gameplay, and designing them manually is a time-consuming and expert-driven process. Mortar combines a quality-diversity algorithm with a large language model to explore a diverse set of mechanics, which are evaluated by synthesising complete games that incorporate both evolved mechanics and those drawn from an archive. The mechanics are evaluated by composing complete games through a tree search procedure, where the resulting games are evaluated by their ability to preserve a skill-based ordering over players -- that is, whether stronger players consistently outperform weaker ones. We assess the mechanics based on their contribution towards the skill-based ordering score in the game. We demonstrate that Mortar produces games that appear diverse and playable, and mechanics that contribute more towards the skill-based ordering score in the game. We perform ablation studies to assess the role of each system component and a user study to evaluate the games based on human feedback.

preprint2022arXiv

Accounting for the Sequential Nature of States to Learn Features for Reinforcement Learning

In this work, we investigate the properties of data that cause popular representation learning approaches to fail. In particular, we find that in environments where states do not significantly overlap, variational autoencoders (VAEs) fail to learn useful features. We demonstrate this failure in a simple gridworld domain, and then provide a solution in the form of metric learning. However, metric learning requires supervision in the form of a distance function, which is absent in reinforcement learning. To overcome this, we leverage the sequential nature of states in a replay buffer to approximate a distance metric and provide a weak supervision signal, under the assumption that temporally close states are also semantically similar. We modify a VAE with triplet loss and demonstrate that this approach is able to learn useful features for downstream tasks, without additional supervision, in environments where standard VAEs fail.

preprint2022arXiv

Adaptive Online Value Function Approximation with Wavelets

Using function approximation to represent a value function is necessary for continuous and high-dimensional state spaces. Linear function approximation has desirable theoretical guarantees and often requires less compute and samples than neural networks, but most approaches suffer from an exponential growth in the number of functions as the dimensionality of the state space increases. In this work, we introduce the wavelet basis for reinforcement learning. Wavelets can effectively be used as a fixed basis and additionally provide the ability to adaptively refine the basis set as learning progresses, making it feasible to start with a minimal basis set. This adaptive method can either increase the granularity of the approximation at a point in state space, or add in interactions between different dimensions as necessary. We prove that wavelets are both necessary and sufficient if we wish to construct a function approximator that can be adaptively refined without loss of precision. 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.

preprint2022arXiv

Automatic Encoding and Repair of Reactive High-Level Tasks with Learned Abstract Representations

We present a framework that, given a set of skills a robot can perform, abstracts sensor data into symbols that we use to automatically encode the robot's capabilities in Linear Temporal Logic. We specify reactive high-level tasks based on these capabilities, for which a strategy is automatically synthesized and executed on the robot, if the task is feasible. If a task is not feasible given the robot's capabilities, we present two methods, one enumeration-based and one synthesis-based, for automatically suggesting additional skills for the robot or modifications to existing skills that would make the task feasible. We demonstrate our framework on a Baxter robot manipulating blocks on a table, a Baxter robot manipulating plates on a table, and a Kinova arm manipulating vials, with multiple sensor modalities, including raw images.

preprint2022arXiv

Combining Evolutionary Search with Behaviour Cloning for Procedurally Generated Content

In this work, we consider the problem of procedural content generation for video game levels. Prior approaches have relied on evolutionary search (ES) methods capable of generating diverse levels, but this generation procedure is slow, which is problematic in real-time settings. Reinforcement learning (RL) has also been proposed to tackle the same problem, and while level generation is fast, training time can be prohibitively expensive. We propose a framework to tackle the procedural content generation problem that combines the best of ES and RL. In particular, our approach first uses ES to generate a sequence of levels evolved over time, and then uses behaviour cloning to distil these levels into a policy, which can then be queried to produce new levels quickly. We apply our approach to a maze game and Super Mario Bros, with our results indicating that our approach does in fact decrease the time required for level generation, especially when an increasing number of valid levels are required.

preprint2022arXiv

Investigating Transfer Learning in Graph Neural Networks

Graph neural networks (GNNs) build on the success of deep learning models by extending them for use in graph spaces. Transfer learning has proven extremely successful for traditional deep learning problems: resulting in faster training and improved performance. Despite the increasing interest in GNNs and their use cases, there is little research on their transferability. This research demonstrates that transfer learning is effective with GNNs, and describes how source tasks and the choice of GNN impact the ability to learn generalisable knowledge. We perform experiments using real-world and synthetic data within the contexts of node classification and graph classification. To this end, we also provide a general methodology for transfer learning experimentation and present a novel algorithm for generating synthetic graph classification tasks. We compare the performance of GCN, GraphSAGE and GIN across both the synthetic and real-world datasets. Our results demonstrate empirically that GNNs with inductive operations yield statistically significantly improved transfer. Further we show that similarity in community structure between source and target tasks support statistically significant improvements in transfer over and above the use of only the node attributes.

preprint2022arXiv

Learning Abstract and Transferable Representations for Planning

We are concerned with the question of how an agent can acquire its own representations from sensory data. We restrict our focus to learning representations for long-term planning, a class of problems that state-of-the-art learning methods are unable to solve. We propose a framework for autonomously learning state abstractions of an agent's environment, given a set of skills. Importantly, these abstractions are task-independent, and so can be reused to solve new tasks. We demonstrate how an agent can use an existing set of options to acquire representations from ego- and object-centric observations. These abstractions can immediately be reused by the same agent in new environments. We show how to combine these portable representations with problem-specific ones to generate a sound description of a specific task that can be used for abstract planning. Finally, we show how to autonomously construct a multi-level hierarchy consisting of increasingly abstract representations. Since these hierarchies are transferable, higher-order concepts can be reused in new tasks, relieving the agent from relearning them and improving sample efficiency. Our results demonstrate that our approach allows an agent to transfer previous knowledge to new tasks, improving sample efficiency as the number of tasks increases.

preprint2022arXiv

Procedural Content Generation using Neuroevolution and Novelty Search for Diverse Video Game Levels

Procedurally generated video game content has the potential to drastically reduce the content creation budget of game developers and large studios. However, adoption is hindered by limitations such as slow generation, as well as low quality and diversity of content. We introduce an evolutionary search-based approach for evolving level generators using novelty search to procedurally generate diverse levels in real time, without requiring training data or detailed domain-specific knowledge. We test our method on two domains, and our results show an order of magnitude speedup in generation time compared to existing methods while obtaining comparable metric scores. We further demonstrate the ability to generalise to arbitrary-sized levels without retraining.

preprint2022arXiv

World Value Functions: Knowledge Representation for Learning and Planning

We propose world value functions (WVFs), a type of goal-oriented general value function that represents how to solve not just a given task, but any other goal-reaching task in an agent's environment. This is achieved by equipping an agent with an internal goal space defined as all the world states where it experiences a terminal transition. The agent can then modify the standard task rewards to define its own reward function, which provably drives it to learn how to achieve all reachable internal goals, and the value of doing so in the current task. We demonstrate two key benefits of WVFs in the context of learning and planning. In particular, given a learned WVF, an agent can compute the optimal policy in a new task by simply estimating the task's reward function. Furthermore, we show that WVFs also implicitly encode the transition dynamics of the environment, and so can be used to perform planning. Experimental results show that WVFs can be learned faster than regular value functions, while their ability to infer the environment's dynamics can be used to integrate learning and planning methods to further improve sample efficiency.

preprint2022arXiv

World Value Functions: Knowledge Representation for Multitask Reinforcement Learning

An open problem in artificial intelligence is how to learn and represent knowledge that is sufficient for a general agent that needs to solve multiple tasks in a given world. In this work we propose world value functions (WVFs), which are a type of general value function with mastery of the world - they represent not only how to solve a given task, but also how to solve any other goal-reaching task. To achieve this, we equip the agent with an internal goal space defined as all the world states where it experiences a terminal transition - a task outcome. The agent can then modify task rewards to define its own reward function, which provably drives it to learn how to achieve all achievable internal goals, and the value of doing so in the current task. We demonstrate a number of benefits of WVFs. When the agent's internal goal space is the entire state space, we demonstrate that the transition function can be inferred from the learned WVF, which allows the agent to plan using learned value functions. Additionally, we show that for tasks in the same world, a pretrained agent that has learned any WVF can then infer the policy and value function for any new task directly from its rewards. Finally, an important property for long-lived agents is the ability to reuse existing knowledge to solve new tasks. Using WVFs as the knowledge representation for learned tasks, we show that an agent is able to solve their logical combination zero-shot, resulting in a combinatorially increasing number of skills throughout their lifetime.

preprint2020arXiv

Inter- and Intra-domain Knowledge Transfer for Related Tasks in Deep Character Recognition

Pre-training a deep neural network on the ImageNet dataset is a common practice for training deep learning models, and generally yields improved performance and faster training times. The technique of pre-training on one task and then retraining on a new one is called transfer learning. In this paper we analyse the effectiveness of using deep transfer learning for character recognition tasks. We perform three sets of experiments with varying levels of similarity between source and target tasks to investigate the behaviour of different types of knowledge transfer. We transfer both parameters and features and analyse their behaviour. Our results demonstrate that no significant advantage is gained by using a transfer learning approach over a traditional machine learning approach for our character recognition tasks. This suggests that using transfer learning does not necessarily presuppose a better performing model in all cases.

preprint2020arXiv

Learning Options from Demonstration using Skill Segmentation

We present a method for learning options from segmented demonstration trajectories. The trajectories are first segmented into skills using nonparametric Bayesian clustering and a reward function for each segment is then learned using inverse reinforcement learning. From this, a set of inferred trajectories for the demonstration are generated. Option initiation sets and termination conditions are learned from these trajectories using the one-class support vector machine clustering algorithm. We demonstrate our method in the four rooms domain, where an agent is able to autonomously discover usable options from human demonstration. Our results show that these inferred options can then be used to improve learning and planning.

preprint2020arXiv

Quantisation and Pruning for Neural Network Compression and Regularisation

Deep neural networks are typically too computationally expensive to run in real-time on consumer-grade hardware and low-powered devices. In this paper, we investigate reducing the computational and memory requirements of neural networks through network pruning and quantisation. We examine their efficacy on large networks like AlexNet compared to recent compact architectures: ShuffleNet and MobileNet. Our results show that pruning and quantisation compresses these networks to less than half their original size and improves their efficiency, particularly on MobileNet with a 7x speedup. We also demonstrate that pruning, in addition to reducing the number of parameters in a network, can aid in the correction of overfitting.