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Chen Tessler

dblp:179/2389 · DBLP profile ↗
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13ranked-venue papers
7as first author
9since 2021 · last 2025
0000-0001-6447-9864ORCID · verified

Domains — the database's venue-derived domains; a paper can count in several

Artificial intelligence and machine learning · 9 · 5 first-author · 5 since 2021Graphics, computer vision, multimedia, augmented reality and games · 5 · 4 first-author · 4 since 2021Systems, architecture and hardware · 2 · 2 since 2021Human-computer interaction and ubiquitous computing · 1 · 1 first-author · 1 since 2021

Expertise — from the expertise taxonomy: the topics of the expert's papers under the CCF categories. A weight counts papers with recency: 1 for a paper about the topic, 0.3 when the topic is its context, halved every five years.

Artificial intelligence
8 papers
Reinforcement learning · 89% Learning paradigms · 4% Transfer learning and domain adaptation · 4%
Computer graphics and multimedia
2 papers
Computer animation and physical simulation · 81% Image and video processing · 19%
Computer networks
1 paper
Datacenter networks · 77% Transport protocols and congestion control · 23%

Topics — the 18 heaviest of 21, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Machine learning › Reinforcement learning › policy optimization
policy gradient
1.022022
Reinforcement Learning for Datacenter Congestion Control · AAAI 2022
Distributional Policy Optimization: An Alternative Approach for Continuous Control · NeurIPS 2019
Machine learning › Reinforcement learning
value-based reinforcement learning
0.912025
Gradient Boosting Reinforcement Learning · ICML 2025
Computer animation and physical simulation › motion synthesis
human motion synthesis
0.912025
MaskedManipulator: Versatile Whole-Body Control for Loco-Manipulation · SIGGRAPH Asia 2025
Computer animation and physical simulation › character animation
physics-based character animation
0.912025
MaskedManipulator: Versatile Whole-Body Control for Loco-Manipulation · SIGGRAPH Asia 2025
Image and video processing › video restoration
motion inpainting
0.812024
MaskedMimic: Unified Physics-Based Character Control Through Masked Motion Inpainting · ACM Trans. Graph. 2024
Computer animation and physical simulation
motion synthesis
0.812024
MaskedMimic: Unified Physics-Based Character Control Through Masked Motion Inpainting · ACM Trans. Graph. 2024
Computer animation and physical simulation › character control
physics-based character control
0.812024
MaskedMimic: Unified Physics-Based Character Control Through Masked Motion Inpainting · ACM Trans. Graph. 2024
Datacenter networks › datacenter transport
datacenter congestion control
0.612022
Reinforcement Learning for Datacenter Congestion Control · AAAI 2022
Machine learning › Reinforcement learning › value-based reinforcement learning
q-learning
0.512021
Ensemble Bootstrapping for Q-Learning · ICML 2021
Machine learning › Reinforcement learning
constrained reinforcement learning
0.412019
Reward Constrained Policy Optimization · ICLR (Poster) 2019
Machine learning › Reinforcement learning
continuous control
0.412019
Distributional Policy Optimization: An Alternative Approach for Continuous Control · NeurIPS 2019
Machine learning › Reinforcement learning
policy optimization
0.412019
Distributional Policy Optimization: An Alternative Approach for Continuous Control · NeurIPS 2019
Machine learning › Reinforcement learning
robust reinforcement learning
0.412019
Action Robust Reinforcement Learning and Applications in Continuous Control · ICML 2019
Machine learning › Transfer learning and domain adaptation
cross-task transfer
0.312017
A Deep Hierarchical Approach to Lifelong Learning in Minecraft · AAAI 2017
Machine learning › Reinforcement learning
hierarchical reinforcement learning
0.312017
A Deep Hierarchical Approach to Lifelong Learning in Minecraft · AAAI 2017
Machine learning › Learning paradigms
lifelong learning
0.312017
A Deep Hierarchical Approach to Lifelong Learning in Minecraft · AAAI 2017
Machine learning › Reinforcement learning › value function estimation
value estimation bias
0.112021
Ensemble Bootstrapping for Q-Learning · ICML 2021
Machine learning › Reinforcement learning
deep reinforcement learning
0.112019
Action Robust Reinforcement Learning and Applications in Continuous Control · ICML 2019

Methods — techniques the papers use, named apart from their topics

reinforcement learning · 3.5motion tracking data · 1.5masked motion inpainting · 1.5policy gradient · 1.1tree construction · 0.9policy distillation · 0.9motion capture · 0.9gradient boosting trees · 0.9ensemble bootstrapping · 0.5double q-learning · 0.5policy optimization · 0.4constrained optimization · 0.4
YearPublicationVenuePosition
2025 Gradient Boosting Reinforcement Learning
abstract
We present Gradient Boosting Reinforcement Learning (GBRL), a framework that adapts the strengths of Gradient Boosting Trees (GBT) to reinforcement learning (RL) tasks. While neural networks (NNs) have become the de facto choice for RL, they face significant challenges with structured and categorical features and tend to generalize poorly to out-of-distribution samples. These are challenges for which GBTs have traditionally excelled in supervised learning. However, GBT's application in RL has been limited. The design of traditional GBT libraries is optimized for static datasets with fixed labels, making them incompatible with RL's dynamic nature, where both state distributions and reward signals evolve during training. GBRL overcomes this limitation by continuously interleaving tree construction with environment interaction. Through extensive experiments, we demonstrate that GBRL outperforms NNs in domains with structured observations and categorical features, while maintaining competitive performance on standard continuous control benchmarks. Like its supervised learning counterpart, GBRL demonstrates superior robustness to out-of-distribution samples and better handles irregular state-action relationships.
Benjamin Fuhrer, Chen Tessler, Gal Dalal
ICML2
2025 MaskedManipulator: Versatile Whole-Body Control for Loco-Manipulation
abstract
We tackle the challenges of synthesizing versatile, physically simulated human motions for full-body object manipulation. Unlike prior methods that are focused on detailed motion tracking, trajectory following, or teleoperation, our framework enables users to specify versatile high-level objectives such as target object poses or body poses. To achieve this, we introduce MaskedManipulator, a generative control policy distilled from a tracking controller trained on large-scale human motion capture data. This two-stage learning process allows the system to perform complex interaction behaviors, while providing intuitive user control over both character and object motions. MaskedManipulator produces goal-directed manipulation behaviors that expand the scope of interactive animation systems beyond task-specific solutions.
Chen Tessler, Yifeng Jiang 0009, Erwin Coumans, Zhengyi Luo 0002, Xue Bin Peng, Gal Chechik
SIGGRAPH Asia1
2024 Learning to Move Like Professional Counter-Strike Players
abstract
Abstract 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.
David Durst, Feng Xie 0008, Vishnu Sarukkai, Brennan Shacklett, Iuri Frosio, Chen Tessler, Joohwan Kim, Carly Taylor, Gilbert Louis Bernstein, Sanjiban Choudhury, Pat Hanrahan, Kayvon Fatahalian
Comput. Graph. Forum6
2024 MaskedMimic: Unified Physics-Based Character Control Through Masked Motion Inpainting
abstract
Crafting a single, versatile physics-based controller that can breathe life into interactive characters across a wide spectrum of scenarios represents an exciting frontier in character animation. An ideal controller should support diverse control modalities, such as sparse target keyframes, text instructions, and scene information. While previous works have proposed physically simulated, scene-aware control models, these systems have predominantly focused on developing controllers that each specializes in a narrow set of tasks and control modalities. This work presents MaskedMimic, a novel approach that formulates physics-based character control as a general motion inpainting problem. Our key insight is to train a single unified model to synthesize motions from partial (masked) motion descriptions, such as masked keyframes, objects, text descriptions, or any combination thereof. This is achieved by leveraging motion tracking data and designing a scalable training method that can effectively utilize diverse motion descriptions to produce coherent animations. Through this process, our approach learns a physics-based controller that provides an intuitive control interface without requiring tedious reward engineering for all behaviors of interest. The resulting controller supports a wide range of control modalities and enables seamless transitions between disparate tasks. By unifying character control through motion inpainting, MaskedMimic creates versatile virtual characters. These characters can dynamically adapt to complex scenes and compose diverse motions on demand, enabling more interactive and immersive experiences.
Chen Tessler, Yunrong Guo, Ofir Nabati, Gal Chechik, Xue Bin Peng
ACM Trans. Graph.1
2023 Implementing Reinforcement Learning Datacenter Congestion Control in NVIDIA NICs
abstract
As communication protocols evolve, datacenter network utilization increases. As a result, congestion is more frequent, causing higher latency and packet loss. Combined with the increasing complexity of workloads, manual design of congestion control (CC) algorithms becomes extremely difficult. This calls for the development of AI approaches to replace the human effort. Unfortunately, it is currently not possible to deploy AI models on network devices due to their limited computational capabilities. Here, we offer a solution to this problem by building a computationally-light solution based on a recent reinforcement learning CC algorithm [1, RL-CC]. We reduce the inference time of RL-CC by x500 by distilling its complex neural network into decision trees. This transformation enables real-time inference within the μ-sec decision-time requirement, with a negligible effect on quality. We deploy the transformed policy on NVIDIA NICs in a live cluster. Compared to popular CC algorithms used in production, RL-CC is the only method that performs well on all benchmarks tested over a large range of number of flows. It balances multiple metrics simultaneously: bandwidth, latency, and packet drops. These results suggest that data-driven methods for CC are feasible, challenging the prior belief that handcrafted heuristics are necessary to achieve optimal performance.
Benjamin Fuhrer, Yuval Shpigelman, Chen Tessler, Shie Mannor, Gal Chechik, Eitan Zahavi, Gal Dalal
CCGrid3
2022 Reinforcement Learning for Datacenter Congestion Control
abstract
We approach the task of network congestion control in datacenters using Reinforcement Learning (RL). Successful congestion control algorithms can dramatically improve latency and overall network throughput. Until today, no such learning-based algorithms have shown practical potential in this domain. Evidently, the most popular recent deployments rely on rule-based heuristics that are tested on a predetermined set of benchmarks. Consequently, these heuristics do not generalize well to newly-seen scenarios. Contrarily, we devise an RL-based algorithm with the aim of generalizing to different configurations of real-world datacenter networks. We overcome challenges such as partial-observability, non-stationarity, and multi-objectiveness. We further propose a policy gradient algorithm that leverages the analytical structure of the reward function to approximate its derivative and improve stability. We show that these challenges prevent standard RL algorithms from operating within this domain. Our experiments, conducted on a realistic simulator that emulates communication networks' behavior, show that our method exhibits improved performance concurrently on the multiple considered metrics compared to the popular algorithms deployed today in real datacenters. Our algorithm is being productized to replace heuristics in some of the largest datacenters in the world.
Chen Tessler, Yuval Shpigelman, Gal Dalal, Amit Mandelbaum, Doron Haritan Kazakov, Benjamin Fuhrer, Gal Chechik, Shie Mannor
AAAI1
2022 Towards Autonomous Grading In The Real World
abstract
Surface grading is an integral part of the construction pipeline. Here, a bulldozer, which is a key machinery tool at any construction site, is required to level an uneven area containing pre-dumped sand piles. In this work, we aim to tackle the problem of autonomous surface grading on real-world scenarios. We design both a realistic physical simulation and a scaled real-world prototype environment mimicking real bulldozer dynamics and sensory information. In addition, we establish heuristics and learning strategies in order to solve the problem. Through extensive experiments, we show that although heuristics are capable of tackling the problem in a clean and noise-free simulated environment, they fail catastrophically when facing real-world scenarios. However, we show that the simulation can be leveraged to guide a learning agent, which can generalize and solve the task both in simulation and in a scaled prototype environment.
Yakov Miron, Chana Ross, Yuval Goldfracht, Chen Tessler, Dotan Di Castro
IROS4
2021 Ensemble Bootstrapping for Q-Learning
abstract
Q-learning (QL), a common reinforcement learning algorithm, suffers from over-estimation bias due to the maximization term in the optimal Bellman operator. This bias may lead to sub-optimal behavior. Double-Q-learning tackles this issue by utilizing two estimators, yet results in an under-estimation bias. Similar to over-estimation in Q-learning, in certain scenarios, the under-estimation bias may degrade performance. In this work, we introduce a new bias-reduced algorithm called Ensemble Bootstrapped Q-Learning (EBQL), a natural extension of Double-Q-learning to ensembles. We analyze our method both theoretically and empirically. Theoretically, we prove that EBQL-like updates yield lower MSE when estimating the maximal mean of a set of independent random variables. Empirically, we show that there exist domains where both over and under-estimation result in sub-optimal performance. Finally, We demonstrate the superior performance of a deep RL variant of EBQL over other deep QL algorithms for a suite of ATARI games.
Oren Peer, Chen Tessler, Nadav Merlis, Ron Meir
ICML2
2021 Inverse reinforcement learning in contextual MDPs
abstract
Abstract We consider the task of Inverse Reinforcement Learning in Contextual Markov Decision Processes (MDPs). In this setting, contexts, which define the reward and transition kernel, are sampled from a distribution. In addition, although the reward is a function of the context, it is not provided to the agent. Instead, the agent observes demonstrations from an optimal policy. The goal is to learn the reward mapping, such that the agent will act optimally even when encountering previously unseen contexts, also known as zero-shot transfer. We formulate this problem as a non-differential convex optimization problem and propose a novel algorithm to compute its subgradients. Based on this scheme, we analyze several methods both theoretically, where we compare the sample complexity and scalability, and empirically. Most importantly, we show both theoretically and empirically that our algorithms perform zero-shot transfer (generalize to new and unseen contexts). Specifically, we present empirical experiments in a dynamic treatment regime, where the goal is to learn a reward function which explains the behavior of expert physicians based on recorded data of them treating patients diagnosed with sepsis.
Stav Belogolovsky, Philip Korsunsky, Shie Mannor, Chen Tessler, Tom Zahavy
Mach. Learn.4
2019 Reward Constrained Policy Optimization
Chen Tessler, Daniel J. Mankowitz, Shie Mannor
ICLR (Poster)1
2019 Action Robust Reinforcement Learning and Applications in Continuous Control
abstract
A policy is said to be robust if it maximizes the reward while considering a bad, or even adversarial, model. In this work we formalize two new criteria of robustness to action uncertainty. Specifically, we consider two scenarios in which the agent attempts to perform an action $\action$, and (i) with probability $\alpha$, an alternative adversarial action $\bar \action$ is taken, or (ii) an adversary adds a perturbation to the selected action in the case of continuous action space. We show that our criteria are related to common forms of uncertainty in robotics domains, such as the occurrence of abrupt forces, and suggest algorithms in the tabular case. Building on the suggested algorithms, we generalize our approach to deep reinforcement learning (DRL) and provide extensive experiments in the various MuJoCo domains. Our experiments show that not only does our approach produce robust policies, but it also improves the performance in the absence of perturbations. This generalization indicates that action-robustness can be thought of as implicit regularization in RL problems.
Chen Tessler, Yonathan Efroni, Shie Mannor
ICML1
2019 Distributional Policy Optimization: An Alternative Approach for Continuous Control
abstract
We identify a fundamental problem in policy gradient-based methods in continuous control. As policy gradient methods require the agent's underlying probability distribution, they limit policy representation to parametric distribution classes. We show that optimizing over such sets results in local movement in the action space and thus convergence to sub-optimal solutions. We suggest a novel distributional framework, able to represent arbitrary distribution functions over the continuous action space. Using this framework, we construct a generative scheme, trained using an off-policy actor-critic paradigm, which we call the Generative Actor Critic (GAC). Compared to policy gradient methods, GAC does not require knowledge of the underlying probability distribution, thereby overcoming these limitations. Empirical evaluation shows that our approach is comparable and often surpasses current state-of-the-art baselines in continuous domains.
Chen Tessler, Guy Tennenholtz, Shie Mannor
NeurIPS1
2017 A Deep Hierarchical Approach to Lifelong Learning in Minecraft
abstract
We propose a lifelong learning system that has the ability to reuse and transfer knowledge from one task to another while efficiently retaining the previously learned knowledge-base. Knowledge is transferred by learning reusable skills to solve tasks in Minecraft, a popular video game which is an unsolved and high-dimensional lifelong learning problem. These reusable skills, which we refer to as Deep Skill Networks, are then incorporated into our novel Hierarchical Deep Reinforcement Learning Network (H-DRLN) architecture using two techniques: (1) a deep skill array and (2) skill distillation, our novel variation of policy distillation (Rusu et. al. 2015) for learning skills. Skill distillation enables the H-DRLN to efficiently retain knowledge and therefore scale in lifelong learning, by accumulating knowledge and encapsulating multiple reusable skills into a single distilled network. The H-DRLN exhibits superior performance and lower learning sample complexity compared to the regular Deep Q Network (Mnih et. al. 2015) in sub-domains of Minecraft.
Chen Tessler, Shahar Givony, Tom Zahavy, Daniel J. Mankowitz, Shie Mannor
AAAI1