Romuald Elie

dblp:46/8191 · also Romuald Élie · DBLP profile ↗
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11ranked-venue papers
1as first author
9since 2021 · last 2025
—ORCID · none

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Artificial intelligence and machine learning · 11 · 1 first-author · 9 since 2021Graphics, computer vision, multimedia, augmented reality and games · 4 · 1 first-author · 3 since 2021
YearPublicationVenuePosition
2025 Diversity-Rewarded CFG Distillation
abstract
Generative models are transforming creative domains such as music generation, with inference-time strategies like Classifier-Free Guidance (CFG) playing a crucial role. However, CFG doubles inference cost while limiting originality and diversity across generated contents. In this paper, we introduce diversity-rewarded CFG distillation, a novel finetuning procedure that distills the strengths of CFG while addressing its limitations. Our approach optimises two training objectives: (1) a distillation objective, encouraging the model alone (without CFG) to imitate the CFG-augmented predictions, and (2) an RL objective with a diversity reward, promoting the generation of diverse outputs for a given prompt. By finetuning, we learn model weights with the ability to generate high-quality and diverse outputs, without any inference overhead. This also unlocks the potential of weight-based model merging strategies: by interpolating between the weights of two models (the first focusing on quality, the second on diversity), we can control the quality-diversity trade-off at deployment time, and even further boost performance. We conduct extensive experiments on the MusicLM text-to-music generative model, where our approach surpasses CFG in terms of quality-diversity Pareto optimality. According to human evaluators, our finetuned-then-merged model generates samples with higher quality-diversity than the base model augmented with CFG. Explore our generations at https://musicdiversity.github.io/.
Geoffrey Cideron, Andrea Agostinelli, Johan Ferret, Sertan Girgin, Romuald Elie, Olivier Bachem, Sarah Perrin, Alexandre Ramé
ICLR5
2024 Generative Adversarial Equilibrium Solvers
abstract
We introduce the use of generative adversarial learning to compute equilibria in general game-theoretic settings, specifically the generalized Nash equilibrium (GNE) in pseudo-games, and its specific instantiation as the competitive equilibrium (CE) in Arrow-Debreu competitive economies. Pseudo-games are a generalization of games in which players' actions affect not only the payoffs of other players but also their feasible action spaces. Although the computation of GNE and CE is intractable in the worst-case, i.e., PPAD-hard, in practice, many applications only require solutions with high accuracy in expectation over a distribution of problem instances. We introduce Generative Adversarial Equilibrium Solvers (GAES): a family of generative adversarial neural networks that can learn GNE and CE from only a sample of problem instances. We provide computational and sample complexity bounds for Lipschitz-smooth function approximators in a large class of concave pseudo-games, and apply the framework to finding Nash equilibria in normal-form games, CE in Arrow-Debreu competitive economies, and GNE in an environmental economic model of the Kyoto mechanism.
Denizalp Goktas, David C. Parkes, Ian Gemp, Luke Marris, Georgios Piliouras, Romuald Elie, Guy Lever, Andrea Tacchetti
ICLR6
2024 Fairness guarantees in multi-class classification with demographic parity
abstract
Algorithmic Fairness is an established area of machine learning, willing to reduce the influence of hidden bias in the data. Yet, despite its wide range of applications, very few works consider the multi-class classification setting from the fairness perspective. We focus on this question and extend the definition of approximate fairness in the case of Demographic Parity to multi-class classification. We specify the corresponding expressions of the optimal fair classifiers in the attribute-aware case and both for binary and multi-categorical sensitive attributes. This suggests a plug-in data-driven procedure, for which we establish theoretical guarantees. The enhanced estimator is proved to mimic the behavior of the optimal rule both in terms of fairness and risk. Notably, fairness guarantees are distribution-free. The approach is evaluated on both synthetic and real datasets and reveals very effective in decision making with a preset level of unfairness. In addition, our method is competitive (if not better) with the state-of-the-art in binary and multi-class tasks.
Christophe Denis, Romuald Elie, Mohamed Hebiri, François Hu
J. Mach. Learn. Res.2
2022 Generalization in Mean Field Games by Learning Master Policies
abstract
Mean Field Games (MFGs) can potentially scale multi-agent systems to extremely large populations of agents. Yet, most of the literature assumes a single initial distribution for the agents, which limits the practical applications of MFGs. Machine Learning has the potential to solve a wider diversity of MFG problems thanks to generalizations capacities. We study how to leverage these generalization properties to learn policies enabling a typical agent to behave optimally against any population distribution. In reference to the Master equation in MFGs, we coin the term “Master policies” to describe them and we prove that a single Master policy provides a Nash equilibrium, whatever the initial distribution. We propose a method to learn such Master policies. Our approach relies on three ingredients: adding the current population distribution as part of the observation, approximating Master policies with neural networks, and training via Reinforcement Learning and Fictitious Play. We illustrate on numerical examples not only the efficiency of the learned Master policy but also its generalization capabilities beyond the distributions used for training.
Sarah Perrin, Mathieu Laurière, Julien Pérolat, Romuald Elie, Matthieu Geist, Olivier Pietquin
AAAI4
2022 Conditional Loss and Deep Euler Scheme for Time Series Generation
abstract
We introduce three new generative models for time series that are based on Euler discretization of Stochastic Differential Equations (SDEs) and Wasserstein metrics. Two of these methods rely on the adaptation of generative adversarial networks (GANs) to time series. The third algorithm, called Conditional Euler Generator (CEGEN), minimizes a dedicated distance between the transition probability distributions over all time steps. In the context of Itô processes, we provide theoretical guarantees that minimizing this criterion implies accurate estimations of the drift and volatility parameters. Empirically, CEGEN outperforms state-of-the-art and GANs on both marginal and temporal dynamic metrics. Besides, correlation structures are accurately identified in high dimension. When few real data points are available, we verify the effectiveness of CEGEN when combined with transfer learning methods on model-based simulations. Finally, we illustrate the robustness of our methods on various real-world data sets.
Carl Remlinger, Joseph Mikael, Romuald Elie
AAAI3
2022 Scalable Deep Reinforcement Learning Algorithms for Mean Field Games
abstract
Mean Field Games (MFGs) have been introduced to efficiently approximate games with very large populations of strategic agents. Recently, the question of learning equilibria in MFGs has gained momentum, particularly using model-free reinforcement learning (RL) methods. One limiting factor to further scale up using RL is that existing algorithms to solve MFGs require the mixing of approximated quantities such as strategies or $q$-values. This is far from being trivial in the case of non-linear function approximation that enjoy good generalization properties, e.g. neural networks. We propose two methods to address this shortcoming. The first one learns a mixed strategy from distillation of historical data into a neural network and is applied to the Fictitious Play algorithm. The second one is an online mixing method based on regularization that does not require memorizing historical data or previous estimates. It is used to extend Online Mirror Descent. We demonstrate numerically that these methods efficiently enable the use of Deep RL algorithms to solve various MFGs. In addition, we show that these methods outperform SotA baselines from the literature.
Mathieu Laurière, Sarah Perrin, Sertan Girgin, Paul Muller, Theophile Cabannes, Georgios Piliouras, Julien Pérolat, Romuald Elie, Olivier Pietquin, Matthieu Geist
ICML9
2022 Evolutionary Dynamics and Phi-Regret Minimization in Games
abstract
Regret has been established as a foundational concept in online learning, and likewise has important applications in the analysis of learning dynamics in games. Regret quantifies the difference between a learner’s performance against a baseline in hindsight. It is well known that regret-minimizing algorithms converge to certain classes of equilibria in games; however, traditional forms of regret used in game theory predominantly consider baselines that permit deviations to deterministic actions or strategies. In this paper, we revisit our understanding of regret from the perspective of deviations over partitions of the full mixed strategy space (i.e., probability distributions over pure strategies), under the lens of the previously-established Φ-regret framework, which provides a continuum of stronger regret measures. Importantly, Φ-regret enables learning agents to consider deviations from and to mixed strategies, generalizing several existing notions of regret such as external, internal, and swap regret, and thus broadening the insights gained from regret-based analysis of learning algorithms. We prove here that the well-studied evolutionary learning algorithm of replicator dynamics (RD) seamlessly minimizes the strongest possible form of Φ-regret in generic 2 × 2 games, without any modification of the underlying algorithm itself. We subsequently conduct experiments validating our theoretical results in a suite of 144 2 × 2 games wherein RD exhibits a diverse set of behaviors. We conclude by providing empirical evidence of Φ-regret minimization by RD in some larger games, hinting at further opportunity for Φ-regret based study of such algorithms from both a theoretical and empirical perspective.
Georgios Piliouras, Mark Rowland 0001, Shayegan Omidshafiei, Romuald Elie, Daniel Hennes, Jerome T. Connor, Karl Tuyls
J. Artif. Intell. Res.4
2021 Mean Field Games Flock! The Reinforcement Learning Way
abstract
We present a method enabling a large number of agents to learn how to flock. This problem has drawn a lot of interest but requires many structural assumptions and is tractable only in small dimensions. We phrase this problem as a Mean Field Game (MFG), where each individual chooses its own acceleration depending on the population behavior. Combining Deep Reinforcement Learning (RL) and Normalizing Flows (NF), we obtain a tractable solution requiring only very weak assumptions. Our algorithm finds a Nash Equilibrium and the agents adapt their velocity to match the neighboring flock’s average one. We use Fictitious Play and alternate: (1) computing an approximate best response with Deep RL, and (2) estimating the next population distribution with NF. We show numerically that our algorithm can learn multi-group or high-dimensional flocking with obstacles.
Sarah Perrin, Mathieu Laurière, Julien Pérolat, Matthieu Geist, Romuald Elie, Olivier Pietquin
IJCAI5
2021 Game Plan: What AI can do for Football, and What Football can do for AI
abstract
The rapid progress in artificial intelligence (AI) and machine learning has opened unprecedented analytics possibilities in various team and individual sports, including baseball, basketball, and tennis. More recently, AI techniques have been applied to football, due to a huge increase in data collection by professional teams, increased computational power, and advances in machine learning, with the goal of better addressing new scientific challenges involved in the analysis of both individual players’ and coordinated teams’ behaviors. The research challenges associated with predictive and prescriptive football analytics require new developments and progress at the intersection of statistical learning, game theory, and computer vision. In this paper, we provide an overarching perspective highlighting how the combination of these fields, in particular, forms a unique microcosm for AI research, while offering mutual benefits for professional teams, spectators, and broadcasters in the years to come. We illustrate that this duality makes football analytics a game changer of tremendous value, in terms of not only changing the game of football itself, but also in terms of what this domain can mean for the field of AI. We review the state-of-the-art and exemplify the types of analysis enabled by combining the aforementioned fields, including illustrative examples of counterfactual analysis using predictive models, and the combination of game-theoretic analysis of penalty kicks with statistical learning of player attributes. We conclude by highlighting envisioned downstream impacts, including possibilities for extensions to other sports (real and virtual).
Karl Tuyls, Shayegan Omidshafiei, Paul Muller, Zhe Wang 0055, Jerome T. Connor, Daniel Hennes, Ian Graham, William Spearman, Tim Waskett, Dafydd Steele, Pauline Luc, Adrià Recasens, Alexandre Galashov, Gregory Thornton, Romuald Elie, Pablo Sprechmann, Pol Moreno, Kris Cao, Marta Garnelo, Praneet Dutta, Michal Valko, Nicolas Heess, Alex Bridgland, Julien Pérolat, Bart De Vylder, S. M. Ali Eslami, Mark Rowland 0001, Andrew Jaegle, Rémi Munos, Trevor Back, Razia Ahamed, Simon Bouton, Nathalie Beauguerlange, Jackson Broshear, Thore Graepel, Demis Hassabis
J. Artif. Intell. Res.15
2020 On the Convergence of Model Free Learning in Mean Field Games
abstract
Learning by experience in Multi-Agent Systems (MAS) is a difficult and exciting task, due to the lack of stationarity of the environment, whose dynamics evolves as the population learns. In order to design scalable algorithms for systems with a large population of interacting agents (e.g., swarms), this paper focuses on Mean Field MAS, where the number of agents is asymptotically infinite. Recently, a very active burgeoning field studies the effects of diverse reinforcement learning algorithms for agents with no prior information on a stationary Mean Field Game (MFG) and learn their policy through repeated experience. We adopt a high perspective on this problem and analyze in full generality the convergence of a fictitious iterative scheme using any single agent learning algorithm at each step. We quantify the quality of the computed approximate Nash equilibrium, in terms of the accumulated errors arising at each learning iteration step. Notably, we show for the first time convergence of model free learning algorithms towards non-stationary MFG equilibria, relying only on classical assumptions on the MFG dynamics. We illustrate our theoretical results with a numerical experiment in a continuous action-space environment, where the approximate best response of the iterative fictitious play scheme is computed with a deep RL algorithm.
Romuald Elie, Julien Pérolat, Mathieu Laurière, Matthieu Geist, Olivier Pietquin
AAAI1
2020 Fictitious Play for Mean Field Games: Continuous Time Analysis and Applications
abstract
In this paper, we deepen the analysis of continuous time Fictitious Play learning algorithm to the consideration of various finite state Mean Field Game settings (finite horizon, $\gamma$-discounted), allowing in particular for the introduction of an additional common noise. We first present a theoretical convergence analysis of the continuous time Fictitious Play process and prove that the induced exploitability decreases at a rate $O(\frac{1}{t})$. Such analysis emphasizes the use of exploitability as a relevant metric for evaluating the convergence towards a Nash equilibrium in the context of Mean Field Games. These theoretical contributions are supported by numerical experiments provided in either model-based or model-free settings. We provide hereby for the first time converging learning dynamics for Mean Field Games in the presence of common noise.
Sarah Perrin, Julien Pérolat, Mathieu Laurière, Matthieu Geist, Romuald Elie, Olivier Pietquin
NeurIPS5