Demo Data from VLDB 2026 / reviewers in the wild / expert
Eugene Vinitsky
dblp:207/7772
· DBLP profile ↗
12ranked-venue papers
2as first author
10since 2021 · last 2025
0000-0003-2372-4944ORCID · verified
Domains — the database's venue-derived domains; a paper can count in several
Artificial intelligence and machine learning · 8 · 1 first-author · 6 since 2021Applied, interdisciplinary, general and emerging computing · 4 · 1 first-author · 4 since 2021Systems, architecture and hardware · 1 · 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
7 papers |
Reinforcement learning · 44% Autonomous driving · 37% Learning paradigms · 7% | |
| Computer architecture, parallel and distributed computing, and storage systems
1 paper |
GPUs and heterogeneous computing · 100% |
Topics — the 18 heaviest of 20, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Machine learning › Reinforcement learning
multi-agent reinforcement learning |
1.6 | 3 | 2025 | GPUDrive: Data-driven, multi-agent driving simulation at 1 million FPS · ICLR 2025 The Surprising Effectiveness of PPO in Cooperative Multi-Agent Games · NeurIPS 2022 Nocturne: a scalable driving benchmark for bringing multi-agent learning one step closer to the real world · NeurIPS 2022 |
Robotics › Autonomous driving › simulation
closed-loop simulation |
0.9 | 1 | 2025 | GPUDrive: Data-driven, multi-agent driving simulation at 1 million FPS · ICLR 2025 |
Machine learning › Reinforcement learning › multi-agent reinforcement learning
self-play |
0.9 | 1 | 2025 | Robust Autonomy Emerges from Self-Play · ICML 2025 |
GPUs and heterogeneous computing › GPU-accelerated scientific computing
GPU-accelerated simulation |
0.9 | 1 | 2025 | GPUDrive: Data-driven, multi-agent driving simulation at 1 million FPS · ICLR 2025 |
Machine learning › Transfer learning and domain adaptation
sim-to-real transfer |
0.8 | 1 | 2024 | From Sim to Real: A Pipeline for Training and Deploying Traffic Smoothing Cruise Controllers · IEEE Trans. Robotics 2024 |
Machine learning › Reinforcement learning › multi-agent reinforcement learning
cooperative multi-agent reinforcement learning |
0.6 | 1 | 2022 | The Surprising Effectiveness of PPO in Cooperative Multi-Agent Games · NeurIPS 2022 |
Robotics › Autonomous driving › simulation
driving simulation |
0.6 | 1 | 2022 | Nocturne: a scalable driving benchmark for bringing multi-agent learning one step closer to the real world · NeurIPS 2022 |
Knowledge, reasoning and agents › Multi-agent systems
multi-agent coordination |
0.6 | 1 | 2022 | Nocturne: a scalable driving benchmark for bringing multi-agent learning one step closer to the real world · NeurIPS 2022 |
Robotics › Autonomous driving
planning and control |
0.6 | 1 | 2022 | Deploying Traffic Smoothing Cruise Controllers Learned from Trajectory Data · ICRA 2022 |
Machine learning › Reinforcement learning
policy optimization |
0.6 | 1 | 2022 | The Surprising Effectiveness of PPO in Cooperative Multi-Agent Games · NeurIPS 2022 |
Machine learning › Reinforcement learning › policy optimization
proximal policy optimization |
0.6 | 1 | 2022 | The Surprising Effectiveness of PPO in Cooperative Multi-Agent Games · NeurIPS 2022 |
Machine learning › Learning paradigms › curriculum learning
automatic curriculum generation |
0.4 | 1 | 2020 | Emergent Complexity and Zero-shot Transfer via Unsupervised Environment Design · NeurIPS 2020 |
Machine learning › Learning paradigms
curriculum learning |
0.4 | 1 | 2020 | Emergent Complexity and Zero-shot Transfer via Unsupervised Environment Design · NeurIPS 2020 |
Machine learning › Reinforcement learning › reinforcement learning environment › environment design
unsupervised environment design |
0.4 | 1 | 2020 | Emergent Complexity and Zero-shot Transfer via Unsupervised Environment Design · NeurIPS 2020 |
Machine learning › Reinforcement learning
unsupervised reinforcement learning |
0.4 | 1 | 2020 | Emergent Complexity and Zero-shot Transfer via Unsupervised Environment Design · NeurIPS 2020 |
Machine learning › Reinforcement learning › policy optimization
policy gradient |
0.4 | 2 | 2024 | From Sim to Real: A Pipeline for Training and Deploying Traffic Smoothing Cruise Controllers · IEEE Trans. Robotics 2024 Deploying Traffic Smoothing Cruise Controllers Learned from Trajectory Data · ICRA 2022 |
Robotics › Autonomous driving
perception and planning |
0.3 | 1 | 2025 | Robust Autonomy Emerges from Self-Play · ICML 2025 |
Machine learning › Reinforcement learning
policy learning |
0.2 | 1 | 2022 | Deploying Traffic Smoothing Cruise Controllers Learned from Trajectory Data · ICRA 2022 |
Methods — techniques the papers use, named apart from their topics
reinforcement learning · 3.1CUDA · 1.7policy gradient · 1.3asymmetric critic · 1.3self-play · 0.9batched simulation · 0.9trajectory data learning · 0.6imitation learning · 0.6hyperparameter tuning · 0.6ablation study · 0.6
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2025 | GPUDrive: Data-driven, multi-agent driving simulation at 1 million FPSabstractMulti-agent learning algorithms have been successful at generating superhuman planning in various games but have had limited impact on the design of deployed multi-agent planners. A key bottleneck in applying these techniques to multi-agent planning is that they require billions of steps of experience. To enable the study of multi-agent planning at scale, we present GPUDrive, a GPU-accelerated, multi-agent simulator built on top of the Madrona Game Engine capable of generating over a million simulation steps per second. Observation, reward, and dynamics functions are written directly in C++, allowing users to define complex, heterogeneous agent behaviors that are lowered to high-performance CUDA. Despite these low-level optimizations, GPUDrive is fully accessible through Python, offering a seamless and efficient workflow for multi-agent, closed-loop simulation. Using GPUDrive, we train reinforcement learning agents on the Waymo Open Motion Dataset, achieving efficient goal-reaching in minutes and scaling to thousands of scenarios in hours. We open-source the code and pre-trained agents at \url{www.github.com/Emerge-Lab/gpudrive}. Saman Kazemkhani, Aarav Pandya, Daphne Cornelisse, Brennan Shacklett, Eugene Vinitsky |
ICLR | 5 |
| 2025 | Robust Autonomy Emerges from Self-PlayabstractSelf-play has powered breakthroughs in two-player and multi-player games. Here we show that self-play is a surprisingly effective strategy in another domain. We show that robust and naturalistic driving emerges entirely from self-play in simulation at unprecedented scale -- 1.6 billion km of driving. This is enabled by Gigaflow, a batched simulator that can synthesize and train on 42 years of subjective driving experience per hour on a single 8-GPU node. The resulting policy achieves state-of-the-art performance on three independent autonomous driving benchmarks. The policy outperforms the prior state of the art when tested on recorded real-world scenarios, amidst human drivers, without ever seeing human data during training. The policy is realistic when assessed against human references and achieves unprecedented robustness, averaging 17.5 years of continuous driving between incidents in simulation. Marco F. Cusumano-Towner, David Hafner, Alexander Hertzberg, Brody Huval, Aleksei Petrenko, Eugene Vinitsky, Erik Wijmans, Taylor W. Killian, Stuart Bowers, Ozan Sener, Philipp Krähenbühl, Vladlen Koltun |
ICML | 6 |
| 2025 | Estimating cognitive biases with attention-aware inverse planningabstractPeople's goal-directed behaviors are influenced by their cognitive biases, and autonomous systems that interact with people should be aware of this. For example, people's attention to objects in their environment will be biased in a way that systematically affects how they perform everyday tasks such as driving to work. Here, building on recent work in computational cognitive science, we formally articulate the \textit{attention-aware inverse planning problem}, in which the goal is to estimate a person's attentional biases from their actions. We demonstrate how attention-aware inverse planning systematically differs from standard inverse reinforcement learning and how cognitive biases can be inferred from behavior. Finally, we present an approach to attention-aware inverse planning that combines deep reinforcement learning with computational cognitive modeling. We use this approach to infer the attentional strategies of RL agents in real-life driving scenarios selected from the Waymo Open Dataset, demonstrating the scalability of estimating cognitive biases with attention-aware inverse planning. Sounak Banerjee 0002, Daphne Cornelisse, Deepak Edakkattil Gopinath, Emily S. Sumner, Jonathan A. DeCastro, Guy Rosman, Eugene Vinitsky, Mark K. Ho |
NeurIPS | 7 |
| 2024 | From Sim to Real: A Pipeline for Training and Deploying Traffic Smoothing Cruise ControllersabstractDesigning and validating controllers for connected and automated vehicles to enhance traffic flow presents significant challenges, from the complexity of replicating real-world stop-and-go traffic dynamics in simulation, to the intricacies involved in transitioning from simulation to actual deployment. In this work, we present a full pipeline from data collection to controller deployment. Specifically, we collect 772 km of driving data from the I-24 in Tennessee, and use it to build a one-lane simulator, placing simulated vehicles behind real-world trajectories. Using policy-gradient methods with an asymmetric critic, we improve fuel efficiency by over 10% when simulating congested scenarios. Our comprehensive approach includes reinforcement learning for controller training, software verification, hardware validation and setup, and navigating various sim-to-real challenges. Furthermore, we analyze the controller's behavior and wave-smoothing properties, and deploy it on four Toyota Rav4’s in a real-world validation experiment on the I-24. Finally, we release the driving dataset (Nice et al., 2021), the simulator and the trained controller (Lichtlé et al., 2022), to enable future benchmarking and controller design. Nathan Lichtle, Eugene Vinitsky, Matthew Nice, Rahul Bhadani, Matt Bunting, Fangyu Wu 0003, Benedetto Piccoli, Benjamin Seibold, Daniel B. Work, Jonathan W. Lee, Jonathan Sprinkle, Alexandre M. Bayen |
IEEE Trans. Robotics | 2 |
| 2023 | Unified Automatic Control of Vehicular Systems With Reinforcement LearningabstractEmerging vehicular systems with increasing proportions of automated components present opportunities for optimal control to mitigate congestion and increase efficiency. There has been a recent interest in applying deep reinforcement learning (DRL) to these nonlinear dynamical systems for the automatic design of effective control strategies. Despite conceptual advantages of DRL being model-free, studies typically nonetheless rely on training setups that are painstakingly specialized to specific vehicular systems. This is a key challenge to efficient analysis of diverse vehicular and mobility systems. To this end, this article contributes a streamlined methodology for vehicular microsimulation and discovers high performance control strategies with minimal manual design. A variable-agent, multi-task approach is presented for optimization of vehicular Partially Observed Markov Decision Processes. The methodology is experimentally validated on mixed autonomy traffic systems, where fractions of vehicles are automated; empirical improvement, typically 15-60% over a human driving baseline, is observed in all configurations of six diverse open or closed traffic systems. The study reveals numerous emergent behaviors resembling wave mitigation, traffic signaling, and ramp metering. Finally, the emergent behaviors are analyzed to produce interpretable control strategies, which are validated against the learned control strategies. Note to Practitioners—As vehicular systems such as real-world traffic systems and robotic warehouses become increasingly automated, optimizing vehicle movements sees an increasing potential to reduce congestion and increase efficiency. For many vehicular systems, simulations of varying fidelity are commonly used for analysis and optimization without the need to deploy real vehicles. This article describes a unified and practical approach for optimal control of vehicles in arbitrary simulated vehicular systems while permitting partial automation, where the behavior of fractions of vehicles at given times can be modelled but not controlled. As illustrated by the diverse traffic systems considered in this article, the presented methodology emphasizes ease of application within any simulated vehicular system while minimizing manual efforts by the practitioner. The control inputs consist of local information around each automated vehicle, while the control outputs are commands for longitudinal acceleration and lateral lane change. Experimental results are presented for relatively small simulated traffic systems, though the methodology can be adapted to larger vehicular systems with minor modifications. Experimentally optimized behaviors provide insights to the practitioner which may assist in designing simplified and interpretable control strategies. Implementation in real-world systems depends on two requirements: 1) a reliable fallback mechanism for ensuring safety of vehicles, and 2) sufficient fidelity of the simulator for simulated behaviors to transfer. These requirements are under active research for traffic systems and may be practical in some robotic settings. To facilitate robust transfer of policies from simulated to real-world systems, future extensions of this work may inject additional randomization into simulation while reducing the unmodeled stochasticity of targeted real-world systems as much as possible. Zhongxia Yan 0001, Abdul Rahman Kreidieh, Eugene Vinitsky, Alexandre M. Bayen, Cathy Wu 0002 |
IEEE Trans Autom. Sci. Eng. | 3 |
| 2023 | Optimizing Mixed Autonomy Traffic Flow with Decentralized Autonomous Vehicles and Multi-Agent Reinforcement LearningabstractWe study the ability of autonomous vehicles to improve the throughput of a bottleneck using a fully decentralized control scheme in a mixed autonomy setting. We consider the problem of improving the throughput of a scaled model of the San Francisco–Oakland Bay Bridge: a two-stage bottleneck where four lanes reduce to two and then reduce to one. Although there is extensive work examining variants of bottleneck control in a centralized setting, there is less study of the challenging multi-agent setting where the large number of interacting AVs leads to significant optimization difficulties for reinforcement learning methods. We apply multi-agent reinforcement algorithms to this problem and demonstrate that significant improvements in bottleneck throughput, from 20% at a 5% penetration rate to 33% at a 40% penetration rate, can be achieved. We compare our results to a hand-designed feedback controller and demonstrate that our results sharply outperform the feedback controller despite extensive tuning. Additionally, we demonstrate that the RL-based controllers adopt a robust strategy that works across penetration rates whereas the feedback controllers degrade immediately upon penetration rate variation. We investigate the feasibility of both action and observation decentralization and demonstrate that effective strategies are possible using purely local sensing. Finally, we open-source our code at https://github.com/eugenevinitsky/decentralized_bottlenecks . Eugene Vinitsky, Nathan Lichtle, Kanaad Parvate, Alexandre M. Bayen |
ACM Trans. Cyber Phys. Syst. | 1 |
| 2022 | Deploying Traffic Smoothing Cruise Controllers Learned from Trajectory DataabstractAutonomous vehicle-based traffic smoothing con-trollers are often not transferred to real-world use due to challenges in calibrating many-agent traffic simulators. We show a pipeline to sidestep such calibration issues by collecting trajectory data and learning controllers directly from trajectory data that are then deployed zero-shot onto the highway. We construct a dataset of 772.3 kilometers of recorded drives on the I–24. We then construct a simple simulator using the recorded drives as the lead vehicle in front of a simulated platoon consisting of one autonomous vehicle and five human followers. Using policy-gradient methods with an asymmetric critic to learn the controller, we show that we are able to improve average MPG by 11% in simulation on congested trajectories. We deploy this controller to a mixed platoon of 4 autonomous Toyota RAV-4's and 7 human drivers in a validation experiment and demonstrate that the expected time-gap of the controller is maintained in the real world test. Finally, we release the driving dataset [1], the simulator, and the trained controller at https://github.com/nathanlct/trajectory-training-icra. Nathan Lichtle, Eugene Vinitsky, Matthew Nice, Benjamin Seibold, Daniel B. Work, Alexandre M. Bayen |
ICRA | 2 |
| 2022 | Nocturne: a scalable driving benchmark for bringing multi-agent learning one step closer to the real worldabstractWe introduce \textit{Nocturne}, a new 2D driving simulator for investigating multi-agent coordination under partial observability. The focus of Nocturne is to enable research into inference and theory of mind in real-world multi-agent settings without the computational overhead of computer vision and feature extraction from images. Agents in this simulator only observe an obstructed view of the scene, mimicking human visual sensing constraints. Unlike existing benchmarks that are bottlenecked by rendering human-like observations directly using a camera input, Nocturne uses efficient intersection methods to compute a vectorized set of visible features in a C++ back-end, allowing the simulator to run at $2000+$ steps-per-second. Using open-source trajectory and map data, we construct a simulator to load and replay arbitrary trajectories and scenes from real-world driving data. Using this environment, we benchmark reinforcement-learning and imitation-learning agents and demonstrate that the agents are quite far from human-level coordination ability and deviate significantly from the expert trajectories. Eugene Vinitsky, Nathan Lichtle, Brandon Amos, Jakob N. Foerster |
NeurIPS | 1 |
| 2022 | The Surprising Effectiveness of PPO in Cooperative Multi-Agent GamesabstractProximal Policy Optimization (PPO) is a ubiquitous on-policy reinforcement learning algorithm but is significantly less utilized than off-policy learning algorithms in multi-agent settings. This is often due to the belief that PPO is significantly less sample efficient than off-policy methods in multi-agent systems. In this work, we carefully study the performance of PPO in cooperative multi-agent settings. We show that PPO-based multi-agent algorithms achieve surprisingly strong performance in four popular multi-agent testbeds: the particle-world environments, the StarCraft multi-agent challenge, the Hanabi challenge, and Google Research Football, with minimal hyperparameter tuning and without any domain-specific algorithmic modifications or architectures. Importantly, compared to competitive off-policy methods, PPO often achieves competitive or superior results in both final returns and sample efficiency. Finally, through ablation studies, we analyze implementation and hyperparameter factors that are critical to PPO's empirical performance, and give concrete practical suggestions regarding these factors. Our results show that when using these practices, simple PPO-based methods are a strong baseline in cooperative multi-agent reinforcement learning. Source code is released at https://github.com/marlbenchmark/on-policy. Chao Yu 0005, Akash Velu, Eugene Vinitsky, Jiaxuan Gao, Yu Wang 0002, Alexandre M. Bayen, Yi Wu 0013 |
NeurIPS | 3 |
| 2022 | Flow: A Modular Learning Framework for Mixed Autonomy TrafficabstractThe rapid development ofautonomous vehicles(AVs) holds vast potential for transportation systems through improved safety, efficiency, and access to mobility. However, the progression of these impacts, as AVs are adopted, is not well understood. Numerous technical challenges arise from the goal of analyzing the partial adoption of autonomy: partial control and observation, multivehicle interactions, and the sheer variety of scenarios represented by real-world networks. To shed light into near-term AV impacts, this article studies the suitability of deepreinforcement learning(RL) for overcoming these challenges in a low AV-adoption regime. A modular learning framework is presented, which leverages deep RL to address complex traffic dynamics. Modules are composed to capture common traffic phenomena (stop-and-go traffic jams, lane changing, intersections). Learned control laws are found to improve upon human driving performance, in terms of system-level velocity, by up to 57% with only 4–7% adoption of AVs. Furthermore, in single-lane traffic, a small neural network control law with only local observation is found to eliminate stop-and-go traffic—surpassing all known model-based controllers to achieve near-optimal performance—and generalize to out-of-distribution traffic densities. Cathy Wu 0002, Abdul Rahman Kreidieh, Kanaad Parvate, Eugene Vinitsky, Alexandre M. Bayen |
IEEE Trans. Robotics | 4 |
| 2020 | Emergent Complexity and Zero-shot Transfer via Unsupervised Environment DesignabstractA wide range of reinforcement learning (RL) problems --- including robustness, transfer learning, unsupervised RL, and emergent complexity --- require specifying a distribution of tasks or environments in which a policy will be trained. However, creating a useful distribution of environments is error prone, and takes a significant amount of developer time and effort. We propose Unsupervised Environment Design (UED) as an alternative paradigm, where developers provide environments with unknown parameters, and these parameters are used to automatically produce a distribution over valid, solvable environments. Existing approaches to automatically generating environments suffer from common failure modes: domain randomization cannot generate structure or adapt the difficulty of the environment to the agent's learning progress, and minimax adversarial training leads to worst-case environments that are often unsolvable. To generate structured, solvable environments for our protagonist agent, we introduce a second, antagonist agent that is allied with the environment-generating adversary. The adversary is motivated to generate environments which maximize regret, defined as the difference between the protagonist and antagonist agent's return. We call our technique Protagonist Antagonist Induced Regret Environment Design (PAIRED). Our experiments demonstrate that PAIRED produces a natural curriculum of increasingly complex environments, and PAIRED agents achieve higher zero-shot transfer performance when tested in highly novel environments. Michael Dennis 0001, Natasha Jaques, Eugene Vinitsky, Alexandre M. Bayen, Stuart Russell 0001, Andrew Critch, Sergey Levine |
NeurIPS | 3 |
| 2018 | On the Approximability of Time Disjoint Walks
Alexandre M. Bayen, Jesse Goodman, Eugene Vinitsky |
COCOA | 3 |