Demo Data from VLDB 2026 / reviewers in the wild / expert
Victor Gabillon
dblp:48/7832
· DBLP profile ↗
19ranked-venue papers
7as first author
2since 2021 · last 2024
—ORCID · none
Domains — the database's venue-derived domains; a paper can count in several
Artificial intelligence and machine learning · 17 · 7 first-author · 1 since 2021Graphics, computer vision, multimedia, augmented reality and games · 2 · 1 first-authorComputer networks · 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
11 papers |
Reinforcement learning · 58% Learning theory · 15% Planning, search and constraint satisfaction · 15% | |
| Theoretical computer science
1 paper |
Algorithmic game theory and mechanism design · 100% |
Topics — the 16 heaviest of 19, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Machine learning › Reinforcement learning › multi-armed bandit › pure exploration
best arm identification |
0.6 | 3 | 2018 | Best of both worlds: Stochastic & adversarial best-arm identification · COLT 2018 Best Arm Identification: A Unified Approach to Fixed Budget and Fixed Confidence · NIPS 2012 Multi-Bandit Best Arm Identification · NIPS 2011 |
Machine learning › Reinforcement learning
multi-armed bandit |
0.4 | 3 | 2013 | Adaptive Submodular Maximization in Bandit Setting · NIPS 2013 Best Arm Identification: A Unified Approach to Fixed Budget and Fixed Confidence · NIPS 2012 Multi-Bandit Best Arm Identification · NIPS 2011 |
Machine learning › Reinforcement learning › dynamic programming
policy iteration |
0.4 | 3 | 2013 | Approximate Dynamic Programming Finally Performs Well in the Game of Tetris · NIPS 2013 Approximate Modified Policy Iteration · ICML 2012 Classification-based Policy Iteration with a Critic · ICML 2011 |
Machine learning › Reinforcement learning › dynamic programming
approximate dynamic programming |
0.4 | 2 | 2015 | Approximate modified policy iteration and its application to the game of Tetris · J. Mach. Learn. Res. 2015 Approximate Dynamic Programming Finally Performs Well in the Game of Tetris · NIPS 2013 |
Knowledge, reasoning and agents › Planning, search and constraint satisfaction › planning under uncertainty
optimistic planning |
0.4 | 1 | 2019 | Scale-free adaptive planning for deterministic dynamics & discounted rewards · ICML 2019 |
Knowledge, reasoning and agents › Planning, search and constraint satisfaction
planning under uncertainty |
0.4 | 1 | 2019 | Scale-free adaptive planning for deterministic dynamics & discounted rewards · ICML 2019 |
Machine learning › Reinforcement learning
bandit |
0.3 | 1 | 2018 | Best of both worlds: Stochastic & adversarial best-arm identification · COLT 2018 |
Machine learning › Reinforcement learning › multi-armed bandit
stochastic and adversarial bandits |
0.3 | 1 | 2018 | Best of both worlds: Stochastic & adversarial best-arm identification · COLT 2018 |
Machine learning › Learning theory
online learning |
0.3 | 1 | 2017 | Near Minimax Optimal Players for the Finite-Time 3-Expert Prediction Problem · NIPS 2017 |
Machine learning › Learning theory › online learning
prediction with expert advice |
0.3 | 1 | 2017 | Near Minimax Optimal Players for the Finite-Time 3-Expert Prediction Problem · NIPS 2017 |
Machine learning › Reinforcement learning
dynamic programming |
0.2 | 1 | 2015 | Approximate modified policy iteration and its application to the game of Tetris · J. Mach. Learn. Res. 2015 |
Machine learning › Learning theory
adaptive submodularity |
0.2 | 1 | 2014 | Large-Scale Optimistic Adaptive Submodularity · AAAI 2014 |
Machine learning › Probabilistic and Bayesian machine learning › statistical inference › regression
generalized linear model |
0.2 | 1 | 2014 | Large-Scale Optimistic Adaptive Submodularity · AAAI 2014 |
Machine learning › Optimization for machine learning › combinatorial optimization
submodular maximization |
0.2 | 1 | 2014 | Large-Scale Optimistic Adaptive Submodularity · AAAI 2014 |
Machine learning › Reinforcement learning
regret minimization |
0.2 | 1 | 2013 | Adaptive Submodular Maximization in Bandit Setting · NIPS 2013 |
Machine learning › Optimization for machine learning › combinatorial optimization
submodular optimization |
0.2 | 1 | 2013 | Adaptive Submodular Maximization in Bandit Setting · NIPS 2013 |
Methods — techniques the papers use, named apart from their topics
COMB adversary strategy · 0.6approximate modified policy iteration · 0.4open-loop optimistic planning · 0.4parameter-free algorithm · 0.3lower bounds · 0.3gap-based exploration · 0.3regret analysis · 0.2online learning · 0.2value function approximation · 0.2cross-entropy method · 0.2
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2024 | Design of Scalable Population of Reinforcement Learning Agents for Autonomous 5G Radio Link ControlabstractThis research demonstrates how MATLAB's Reinforcement Learning Markov Decision Process (MDP) Example Model can be used to design Radio Link Control MDP Reinforcement Learning (RL) agent. Since the number of agents in MATLAB's RL toolbox is not scalable beyond one agent, then an agent scalability scheme is required to design RL agents in MATLAB's RL toolbox and then realize multiple lightweight simultaneously operable Python instances of it for each of the multiple user equipment UE in a network. John Cosmas, Kareem Ali, Ali Mahbas, Prince Kwaku Boakye, John Miguel, Victor Gabillon, Alexandre Kazmierowski, Lewis Sear |
WCNC | 6 |
| 2024 | Manas: multi-agent neural architecture search
Vasco Lopes, Fabio Maria Carlucci, Pedro M. Esperança, Marco Singh, Antoine Yang, Victor Gabillon, Zewei Chen, Jun Wang 0012 |
Mach. Learn. | 6 |
| 2020 | Derivative-Free & Order-Robust OptimisationabstractIn this paper, we formalise order-robust optimisation as an instance of online learning minimising simple regret, and propose Vroom, a zero’th order optimisation algorithm capable of achieving vanishing regret in non-stationary environments, while recovering favorable rates under stochastic reward-generating processes. Our results are the first to target simple regret definitions in adversarial scenarios unveiling a challenge that has been rarely considered in prior work. Haitham Bou-Ammar, Victor Gabillon, Rasul Tutunov, Michal Valko |
AISTATS | 2 |
| 2020 | Adaptive multi-fidelity optimization with fast learning ratesabstractIn multi-fidelity optimization, biased approximations of varying costs of the target function are available. This paper studies the problem of optimizing a locally smooth function with a limited budget, where the learner has to make a tradeoff between the cost and the bias of these approximations. We first prove lower bounds for the simple regret under different assumptions on the fidelities, based on a cost-to-bias function. We then present the Kometo algorithm which achieves, with additional logarithmic factors, the same rates without any knowledge of the function smoothness and fidelity assumptions, and improves previously proven guarantees. We finally empirically show that our algorithm outperforms previous multi-fidelity optimization methods without the knowledge of problem-dependent parameters. Côme Fiegel, Victor Gabillon, Michal Valko |
AISTATS | 2 |
| 2019 | A simple parameter-free and adaptive approach to optimization under a minimal local smoothness assumptionabstractWe study the problem of optimizing a function under a \emph{budgeted number of evaluations}. We only assume that the function is \emph{locally} smooth around one of its global optima. The difficulty of optimization is measured in terms of 1) the amount of \emph{noise} $b$ of the function evaluation and 2) the local smoothness, $d$, of the function. A smaller $d$ results in smaller optimization error. We come with a new, simple, and parameter-free approach. First, for all values of $b$ and $d$, this approach recovers at least the state-of-the-art regret guarantees. Second, our approach additionally obtains these results while being \textit{agnostic} to the values of both $b$ and $d$. This leads to the first algorithm that naturally adapts to an \textit{unknown} range of noise $b$ and leads to significant improvements in a moderate and low-noise regime. Third, our approach also obtains a remarkable improvement over the state-of-the-art SOO algorithm when the noise is very low which includes the case of optimization under deterministic feedback ($b=0$). There, under our minimal local smoothness assumption, this improvement is of exponential magnitude and holds for a class of functions that covers the vast majority of functions that practitioners optimize ($d=0$). We show that our algorithmic improvement is borne out in experiments as we empirically show faster convergence on common benchmarks. Peter L. Bartlett, Victor Gabillon, Michal Valko |
ALT | 2 |
| 2019 | Scale-free adaptive planning for deterministic dynamics & discounted rewardsabstractWe address the problem of planning in an environment with deterministic dynamics and stochastic discounted rewards under a limited numerical budget where the ranges of both rewards and noise are unknown. We introduce PlaTypOOS, an adaptive, robust, and efficient alternative to the OLOP (open-loop optimistic planning) algorithm. Whereas OLOP requires a priori knowledge of the ranges of both rewards and noise, PlaTypOOS dynamically adapts its behavior to both. This allows PlaTypOOS to be immune to two vulnerabilities of OLOP: failure when given underestimated ranges of noise and rewards and inefficiency when these are overestimated. PlaTypOOS additionally adapts to the global smoothness of the value function. PlaTypOOS acts in a provably more efficient manner vs. OLOP when OLOP is given an overestimated reward and show that in the case of no noise, PlaTypOOS learns exponentially faster. Peter L. Bartlett, Victor Gabillon, Jennifer A. Healey, Michal Valko |
ICML | 2 |
| 2018 | Best of both worlds: Stochastic & adversarial best-arm identificationabstractWe study bandit best-arm identification with arbitrary and potentially adversarial rewards. A simple random uniform learner obtains the optimal rate of error in the adversarial scenario. However, this type of strategy is suboptimal when the rewards are sampled stochastically. Therefore, we ask: $\backslash$emph{\{}Can we design a learner that performs optimally in both the stochastic and adversarial problems while not being aware of the nature of the rewards?{\}} First, we show that designing such a learner is impossible in general. In particular, to be robust to adversarial rewards, we can only guarantee optimal rates of error on a subset of the stochastic problems. We give a lower bound that characterizes the optimal rate in stochastic problems if the strategy is constrained to be robust to adversarial rewards. Finally, we design a simple parameter-free algorithm and show that its probability of error matches (up to log factors) the lower bound in stochastic problems, and it is also robust to adversarial ones. Yasin Abbasi-Yadkori, Peter L. Bartlett, Victor Gabillon, Alan Malek, Michal Valko |
COLT | 3 |
| 2017 | Hit-and-Run for Sampling and Planning in Non-Convex SpacesabstractWe propose the Hit-and-Run algorithm for planning and sampling problems in non- convex spaces. For sampling, we show the first analysis of the Hit-and-Run algorithm in non-convex spaces and show that it mixes fast as long as certain smoothness conditions are satisfied. In particular, our analysis reveals an intriguing connection between fast mixing and the existence of smooth measure-preserving mappings from a convex space to the non-convex space. For planning, we show advantages of Hit-and- Run compared to state-of-the-art planning methods such as Rapidly-Exploring Random Trees. Yasin Abbasi-Yadkori, Peter L. Bartlett, Victor Gabillon, Alan Malek |
AISTATS | 3 |
| 2017 | Near Minimax Optimal Players for the Finite-Time 3-Expert Prediction ProblemabstractWe study minimax strategies for the online prediction problem with expert advice. It has been conjectured that a simple adversary strategy, called COMB, is near optimal in this game for any number of experts. Our results and new insights make progress in this direction by showing that, up to a small additive term, COMB is minimax optimal in the finite-time three expert problem. In addition, we provide for this setting a new near minimax optimal COMB-based learner. Prior to this work, in this problem, learners obtaining the optimal multiplicative constant in their regret rate were known only when $K=2$ or $K\rightarrow\infty$. We characterize, when $K=3$, the regret of the game scaling as $\sqrt{8/(9\pi)T}\pm \log(T)^2$ which gives for the first time the optimal constant in the leading ($\sqrt{T}$) term of the regret. Yasin Abbasi-Yadkori, Peter L. Bartlett, Victor Gabillon |
NIPS | 3 |
| 2016 | Improved Learning Complexity in Combinatorial Pure Exploration BanditsabstractWe study the problem of combinatorial pure exploration in the stochastic multi-armed bandit problem. We first construct a new measure of complexity that provably characterizes the learning performance of the algorithms we propose for the fixed confidence and the fixed budget setting. We show that this complexity is never higher than the one in existing work and illustrate a number of configurations in which it can be significantly smaller. While in general this improvement comes at the cost of increased computational complexity, we provide a series of examples, including a planning problem, where this extra cost is not significant. Victor Gabillon, Alessandro Lazaric, Mohammad Ghavamzadeh, Ronald Ortner, Peter L. Bartlett |
AISTATS | 1 |
| 2015 | Approximate modified policy iteration and its application to the game of Tetris
Bruno Scherrer, Mohammad Ghavamzadeh, Victor Gabillon, Boris Lesner, Matthieu Geist |
J. Mach. Learn. Res. | 3 |
| 2014 | Large-Scale Optimistic Adaptive SubmodularityabstractMaximization of submodular functions has wide applications in artificial intelligence and machine learning. In this paper, we propose a scalable learning algorithm for maximizing an adaptive submodular function. The key structural assumption in our solution is that the state of each item is distributed according to a generalized linear model, which is conditioned on the feature vector of the item. Our objective is to learn the parameters of this model. We analyze the performance of our algorithm, and show that its regret is polylogarithmic in time and linear in the number of features. Finally, we evaluate our solution on two problems, preference elicitation and adaptive face detection, and demonstrate that high-quality policies can be learned sample efficiently. Victor Gabillon, Branislav Kveton, Zheng Wen 0002, Brian Eriksson, S. Muthukrishnan 0001 |
AAAI | 1 |
| 2013 | Approximate Dynamic Programming Finally Performs Well in the Game of TetrisabstractTetris is a popular video game that has been widely used as a benchmark for various optimization techniques including approximate dynamic programming (ADP) algorithms. A close look at the literature of this game shows that while ADP algorithms, that have been (almost) entirely based on approximating the value function (value function based), have performed poorly in Tetris, the methods that search directly in the space of policies by learning the policy parameters using an optimization black box, such as the cross entropy (CE) method, have achieved the best reported results. This makes us conjecture that Tetris is a game in which good policies are easier to represent, and thus, learn than their corresponding value functions. So, in order to obtain a good performance with ADP, we should use ADP algorithms that search in a policy space, instead of the more traditional ones that search in a value function space. In this paper, we put our conjecture to test by applying such an ADP algorithm, called classification-based modified policy iteration (CBMPI), to the game of Tetris. Our extensive experimental results show that for the first time an ADP algorithm, namely CBMPI, obtains the best results reported in the literature for Tetris in both small $10\times 10$ and large $10\times 20$ boards. Although the CBMPI's results are similar to those achieved by the CE method in the large board, CBMPI uses considerably fewer (almost 1/10) samples (call to the generative model of the game) than CE. Victor Gabillon, Mohammad Ghavamzadeh, Bruno Scherrer |
NIPS | 1 |
| 2013 | Adaptive Submodular Maximization in Bandit SettingabstractMaximization of submodular functions has wide applications in machine learning and artificial intelligence. Adaptive submodular maximization has been traditionally studied under the assumption that the model of the world, the expected gain of choosing an item given previously selected items and their states, is known. In this paper, we study the scenario where the expected gain is initially unknown and it is learned by interacting repeatedly with the optimized function. We propose an efficient algorithm for solving our problem and prove that its expected cumulative regret increases logarithmically with time. Our regret bound captures the inherent property of submodular maximization, earlier mistakes are more costly than later ones. We refer to our approach as Optimistic Adaptive Submodular Maximization (OASM) because it trades off exploration and exploitation based on the optimism in the face of uncertainty principle. We evaluate our method on a preference elicitation problem and show that non-trivial K-step policies can be learned from just a few hundred interactions with the problem. Victor Gabillon, Branislav Kveton, Zheng Wen 0002, Brian Eriksson, S. Muthukrishnan 0001 |
NIPS | 1 |
| 2012 | Approximate Modified Policy Iteration
Bruno Scherrer, Victor Gabillon, Mohammad Ghavamzadeh, Matthieu Geist |
ICML | 2 |
| 2012 | Best Arm Identification: A Unified Approach to Fixed Budget and Fixed ConfidenceabstractWe study the problem of identifying the best arm(s) in the stochastic multi-armed bandit setting. This problem has been studied in the literature from two different perspectives: fixed budget and fixed confidence. We propose a unifying approach that leads to a meta-algorithm called unified gap-based exploration (UGapE), with a common structure and similar theoretical analysis for these two settings. We prove a performance bound for the two versions of the algorithm showing that the two problems are characterized by the same notion of complexity. We also show how the UGapE algorithm as well as its theoretical analysis can be extended to take into account the variance of the arms and to multiple bandits. Finally, we evaluate the performance of UGapE and compare it with a number of existing fixed budget and fixed confidence algorithms. Victor Gabillon, Mohammad Ghavamzadeh, Alessandro Lazaric |
NIPS | 1 |
| 2011 | Classification-based Policy Iteration with a Critic
Victor Gabillon, Alessandro Lazaric, Mohammad Ghavamzadeh, Bruno Scherrer |
ICML | 1 |
| 2011 | Multi-Bandit Best Arm IdentificationabstractWe study the problem of identifying the best arm in each of the bandits in a multi-bandit multi-armed setting. We first propose an algorithm called Gap-based Exploration (GapE) that focuses on the arms whose mean is close to the mean of the best arm in the same bandit (i.e., small gap). We then introduce an algorithm, called GapE-V, which takes into account the variance of the arms in addition to their gap. We prove an upper-bound on the probability of error for both algorithms. Since GapE and GapE-V need to tune an exploration parameter that depends on the complexity of the problem, which is often unknown in advance, we also introduce variations of these algorithms that estimate this complexity online. Finally, we evaluate the performance of these algorithms and compare them to other allocation strategies on a number of synthetic problems. Victor Gabillon, Mohammad Ghavamzadeh, Alessandro Lazaric, Sébastien Bubeck |
NIPS | 1 |
| 2009 | Asymptotic performance analysis of PCA algorithms based on the weighted subspace criterionabstractThis paper studies the asymptotic distribution of the eigenvectors estimated by some PCA algorithms based on the weighted subspace criterion. This enables us to analyse how the choice of the weighting matrix affects the algorithm's performance, an issue previously overlooked. Jean Pierre Delmas, Victor Gabillon |
ICASSP | 2 |