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Marcin Andrychowicz

dblp:119/4947 · DBLP profile ↗
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16ranked-venue papers
8as first author
4since 2021 · last 2022
—ORCID · none

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

Artificial intelligence and machine learning · 11 · 3 first-author · 4 since 2021Security and privacy · 5 · 5 first-authorSystems, architecture and hardware · 3

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
9 papers
Reinforcement learning · 54% Transfer learning and domain adaptation · 18% Optimization for machine learning · 16%
Network and information security
3 papers
Cryptographic protocols and secure computation · 48% Hardware security and side channels · 38% Blockchain and cryptocurrency security · 14%

Topics — the 26 heaviest of 27, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Machine learning › Reinforcement learning
imitation learning
1.332021
What Matters for Adversarial Imitation Learning? · NeurIPS 2021
Hyperparameter Selection for Imitation Learning · ICML 2021
One-Shot Imitation Learning · NIPS 2017
Machine learning › Transfer learning and domain adaptation
meta-learning
0.522017
One-Shot Imitation Learning · NIPS 2017
Learning to learn by gradient descent by gradient descent · NIPS 2016
Machine learning › Reinforcement learning
actor-critic methods
0.512021
What Matters for On-Policy Deep Actor-Critic Methods? A Large-Scale Study · ICLR 2021
Machine learning › Reinforcement learning › imitation learning › occupancy matching
adversarial imitation learning
0.512021
What Matters for Adversarial Imitation Learning? · NeurIPS 2021
Machine learning › Optimization for machine learning
hyperparameter optimization
0.512021
Hyperparameter Selection for Imitation Learning · ICML 2021
Machine learning › Optimization for machine learning › hyperparameter optimization
hyperparameter sensitivity
0.512021
What Matters for On-Policy Deep Actor-Critic Methods? A Large-Scale Study · ICLR 2021
Machine learning › Reinforcement learning
exploration
0.312018
Parameter Space Noise for Exploration · ICLR (Poster) 2018
Robotics › Motion planning and robot control
robot control
0.312018
Sim-to-Real Transfer of Robotic Control with Dynamics Randomization · ICRA 2018
Machine learning › Transfer learning and domain adaptation
sim-to-real transfer
0.312018
Sim-to-Real Transfer of Robotic Control with Dynamics Randomization · ICRA 2018
Machine learning › Reinforcement learning › exploration › exploration in markov decision processes
sparse reward exploration
0.312018
Overcoming Exploration in Reinforcement Learning with Demonstrations · ICRA 2018
Machine learning › Reinforcement learning
continuous control
0.322021
What Matters for Adversarial Imitation Learning? · NeurIPS 2021
Hyperparameter Selection for Imitation Learning · ICML 2021
Machine learning › Transfer learning and domain adaptation
few-shot learning
0.312017
One-Shot Imitation Learning · NIPS 2017
Robotics › Motion planning and robot control › robot learning › manipulation task learning
goal-conditioned manipulation
0.312017
Hindsight Experience Replay · NIPS 2017
Machine learning › Reinforcement learning › off-policy reinforcement learning › experience replay
hindsight experience replay
0.312017
Hindsight Experience Replay · NIPS 2017
Machine learning › Reinforcement learning › imitation learning › few-shot imitation learning
one-shot imitation learning
0.312017
One-Shot Imitation Learning · NIPS 2017
Robotics › Motion planning and robot control › manipulator control
robot arm control
0.312017
Hindsight Experience Replay · NIPS 2017
Machine learning › Reinforcement learning
sparse reward learning
0.312017
Hindsight Experience Replay · NIPS 2017
Machine learning › Transfer learning and domain adaptation › meta-learning
gradient-based meta-learning
0.212016
Learning to learn by gradient descent by gradient descent · NIPS 2016
Machine learning › Optimization for machine learning
learned optimizer
0.212016
Learning to learn by gradient descent by gradient descent · NIPS 2016
Hardware security and side channels › leakage analysis
leakage rate
0.212016
Circuit Compilers with O(1/\log (n)) Leakage Rate · EUROCRYPT (2) 2016
Cryptographic protocols and secure computation
distributed cryptography
0.212015
PoW-Based Distributed Cryptography with No Trusted Setup · CRYPTO (2) 2015
Cryptographic protocols and secure computation
secure multiparty computation
0.212014
Secure Multiparty Computations on Bitcoin · IEEE Symposium on Security and Privacy 2014
Robotics › Robot manipulation › assembly › object assembly
block stacking
0.112018
Overcoming Exploration in Reinforcement Learning with Demonstrations · ICRA 2018
Machine learning › Reinforcement learning
long-horizon tasks
0.112018
Overcoming Exploration in Reinforcement Learning with Demonstrations · ICRA 2018
Hardware security and side channels
side-channel attack
0.112016
Circuit Compilers with O(1/\log (n)) Leakage Rate · EUROCRYPT (2) 2016
Blockchain and cryptocurrency security › consensus protocol
proof-of-work
0.112015
PoW-Based Distributed Cryptography with No Trusted Setup · CRYPTO (2) 2015

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

empirical study · 1.0reinforcement learning · 0.7proxy reward functions · 0.5large-scale empirical study · 0.5adversarial training · 0.5noise injection · 0.3hindsight experience replay · 0.3domain randomization · 0.3deep deterministic policy gradient · 0.3behavior cloning · 0.3leakage-resilient cryptography · 0.2timed commitments · 0.2
YearPublicationVenuePosition
2022 Implicitly Regularized RL with Implicit Q-values
abstract
The $Q$-function is a central quantity in many Reinforcement Learning (RL) algorithms for which RL agents behave following a (soft)-greedy policy w.r.t. to $Q$. It is a powerful tool that allows action selection without a model of the environment and even without explicitly modeling the policy. Yet, this scheme can only be used in discrete action tasks, with small numbers of actions, as the softmax over actions cannot be computed exactly otherwise. More specifically, the usage of function approximation to deal with continuous action spaces in modern actor-critic architectures intrinsically prevents the exact computation of a softmax. We propose to alleviate this issue by parametrizing the $Q$-function implicitly, as the sum of a log-policy and a value function. We use the resulting parametrization to derive a practical off-policy deep RL algorithm, suitable for large action spaces, and that enforces the softmax relation between the policy and the $Q$-value. We provide a theoretical analysis of our algorithm: from an Approximate Dynamic Programming perspective, we show its equivalence to a regularized version of value iteration, accounting for both entropy and Kullback-Leibler regularization, and that enjoys beneficial error propagation results. We then evaluate our algorithm on classic control tasks, where its results compete with state-of-the-art methods.
Nino Vieillard, Marcin Andrychowicz, Anton Raichuk, Olivier Pietquin, Matthieu Geist
AISTATS2
2021 What Matters for On-Policy Deep Actor-Critic Methods? A Large-Scale Study
Marcin Andrychowicz, Anton Raichuk, Piotr Stanczyk, Manu Orsini, Sertan Girgin, Raphaël Marinier, Léonard Hussenot, Matthieu Geist, Olivier Pietquin, Marcin Michalski, Sylvain Gelly, Olivier Bachem
ICLR1
2021 Hyperparameter Selection for Imitation Learning
abstract
We address the issue of tuning hyperparameters (HPs) for imitation learning algorithms in the context of continuous-control, when the underlying reward function of the demonstrating expert cannot be observed at any time. The vast literature in imitation learning mostly considers this reward function to be available for HP selection, but this is not a realistic setting. Indeed, would this reward function be available, it could then directly be used for policy training and imitation would not be necessary. To tackle this mostly ignored problem, we propose a number of possible proxies to the external reward. We evaluate them in an extensive empirical study (more than 10’000 agents across 9 environments) and make practical recommendations for selecting HPs. Our results show that while imitation learning algorithms are sensitive to HP choices, it is often possible to select good enough HPs through a proxy to the reward function.
Léonard Hussenot, Marcin Andrychowicz, Damien Vincent, Robert Dadashi, Anton Raichuk, Sabela Ramos, Nikola Momchev, Sertan Girgin, Raphaël Marinier, Lukasz Stafiniak, Manu Orsini, Olivier Bachem, Matthieu Geist, Olivier Pietquin
ICML2
2021 What Matters for Adversarial Imitation Learning?
abstract
Adversarial imitation learning has become a popular framework for imitation in continuous control. Over the years, several variations of its components were proposed to enhance the performance of the learned policies as well as the sample complexity of the algorithm. In practice, these choices are rarely tested all together in rigorous empirical studies.It is therefore difficult to discuss and understand what choices, among the high-level algorithmic options as well as low-level implementation details, matter. To tackle this issue, we implement more than 50 of these choices in a generic adversarial imitation learning frameworkand investigate their impacts in a large-scale study (>500k trained agents) with both synthetic and human-generated demonstrations. We analyze the key results and highlight the most surprising findings.
Manu Orsini, Anton Raichuk, Léonard Hussenot, Damien Vincent, Robert Dadashi, Sertan Girgin, Matthieu Geist, Olivier Bachem, Olivier Pietquin, Marcin Andrychowicz
NeurIPS10
2018 Parameter Space Noise for Exploration
Matthias Plappert, Rein Houthooft, Prafulla Dhariwal, Szymon Sidor, Richard Y. Chen, Xi Chen 0022, Tamim Asfour, Pieter Abbeel, Marcin Andrychowicz
ICLR (Poster)9
2018 Overcoming Exploration in Reinforcement Learning with Demonstrations
abstract
Exploration in environments with sparse rewards has been a persistent problem in reinforcement learning (RL). Many tasks are natural to specify with a sparse reward, and manually shaping a reward function can result in suboptimal performance. However, finding a non-zero reward is exponentially more difficult with increasing task horizon or action dimensionality. This puts many real-world tasks out of practical reach of RL methods. In this work, we use demonstrations to overcome the exploration problem and successfully learn to perform long-horizon, multi-step robotics tasks with continuous control such as stacking blocks with a robot arm. Our method, which builds on top of Deep Deterministic Policy Gradients and Hindsight Experience Replay, provides an order of magnitude of speedup over RL on simulated robotics tasks. It is simple to implement and makes only the additional assumption that we can collect a small set of demonstrations. Furthermore, our method is able to solve tasks not solvable by either RL or behavior cloning alone, and often ends up outperforming the demonstrator policy.
Ashvin Nair, Bob McGrew, Marcin Andrychowicz, Wojciech Zaremba, Pieter Abbeel
ICRA3
2018 Sim-to-Real Transfer of Robotic Control with Dynamics Randomization
abstract
Simulations are attractive environments for training agents as they provide an abundant source of data and alleviate certain safety concerns during the training process. But the behaviours developed by agents in simulation are often specific to the characteristics of the simulator. Due to modeling error, strategies that are successful in simulation may not transfer to their real world counterparts. In this paper, we demonstrate a simple method to bridge this “reality gap”. By randomizing the dynamics of the simulator during training, we are able to develop policies that are capable of adapting to very different dynamics, including ones that differ significantly from the dynamics on which the policies were trained. This adaptivity enables the policies to generalize to the dynamics of the real world without any training on the physical system. Our approach is demonstrated on an object pushing task using a robotic arm. Despite being trained exclusively in simulation, our policies are able to maintain a similar level of performance when deployed on a real robot, reliably moving an object to a desired location from random initial configurations. We explore the impact of various design decisions and show that the resulting policies are robust to significant calibration error.
Xue Bin Peng, Marcin Andrychowicz, Wojciech Zaremba, Pieter Abbeel
ICRA2
2018 Domain Randomization and Generative Models for Robotic Grasping
abstract
Deep learning-based robotic grasping has made significant progress thanks to algorithmic improvements and increased data availability. However, state-of-the-art models are often trained on as few as hundreds or thousands of unique object instances, and as a result generalization can be a challenge. In this work, we explore a novel data generation pipeline for training a deep neural network to perform grasp planning that applies the idea of domain randomization to object synthesis. We generate millions of unique, unrealistic procedurally generated objects, and train a deep neural network to perform grasp planning on these objects. Since the distribution of successful grasps for a given object can be highly multimodal, we propose an autoregressive grasp planning model that maps sensor inputs of a scene to a probability distribution over possible grasps. This model allows us to sample grasps efficiently at test time (or avoid sampling entirely). We evaluate our model architecture and data generation pipeline in simulation and the real world. We find we can achieve a >90% success rate on previously unseen realistic objects at test time in simulation despite having only been trained on random objects. We also demonstrate an 80% success rate on real-world grasp attempts despite having only been trained on random simulated objects.
Josh Tobin, Lukas Biewald, Rocky Duan, Marcin Andrychowicz, Ankur Handa, Bob McGrew, Alex Ray, Jonas Schneider 0002, Peter Welinder, Wojciech Zaremba, Pieter Abbeel
IROS4
2017 Hindsight Experience Replay
abstract
Dealing with sparse rewards is one of the biggest challenges in Reinforcement Learning (RL). We present a novel technique called Hindsight Experience Replay which allows sample-efficient learning from rewards which are sparse and binary and therefore avoid the need for complicated reward engineering. It can be combined with an arbitrary off-policy RL algorithm and may be seen as a form of implicit curriculum. We demonstrate our approach on the task of manipulating objects with a robotic arm. In particular, we run experiments on three different tasks: pushing, sliding, and pick-and-place, in each case using only binary rewards indicating whether or not the task is completed. Our ablation studies show that Hindsight Experience Replay is a crucial ingredient which makes training possible in these challenging environments. We show that our policies trained on a physics simulation can be deployed on a physical robot and successfully complete the task. The video presenting our experiments is available at https://goo.gl/SMrQnI.
Marcin Andrychowicz, Dwight Crow, Alex Ray, Jonas Schneider 0002, Rachel Fong, Peter Welinder, Bob McGrew, Josh Tobin, Pieter Abbeel, Wojciech Zaremba
NIPS1
2017 One-Shot Imitation Learning
abstract
Imitation learning has been commonly applied to solve different tasks in isolation. This usually requires either careful feature engineering, or a significant number of samples. This is far from what we desire: ideally, robots should be able to learn from very few demonstrations of any given task, and instantly generalize to new situations of the same task, without requiring task-specific engineering. In this paper, we propose a meta-learning framework for achieving such capability, which we call one-shot imitation learning. Specifically, we consider the setting where there is a very large (maybe infinite) set of tasks, and each task has many instantiations. For example, a task could be to stack all blocks on a table into a single tower, another task could be to place all blocks on a table into two-block towers, etc. In each case, different instances of the task would consist of different sets of blocks with different initial states. At training time, our algorithm is presented with pairs of demonstrations for a subset of all tasks. A neural net is trained that takes as input one demonstration and the current state (which initially is the initial state of the other demonstration of the pair), and outputs an action with the goal that the resulting sequence of states and actions matches as closely as possible with the second demonstration. At test time, a demonstration of a single instance of a new task is presented, and the neural net is expected to perform well on new instances of this new task. Our experiments show that the use of soft attention allows the model to generalize to conditions and tasks unseen in the training data. We anticipate that by training this model on a much greater variety of tasks and settings, we will obtain a general system that can turn any demonstrations into robust policies that can accomplish an overwhelming variety of tasks.
Yan Duan, Marcin Andrychowicz, Bradly C. Stadie, Jonathan Ho, Jonas Schneider 0002, Ilya Sutskever, Pieter Abbeel, Wojciech Zaremba
NIPS2
2016 Circuit Compilers with O(1/\log (n)) Leakage Rate
Marcin Andrychowicz, Stefan Dziembowski, Sebastian Faust
EUROCRYPT (2)1
2016 Learning to learn by gradient descent by gradient descent
abstract
The move from hand-designed features to learned features in machine learning has been wildly successful. In spite of this, optimization algorithms are still designed by hand. In this paper we show how the design of an optimization algorithm can be cast as a learning problem, allowing the algorithm to learn to exploit structure in the problems of interest in an automatic way. Our learned algorithms, implemented by LSTMs, outperform generic, hand-designed competitors on the tasks for which they are trained, and also generalize well to new tasks with similar structure. We demonstrate this on a number of tasks, including simple convex problems, training neural networks, and styling images with neural art.
Marcin Andrychowicz, Misha Denil, Sergio Gomez Colmenarejo, Matt Hoffman 0001, David Pfau, Tom Schaul, Nando de Freitas
NIPS1
2015 Leakage-Resilient Cryptography over Large Finite Fields: Theory and Practice
Marcin Andrychowicz, Daniel Masny, Edoardo Persichetti
ACNS1
2015 PoW-Based Distributed Cryptography with No Trusted Setup
Marcin Andrychowicz, Stefan Dziembowski
CRYPTO (2)1
2015 Efficient Leakage Resilient Circuit Compilers
Marcin Andrychowicz, Ivan Damgård, Stefan Dziembowski, Sebastian Faust, Antigoni Polychroniadou
CT-RSA1
2014 Secure Multiparty Computations on Bitcoin
abstract
Bit coin is a decentralized digital currency, introduced in 2008, that has recently gained noticeable popularity. Its main features are: (a) it lacks a central authority that controls the transactions, (b) the list of transactions is publicly available, and (c) its syntax allows more advanced transactions than simply transferring the money. The goal of this paper is to show how these properties of Bit coin can be used in the area of secure multiparty computation protocols (MPCs). Firstly, we show that the Bit coin system provides an attractive way to construct a version of "timed commitments", where the committer has to reveal his secret within a certain time frame, or to pay a fine. This, in turn, can be used to obtain fairness in some multiparty protocols. Secondly, we introduce a concept of multiparty protocols that work "directly on Bit coin". Recall that the standard definition of the MPCs guarantees only that the protocol "emulates the trusted third party". Hence ensuring that the inputs are correct, and the outcome is respected is beyond the scope of the definition. Our observation is that the Bit coin system can be used to go beyond the standard "emulation-based" definition, by constructing protocols that link their inputs and the outputs with the real Bit coin transactions. As an instantiation of this idea we construct protocols for secure multiparty lotteries using the Bit coin currency, without relying on a trusted authority (one of these protocols uses the Bit coin-based timed commitments mentioned above). Our protocols guarantee fairness for the honest parties no matter how the loser behaves. For example: if one party interrupts the protocol then her money is transferred to the honest participants. Our protocols are practical (to demonstrate it we performed their transactions in the actual Bit coin system), and can be used in real life as a replacement for the online gambling sites. We think that this paradigm can have also other applications. We discuss some of them.
Marcin Andrychowicz, Stefan Dziembowski, Daniel Malinowski, Lukasz Mazurek
IEEE Symposium on Security and Privacy1