IFIuri Frosio

Iuri Frosio

*This is an algorithmically generated author record based on publicly available information.

Iuri Frosio has a total of 107 co-authors. Here are the top co-authors by number of shared publications:


Latest Publications

  • Modeling visually-guided aim-and-shoot behavior in first-person shooters

    by June-Seop Yoon, Hee-Seung Moon, Ben Boudaoud, Josef Spjut, Iuri Frosio, Byungjoo Lee, Joohwan Kim


  • Learning to Move Like Professional Counter‐Strike Players

    by D. Durst, F. Xie, V. Sarukkai, B. Shacklett, I. Frosio, C. Tessler, J. Kim, C. Taylor, G. Bernstein, S. Choudhury, et al.

    In multiplayer, first‐person shooter games like Counter‐Strike: Global Offensive (CS:GO), coordinated movement is a critical component of high‐level strategic play. However, the complexity of team coordination and the variety of conditions present in popular game maps make it impractical to author hand‐crafted movement policies for every scenario. We show that it is possible to take a data‐driven approach to creating human‐like movement controllers for CS:GO. We curate a team movement dataset comprising 123 hours of professional game play traces, and use this dataset to train a transformer‐based movement model that generates human‐like team movement for all players in a “Retakes” round of the game. Importantly, the movement prediction model is efficient. Performing inference for all players takes less than 0.5 ms per game step (amortized cost) on a single CPU core, making it plausible for use in commercial games today. Human evaluators assess that our model behaves more like humans than both commercially‐available bots and procedural movement controllers scripted by experts (16% to 59% higher by TrueSkill rating of “human‐like”). Using experiments involving in‐game bot vs. bot self‐play, we demonstrate that our model performs simple forms of teamwork, makes fewer common movement mistakes, and yields movement distributions, player lifetimes, and kill locations similar to those observed in professional CS:GO match play.


  • Open Access

    Learning to Move Like Professional Counter-Strike Players

    by David Durst, Feng Xie, Vishnu Sarukkai, Brennan Shacklett, Iuri Frosio, Chen Tessler, Joohwan Kim, Carly Taylor, Gilbert Bernstein, Sanjiban Choudhury, et al.

    In multiplayer, first-person shooter games like Counter-Strike: Global Offensive (CS:GO), coordinated movement is a critical component of high-level strategic play. However, the complexity of team coordination and the variety of conditions present in popular game maps make it impractical to author hand-crafted movement policies for every scenario. We show that it is possible to take a data-driven approach to creating human-like movement controllers for CS:GO. We curate a team movement dataset comprising 123 hours of professional game play traces, and use this dataset to train a transformer-based movement model that generates human-like team movement for all players in a "Retakes" round of the game. Importantly, the movement prediction model is efficient. Performing inference for all players takes less than 0.5 ms per game step (amortized cost) on a single CPU core, making it plausible for use in commercial games today. Human evaluators assess that our model behaves more like humans than both commercially-available bots and procedural movement controllers scripted by experts (16% to 59% higher by TrueSkill rating of "human-like"). Using experiments involving in-game bot vs. bot self-play, we demonstrate that our model performs simple forms of teamwork, makes fewer common movement mistakes, and yields movement distributions, player lifetimes, and kill locations similar to those observed in professional CS:GO match play.

  • Open Access

    The Best Defense is a Good Offense: Adversarial Augmentation against Adversarial Attacks

    by Iuri Frosio, Jan Kautz

    Many defenses against adversarial attacks (\eg robust classifiers, randomization, or image purification) use countermeasures put to work only after the attack has been crafted. We adopt a different perspective to introduce $A^5$ (Adversarial Augmentation Against Adversarial Attacks), a novel framework including the first certified preemptive defense against adversarial attacks. The main idea is to craft a defensive perturbation to guarantee that any attack (up to a given magnitude) towards the input in hand will fail. To this aim, we leverage existing automatic perturbation analysis tools for neural networks. We study the conditions to apply $A^5$ effectively, analyze the importance of the robustness of the to-be-defended classifier, and inspect the appearance of the robustified images. We show effective on-the-fly defensive augmentation with a robustifier network that ignores the ground truth label, and demonstrate the benefits of robustifier and classifier co-training. In our tests, $A^5$ consistently beats state of the art certified defenses on MNIST, CIFAR10, FashionMNIST and Tinyimagenet. We also show how to apply $A^5$ to create certifiably robust physical objects. Our code at https://github.com/NVlabs/A5 allows experimenting on a wide range of scenarios beyond the man-in-the-middle attack tested here, including the case of physical attacks.

  • Open Access

    Improve Agents without Retraining: Parallel Tree Search with Off-Policy Correction

    by Assaf Hallak, Gal Dalal, Steven Dalton, Iuri Frosio, Shie Mannor, Gal Chechik

    Tree Search (TS) is crucial to some of the most influential successes in reinforcement learning. Here, we tackle two major challenges with TS that limit its usability: \textit{distribution shift} and \textit{scalability}. We first discover and analyze a counter-intuitive phenomenon: action selection through TS and a pre-trained value function often leads to lower performance compared to the original pre-trained agent, even when having access to the exact state and reward in future steps. We show this is due to a distribution shift to areas where value estimates are highly inaccurate and analyze this effect using Extreme Value theory. To overcome this problem, we introduce a novel off-policy correction term that accounts for the mismatch between the pre-trained value and its corresponding TS policy by penalizing under-sampled trajectories. We prove that our correction eliminates the above mismatch and bound the probability of sub-optimal action selection. Our correction significantly improves pre-trained Rainbow agents without any further training, often more than doubling their scores on Atari games. Next, we address the scalability issue given by the computational complexity of exhaustive TS that scales exponentially with the tree depth. We introduce Batch-BFS: a GPU breadth-first search that advances all nodes in each depth of the tree simultaneously. Batch-BFS reduces runtime by two orders of magnitude and, beyond inference, enables also training with TS of depths that were not feasible before. We train DQN agents from scratch using TS and show improvement in several Atari games compared to both the original DQN and the more advanced Rainbow. The code for BCTS can be found in \url{https://github.com/NVlabs/bcts}.

  • Open Access

    Noise-Aware Video Saliency Prediction

    by Ekta Prashnani, Orazio Gallo, Joohwan Kim, Josef Spjut, Pradeep Sen, Iuri Frosio

    We tackle the problem of predicting saliency maps for videos of dynamic scenes. We note that the accuracy of the maps reconstructed from the gaze data of a fixed number of observers varies with the frame, as it depends on the content of the scene. This issue is particularly pressing when a limited number of observers are available. In such cases, directly minimizing the discrepancy between the predicted and measured saliency maps, as traditional deep-learning methods do, results in overfitting to the noisy data. We propose a noise-aware training (NAT) paradigm that quantifies and accounts for the uncertainty arising from frame-specific gaze data inaccuracy. We show that NAT is especially advantageous when limited training data is available, with experiments across different models, loss functions, and datasets. We also introduce a video game-based saliency dataset, with rich temporal semantics, and multiple gaze attractors per frame. The dataset and source code are available at https://github.com/NVlabs/NAT-saliency.

  • Open Access

    Generating and Characterizing Scenarios for Safety Testing of Autonomous Vehicles

    by Zahra Ghodsi, Siva Kumar Sastry Hari, Iuri Frosio, Timothy Tsai, Alejandro Troccoli, Stephen W. Keckler, Siddharth Garg, Anima Anandkumar

    Extracting interesting scenarios from real-world data as well as generating failure cases is important for the development and testing of autonomous systems. We propose efficient mechanisms to both characterize and generate testing scenarios using a state-of-the-art driving simulator. For any scenario, our method generates a set of possible driving paths and identifies all the possible safe driving trajectories that can be taken starting at different times, to compute metrics that quantify the complexity of the scenario. We use our method to characterize real driving data from the Next Generation Simulation (NGSIM) project, as well as adversarial scenarios generated in simulation. We rank the scenarios by defining metrics based on the complexity of avoiding accidents and provide insights into how the AV could have minimized the probability of incurring an accident. We demonstrate a strong correlation between the proposed metrics and human intuition.


  • Open Access

    Generating and Characterizing Scenarios for Safety Testing of Autonomous Vehicles

    by Zahra Ghodsi, Siva Kumar Sastry Hari, Iuri Frosio, Timothy Tsai, Alejandro Troccoli, Stephen W. Keckler, Siddharth Garg, Anima Anandkumar

    Extracting interesting scenarios from real-world data as well as generating failure cases is important for the development and testing of autonomous systems. We propose efficient mechanisms to both characterize and generate testing scenarios using a state-of-the-art driving simulator. For any scenario, our method generates a set of possible driving paths and identifies all the possible safe driving trajectories that can be taken starting at different times, to compute metrics that quantify the complexity of the scenario. We use our method to characterize real driving data from the Next Generation Simulation (NGSIM) project, as well as adversarial scenarios generated in simulation. We rank the scenarios by defining metrics based on the complexity of avoiding accidents and provide insights into how the AV could have minimized the probability of incurring an accident. We demonstrate a strong correlation between the proposed metrics and human intuition.

  • Open Access

    Accelerating Reinforcement Learning through GPU Atari Emulation

    by Steven Dalton, Iuri Frosio, Michael Garland

    We introduce CuLE (CUDA Learning Environment), a CUDA port of the Atari Learning Environment (ALE) which is used for the development of deep reinforcement algorithms. CuLE overcomes many limitations of existing CPU-based emulators and scales naturally to multiple GPUs. It leverages GPU parallelization to run thousands of games simultaneously and it renders frames directly on the GPU, to avoid the bottleneck arising from the limited CPU-GPU communication bandwidth. CuLE generates up to 155M frames per hour on a single GPU, a finding previously achieved only through a cluster of CPUs. Beyond highlighting the differences between CPU and GPU emulators in the context of reinforcement learning, we show how to leverage the high throughput of CuLE by effective batching of the training data, and show accelerated convergence for A2C+V-trace. CuLE is available at https://github.com/NVLabs/cule .


  • Open Access

    Importance Estimation for Neural Network Pruning

    by Pavlo Molchanov, Arun Mallya, Stephen Tyree, Iuri Frosio, Jan Kautz

    Structural pruning of neural network parameters reduces computation, energy, and memory transfer costs during inference. We propose a novel method that estimates the contribution of a neuron (filter) to the final loss and iteratively removes those with smaller scores. We describe two variations of our method using the first and second-order Taylor expansions to approximate a filter's contribution. Both methods scale consistently across any network layer without requiring per-layer sensitivity analysis and can be applied to any kind of layer, including skip connections. For modern networks trained on ImageNet, we measured experimentally a high (>93%) correlation between the contribution computed by our methods and a reliable estimate of the true importance. Pruning with the proposed methods leads to an improvement over state-of-the-art in terms of accuracy, FLOPs, and parameter reduction. On ResNet-101, we achieve a 40% FLOPS reduction by removing 30% of the parameters, with a loss of 0.02% in the top-1 accuracy on ImageNet. Code is available at https://github.com/NVlabs/Taylor_pruning.