Roy Fox

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20ranked-venue papers
5as first author
9since 2021 · last 2025
—ORCID · none

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

Artificial intelligence and machine learning · 19 · 5 first-author · 9 since 2021Systems, architecture and hardware · 2Software engineering, systems software and programming languages · 1Graphics, computer vision, multimedia, augmented reality and games · 1 · 1 first-authorTheory of computation · 1 · 1 since 2021Applied, interdisciplinary, general and emerging computing · 1 · 1 since 2021
YearPublicationVenuePosition
2025 A Variational Neural Network Model of Resource-Rational Reward Encoding in Human Planning
Zhuojun Ying, Frederick Callaway, Roy Fox, Anastasia Kiyonaga, Marcelo G. Mattar
CogSci3
2025 Explanations for Unrealizability of Infinite-State Safety Shields
abstract
Safe Reinforcement Learning focuses on developing optimal policies while ensuring safety. A popular method to address such task is shielding, in which a correct-by-construction safety component is synthetised from logical specifications. Recently, shield synthesis has been extended to infinite-state domains, such as continuous environments. This makes shielding more applicable to realistic scenarios. However, often shields might be unrealizable because the specification is inconsistent. In order to address this gap, we present a method to obtain simple unconditional and conditional explanations that witness unrealizability, which goes by temporal formula unrolling: bounded strategy search. In this paper, we show different variants of the technique as well as its applicability
Andoni Rodríguez, Irfansha Shaik, Davide Corsi, Roy Fox, César Sánchez 0001
KR4
2024 Toward Optimal Policy Population Growth in Two-Player Zero-Sum Games
abstract
In competitive two-agent environments, deep reinforcement learning (RL) methods like Policy Space Response Oracles (PSRO) often increase exploitability between iterations, which is problematic when training in large games. To address this issue, we introduce anytime double oracle (ADO), an algorithm that ensures exploitability does not increase between iterations, and its approximate extensive-form version, anytime PSRO (APSRO). ADO converges to a Nash equilibrium while iteratively reducing exploitability. However, convergence in these algorithms may require adding all of a game's deterministic policies. To improve this, we propose Self-Play PSRO (SP-PSRO), which incorporates an approximately optimal stochastic policy into the population in each iteration. APSRO and SP-PSRO demonstrate lower exploitability and near-monotonic exploitability reduction in games like Leduc poker and Liar's Dice. Empirically, SP-PSRO often converges much faster than APSRO and PSRO, requiring only a few iterations in many games.
Stephen McAleer, JB Lanier, Kevin A. Wang, Pierre Baldi, Tuomas Sandholm, Roy Fox
ICLR6
2024 Skill Set Optimization: Reinforcing Language Model Behavior via Transferable Skills
abstract
Large language models (LLMs) have recently been used for sequential decision making in interactive environments. However, leveraging environment reward signals for continual LLM actor improvement is not straightforward. We propose Skill Set Optimization (SSO) for improving LLM actor performance through constructing and refining sets of transferable skills. SSO constructs skills by extracting common subtrajectories with high rewards and generating subgoals and instructions to represent each skill. These skills are provided to the LLM actor in-context to reinforce behaviors with high rewards. Then, SSO further refines the skill set by pruning skills that do not continue to result in high rewards. We evaluate our method in the classic videogame NetHack and the text environment ScienceWorld to demonstrate SSO's ability to optimize a set of skills and perform in-context policy improvement. SSO outperforms baselines by 40% in our custom NetHack task and outperforms the previous state-of-the-art in ScienceWorld by 35%.
Kolby Nottingham, Bodhisattwa Prasad Majumder, Bhavana Dalvi, Sameer Singh 0001, Peter Clark, Roy Fox
ICML6
2023 Learning to Design Analog Circuits to Meet Threshold Specifications
abstract
Automated design of analog and radio-frequency circuits using supervised or reinforcement learning from simulation data has recently been studied as an alternative to manual expert design. It is straightforward for a design agent to learn an inverse function from desired performance metrics to circuit parameters. However, it is more common for a user to have threshold performance criteria rather than an exact target vector of feasible performance measures. In this work, we propose a method for generating from simulation data a dataset on which a system can be trained via supervised learning to design circuits to meet threshold specifications. We moreover perform the to-date most extensive evaluation of automated analog circuit design, including experimenting in a significantly more diverse set of circuits than in prior work, covering linear, nonlinear, and autonomous circuit configurations, and show that our method consistently reaches success rate better than 90% at 5% error margin, while also improving data efficiency by upward of an order of magnitude.
Dmitrii Krylov, Pooya Khajeh, Junhan Ouyang, Thomas Reeves, Tongkai Liu, Hiba Ajmal, Hamidreza Aghasi, Roy Fox
ICML8
2023 Do Embodied Agents Dream of Pixelated Sheep: Embodied Decision Making using Language Guided World Modelling
abstract
Reinforcement learning (RL) agents typically learn tabula rasa, without prior knowledge of the world. However, if initialized with knowledge of high-level subgoals and transitions between subgoals, RL agents could utilize this Abstract World Model (AWM) for planning and exploration. We propose using few-shot large language models (LLMs) to hypothesize an AWM, that will be verified through world experience, to improve sample efficiency of RL agents. Our DECKARD agent applies LLM-guided exploration to item crafting in Minecraft in two phases: (1) the Dream phase where the agent uses an LLM to decompose a task into a sequence of subgoals, the hypothesized AWM; and (2) the Wake phase where the agent learns a modular policy for each subgoal and verifies or corrects the hypothesized AWM. Our method of hypothesizing an AWM with LLMs and then verifying the AWM based on agent experience not only increases sample efficiency over contemporary methods by an order of magnitude but is also robust to and corrects errors in the LLM, successfully blending noisy internet-scale information from LLMs with knowledge grounded in environment dynamics.
Kolby Nottingham, Prithviraj Ammanabrolu, Alane Suhr, Yejin Choi 0001, Hannaneh Hajishirzi, Sameer Singh 0001, Roy Fox
ICML7
2022 Independent Natural Policy Gradient always converges in Markov Potential Games
abstract
Natural policy gradient has emerged as one of the most successful algorithms for computing optimal policies in challenging Reinforcement Learning (RL) tasks, yet, very little was known about its convergence properties until recently. The picture becomes more blurry when it comes to multi-agent RL (MARL); the line of works that have theoretical guarantees for convergence to Nash policies are very limited. In this paper, we focus on a particular class of multi-agent stochastic games called Markov Potential Games and we prove that Independent Natural Policy Gradient always converges using constant learning rates. The proof deviates from the existing approaches and the main challenge lies in the fact that Markov potential Games do not have unique optimal values (as single-agent settings exhibit) so different initializations can lead to different limit point values. We complement our theoretical results with experiments that indicate that Natural Policy Gradient outperforms Policy Gradient in MARL settings (our process benchmark is multi-state congestion games).
Roy Fox, Stephen McAleer, Will Overman, Ioannis Panageas
AISTATS1
2022 Reducing Variance in Temporal-Difference Value Estimation via Ensemble of Deep Networks
abstract
In temporal-difference reinforcement learning algorithms, variance in value estimation can cause instability and overestimation of the maximal target value. Many algorithms have been proposed to reduce overestimation, including several recent ensemble methods, however none have shown success in sample-efficient learning through addressing estimation variance as the root cause of overestimation. In this paper, we propose MeanQ, a simple ensemble method that estimates target values as ensemble means. Despite its simplicity, MeanQ shows remarkable sample efficiency in experiments on the Atari Learning Environment benchmark. Importantly, we find that an ensemble of size 5 sufficiently reduces estimation variance to obviate the lagging target network, eliminating it as a source of bias and further gaining sample efficiency. We justify intuitively and empirically the design choices in MeanQ, including the necessity of independent experience sampling. On a set of 26 benchmark Atari environments, MeanQ outperforms all tested baselines, including the best available baseline, SUNRISE, at 100K interaction steps in 16/26 environments, and by 68% on average. MeanQ also outperforms Rainbow DQN at 500K steps in 21/26 environments, and by 49% on average, and achieves average human-level performance using 200K ($\pm$100K) interaction steps. Our implementation is available at https://github.com/indylab/MeanQ.
Litian Liang, Yaosheng Xu, Stephen McAleer, Dailin Hu, Alexander Ihler, Pieter Abbeel, Roy Fox
ICML7
2021 XDO: A Double Oracle Algorithm for Extensive-Form Games
abstract
Policy Space Response Oracles (PSRO) is a reinforcement learning (RL) algorithm for two-player zero-sum games that has been empirically shown to find approximate Nash equilibria in large games. Although PSRO is guaranteed to converge to an approximate Nash equilibrium and can handle continuous actions, it may take an exponential number of iterations as the number of information states (infostates) grows. We propose Extensive-Form Double Oracle (XDO), an extensive-form double oracle algorithm for two-player zero-sum games that is guaranteed to converge to an approximate Nash equilibrium linearly in the number of infostates. Unlike PSRO, which mixes best responses at the root of the game, XDO mixes best responses at every infostate. We also introduce Neural XDO (NXDO), where the best response is learned through deep RL. In tabular experiments on Leduc poker, we find that XDO achieves an approximate Nash equilibrium in a number of iterations an order of magnitude smaller than PSRO. Experiments on a modified Leduc poker game and Oshi-Zumo show that tabular XDO achieves a lower exploitability than CFR with the same amount of computation. We also find that NXDO outperforms PSRO and NFSP on a sequential multidimensional continuous-action game. NXDO is the first deep RL method that can find an approximate Nash equilibrium in high-dimensional continuous-action sequential games.
Stephen McAleer, John B. Lanier, Kevin A. Wang, Pierre Baldi, Roy Fox
NeurIPS5
2020 Pipeline PSRO: A Scalable Approach for Finding Approximate Nash Equilibria in Large Games
abstract
Finding approximate Nash equilibria in zero-sum imperfect-information games is challenging when the number of information states is large. Policy Space Response Oracles (PSRO) is a deep reinforcement learning algorithm grounded in game theory that is guaranteed to converge to an approximate Nash equilibrium. However, PSRO requires training a reinforcement learning policy at each iteration, making it too slow for large games. We show through counterexamples and experiments that DCH and Rectified PSRO, two existing approaches to scaling up PSRO, fail to converge even in small games. We introduce Pipeline PSRO (P2SRO), the first scalable PSRO-based method for finding approximate Nash equilibria in large zero-sum imperfect-information games. P2SRO is able to parallelize PSRO with convergence guarantees by maintaining a hierarchical pipeline of reinforcement learning workers, each training against the policies generated by lower levels in the hierarchy. We show that unlike existing methods, P2SRO converges to an approximate Nash equilibrium, and does so faster as the number of parallel workers increases, across a variety of imperfect information games. We also introduce an open-source environment for Barrage Stratego, a variant of Stratego with an approximate game tree complexity of 10^50. P2SRO is able to achieve state-of-the-art performance on Barrage Stratego and beats all existing bots. Experiment code is available at https://github.com/JBLanier/pipeline-psro.
Stephen McAleer, John B. Lanier, Roy Fox, Pierre Baldi
NeurIPS3
2019 AutoPandas: neural-backed generators for program synthesis
abstract
Developers nowadays have to contend with a growing number of APIs. While in the long-term they are very useful to developers, many modern APIs have an incredibly steep learning curve, due to their hundreds of functions handling many arguments, obscure documentation, and frequently changing semantics. For APIs that perform data transformations, novices can often provide an I/O example demonstrating the desired transformation, but may be stuck on how to translate it to the API. A programming-by-example synthesis engine that takes such I/O examples and directly produces programs in the target API could help such novices. Such an engine presents unique challenges due to the breadth of real-world APIs, and the often-complex constraints over function arguments. We present a generator-based synthesis approach to contend with these problems. This approach uses a program candidate generator, which encodes basic constraints on the space of programs. We introduce neural-backed operators which can be seamlessly integrated into the program generator. To improve the efficiency of the search, we simply use these operators at non-deterministic decision points, instead of relying on domain-specific heuristics. We implement this technique for the Python pandas library in AutoPandas. AutoPandas supports 119 pandas dataframe transformation functions. We evaluate AutoPandas on 26 real-world benchmarks and find it solves 17 of them.
Rohan Bavishi, Caroline Lemieux, Roy Fox, Koushik Sen, Ion Stoica
Proc. ACM Program. Lang.3
2018 Parametrized Hierarchical Procedures for Neural Programming
Roy Fox, Richard Shin, Sanjay Krishnan, Kenneth Y. Goldberg, Dawn Song, Ion Stoica
ICLR (Poster)1
2018 RLlib: Abstractions for Distributed Reinforcement Learning
abstract
Reinforcement learning (RL) algorithms involve the deep nesting of highly irregular computation patterns, each of which typically exhibits opportunities for distributed computation. We argue for distributing RL components in a composable way by adapting algorithms for top-down hierarchical control, thereby encapsulating parallelism and resource requirements within short-running compute tasks. We demonstrate the benefits of this principle through RLlib: a library that provides scalable software primitives for RL. These primitives enable a broad range of algorithms to be implemented with high performance, scalability, and substantial code reuse. RLlib is available as part of the open source Ray project at http://rllib.io/.
Eric Liang, Richard Liaw, Robert Nishihara, Philipp Moritz, Roy Fox, Kenneth Y. Goldberg, Joseph Gonzalez 0001, Michael I. Jordan, Ion Stoica
ICML5
2018 Robustly Adjusting Indoor Drip Irrigation Emitters with the Toyota HSR Robot
abstract
Indoor plants in homes and commercial buildings such as malls, offices, airports, and hotels, can benefit from precision irrigation to maintain healthy growth and reduce water consumption. As active valves are too costly, and ongoing precise manual adjustment of drip emitters is impractical, we explore how the Toyota HSR mobile manipulator robot can autonomously adjust low-cost passive emitters. To provide sufficient accuracy for gripper alignment, we designed a lightweight, modular Emitter Localization Device (ELD) with cameras and LEDs that can be non-invasively mounted on the arm. This paper presents details of the design, algorithms, and experiments with adjusting emitters using a two-phase procedure: (1) aligning the robot base using the build-in hand camera, and (2) aligning the gripper axis with the emitter axis using the ELD. We report success rates and sensitivity analysis to tune computer vision parameters and joint motor gains. Experiments suggest that emitters can be adjusted with 95 % success rate in approximately 20 seconds.
Ron Berenstein, Roy Fox, Stephen McKinley, Stefano Carpin, Kenneth Y. Goldberg
ICRA2
2018 Fast and Reliable Autonomous Surgical Debridement with Cable-Driven Robots Using a Two-Phase Calibration Procedure
abstract
Automating precision subtasks such as debridement (removing dead or diseased tissue fragments) with Robotic Surgical Assistants (RSAs) such as the da Vinci Research Kit (dVRK) is challenging due to inherent nOnlinearities in cable-driven systems. We propose and evaluate a novel two-phase coarse-to-fine calibration method. In Phase I (coarse), we place a red calibration marker on the end effector and let it randomly move through a set of open-loop trajectories to obtain a large sample set of camera pixels and internal robot end-effector configurations. This coarse data is then used to train a Deep Neural Network (DNN) to learn the coarse transformation bias. In Phase II (fine), the bias from Phase I is applied to move the end -effector toward a small set of specific target points on a printed sheet. For each target, a human operator manually adjusts the end -effector position by direct contact (not through teleoperation) and the residual compensation bias is recorded. This fine data is then used to train a Random Forest (RF) to learn the fine transformation bias. Subsequent experiments suggest that without calibration, position errors average 4.55mm. Phase I can reduce average error to 2.14mm and the combination of Phase I and Phase II can reduces average error to 1.08mm. We apply these results to debridement of raisins and pumpkin seeds as fragment phantoms. Using an endoscopic stereo camera with standard edge detection, experiments with 120 trials achieved average success rates of 94.5 %, exceeding prior results with much larger fragments (89.4%) and achieving a speedup of 2.1x, decreasing time per fragment from 15.8 seconds to 7.3 seconds. Source code, data, and videos are available at https://sites.google.com/view/calib-icra/.
Daniel Seita, Sanjay Krishnan, Roy Fox, Stephen McKinley, John F. Canny, Kenneth Y. Goldberg
ICRA3
2018 Generalizing Robot Imitation Learning with Invariant Hidden Semi-Markov Models
abstract
Generalizing manipulation skills to new situations requires extracting invariant patterns from demonstrations. For example, the robot needs to understand the demonstrations at a higher level while being invariant to the appearance of the objects, geometric aspects of objects such as its position, size, orientation and viewpoint of the observer in the demonstrations. In this paper, we propose an algorithm that learns a joint probability density function of the demonstrations with invariant formulations of hidden semi-Markov models to extract invariant segments (also called sub-goals or options), and smoothly follow the generated sequence of states with a linear quadratic tracking controller. The algorithm takes as input the demonstrations observed with respect to different coordinate systems describing virtual landmarks or objects of interest, and adapts the segments according to the environmental changes in a systematic manner. We present variants of this algorithm in latent space with low-rank covariance decompositions, semi-tied covariances, and non-parametric online estimation of model parameters under small variance asymptotics; yielding considerably low sample and model complexity for acquiring new manipulation skills. The algorithm allows a Baxter robot to learn a pick-and-place task while avoiding a movable obstacle based on only 4 kinesthetic demonstrations.
Ajay Kumar Tanwani, Jonathan Lee 0002, Brijen Thananjeyan, Michael Laskey, Sanjay Krishnan, Roy Fox, Kenneth Y. Goldberg, Sylvain Calinon
WAFR6
2016 Taming the Noise in Reinforcement Learning via Soft Updates
Roy Fox, Ari Pakman, Naftali Tishby
UAI1
2013 A multi-agent control framework for co-adaptation in brain-computer interfaces
abstract
In a closed-loop brain-computer interface (BCI), adaptive decoders are used to learn parameters suited to decoding the user's neural response. Feedback to the user provides information which permits the neural tuning to also adapt. We present an approach to model this process of co-adaptation between the encoding model of the neural signal and the decoding algorithm as a multi-agent formulation of the linear quadratic Gaussian (LQG) control problem. In simulation we characterize how decoding performance improves as the neural encoding and adaptive decoder optimize, qualitatively resembling experimentally demonstrated closed-loop improvement. We then propose a novel, modified decoder update rule which is aware of the fact that the encoder is also changing and show it can improve simulated co-adaptation dynamics. Our modeling approach offers promise for gaining insights into co-adaptation as well as improving user learning of BCI control in practical settings.
Josh Merel, Roy Fox, Tony Jebara, Liam Paninski
NIPS2
2012 Bounded Planning in Passive POMDPs
Roy Fox, Naftali Tishby
ICML1
2007 A Reinforcement Learning Algorithm with Polynomial Interaction Complexity for Only-Costly-Observable MDPs
Roy Fox, Moshe Tennenholtz
AAAI1