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Eduardo Pignatelli

dblp:259/1527 · DBLP profile ↗
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3ranked-venue papers
1as first author
3since 2021 · last 2025
—ORCID · none

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

Artificial intelligence and machine learning · 3 · 1 first-author · 3 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
2 papers
Reinforcement learning · 36% Multi-agent systems · 28% Language models and text generation · 28%

Topics — the 5 heaviest of 5, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Knowledge, reasoning and agents › Multi-agent systems › agentic AI
agentic reasoning
0.912025
BALROG: Benchmarking Agentic LLM and VLM Reasoning On Games · ICLR 2025
Natural language and speech › Language models and text generation
large language model
0.912025
BALROG: Benchmarking Agentic LLM and VLM Reasoning On Games · ICLR 2025
Machine learning › Reinforcement learning
reinforcement learning environment
0.912025
NAVIX: Scaling MiniGrid Environments with JAX · NeurIPS 2025
Machine learning › Reinforcement learning
large-scale reinforcement learning
0.312025
NAVIX: Scaling MiniGrid Environments with JAX · NeurIPS 2025
Computer vision › Vision and language
vision-language model
0.312025
BALROG: Benchmarking Agentic LLM and VLM Reasoning On Games · ICLR 2025

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

benchmark evaluation · 0.9JAX · 0.9
YearPublicationVenuePosition
2025 BALROG: Benchmarking Agentic LLM and VLM Reasoning On Games
abstract
Large Language Models (LLMs) and Vision Language Models (VLMs) possess extensive knowledge and exhibit promising reasoning abilities, however, they still struggle to perform well in complex, dynamic environments. Real-world tasks require handling intricate interactions, advanced spatial reasoning, long-term planning, and continuous exploration of new strategies—areas in which we lack effective methodologies for comprehensively evaluating these capabilities. To address this gap, we introduce BALROG, a novel benchmark designed to assess the agentic capabilities of LLMs and VLMs through a diverse set of challenging games. Our benchmark incorporates a range of existing reinforcement learning environments with varying levels of difficulty, including tasks that are solvable by non-expert humans in seconds to extremely challenging ones that may take years to master (e.g., the NetHack Learning Environment). We devise fine-grained metrics to measure performance and conduct an extensive evaluation of several popular open-source and closed-source LLMs and VLMs. Our findings indicate that while current models achieve partial success in the easier games, they struggle significantly with more challenging tasks. Notably, we observe severe deficiencies in vision-based decision-making, as several models perform worse when visual representations of the environments are provided. We release BALROG as an open and user-friendly benchmark to facilitate future research and development in the agentic community. Code and Leaderboard at balrogai.com
Davide Paglieri, Bartlomiej Cupial, Samuel Coward, Ulyana Piterbarg, Maciej Wolczyk, Akbir Khan, Eduardo Pignatelli, Lukasz Kucinski, Lerrel Pinto, Rob Fergus, Jakob N. Foerster, Jack Parker-Holder, Tim Rocktäschel
ICLR7
2025 NAVIX: Scaling MiniGrid Environments with JAX
abstract
As Deep Reinforcement Learning (Deep RL) research moves towards solving large-scale worlds, efficient environment simulations become crucial for rapid experimentation. However, most existing environments struggle to scale to high throughput, setting back meaningful progress. Interactions are typically computed on the CPU, limiting training speed and throughput, due to slower computation and communication overhead when distributing the task across multiple machines. Ultimately, Deep RL training is CPU-bound, and developing batched, fast, and scalable environments has become a frontier for progress. Among the most used Reinforcement Learning (RL) environments, MiniGrid is at the foundation of several studies on exploration, curriculum learning, representation learning, diversity, meta-learning, credit assignment, and language-conditioned RL, and still suffers from the limitations described above. In this work, we introduce NAVIX, a re-implementation of MiniGrid in JAX. NAVIX achieves over $160\,000\times$ speed improvements in batch mode, supporting up to 2048 agents in parallel on a single Nvidia A100 80 GB. This reduces experiment times from one week to 15 minutes, promoting faster design iterations and more scalable RL model development.
Eduardo Pignatelli, Jarek Liesen, Robert T. Lange, Chris Lu 0001, Pablo Samuel Castro, Laura Toni
NeurIPS1
2025 The impact of intrinsic rewards on exploration in Reinforcement Learning
abstract
Abstract One of the open challenges in Reinforcement Learning (RL) is the hard exploration problem in sparse reward environments. Various types of intrinsic rewards have been proposed to address this challenge by pushing toward diversity. This diversity might be imposed at different levels, favoring the agent to explore different states, policies, or behaviors (State, Policy, and Skill level diversity, respectively). However, the impact of diversity on the agent’s behavior remains unclear. In this work, we aim to fill this gap by studying the effect of different levels of diversity imposed by intrinsic rewards on the exploration patterns of RL agents. We select four intrinsic rewards (State Count, Intrinsic Curiosity Module (ICM), Maximum Entropy, and Diversity is All You Need (DIAYN)), each pushing for a different diversity level. We conduct an empirical study on MiniGrid environments to compare their impact on exploration considering various metrics related to the agent’s exploration, namely: episodic return, observation coverage, agent’s position coverage, policy entropy, and timeframes to reach the sparse reward. The main outcome of the study is that State Count leads to the best exploration performance in the case of low-dimensional observations. However, in the case of RGB observations, the performance of State Count is highly degraded mainly due to representation learning challenges. Conversely, Maximum Entropy is less impacted, resulting in a more robust exploration, despite not always being optimal. Lastly, our empirical study revealed that learning diverse skills with DIAYN, often linked to improved robustness and generalization, does not promote exploration in MiniGrid environments. This is because: (i) Learning the skill space itself can be challenging, and (ii) exploration within the skill space prioritizes differentiating between behaviors rather than achieving uniform state visitation.
Aya Kayal, Eduardo Pignatelli, Laura Toni
Neural Comput. Appl.2