EDBT 2026 Demo / reviewers in the wild / expert
Bilal Piot
dblp:126/1718
· DBLP profile ↗
37ranked-venue papers
5as first author
13since 2021 · last 2025
0000-0002-6456-7183ORCID · conflict
Domains — the database's venue-derived domains; a paper can count in several
Artificial intelligence and machine learning · 37 · 5 first-author · 13 since 2021Graphics, computer vision, multimedia, augmented reality and games · 5 · 1 first-authorDatabases, data management, data science and information retrieval · 3 · 2 first-author
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2025 | RRM: Robust Reward Model Training Mitigates Reward HackingabstractReward models (RMs) play a pivotal role in aligning large language models (LLMs) with human preferences. However, traditional RM training, which relies on response pairs tied to specific prompts, struggles to disentangle prompt-driven preferences from prompt-independent artifacts, such as response length and format. In this work, we expose a fundamental limitation of current RM training methods, where RMs fail to effectively distinguish between contextual signals and irrelevant artifacts when determining preferences. To address this, we introduce a causal framework that learns preferences independent of these artifacts and propose a novel data augmentation technique designed to eliminate them. Extensive experiments show that our approach successfully filters out undesirable artifacts, yielding a more robust reward model (RRM). Our RRM improves the performance of a pairwise reward model trained on Gemma-2-9b-it, on Reward-Bench, increasing accuracy from 80.61% to 84.15%. Additionally, we train two DPO policies using both the RM and RRM, demonstrating that the RRM significantly enhances DPO-aligned policies, improving MT-Bench scores from 7.27 to 8.31 and length-controlled win-rates in AlpacaEval-2 from 33.46% to 52.49%. Tianqi Liu 0002, Wei Xiong 0015, Jie Ren 0006, Lichang Chen, Rishabh Joshi, Zhen Qin 0001, Tianhe Yu, Daniel Sohn, Anastasia Makarova, Jeremiah Z. Liu, Bilal Piot, Abraham Ittycheriah, Aviral Kumar, Mohammad Saleh |
ICLR | 15 |
| 2025 | Building Math Agents with Multi-Turn Iterative Preference LearningabstractRecent studies have shown that large language models' (LLMs) mathematical problem-solving capabilities can be enhanced by integrating external tools, such as code interpreters, and employing multi-turn Chain-of-Thought (CoT) reasoning. While current methods focus on synthetic data generation and Supervised Fine-Tuning (SFT), this paper studies the complementary direct preference learning approach to further improve model performance. However, existing direct preference learning algorithms are originally designed for the single-turn chat task, and do not fully address the complexities of multi-turn reasoning and external tool integration required for tool-integrated mathematical reasoning tasks. To fill in this gap, we introduce a multi-turn direct preference learning framework, tailored for this context, that leverages feedback from code interpreters and optimizes trajectory-level preferences. This framework includes multi-turn DPO and multi-turn KTO as specific implementations. The effectiveness of our framework is validated through training of various language models using an augmented prompt set from the GSM8K and MATH datasets. Our results demonstrate substantial improvements: a supervised fine-tuned Gemma-1.1-it-7B model's performance increased from 77.5% to 83.9% on GSM8K and from 46.1% to 51.2% on MATH. Similarly, a Gemma-2-it-9B model improved from 84.1% to 86.3% on GSM8K and from 51.0% to 54.5% on MATH. Wei Xiong 0015, Chengshuai Shi, Aviv Rosenberg 0002, Zhen Qin 0001, Daniele Calandriello, Misha Khalman, Rishabh Joshi, Bilal Piot, Mohammad Saleh, Tong Zhang 0001, Tianqi Liu 0002 |
ICLR | 9 |
| 2025 | Learning from negative feedback, or positive feedback or bothabstractExisting preference optimization methods often assume scenarios where paired preference feedback (preferred/positive vs. dis-preferred/negative examples) is available. This requirement limits their applicability in scenarios where only unpaired feedback—for example, either positive or negative— is available. To address this, we introduce a novel approach that decouples learning from positive and negative feedback. This decoupling enables control over the influence of each feedback type and, importantly, allows learning even when only one feedback type is present. A key contribution is demonstrating stable learning from negative feedback alone, a capability not well-addressed by current methods. Our approach builds upon the probabilistic framework introduced in (Dayan and Hinton, 1997), which uses expectation-maximization (EM) to directly optimize the probability of positive outcomes (as opposed to classic expected reward maximization). We address a key limitation in current EM-based methods: they solely maximize the likelihood of positive examples, while neglecting negative ones. We show how to extend EM algorithms to explicitly incorporate negative examples, leading to a theoretically grounded algorithm that offers an intuitive and versatile way to learn from both positive and negative feedback. We evaluate our approach for training language models based on human feedback as well as training policies for sequential decision-making problems, where learned value functions are available. Abbas Abdolmaleki, Bilal Piot, Bobak Shahriari, Jost Tobias Springenberg, Tim Hertweck, Michael Bloesch, Rishabh Joshi, Thomas Lampe, Junhyuk Oh, Nicolas Heess, Jonas Buchli, Martin A. Riedmiller |
ICLR | 2 |
| 2024 | A General Theoretical Paradigm to Understand Learning from Human PreferencesabstractThe prevalent deployment of learning from human preferences through reinforcement learning (RLHF) relies on two important approximations: the first assumes that pairwise preferences can be substituted with pointwise rewards. The second assumes that a reward model trained on these pointwise rewards can generalize from collected data to out-of-distribution data sampled by the policy. Recently, Direct Preference Optimisation DPO has been proposed as an approach that bypasses the second approximation and learn directly a policy from collected data without the reward modelling stage. However, this method still heavily relies on the first approximation. In this paper we try to gain a deeper theoretical understanding of these practical algorithms. In particular we derive a new general objective called ${\Psi}$PO for learning from human preferences that is expressed in terms of pairwise preferences and therefore bypasses both approximations. This new general objective allows us to perform an in-depth analysis of the behavior of RLHF and DPO (as special cases of ${\Psi}$PO) and to identify their potential pitfalls. We then consider another special case for ${\Psi}$PO by setting $\Psi$ simply to Identity, for which we can derive an efficient optimisation procedure, prove performance guarantees and demonstrate its empirical superiority to DPO on some illustrative examples. Mohammad Gheshlaghi Azar, Zhaohan Guo, Bilal Piot, Rémi Munos, Mark Rowland 0001, Michal Valko, Daniele Calandriello |
AISTATS | 3 |
| 2024 | Unlocking the Power of Representations in Long-term Novelty-based ExplorationabstractWe introduce Robust Exploration via Clustering-based Online Density Estimation (RECODE), a non-parametric method for novelty-based exploration that estimates visitation counts for clusters of states based on their similarity in a chosen embedding space. By adapting classical clustering to the nonstationary setting of Deep RL, RECODE can efficiently track state visitation counts over thousands of episodes. We further propose a novel generalization of the inverse dynamics loss, which leverages masked transformer architectures for multi-step prediction; which in conjunction with \DETOCS achieves a new state-of-the-art in a suite of challenging 3D-exploration tasks in DM-Hard-8. RECODE also sets new state-of-the-art in hard exploration Atari games, and is the first agent to reach the end screen in "Pitfall!" Alaa Saade, Steven Kapturowski, Daniele Calandriello, Charles Blundell, Pablo Sprechmann, Leopoldo Sarra, Oliver Groth, Michal Valko, Bilal Piot |
ICLR | 9 |
| 2024 | Human Alignment of Large Language Models through Online Preference OptimisationabstractEnsuring alignment of language model’s outputs with human preferences is critical to guarantee a useful, safe, and pleasant user experience. Thus, human alignment has been extensively studied recently and several methods such as Reinforcement Learning from Human Feedback (RLHF), Direct Policy Optimisation (DPO) and Sequence Likelihood Calibration (SLiC) have emerged. In this paper, our contribution is two-fold. First, we show the equivalence between two recent alignment methods, namely Identity Policy Optimisation (IPO) and Nash Mirror Descent (Nash-MD). Second, we introduce a generalisation of IPO, named IPO-MD, that leverages the regularised sampling approach proposed by Nash-MD. This equivalence may seem surprising at first sight, since IPO is an offline method whereas Nash-MD is an online method using a preference model. However, this equivalence can be proven when we consider the online version of IPO, that is when both generations are sampled by the online policy and annotated by a trained preference model. Optimising the IPO loss with such a stream of data becomes then equivalent to finding the Nash equilibrium of the preference model through self-play. Building on this equivalence, we introduce the IPO-MD algorithm that generates data with a mixture policy (between the online and reference policy) similarly as the general Nash-MD algorithm. We compare online-IPO and IPO-MD to different online versions of existing losses on preference data such as DPO and SLiC on a summarisation task. Daniele Calandriello, Zhaohan Guo, Rémi Munos, Mark Rowland 0001, Yunhao Tang, Bernardo Ávila Pires, Pierre H. Richemond, Charline Le Lan, Michal Valko, Tianqi Liu 0002, Rishabh Joshi, Bilal Piot |
ICML | 13 |
| 2024 | Nash Learning from Human FeedbackabstractReinforcement learning from human feedback (RLHF) has emerged as the main paradigm for aligning large language models (LLMs) with human preferences. Traditionally, RLHF involves the initial step of learning a reward model from pairwise human feedback, i.e., expressed as preferences between pairs of text generations. Subsequently, the LLM's policy is fine-tuned to maximize the reward through a reinforcement learning algorithm. In this study, we introduce an alternative pipeline for the fine-tuning of LLMs using pairwise human feedback. Our approach entails the initial learning of a pairwise preference model, which is conditioned on two inputs (instead of a single input in the case of a reward model) given a prompt, followed by the pursuit of a policy that consistently generates responses preferred over those generated by any competing policy, thus defining the Nash equilibrium of this preference model. We term this approach Nash learning from human feedback (NLHF). In the context of a tabular policy representation, we present a novel algorithmic solution, Nash-MD, founded on the principles of mirror descent. This algorithm produces a sequence of policies, with the last iteration converging to the regularized Nash equilibrium. Additionally, we explore parametric representations of policies and introduce gradient descent algorithms for deep-learning architectures. We illustrate the effectiveness of our approach by presenting experimental results on a text summarization task. We believe NLHF offers a compelling avenue for fine-tuning LLMs and enhancing the alignment of LLMs with human preferences. Rémi Munos, Michal Valko, Daniele Calandriello, Mohammad Gheshlaghi Azar, Mark Rowland 0001, Zhaohan Guo, Yunhao Tang, Matthieu Geist, Thomas Mesnard, Côme Fiegel, Andrea Michi, Marco Selvi, Sertan Girgin, Nikola Momchev, Olivier Bachem, Daniel J. Mankowitz, Doina Precup, Bilal Piot |
ICML | 18 |
| 2024 | Generalized Preference Optimization: A Unified Approach to Offline AlignmentabstractOffline preference optimization allows fine-tuning large models directly from offline data, and has proved effective in recent alignment practices. We propose generalized preference optimization (GPO), a family of offline losses parameterized by a general class of convex functions. GPO enables a unified view over preference optimization, encompassing existing algorithms such as DPO, IPO and SLiC as special cases, while naturally introducing new variants. The GPO framework also sheds light on how offline algorithms enforce regularization, through the design of the convex function that defines the loss. Our analysis and experiments reveal the connections and subtle differences between the offline regularization and the KL divergence regularization intended by the canonical RLHF formulation. In a controlled setting akin to Gao et al 2023, we also show that different GPO variants achieve similar trade-offs between regularization and performance, though the optimal values of hyper-parameter might differ as predicted by theory. In all, our results present new algorithmic toolkits and empirical insights to alignment practitioners. Yunhao Tang, Zhaohan Guo, Daniele Calandriello, Rémi Munos, Mark Rowland 0001, Pierre H. Richemond, Michal Valko, Bernardo Ávila Pires, Bilal Piot |
ICML | 10 |
| 2024 | Multi-turn Reinforcement Learning with Preference Human FeedbackabstractReinforcement Learning from Human Feedback (RLHF) has become the standard approach for aligning Large Language Models (LLMs) with human preferences, allowing LLMs to demonstrate remarkable abilities in various tasks. Existing methods work by emulating the human preference at the single decision (turn) level, limiting their capabilities in settings that require planning or multi-turn interactions to achieve a long-term goal. In this paper, we address this issue by developing novel methods for Reinforcement Learning (RL) from preference feedback between two full multi-turn conversations. In the tabular setting, we present a novel mirror-descent-based policy optimization algorithm for the general multi-turn preference-based RL problem, and prove its convergence to Nash equilibrium. To evaluate performance, we create a new environment, Education Dialogue, where a teacher agent guides a student in learning a random topic, and show that a deep RL variant of our algorithm outperforms RLHF baselines. Finally, we show that in an environment with explicit rewards, our algorithm recovers the same performance as a reward-based RL baseline, despite relying solely on a weaker preference signal. Lior Shani, Aviv Rosenberg 0002, Asaf Cassel, Oran Lang, Daniele Calandriello, Avital Zipori, Hila Noga, Orgad Keller, Bilal Piot, Idan Szpektor, Avinatan Hassidim, Yossi Matias, Rémi Munos |
NeurIPS | 9 |
| 2023 | The Edge of Orthogonality: A Simple View of What Makes BYOL TickabstractSelf-predictive unsupervised learning methods such as BYOL or SimSIAM have shown impressive results, and counter-intuitively, do not collapse to trivial representations. In this work, we aim at exploring the simplest possible mathematical arguments towards explaining the underlying mechanisms behind self-predictive unsupervised learning. We start with the observation that those methods crucially rely on the presence of a predictor network (and stop-gradient). With simple linear algebra, we show that when using a linear predictor, the optimal predictor is close to an orthogonal projection, and propose a general framework based on orthonormalization that enables to interpret and give intuition on why BYOL works. In addition, this framework demonstrates the crucial role of the exponential moving average and stop-gradient operator in BYOL as an efficient orthonormalization mechanism. We use these insights to propose four new closed-form predictor variants of BYOL to support our analysis. Our closed-form predictors outperform standard linear trainable predictor BYOL at 100 and 300 epochs (top-1 linear accuracy on ImageNet). Pierre H. Richemond, Allison C. Tam, Yunhao Tang, Florian Strub, Bilal Piot, Felix Hill |
ICML | 5 |
| 2023 | Understanding Self-Predictive Learning for Reinforcement LearningabstractWe study the learning dynamics of self-predictive learning for reinforcement learning, a family of algorithms that learn representations by minimizing the prediction error of their own future latent representations. Despite its recent empirical success, such algorithms have an apparent defect: trivial representations (such as constants) minimize the prediction error, yet it is obviously undesirable to converge to such solutions. Our central insight is that careful designs of the optimization dynamics are critical to learning meaningful representations. We identify that a faster paced optimization of the predictor and semi-gradient updates on the representation, are crucial to preventing the representation collapse. Then in an idealized setup, we show self-predictive learning dynamics carries out spectral decomposition on the state transition matrix, effectively capturing information of the transition dynamics. Building on the theoretical insights, we propose bidirectional self-predictive learning, a novel self-predictive algorithm that learns two representations simultaneously. We examine the robustness of our theoretical insights with a number of small-scale experiments and showcase the promise of the novel representation learning algorithm with large-scale experiments. Yunhao Tang, Zhaohan Guo, Pierre H. Richemond, Bernardo Ávila Pires, Yash Chandak, Rémi Munos, Mark Rowland 0001, Mohammad Gheshlaghi Azar, Charline Le Lan, Clare Lyle, András György 0001, Shantanu Thakoor, Will Dabney, Bilal Piot, Daniele Calandriello, Michal Valko |
ICML | 14 |
| 2022 | Emergent Communication at Scale
Rahma Chaabouni 0001, Florian Strub, Florent Altché, Eugene Tarassov, Corentin Tallec, Elnaz Davoodi, Kory W. Mathewson, Olivier Tieleman, Angeliki Lazaridou, Bilal Piot |
ICLR | 10 |
| 2022 | BYOL-Explore: Exploration by Bootstrapped PredictionabstractWe present BYOL-Explore, a conceptually simple yet general approach for curiosity-driven exploration in visually complex environments. BYOL-Explore learns the world representation, the world dynamics and the exploration policy all-together by optimizing a single prediction loss in the latent space with no additional auxiliary objective. We show that BYOL-Explore is effective in DM-HARD-8, a challenging partially-observable continuous-action hard-exploration benchmark with visually rich 3-D environment. On this benchmark, we solve the majority of the tasks purely through augmenting the extrinsic reward with BYOL-Explore intrinsic reward, whereas prior work could only get off the ground with human demonstrations. As further evidence of the generality of BYOL-Explore, we show that it achieves superhuman performance on the ten hardest exploration games in Atari while having a much simpler design than other competitive agents. Zhaohan Guo, Shantanu Thakoor, Miruna Pislar, Bernardo Ávila Pires, Florent Altché, Corentin Tallec, Alaa Saade, Daniele Calandriello, Jean-Bastien Grill, Yunhao Tang, Michal Valko, Rémi Munos, Mohammad Gheshlaghi Azar, Bilal Piot |
NeurIPS | 14 |
| 2020 | Never Give Up: Learning Directed Exploration Strategies
Adrià Puigdomènech Badia, Pablo Sprechmann, Alex Vitvitskyi, Zhaohan Guo, Bilal Piot, Steven Kapturowski, Olivier Tieleman, Martín Arjovsky, Alexander Pritzel, Andrew Bolt, Charles Blundell |
ICLR | 5 |
| 2020 | Agent57: Outperforming the Atari Human BenchmarkabstractAtari games have been a long-standing benchmark in the reinforcement learning (RL) community for the past decade. This benchmark was proposed to test general competency of RL algorithms. Previous work has achieved good average performance by doing outstandingly well on many games of the set, but very poorly in several of the most challenging games. We propose Agent57, the first deep RL agent that outperforms the standard human benchmark on all 57 Atari games. To achieve this result, we train a neural network which parameterizes a family of policies ranging from very exploratory to purely exploitative. We propose an adaptive mechanism to choose which policy to prioritize throughout the training process. Additionally, we utilize a novel parameterization of the architecture that allows for more consistent and stable learning. Adrià Puigdomènech Badia, Bilal Piot, Steven Kapturowski, Pablo Sprechmann, Alex Vitvitskyi, Zhaohan Guo, Charles Blundell |
ICML | 2 |
| 2020 | Bootstrap Latent-Predictive Representations for Multitask Reinforcement LearningabstractLearning a good representation is an essential component for deep reinforcement learning (RL). Representation learning is especially important in multitask and partially observable settings where building a representation of the unknown environment is crucial to solve the tasks. Here we introduce Predictions of Bootstrapped Latents (PBL), a simple and flexible self-supervised representation learning algorithm for multitask deep RL. PBL builds on multistep predictive representations of future observations, and focuses on capturing structured information about environment dynamics. Specifically, PBL trains its representation by predicting latent embeddings of future observations. These latent embeddings are themselves trained to be predictive of the aforementioned representations. These predictions form a bootstrapping effect, allowing the agent to learn more about the key aspects of the environment dynamics. In addition, by defining prediction tasks completely in latent space, PBL provides the flexibility of using multimodal observations involving pixel images, language instructions, rewards and more. We show in our experiments that PBL delivers across-the-board improved performance over state of the art deep RL agents in the DMLab-30 multitask setting. Zhaohan Guo, Bernardo Ávila Pires, Bilal Piot, Jean-Bastien Grill, Florent Altché, Rémi Munos, Mohammad Gheshlaghi Azar |
ICML | 3 |
| 2020 | Bootstrap Your Own Latent - A New Approach to Self-Supervised LearningabstractWe introduce Bootstrap Your Own Latent (BYOL), a new approach to self-supervised image representation learning. BYOL relies on two neural networks, referred to as online and target networks, that interact and learn from each other. From an augmented view of an image, we train the online network to predict the target network representation of the same image under a different augmented view. At the same time, we update the target network with a slow-moving average of the online network. While state-of-the art methods intrinsically rely on negative pairs, BYOL achieves a new state of the art without them. BYOL reaches 74.3% top-1 classification accuracy on ImageNet using the standard linear evaluation protocol with a standard ResNet-50 architecture and 79.6% with a larger ResNet. We also show that BYOL performs on par or better than the current state of the art on both transfer and semi-supervised benchmarks. Jean-Bastien Grill, Florian Strub, Florent Altché, Corentin Tallec, Pierre H. Richemond, Elena Buchatskaya, Carl Doersch, Bernardo Ávila Pires, Zhaohan Guo, Mohammad Gheshlaghi Azar, Bilal Piot, Koray Kavukcuoglu, Rémi Munos, Michal Valko |
NeurIPS | 11 |
| 2019 | Hindsight Credit AssignmentabstractWe consider the problem of efficient credit assignment in reinforcement learning. In order to efficiently and meaningfully utilize new data, we propose to explicitly assign credit to past decisions based on the likelihood of them having led to the observed outcome. This approach uses new information in hindsight, rather than employing foresight. Somewhat surprisingly, we show that value functions can be rewritten through this lens, yielding a new family of algorithms. We study the properties of these algorithms, and empirically show that they successfully address important credit assignment challenges, through a set of illustrative tasks. Anna Harutyunyan, Will Dabney, Thomas Mesnard, Mohammad Gheshlaghi Azar, Bilal Piot, Nicolas Heess, Hado van Hasselt, Greg Wayne, Satinder Singh 0001, Doina Precup, Rémi Munos |
NeurIPS | 5 |
| 2018 | Rainbow: Combining Improvements in Deep Reinforcement LearningabstractThe deep reinforcement learning community has made several independent improvements to the DQN algorithm. However, it is unclear which of these extensions are complementary and can be fruitfully combined. This paper examines six extensions to the DQN algorithm and empirically studies their combination. Our experiments show that the combination provides state-of-the-art performance on the Atari 2600 benchmark, both in terms of data efficiency and final performance. We also provide results from a detailed ablation study that shows the contribution of each component to overall performance. Matteo Hessel, Joseph Modayil, Hado van Hasselt, Tom Schaul, Georg Ostrovski, Will Dabney, Daniel Horgan, Bilal Piot, Mohammad Gheshlaghi Azar, David Silver 0001 |
AAAI | 8 |
| 2018 | Deep Q-learning From DemonstrationsabstractDeep reinforcement learning (RL) has achieved several high profile successes in difficult decision-making problems. However, these algorithms typically require a huge amount of data before they reach reasonable performance. In fact, their performance during learning can be extremely poor. This may be acceptable for a simulator, but it severely limits the applicability of deep RL to many real-world tasks, where the agent must learn in the real environment. In this paper we study a setting where the agent may access data from previous control of the system. We present an algorithm, Deep Q-learning from Demonstrations (DQfD), that leverages small sets of demonstration data to massively accelerate the learning process even from relatively small amounts of demonstration data and is able to automatically assess the necessary ratio of demonstration data while learning thanks to a prioritized replay mechanism. DQfD works by combining temporal difference updates with supervised classification of the demonstrator’s actions. We show that DQfD has better initial performance than Prioritized Dueling Double Deep Q-Networks (PDD DQN) as it starts with better scores on the first million steps on 41 of 42 games and on average it takes PDD DQN 83 million steps to catch up to DQfD’s performance. DQfD learns to out-perform the best demonstration given in 14 of 42 games. In addition, DQfD leverages human demonstrations to achieve state-of-the-art results for 11 games. Finally, we show that DQfD performs better than three related algorithms for incorporating demonstration data into DQN. Todd Hester, Matej Vecerík, Olivier Pietquin, Marc Lanctot, Tom Schaul, Bilal Piot, Daniel Horgan, John Quan, Andrew Sendonaris, Ian Osband, Gabriel Dulac-Arnold, John P. Agapiou, Joel Z. Leibo, Audrunas Gruslys |
AAAI | 6 |
| 2018 | Actor-Critic Fictitious Play in Simultaneous Move Multistage GamesabstractFictitious play is a game theoretic iterative procedure meant to learn an equilibrium in normal form games. However, this algorithm requires that each player has full knowledge of other players’ strategies. Using an architecture inspired by actor-critic algorithms, we build a stochastic approximation of the fictitious play process. This procedure is on-line, decentralized (an agent has no information of others’ strategies and rewards) and applies to multistage games (a generalization of normal form games). In addition, we prove convergence of our method towards a Nash equilibrium in both the cases of zero-sum two-player multistage games and cooperative multistage games. We also provide empirical evidence of the soundness of our approach on the game of Alesia with and without function approximation. Julien Pérolat, Bilal Piot, Olivier Pietquin |
AISTATS | 2 |
| 2018 | Noisy Networks For Exploration
Meire Fortunato, Mohammad Gheshlaghi Azar, Bilal Piot, Jacob Menick, Matteo Hessel, Ian Osband, Alex Graves, Volodymyr Mnih, Rémi Munos, Demis Hassabis, Olivier Pietquin, Charles Blundell, Shane Legg |
ICLR (Poster) | 3 |
| 2018 | The Reactor: A fast and sample-efficient Actor-Critic agent for Reinforcement Learning
Audrunas Gruslys, Will Dabney, Mohammad Gheshlaghi Azar, Bilal Piot, Marc G. Bellemare, Rémi Munos |
ICLR (Poster) | 4 |
| 2017 | Learning Nash Equilibrium for General-Sum Markov Games from Batch DataabstractThis paper addresses the problem of learning a Nash equilibrium in $γ$-discounted multiplayer general-sum Markov Games (MGs) in a batch setting. As the number of players increases in MG, the agents may either collaborate or team apart to increase their final rewards. One solution to address this problem is to look for a Nash equilibrium. Although, several techniques were found for the subcase of two-player zero-sum MGs, those techniques fail to find a Nash equilibrium in general-sum Markov Games. In this paper, we introduce a new definition of $ε$-Nash equilibrium in MGs which grasps the strategy’s quality for multiplayer games. We prove that minimizing the norm of two Bellman-like residuals implies to learn such an $ε$-Nash equilibrium. Then, we show that minimizing an empirical estimate of the $L_p$ norm of these Bellman-like residuals allows learning for general-sum games within the batch setting. Finally, we introduce a neural network architecture that successfully learns a Nash equilibrium in generic multiplayer general-sum turn-based MGs. Julien Pérolat, Florian Strub, Bilal Piot, Olivier Pietquin |
AISTATS | 3 |
| 2017 | End-to-end optimization of goal-driven and visually grounded dialogue systemsabstractEnd-to-end design of dialogue systems has recently become a popular research topic thanks to powerful tools such as encoder-decoder architectures for sequence-to-sequence learning. Yet, most current approaches cast human-machine dialogue management as a supervised learning problem, aiming at predicting the next utterance of a participant given the full history of the dialogue. This vision may fail to correctly render the planning problem inherent to dialogue as well as its contextual and grounded nature. In this paper, we introduce a Deep Reinforcement Learning method to optimize visually grounded task-oriented dialogues, based on the policy gradient algorithm. This approach is tested on the question generation task from the dataset GuessWhat?! containing 120k dialogues and provides encouraging results at solving both the problem of generating natural dialogues and the task of discovering a specific object in a complex picture. Florian Strub, Harm de Vries, Jérémie Mary, Bilal Piot, Aaron C. Courville, Olivier Pietquin |
IJCAI | 4 |
| 2017 | Is the Bellman residual a bad proxy?abstractThis paper aims at theoretically and empirically comparing two standard optimization criteria for Reinforcement Learning: i) maximization of the mean value and ii) minimization of the Bellman residual. For that purpose, we place ourselves in the framework of policy search algorithms, that are usually designed to maximize the mean value, and derive a method that minimizes the residual $\|T_* v_\pi - v_\pi\|_{1,\nu}$ over policies. A theoretical analysis shows how good this proxy is to policy optimization, and notably that it is better than its value-based counterpart. We also propose experiments on randomly generated generic Markov decision processes, specifically designed for studying the influence of the involved concentrability coefficient. They show that the Bellman residual is generally a bad proxy to policy optimization and that directly maximizing the mean value is much better, despite the current lack of deep theoretical analysis. This might seem obvious, as directly addressing the problem of interest is usually better, but given the prevalence of (projected) Bellman residual minimization in value-based reinforcement learning, we believe that this question is worth to be considered. Matthieu Geist, Bilal Piot, Olivier Pietquin |
NIPS | 2 |
| 2017 | Bridging the Gap Between Imitation Learning and Inverse Reinforcement LearningabstractLearning from demonstrations is a paradigm by which an apprentice agent learns a control policy for a dynamic environment by observing demonstrations delivered by an expert agent. It is usually implemented as either imitation learning (IL) or inverse reinforcement learning (IRL) in the literature. On the one hand, IRL is a paradigm relying on the Markov decision processes, where the goal of the apprentice agent is to find a reward function from the expert demonstrations that could explain the expert behavior. On the other hand, IL consists in directly generalizing the expert strategy, observed in the demonstrations, to unvisited states (and it is therefore close to classification, when there is a finite set of possible decisions). While these two visions are often considered as opposite to each other, the purpose of this paper is to exhibit a formal link between these approaches from which new algorithms can be derived. We show that IL and IRL can be redefined in a way that they are equivalent, in the sense that there exists an explicit bijective operator (namely, the inverse optimal Bellman operator) between their respective spaces of solutions. To do so, we introduce the set-policy framework that creates a clear link between the IL and the IRL. As a result, the IL and IRL solutions making the best of both worlds are obtained. In addition, it is a unifying framework from which existing IL and IRL algorithms can be derived and which opens the way for the IL methods able to deal with the environment's dynamics. Finally, the IRL algorithms derived from the set-policy framework are compared with the algorithms belonging to the more common trajectory-matching family. Experiments demonstrate that the set-policy-based algorithms outperform both the standard IRL and IL ones and result in more robust solutions. Bilal Piot, Matthieu Geist, Olivier Pietquin |
IEEE Trans. Neural Networks Learn. Syst. | 1 |
| 2016 | On the Use of Non-Stationary Strategies for Solving Two-Player Zero-Sum Markov GamesabstractThe main contribution of this paper consists in extending several non-stationary Reinforcement Learning (RL) algorithms and their theoretical guarantees to the case of γ-discounted zero-sum Markov Games (MGs). As in the case of Markov Decision Processes (MDPs), non-stationary algorithms are shown to exhibit better performance bounds compared to their stationary counterparts. The obtained bounds are generically composed of three terms: 1) a dependency on γ(discount factor), 2) a concentrability coefficient and 3) a propagation error term. This error, depending on the algorithm, can be caused by a regression step, a policy evaluation step or a best-response evaluation step. As a second contribution, we empirically demonstrate, on generic MGs (called Garnets), that non-stationary algorithms outperform their stationary counterparts. In addition, it is shown that their performance mostly depends on the nature of the propagation error. Indeed, algorithms where the error is due to the evaluation of a best-response are penalized (even if they exhibit better concentrability coefficients and dependencies on γ) compared to those suffering from a regression error. Julien Pérolat, Bilal Piot, Bruno Scherrer, Olivier Pietquin |
AISTATS | 2 |
| 2016 | Softened Approximate Policy Iteration for Markov GamesabstractThis paper reports theoretical and empirical investigations on the use of quasi-Newton methods to minimize the Optimal Bellman Residual (OBR) of zero-sum two-player Markov Games. First, it reveals that state-of-the-art algorithms can be derived by the direct application of Newton’s method to different norms of the OBR. More precisely, when applied to the norm of the OBR, Newton’s method results in the Bellman Residual Minimization Policy Iteration (BRMPI) and, when applied to the norm of the Projected OBR (POBR), it results into the standard Least Squares Policy Iteration (LSPI) algorithm. Consequently, new algorithms are proposed, making use of quasi-Newton methods to minimize the OBR and the POBR so as to take benefit of enhanced empirical performances at low cost. Indeed, using a quasi-Newton method approach introduces slight modifications in term of coding of LSPI and BRMPI but improves significantly both the stability and the performance of those algorithms. These phenomena are illustrated on an experiment conducted on artificially constructed games called Garnets. Julien Pérolat, Bilal Piot, Matthieu Geist, Bruno Scherrer, Olivier Pietquin |
ICML | 2 |
| 2015 | Approximate Dynamic Programming for Two-Player Zero-Sum Markov GamesabstractThis paper provides an analysis of error propagation in Approximate Dynamic Programming applied to zero-sum two-player Stochastic Games. We provide a novel and unified error propagation analysis in L_p-norm of three well-known algorithms adapted to Stochastic Games (namely Approximate Value Iteration, Approximate Policy Iteration and Approximate Generalized Policy Iteration). We show that we can achieve a stationary policy which is \frac2γ(1 - γ)^2 ε+ \frac1(1 - γ)^2ε’-optimal, where εis the value function approximation error and ε’ is the approximate greedy operator error. In addition, we provide a practical algorithm (AGPI-Q) to solve infinite horizon γ-discounted two-player zero-sum stochastic games in a batch setting. It is an extension of the Fitted-Q algorithm (which solves Markov Decisions Processes in a batch setting) and can be non-parametric. Finally, we demonstrate experimentally the performance of AGPI-Q on a simultaneous two-player game, namely Alesia. Julien Pérolat, Bruno Scherrer, Bilal Piot, Olivier Pietquin |
ICML | 3 |
| 2015 | Inverse Reinforcement Learning in Relational Domains
Thibaut Munzer, Bilal Piot, Matthieu Geist, Olivier Pietquin, Manuel Lopes 0001 |
IJCAI | 2 |
| 2014 | Predicting when to laugh with structured classificationabstractInternational audience Bilal Piot, Olivier Pietquin, Matthieu Geist |
INTERSPEECH | 1 |
| 2014 | Difference of Convex Functions Programming for Reinforcement Learning
Bilal Piot, Matthieu Geist, Olivier Pietquin |
NIPS | 1 |
| 2014 | Boosted Bellman Residual Minimization Handling Expert Demonstrations
Bilal Piot, Matthieu Geist, Olivier Pietquin |
ECML/PKDD (2) | 1 |
| 2013 | A Cascaded Supervised Learning Approach to Inverse Reinforcement Learning
Edouard Klein, Bilal Piot, Matthieu Geist, Olivier Pietquin |
ECML/PKDD (1) | 2 |
| 2013 | Learning from Demonstrations: Is It Worth Estimating a Reward Function?
Bilal Piot, Matthieu Geist, Olivier Pietquin |
ECML/PKDD (1) | 1 |
| 2012 | Inverse Reinforcement Learning through Structured ClassificationabstractThis paper adresses the inverse reinforcement learning (IRL) problem, that is inferring a reward for which a demonstrated expert behavior is optimal. We introduce a new algorithm, SCIRL, whose principle is to use the so-called feature expectation of the expert as the parameterization of the score function of a multi-class classifier. This approach produces a reward function for which the expert policy is provably near-optimal. Contrary to most of existing IRL algorithms, SCIRL does not require solving the direct RL problem. Moreover, with an appropriate heuristic, it can succeed with only trajectories sampled according to the expert behavior. This is illustrated on a car driving simulator. Edouard Klein, Matthieu Geist, Bilal Piot, Olivier Pietquin |
NIPS | 3 |