Demo Data from EDBT 2026 / reviewers in the wild / expert
Daniel J. Mankowitz
dblp:164/6227 · also Daniel Jaymin Mankowitz
· DBLP profile ↗
21ranked-venue papers
4as first author
7since 2021 · last 2024
0000-0002-4911-8275ORCID · corroborated
Domains — the database's venue-derived domains; a paper can count in several
Artificial intelligence and machine learning · 21 · 4 first-author · 7 since 2021Graphics, computer vision, multimedia, augmented reality and games · 2 · 1 first-author
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
17 papers |
Reinforcement learning · 82% Graph learning · 7% Language models and text generation · 6% | |
| Theoretical computer science
1 paper |
Algorithmic game theory and mechanism design · 50% Mathematical optimization · 50% |
Topics — the 30 heaviest of 34, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Machine learning › Reinforcement learning
offline reinforcement learning |
1.8 | 4 | 2022 | COptiDICE: Offline Constrained Reinforcement Learning via Stationary Distribution Correction Estimation · ICLR 2022 Active Offline Policy Selection · NeurIPS 2021 RL Unplugged: A Collection of Benchmarks for Offline Reinforcement Learning · NeurIPS 2020 |
Machine learning › Reinforcement learning
constrained reinforcement learning |
1.5 | 3 | 2022 | COptiDICE: Offline Constrained Reinforcement Learning via Stationary Distribution Correction Estimation · ICLR 2022 Balancing Constraints and Rewards with Meta-Gradient D4PG · ICLR 2021 Reward Constrained Policy Optimization · ICLR (Poster) 2019 |
Machine learning › Reinforcement learning
robust reinforcement learning |
1.3 | 3 | 2021 | Discovering a set of policies for the worst case reward · ICLR 2021 Robust Reinforcement Learning for Continuous Control with Model Misspecification · ICLR 2020 Learning Robust Options · AAAI 2018 |
Machine learning › Reinforcement learning
hierarchical reinforcement learning |
1.1 | 4 | 2018 | Learning Robust Options · AAAI 2018 A Deep Hierarchical Approach to Lifelong Learning in Minecraft · AAAI 2017 Adaptive Skills Adaptive Partitions (ASAP) · NIPS 2016 |
Machine learning › Reinforcement learning › hierarchical reinforcement learning
option discovery |
0.8 | 3 | 2018 | Learning Robust Options · AAAI 2018 Adaptive Skills Adaptive Partitions (ASAP) · NIPS 2016 Time-Regularized Interrupting Options (TRIO) · ICML 2014 |
Natural language and speech › Language models and text generation
alignment |
0.8 | 1 | 2024 | Nash Learning from Human Feedback · ICML 2024 |
Machine learning › Reinforcement learning
reinforcement learning from human feedback |
0.8 | 1 | 2024 | Nash Learning from Human Feedback · ICML 2024 |
Mathematical optimization › continuous optimization › convex optimization › first-order methods
mirror descent |
0.8 | 1 | 2024 | Nash Learning from Human Feedback · ICML 2024 |
Algorithmic game theory and mechanism design › solution concepts in games › equilibrium concepts
nash equilibrium |
0.8 | 1 | 2024 | Nash Learning from Human Feedback · ICML 2024 |
Machine learning › Reinforcement learning
deep reinforcement learning |
0.7 | 3 | 2020 | Learn What Not to Learn: Action Elimination with Deep Reinforcement Learning · NeurIPS 2018 Shallow Updates for Deep Reinforcement Learning · NIPS 2017 RL Unplugged: A Collection of Benchmarks for Offline Reinforcement Learning · NeurIPS 2020 |
Machine learning › Reinforcement learning › function approximation › representation learning for reinforcement learning
successor features |
0.7 | 2 | 2019 | Universal Successor Features Approximators · ICLR (Poster) 2019 Transfer in Deep Reinforcement Learning Using Successor Features and Generalised Policy Improvement · ICML 2018 |
Machine learning › Graph learning
graph neural network |
0.7 | 1 | 2023 | Transformers Meet Directed Graphs · ICML 2023 |
Machine learning › Graph learning › graph neural network
graph transformer |
0.7 | 1 | 2023 | Transformers Meet Directed Graphs · ICML 2023 |
Machine learning › Reinforcement learning › deep reinforcement learning
deep q-network |
0.6 | 2 | 2018 | Learn What Not to Learn: Action Elimination with Deep Reinforcement Learning · NeurIPS 2018 Shallow Updates for Deep Reinforcement Learning · NIPS 2017 |
Machine learning › Reinforcement learning
value-based reinforcement learning |
0.6 | 2 | 2018 | Learn What Not to Learn: Action Elimination with Deep Reinforcement Learning · NeurIPS 2018 Shallow Updates for Deep Reinforcement Learning · NIPS 2017 |
Machine learning › Reinforcement learning › off-policy evaluation
stationary distribution correction |
0.6 | 1 | 2022 | COptiDICE: Offline Constrained Reinforcement Learning via Stationary Distribution Correction Estimation · ICLR 2022 |
Machine learning › Reinforcement learning › large-scale reinforcement learning
distributed reinforcement learning |
0.5 | 1 | 2021 | Balancing Constraints and Rewards with Meta-Gradient D4PG · ICLR 2021 |
Machine learning › Reinforcement learning
off-policy evaluation |
0.5 | 1 | 2021 | Active Offline Policy Selection · NeurIPS 2021 |
Machine learning › Reinforcement learning
continuous control |
0.4 | 1 | 2020 | Robust Reinforcement Learning for Continuous Control with Model Misspecification · ICLR 2020 |
Machine learning › Probabilistic and Bayesian machine learning › statistical inference
model misspecification |
0.4 | 1 | 2020 | Robust Reinforcement Learning for Continuous Control with Model Misspecification · ICLR 2020 |
Machine learning › Reinforcement learning › function approximation
universal approximator |
0.4 | 1 | 2019 | Universal Successor Features Approximators · ICLR (Poster) 2019 |
Machine learning › Reinforcement learning
action elimination |
0.3 | 1 | 2018 | Learn What Not to Learn: Action Elimination with Deep Reinforcement Learning · NeurIPS 2018 |
Machine learning › Reinforcement learning › transfer learning in reinforcement learning
skill transfer |
0.3 | 1 | 2018 | Transfer in Deep Reinforcement Learning Using Successor Features and Generalised Policy Improvement · ICML 2018 |
Machine learning › Transfer learning and domain adaptation
cross-task transfer |
0.3 | 1 | 2017 | A Deep Hierarchical Approach to Lifelong Learning in Minecraft · AAAI 2017 |
Machine learning › Reinforcement learning › temporal difference learning
least-squares temporal difference |
0.3 | 1 | 2017 | Shallow Updates for Deep Reinforcement Learning · NIPS 2017 |
Machine learning › Learning paradigms
lifelong learning |
0.3 | 1 | 2017 | A Deep Hierarchical Approach to Lifelong Learning in Minecraft · AAAI 2017 |
Machine learning › Reinforcement learning › hierarchical reinforcement learning
options framework |
0.2 | 1 | 2016 | Adaptive Skills Adaptive Partitions (ASAP) · NIPS 2016 |
Machine learning › Reinforcement learning › hierarchical reinforcement learning › skill learning
skill discovery |
0.2 | 1 | 2016 | Adaptive Skills Adaptive Partitions (ASAP) · NIPS 2016 |
Natural language and speech › Language models and text generation
text summarization |
0.2 | 1 | 2024 | Nash Learning from Human Feedback · ICML 2024 |
Software maintenance and evolution › program comprehension
code comprehension |
0.2 | 1 | 2023 | Transformers Meet Directed Graphs · ICML 2023 |
Methods — techniques the papers use, named apart from their topics
preference model · 1.5mirror descent · 1.5gradient descent · 1.5magnetic laplacian eigenvectors · 1.3directional random walk encoding · 1.3policy optimization · 0.9deep q-network · 0.6stationary distribution correction estimation · 0.6off-policy learning · 0.6distributed distributional deterministic policy gradients · 0.5
| Year | Publication | Venue | Position |
|---|---|---|---|
| 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 | 16 |
| 2023 | Transformers Meet Directed GraphsabstractTransformers were originally proposed as a sequence-to-sequence model for text but have become vital for a wide range of modalities, including images, audio, video, and undirected graphs. However, transformers for directed graphs are a surprisingly underexplored topic, despite their applicability to ubiquitous domains, including source code and logic circuits. In this work, we propose two direction- and structure-aware positional encodings for directed graphs: (1) the eigenvectors of the Magnetic Laplacian — a direction-aware generalization of the combinatorial Laplacian; (2) directional random walk encodings. Empirically, we show that the extra directionality information is useful in various downstream tasks, including correctness testing of sorting networks and source code understanding. Together with a data-flow-centric graph construction, our model outperforms the prior state of the art on the Open Graph Benchmark Code2 relatively by 14.7%. Simon Geisler, Yujia Li 0001, Daniel J. Mankowitz, A. Taylan Cemgil, Stephan Günnemann, Cosmin Paduraru |
ICML | 3 |
| 2022 | COptiDICE: Offline Constrained Reinforcement Learning via Stationary Distribution Correction Estimation
Jongmin Lee 0004, Cosmin Paduraru, Daniel J. Mankowitz, Nicolas Heess, Doina Precup, Kee-Eung Kim, Arthur Guez |
ICLR | 3 |
| 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 |
ICLR | 2 |
| 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 |
ICLR | 3 |
| 2021 | Active Offline Policy SelectionabstractThis paper addresses the problem of policy selection in domains with abundant logged data, but with a restricted interaction budget. Solving this problem would enable safe evaluation and deployment of offline reinforcement learning policies in industry, robotics, and recommendation domains among others. Several off-policy evaluation (OPE) techniques have been proposed to assess the value of policies using only logged data. However, there is still a big gap between the evaluation by OPE and the full online evaluation in the real environment. Yet, large amounts of online interactions are often not possible in practice. To overcome this problem, we introduce active offline policy selection --- a novel sequential decision approach that combines logged data with online interaction to identify the best policy. This approach uses OPE estimates to warm start the online evaluation. Then, in order to utilize the limited environment interactions wisely we decide which policy to evaluate next based on a Bayesian optimization method with a kernel function that represents policy similarity. We use multiple benchmarks with a large number of candidate policies to show that the proposed approach improves upon state-of-the-art OPE estimates and pure online policy evaluation. Ksenia Konyushkova, Yutian Chen 0001, Thomas Paine, Caglar Gulcehre, Cosmin Paduraru, Daniel J. Mankowitz, Misha Denil, Nando de Freitas |
NeurIPS | 6 |
| 2021 | Challenges of real-world reinforcement learning: definitions, benchmarks and analysis
Gabriel Dulac-Arnold, Nir Levine, Daniel J. Mankowitz, Cosmin Paduraru, Sven Gowal, Todd Hester |
Mach. Learn. | 3 |
| 2020 | Robust Reinforcement Learning for Continuous Control with Model Misspecification
Daniel J. Mankowitz, Nir Levine, Rae Jeong, Abbas Abdolmaleki, Jost Tobias Springenberg, Jackie Kay, Todd Hester, Timothy A. Mann, Martin A. Riedmiller |
ICLR | 1 |
| 2020 | RL Unplugged: A Collection of Benchmarks for Offline Reinforcement Learning
Caglar Gulcehre, Ziyu Wang 0001, Alexander Novikov 0001, Thomas Paine, Sergio Gomez Colmenarejo, Konrad Zolna, Rishabh Agarwal, Josh Merel, Daniel J. Mankowitz, Cosmin Paduraru, Gabriel Dulac-Arnold, Mohammad Norouzi 0002, Matt Hoffman 0001, Nicolas Heess, Nando de Freitas |
NeurIPS | 9 |
| 2019 | Universal Successor Features Approximators
Diana Borsa, André Barreto 0001, John Quan, Daniel J. Mankowitz, Hado van Hasselt, Rémi Munos, David Silver 0001, Tom Schaul |
ICLR (Poster) | 4 |
| 2019 | Reward Constrained Policy Optimization
Chen Tessler, Daniel J. Mankowitz, Shie Mannor |
ICLR (Poster) | 2 |
| 2019 | A Bayesian Approach to Robust Reinforcement Learning
Esther Derman, Daniel J. Mankowitz, Timothy A. Mann, Shie Mannor |
UAI | 2 |
| 2018 | Learning Robust OptionsabstractRobust reinforcement learning aims to produce policies that have strong guarantees even in the face of environments/transition models whose parameters have strong uncertainty. Existing work uses value-based methods and the usual primitive action setting. In this paper, we propose robust methods for learning temporally abstract actions, in the framework of options. We present a Robust Options Policy Iteration (ROPI) algorithm with convergence guarantees, which learns options that are robust to model uncertainty. We utilize ROPI to learn robust options with the Robust Options Deep Q Network (RO-DQN) that solves multiple tasks and mitigates model misspecification due to model uncertainty. We present experimental results which suggest that policy iteration with linear features may have an inherent form of robustness when using coarse feature representations. In addition, we present experimental results which demonstrate that robustness helps policy iteration implemented on top of deep neural networks to generalize over a much broader range of dynamics than non-robust policy iteration. Daniel J. Mankowitz, Timothy A. Mann, Pierre-Luc Bacon, Doina Precup, Shie Mannor |
AAAI | 1 |
| 2018 | Transfer in Deep Reinforcement Learning Using Successor Features and Generalised Policy ImprovementabstractThe ability to transfer skills across tasks has the potential to scale up reinforcement learning (RL) agents to environments currently out of reach. Recently, a framework based on two ideas, successor features (SFs) and generalised policy improvement (GPI), has been introduced as a principled way of transferring skills. In this paper we extend the SF&GPI framework in two ways. One of the basic assumptions underlying the original formulation of SF&GPI is that rewards for all tasks of interest can be computed as linear combinations of a fixed set of features. We relax this constraint and show that the theoretical guarantees supporting the framework can be extended to any set of tasks that only differ in the reward function. Our second contribution is to show that one can use the reward functions themselves as features for future tasks, without any loss of expressiveness, thus removing the need to specify a set of features beforehand. This makes it possible to combine SF&GPI with deep learning in a more stable way. We empirically verify this claim on a complex 3D environment where observations are images from a first-person perspective. We show that the transfer promoted by SF&GPI leads to very good policies on unseen tasks almost instantaneously. We also describe how to learn policies specialised to the new tasks in a way that allows them to be added to the agent’s set of skills, and thus be reused in the future. André Barreto 0001, Diana Borsa, John Quan, Tom Schaul, David Silver 0001, Matteo Hessel, Daniel J. Mankowitz, Augustin Zídek, Rémi Munos |
ICML | 7 |
| 2018 | Learn What Not to Learn: Action Elimination with Deep Reinforcement LearningabstractLearning 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 |
NeurIPS | 4 |
| 2018 | Soft-Robust Actor-Critic Policy-Gradient
Esther Derman, Daniel J. Mankowitz, Timothy A. Mann, Shie Mannor |
UAI | 2 |
| 2017 | A Deep Hierarchical Approach to Lifelong Learning in MinecraftabstractWe 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 |
AAAI | 4 |
| 2017 | Shallow Updates for Deep Reinforcement LearningabstractDeep 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 |
NIPS | 3 |
| 2016 | Adaptive Skills Adaptive Partitions (ASAP)abstractWe introduce the Adaptive Skills, Adaptive Partitions (ASAP) framework that (1) learns skills (i.e., temporally extended actions or options) as well as (2) where to apply them. We believe that both (1) and (2) are necessary for a truly general skill learning framework, which is a key building block needed to scale up to lifelong learning agents. The ASAP framework is also able to solve related new tasks simply by adapting where it applies its existing learned skills. We prove that ASAP converges to a local optimum under natural conditions. Finally, our experimental results, which include a RoboCup domain, demonstrate the ability of ASAP to learn where to reuse skills as well as solve multiple tasks with considerably less experience than solving each task from scratch. Daniel J. Mankowitz, Timothy A. Mann, Shie Mannor |
NIPS | 1 |
| 2014 | Time-Regularized Interrupting Options (TRIO)abstractHigh-level skills relieve planning algorithms from low-level details. But when the skills are poorly designed for the domain, the resulting plan may be severely suboptimal. Sutton et al. 1999 made an important step towards resolving this problem by introducing a rule that automatically improves a set of skills called options. This rule terminates an option early whenever switching to another option gives a higher value than continuing with the current option. However, they only analyzed the case where the improvement rule is applied once. We show conditions where this rule converges to the optimal set of options. A new Bellman-like operator that simultaneously improves the set of options is at the core of our analysis. One problem with the update rule is that it tends to favor lower-level skills. Therefore we introduce a regularization term that favors longer duration skills. Experimental results demonstrate that this approach can derive a good set of high-level skills even when the original set of skills cannot solve the problem. Timothy A. Mann, Daniel J. Mankowitz, Shie Mannor |
ICML | 2 |
| 2013 | BRISK-Based Visual Feature Extraction for Resource Constrained Robots
Daniel J. Mankowitz, Subramanian Ramamoorthy |
RoboCup | 1 |