Tom Zahavy

dblp:149/0142 · DBLP profile ↗
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27ranked-venue papers
11as first author
17since 2021 · last 2025
0009-0009-2309-922XORCID · corroborated

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

Artificial intelligence and machine learning · 26 · 10 first-author · 17 since 2021Graphics, computer vision, multimedia, augmented reality and games · 5 · 3 first-author · 1 since 2021
YearPublicationVenuePosition
2025 Mastering Board Games by External and Internal Planning with Language Models
abstract
Advancing planning and reasoning capabilities of Large Language Models (LLMs) is one of the key prerequisites towards unlocking their potential for performing reliably in complex and impactful domains. In this paper, we aim to demonstrate this across board games (Chess, Fischer Random / Chess960, Connect Four, and Hex), and we show that search-based planning can yield significant improvements in LLM game-playing strength. We introduce, compare and contrast two major approaches: In external search, the model guides Monte Carlo Tree Search (MCTS) rollouts and evaluations without calls to an external game engine, and in internal search, the model is trained to generate in-context a linearized tree of search and a resulting final choice. Both build on a language model pre-trained on relevant domain knowledge, reliably capturing the transition and value functions in the respective environments, with minimal hallucinations. We evaluate our LLM search implementations against game-specific state-of-the-art engines, showcasing substantial improvements in strength over the base model, and reaching Grandmaster-level performance in chess while operating closer to the human search budget. Our proposed approach, combining search with domain knowledge, is not specific to board games, hinting at more general future applications.
John Schultz, Jakub Adámek, Matej Jusup, Marc Lanctot, Michael Kaisers, Sarah Perrin, Daniel Hennes, Jeremy Shar, Cannada A. Lewis, Anian Ruoss, Tom Zahavy, Petar Velickovic, Laurel Prince, Satinder Singh 0001, Eric Malmi, Nenad Tomasev
ICML11
2025 Generating Creative Chess Puzzles
abstract
While Generative AI rapidly advances in various domains, generating truly creative, aesthetic, and counter-intuitive outputs remains a challenge. This paper presents an approach to tackle these difficulties in the domain of chess puzzles. We start by benchmarking Generative AI architectures, and then introduce an RL framework with novel rewards based on chess engine search statistics to overcome some of those shortcomings. The rewards are designed to enhance a puzzle's uniqueness, counter-intuitiveness, diversity, and realism. Our RL approach dramatically increases counter-intuitive puzzle generation by 10x, from 0.22\% (supervised) to 2.5\%, surpassing existing dataset rates (2.1\%) and the best Lichess-trained model (0.4\%). Our puzzles meet novelty and diversity benchmarks, retain aesthetic themes, and are rated by human experts as more creative, enjoyable, and counter-intuitive than composed book puzzles, even approaching classic compositions. Our final outcome is a curated booklet of these novel AI-generated puzzles, which is acknowledged for creativity by three world-renowned experts.
Xidong Feng, Vivek Veeriah, Marcus Chiam, Michael Dennis 0001, Federico Barbero, Johan S. Obando-Ceron, Jiaxin Shi, Satinder Singh 0001, Shaobo Hou, Nenad Tomasev, Tom Zahavy
NeurIPS11
2023 Discovering Attention-Based Genetic Algorithms via Meta-Black-Box Optimization
abstract
Genetic algorithms constitute a family of black-box optimization algorithms, which take inspiration from the principles of biological evolution. While they provide a general-purpose tool for optimization, their particular instantiations can be heuristic and motivated by loose biological intuition. In this work we explore a fundamentally different approach: Given a sufficiently flexible parametrization of the genetic operators, we discover entirely new genetic algorithms in a data-driven fashion. More specifically, we parametrize selection and mutation rate adaptation as cross- and self-attention modules and use Meta-Black-Box-Optimization to evolve their parameters on a set of diverse optimization tasks. The resulting Learned Genetic Algorithm outperforms state-of-the-art adaptive baseline genetic algorithms and generalizes far beyond its meta-training settings. The learned algorithm can be applied to previously unseen optimization problems, search dimensions & evaluation budgets. We conduct extensive analysis of the discovered operators and provide ablation experiments, which highlight the benefits of flexible module parametrization and the ability to transfer ('plug-in') the learned operators to conventional genetic algorithms.
Robert T. Lange, Tom Schaul, Yutian Chen 0001, Chris Lu 0001, Tom Zahavy, Valentin Dalibard, Sebastian Flennerhag
GECCO5
2023 Discovering Evolution Strategies via Meta-Black-Box Optimization
Robert T. Lange, Tom Schaul, Yutian Chen 0001, Tom Zahavy, Valentin Dalibard, Chris Lu 0001, Satinder Singh 0001, Sebastian Flennerhag
ICLR4
2023 Discovering Policies with DOMiNO: Diversity Optimization Maintaining Near Optimality
Tom Zahavy, Yannick Schroecker, Feryal M. P. Behbahani, Kate Baumli, Sebastian Flennerhag, Shaobo Hou, Satinder Singh 0001
ICLR1
2023 ReLOAD: Reinforcement Learning with Optimistic Ascent-Descent for Last-Iterate Convergence in Constrained MDPs
abstract
In recent years, reinforcement learning (RL) has been applied to real-world problems with increasing success. Such applications often require to put constraints on the agent’s behavior. Existing algorithms for constrained RL (CRL) rely on gradient descent-ascent, but this approach comes with a caveat. While these algorithms are guaranteed to converge on average, they do not guarantee last-iterate convergence, i.e., the current policy of the agent may never converge to the optimal solution. In practice, it is often observed that the policy alternates between satisfying the constraints and maximizing the reward, rarely accomplishing both objectives simultaneously. Here, we address this problem by introducing Reinforcement Learning with Optimistic Ascent-Descent (ReLOAD), a principled CRL method with guaranteed last-iterate convergence. We demonstrate its empirical effectiveness on a wide variety of CRL problems including discrete MDPs and continuous control. In the process we establish a benchmark of challenging CRL problems.
Ted Moskovitz, Brendan O'Donoghue, Vivek Veeriah, Sebastian Flennerhag, Satinder Singh 0001, Tom Zahavy
ICML6
2023 Optimistic Meta-Gradients
abstract
We study the connection between gradient-based meta-learning and convex optimisation. We observe that gradient descent with momentum is a special case of meta-gradients, and building on recent results in optimisation, we prove convergence rates for meta learning in the single task setting. While a meta-learned update rule can yield faster convergence up to constant factor, it is not sufficient for acceleration. Instead, some form of optimism is required. We show that optimism in meta-learning can be captured through the recently proposed Bootstrapped Meta-Gradient (Flennerhag et. al., 2022) method, providing deeper insight into its underlying mechanics.
Sebastian Flennerhag, Tom Zahavy, Brendan O'Donoghue, Hado van Hasselt, András György 0001, Satinder Singh 0001
NeurIPS2
2022 Online Apprenticeship Learning
abstract
In Apprenticeship Learning (AL), we are given a Markov Decision Process (MDP) without access to the cost function. Instead, we observe trajectories sampled by an expert that acts according to some policy. The goal is to find a policy that matches the expert's performance on some predefined set of cost functions. We introduce an online variant of AL (Online Apprenticeship Learning; OAL), where the agent is expected to perform comparably to the expert while interacting with the environment. We show that the OAL problem can be effectively solved by combining two mirror descent based no-regret algorithms: one for policy optimization and another for learning the worst case cost. By employing optimistic exploration, we derive a convergent algorithm with O(sqrt(K)) regret, where K is the number of interactions with the MDP, and an additional linear error term that depends on the amount of expert trajectories available. Importantly, our algorithm avoids the need to solve an MDP at each iteration, making it more practical compared to prior AL methods. Finally, we implement a deep variant of our algorithm which shares some similarities to GAIL, but where the discriminator is replaced with the costs learned by OAL. Our simulations suggest that OAL performs well in high dimensional control problems.
Lior Shani, Tom Zahavy, Shie Mannor
AAAI2
2022 Bootstrapped Meta-Learning
Sebastian Flennerhag, Yannick Schroecker, Tom Zahavy, Hado van Hasselt, David Silver 0001, Satinder Singh 0001
ICLR3
2022 Palm up: Playing in the Latent Manifold for Unsupervised Pretraining
abstract
Large and diverse datasets have been the cornerstones of many impressive advancements in artificial intelligence. Intelligent creatures, however, learn by interacting with the environment, which changes the input sensory signals and the state of the environment. In this work, we aim to bring the best of both worlds and propose an algorithm that exhibits an exploratory behavior whilst it utilizes large diverse datasets. Our key idea is to leverage deep generative models that are pretrained on static datasets and introduce a dynamic model in the latent space. The transition dynamics simply mixes an action and a random sampled latent. It then applies an exponential moving average for temporal persistency, the resulting latent is decoded to image using pretrained generator. We then employ an unsupervised reinforcement learning algorithm to explore in this environment and perform unsupervised representation learning on the collected data. We further leverage the temporal information of this data to pair data points as a natural supervision for representation learning. Our experiments suggest that the learned representations can be successfully transferred to downstream tasks in both vision and reinforcement learning domains.
Hao Liu 0055, Tom Zahavy, Volodymyr Mnih, Satinder Singh 0001
NeurIPS2
2021 Balancing Constraints and Rewards with Meta-Gradient D4PG
Dan Andrei Calian, Daniel J. Mankowitz, Tom Zahavy, Zhongwen Xu, Junhyuk Oh, Nir Levine, Timothy A. Mann
ICLR3
2021 Discovering a set of policies for the worst case reward
Tom Zahavy, André Barreto 0001, Daniel J. Mankowitz, Shaobo Hou, Brendan O'Donoghue, Iurii Kemaev, Satinder Singh 0001
ICLR1
2021 Emphatic Algorithms for Deep Reinforcement Learning
abstract
Off-policy learning allows us to learn about possible policies of behavior from experience generated by a different behavior policy. Temporal difference (TD) learning algorithms can become unstable when combined with function approximation and off-policy sampling—this is known as the “deadly triad”. Emphatic temporal difference (ETD($\lambda$)) algorithm ensures convergence in the linear case by appropriately weighting the TD($\lambda$) updates. In this paper, we extend the use of emphatic methods to deep reinforcement learning agents. We show that naively adapting ETD($\lambda$) to popular deep reinforcement learning algorithms, which use forward view multi-step returns, results in poor performance. We then derive new emphatic algorithms for use in the context of such algorithms, and we demonstrate that they provide noticeable benefits in small problems designed to highlight the instability of TD methods. Finally, we observed improved performance when applying these algorithms at scale on classic Atari games from the Arcade Learning Environment.
Ray Jiang, Tom Zahavy, Zhongwen Xu, Adam White 0001, Matteo Hessel, Charles Blundell, Hado van Hasselt
ICML2
2021 Online Limited Memory Neural-Linear Bandits with Likelihood Matching
abstract
We study neural-linear bandits for solving problems where {\em both} exploration and representation learning play an important role. Neural-linear bandits harnesses the representation power of Deep Neural Networks (DNNs) and combines it with efficient exploration mechanisms by leveraging uncertainty estimation of the model, designed for linear contextual bandits on top of the last hidden layer. In order to mitigate the problem of representation change during the process, new uncertainty estimations are computed using stored data from an unlimited buffer. Nevertheless, when the amount of stored data is limited, a phenomenon called catastrophic forgetting emerges. To alleviate this, we propose a likelihood matching algorithm that is resilient to catastrophic forgetting and is completely online. We applied our algorithm, Limited Memory Neural-Linear with Likelihood Matching (NeuralLinear-LiM2) on a variety of datasets and observed that our algorithm achieves comparable performance to the unlimited memory approach while exhibits resilience to catastrophic forgetting.
Ofir Nabati, Tom Zahavy, Shie Mannor
ICML2
2021 Discovery of Options via Meta-Learned Subgoals
abstract
Temporal abstractions in the form of options have been shown to help reinforcement learning (RL) agents learn faster. However, despite prior work on this topic, the problem of discovering options through interaction with an environment remains a challenge. In this paper, we introduce a novel meta-gradient approach for discovering useful options in multi-task RL environments. Our approach is based on a manager-worker decomposition of the RL agent, in which a manager maximises rewards from the environment by learning a task-dependent policy over both a set of task-independent discovered-options and primitive actions. The option-reward and termination functions that define a subgoal for each option are parameterised as neural networks and trained via meta-gradients to maximise their usefulness. Empirical analysis on gridworld and DeepMind Lab tasks show that: (1) our approach can discover meaningful and diverse temporally-extended options in multi-task RL domains, (2) the discovered options are frequently used by the agent while learning to solve the training tasks, and (3) that the discovered options help a randomly initialised manager learn faster in completely new tasks.
Vivek Veeriah, Tom Zahavy, Matteo Hessel, Zhongwen Xu, Junhyuk Oh, Iurii Kemaev, Hado van Hasselt, David Silver 0001, Satinder Singh 0001
NeurIPS2
2021 Reward is enough for convex MDPs
abstract
Maximising a cumulative reward function that is Markov and stationary, i.e., defined over state-action pairs and independent of time, is sufficient to capture many kinds of goals in a Markov decision process (MDP). However, not all goals can be captured in this manner. In this paper we study convex MDPs in which goals are expressed as convex functions of the stationary distribution and show that they cannot be formulated using stationary reward functions. Convex MDPs generalize the standard reinforcement learning (RL) problem formulation to a larger framework that includes many supervised and unsupervised RL problems, such as apprenticeship learning, constrained MDPs, and so-called pure exploration'. Our approach is to reformulate the convex MDP problem as a min-max game involving policy and cost (negative reward)players', using Fenchel duality. We propose a meta-algorithm for solving this problem and show that it unifies many existing algorithms in the literature.
Tom Zahavy, Brendan O'Donoghue, Guillaume Desjardins, Satinder Singh 0001
NeurIPS1
2021 Inverse reinforcement learning in contextual MDPs
abstract
Abstract We consider the task of Inverse Reinforcement Learning in Contextual Markov Decision Processes (MDPs). In this setting, contexts, which define the reward and transition kernel, are sampled from a distribution. In addition, although the reward is a function of the context, it is not provided to the agent. Instead, the agent observes demonstrations from an optimal policy. The goal is to learn the reward mapping, such that the agent will act optimally even when encountering previously unseen contexts, also known as zero-shot transfer. We formulate this problem as a non-differential convex optimization problem and propose a novel algorithm to compute its subgradients. Based on this scheme, we analyze several methods both theoretically, where we compare the sample complexity and scalability, and empirically. Most importantly, we show both theoretically and empirically that our algorithms perform zero-shot transfer (generalize to new and unseen contexts). Specifically, we present empirical experiments in a dynamic treatment regime, where the goal is to learn a reward function which explains the behavior of expert physicians based on recorded data of them treating patients diagnosed with sepsis.
Stav Belogolovsky, Philip Korsunsky, Shie Mannor, Chen Tessler, Tom Zahavy
Mach. Learn.5
2020 Apprenticeship Learning via Frank-Wolfe
abstract
We consider the applications of the Frank-Wolfe (FW) algorithm for Apprenticeship Learning (AL). In this setting, we are given a Markov Decision Process (MDP) without an explicit reward function. Instead, we observe an expert that acts according to some policy, and the goal is to find a policy whose feature expectations are closest to those of the expert policy. We formulate this problem as finding the projection of the feature expectations of the expert on the feature expectations polytope – the convex hull of the feature expectations of all the deterministic policies in the MDP. We show that this formulation is equivalent to the AL objective and that solving this problem using the FW algorithm is equivalent well-known Projection method of Abbeel and Ng (2004). This insight allows us to analyze AL with tools from convex optimization literature and derive tighter convergence bounds on AL. Specifically, we show that a variation of the FW method that is based on taking “away steps” achieves a linear rate of convergence when applied to AL and that a stochastic version of the FW algorithm can be used to avoid precise estimation of feature expectations. We also experimentally show that this version outperforms the FW baseline. To the best of our knowledge, this is the first work that shows linear convergence rates for AL.
Tom Zahavy, Alon Cohen, Haim Kaplan, Yishay Mansour
AAAI1
2020 Planning in Hierarchical Reinforcement Learning: Guarantees for Using Local Policies
abstract
We consider a setting of hierarchical reinforcement learning, in which the reward is a sum of components. For each component, we are given a policy that maximizes it, and our goal is to assemble a policy from the individual policies that maximize the sum of the components. We provide theoretical guarantees for assembling such policies in deterministic MDPs with collectible rewards. Our approach builds on formulating this problem as a traveling salesman problem with a discounted reward. We focus on local solutions, i.e., policies that only use information from the current state; thus, they are easy to implement and do not require substantial computational resources. We propose three local stochastic policies and prove that they guarantee better performance than any deterministic local policy in the worst case; experimental results suggest that they also perform better on average.
Tom Zahavy, Avinatan Hassidim, Haim Kaplan, Yishay Mansour
ALT1
2020 A Self-Tuning Actor-Critic Algorithm
abstract
Reinforcement learning algorithms are highly sensitive to the choice of hyperparameters, typically requiring significant manual effort to identify hyperparameters that perform well on a new domain. In this paper, we take a step towards addressing this issue by using metagradients to automatically adapt hyperparameters online by meta-gradient descent (Xu et al., 2018). We apply our algorithm, Self-Tuning Actor-Critic (STAC), to self-tune all the differentiable hyperparameters of an actor-critic loss function, to discover auxiliary tasks, and to improve off-policy learning using a novel leaky V-trace operator. STAC is simple to use, sample efficient and does not require a significant increase in compute. Ablative studies show that the overall performance of STAC improved as we adapt more hyperparameters. When applied to the Arcade Learning Environment (Bellemare et al. 2012), STAC improved the median human normalized score in 200M steps from 243% to 364%. When applied to the DM Control suite (Tassa et al., 2018), STAC improved the mean score in 30M steps from 217 to 389 when learning with features, from 108 to 202 when learning from pixels, and from 195 to 295 in the Real-World Reinforcement Learning Challenge (Dulac-Arnold et al., 2020).
Tom Zahavy, Zhongwen Xu, Vivek Veeriah, Matteo Hessel, Junhyuk Oh, Hado van Hasselt, David Silver 0001, Satinder Singh 0001
NeurIPS1
2020 Unknown mixing times in apprenticeship and reinforcement learning
abstract
We derive and analyze learning algorithms for apprenticeship learning, policy evaluation and policy gradient for average reward criteria. Existing algorithms explicitly require an upper bound on the mixing time. In contrast, we build on ideas from Markov chain theory and derive sampling algorithms that do not require such an upper bound. For these algorithms, we provide theoretical bounds on their sample-complexity and running time.
Tom Zahavy, Alon Cohen, Haim Kaplan, Yishay Mansour
UAI1
2018 Is a Picture Worth a Thousand Words? A Deep Multi-Modal Architecture for Product Classification in E-Commerce
abstract
Classifying products precisely and efficiently is a major challenge in modern e-commerce. The high traffic of new products uploaded daily and the dynamic nature of the categories raise the need for machine learning models that can reduce the cost and time of human editors. In this paper, we propose a decision level fusion approach for multi-modal product classification based on text and image neural network classifiers. We train input specific state-of-the-art deep neural networks for each input source, show the potential of forging them together into a multi-modal architecture and train a novel policy network that learns to choose between them. Finally, we demonstrate that our multi-modal network improves classification accuracy over both networks on a real-world large-scale product classification dataset that we collected from Walmart.com. While we focus on image-text fusion that characterizes e-commerce businesses, our algorithms can be easily applied to other modalities such as audio, video, physical sensors, etc.
Tom Zahavy, Abhinandan Krishnan, Alessandro Magnani, Shie Mannor
AAAI1
2018 Learn What Not to Learn: Action Elimination with Deep Reinforcement Learning
abstract
Learning how to act when there are many available actions in each state is a challenging task for Reinforcement Learning (RL) agents, especially when many of the actions are redundant or irrelevant. In such cases, it is easier to learn which actions not to take. In this work, we propose the Action-Elimination Deep Q-Network (AE-DQN) architecture that combines a Deep RL algorithm with an Action Elimination Network (AEN) that eliminates sub-optimal actions. The AEN is trained to predict invalid actions, supervised by an external elimination signal provided by the environment. Simulations demonstrate a considerable speedup and added robustness over vanilla DQN in text-based games with over a thousand discrete actions.
Tom Zahavy, Matan Haroush, Nadav Merlis, Daniel J. Mankowitz, Shie Mannor
NeurIPS1
2017 A Deep Hierarchical Approach to Lifelong Learning in Minecraft
abstract
We propose a lifelong learning system that has the ability to reuse and transfer knowledge from one task to another while efficiently retaining the previously learned knowledge-base. Knowledge is transferred by learning reusable skills to solve tasks in Minecraft, a popular video game which is an unsolved and high-dimensional lifelong learning problem. These reusable skills, which we refer to as Deep Skill Networks, are then incorporated into our novel Hierarchical Deep Reinforcement Learning Network (H-DRLN) architecture using two techniques: (1) a deep skill array and (2) skill distillation, our novel variation of policy distillation (Rusu et. al. 2015) for learning skills. Skill distillation enables the H-DRLN to efficiently retain knowledge and therefore scale in lifelong learning, by accumulating knowledge and encapsulating multiple reusable skills into a single distilled network. The H-DRLN exhibits superior performance and lower learning sample complexity compared to the regular Deep Q Network (Mnih et. al. 2015) in sub-domains of Minecraft.
Chen Tessler, Shahar Givony, Tom Zahavy, Daniel J. Mankowitz, Shie Mannor
AAAI3
2017 Shallow Updates for Deep Reinforcement Learning
abstract
Deep reinforcement learning (DRL) methods such as the Deep Q-Network (DQN) have achieved state-of-the-art results in a variety of challenging, high-dimensional domains. This success is mainly attributed to the power of deep neural networks to learn rich domain representations for approximating the value function or policy. Batch reinforcement learning methods with linear representations, on the other hand, are more stable and require less hyper parameter tuning. Yet, substantial feature engineering is necessary to achieve good results. In this work we propose a hybrid approach -- the Least Squares Deep Q-Network (LS-DQN), which combines rich feature representations learned by a DRL algorithm with the stability of a linear least squares method. We do this by periodically re-training the last hidden layer of a DRL network with a batch least squares update. Key to our approach is a Bayesian regularization term for the least squares update, which prevents over-fitting to the more recent data. We tested LS-DQN on five Atari games and demonstrate significant improvement over vanilla DQN and Double-DQN. We also investigated the reasons for the superior performance of our method. Interestingly, we found that the performance improvement can be attributed to the large batch size used by the LS method when optimizing the last layer.
Nir Levine, Tom Zahavy, Daniel J. Mankowitz, Aviv Tamar, Shie Mannor
NIPS2
2016 Graying the black box: Understanding DQNs
abstract
In recent years there is a growing interest in using deep representations for reinforcement learning. In this paper, we present a methodology and tools to analyze Deep Q-networks (DQNs) in a non-blind matter. Using our tools we reveal that the features learned by DQNs aggregate the state space in a hierarchical fashion, explaining its success. Moreover we are able to understand and describe the policies learned by DQNs for three different Atari2600 games and suggest ways to interpret, debug and optimize of deep neural networks in Reinforcement Learning.
Tom Zahavy, Nir Ben-Zrihem, Shie Mannor
ICML1
2014 Sub-Nyquist sampling of OFDM signals for cognitive radios
abstract
We investigate sampling and detection of orthogonal frequency-division multiplexing (OFDM) signals with unknown carriers at sub-Nyquist rates. Efficient acquisition and processing of such broadcast signals is a challenge but constitutes a crucial part of enabling cognitive radios. In order to alleviate both the analog and digital burden when treating wideband signals, we adapt the modulated wideband converter (MWC), a recently proposed sub-Nyquist sampling system, to fit OFDM signals. In particular, after detecting the active bands using the MWC, we use several different equalization methods in order to improve the bit-error rate (BER). We then show how to process the real sub-Nyquist samples in each band in order to recover the complex OFDM signal. A standard digital OFDM receiver is then used to detect the input symbols. To evaluate the performance of our system, we derive an analytical bound on the BER as a function of the received signal to noise ratio. Simulations validate the proposed system.
Tom Zahavy, Oran Shayer, Deborah Cohen, Alex Tolmachev, Yonina C. Eldar
ICASSP1