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Nicolas Bougie

dblp:211/7161 · DBLP profile ↗
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11ranked-venue papers
11as first author
7since 2021 · last 2026
0000-0001-9856-0038ORCID · corroborated

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

Artificial intelligence and machine learning · 10 · 10 first-author · 6 since 2021Databases, data management, data science and information retrieval · 1 · 1 first-author · 1 since 2021Graphics, computer vision, multimedia, augmented reality and games · 1 · 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
2 papers
Reinforcement learning · 100%
Databases, data mining, and information retrieval
1 paper
Recommender systems · 50% Information retrieval · 50%
Human-computer interaction and pervasive computing
1 paper
Human-AI interaction · 100%

Topics — the 7 heaviest of 9, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Machine learning › Reinforcement learning › model-based reinforcement learning › model learning
world model learning
1.012026
AlignUSER: Human-Aligned LLM Agents via World Models for Recommender System Evaluation · ACL (1) 2026
Information retrieval › evaluation › user simulation
LLM-based user simulation
1.012026
AlignUSER: Human-Aligned LLM Agents via World Models for Recommender System Evaluation · ACL (1) 2026
Recommender systems
recommender system evaluation
1.012026
AlignUSER: Human-Aligned LLM Agents via World Models for Recommender System Evaluation · ACL (1) 2026
Machine learning › Reinforcement learning
deep reinforcement learning
0.412020
Towards High-Level Intrinsic Exploration in Reinforcement Learning · IJCAI 2020
Machine learning › Reinforcement learning
exploration
0.412020
Towards High-Level Intrinsic Exploration in Reinforcement Learning · IJCAI 2020
Machine learning › Reinforcement learning › exploration
intrinsic motivation
0.412020
Towards High-Level Intrinsic Exploration in Reinforcement Learning · IJCAI 2020
Machine learning › Reinforcement learning › exploration › exploration in markov decision processes
sparse reward exploration
0.412020
Towards High-Level Intrinsic Exploration in Reinforcement Learning · IJCAI 2020

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

large language model · 3.0counterfactual trajectory generation · 3.0reconstruction error · 0.4intrinsic reward · 0.4
YearPublicationVenuePosition
2026 AlignUSER: Human-Aligned LLM Agents via World Models for Recommender System Evaluation
abstract
Evaluating recommender systems remains challenging due to the gap between offline metrics and real user behavior, as well as the scarcity of interaction data.Recent work explores large language model (LLM) agents as synthetic users, yet they typically rely on few-shot prompting, which yields a shallow understanding of the environment and limits their ability to faithfully reproduce user actions.We introduce ALIGNUSER, a framework that learns world-model-driven agents from human interactions.Given rollout sequences of actions and states, we formalize world modeling as a next state prediction task that helps the agent internalize the environment.To align actions with human personas, we generate counterfactual trajectories around demonstrations and prompt the LLM to compare its decisions with human choices, identify suboptimal actions, and extract lessons.The learned policy is then used to drive agent interactions with the recommender system.We evaluate ALIGNUSER across multiple datasets and demonstrate closer alignment with genuine humans than prior work, both at the micro and macro levels.
Nicolas Bougie, Gian Maria Marconi, Xiaotong Ye, Narimawa Watanabe
ACL (1)1
2024 Exploring Beyond Curiosity Rewards: Language-Driven Exploration in RL
Nicolas Bougie, Narimasa Watanabe
ACML1
2024 Interpretable Imitation Learning with Symbolic Rewards
abstract
Sample inefficiency of deep reinforcement learning methods is a major obstacle for their use in real-world tasks as they naturally feature sparse rewards. In fact, this from-scratch approach is often impractical in environments where extreme negative outcomes are possible. Recent advances in imitation learning have improved sample efficiency by leveraging expert demonstrations. Most work along this line of research employs neural network-based approaches to recover an expert cost function. However, the complexity and lack of transparency make neural networks difficult to trust and deploy in the real world. In contrast, we present a method for extracting interpretable symbolic reward functions from expert data, which offers several advantages. First, the learned reward function can be parsed by a human to understand, verify and predict the behavior of the agent. Second, the reward function can be improved and modified by an expert. Finally, the structure of the reward function can be leveraged to extract explanations that encode richer domain knowledge than standard scalar rewards. To this end, we use an autoregressive recurrent neural network that generates hierarchical symbolic rewards represented by simple symbolic trees. The recurrent neural network is trained via risk-seeking policy gradients. We test our method in MuJoCo environments as well as a chemical plant simulator. We show that the discovered rewards can significantly accelerate the training process and achieve similar or better performance than neural network-based algorithms.
Nicolas Bougie, Takashi Onishi, Yoshimasa Tsuruoka
ACM Trans. Intell. Syst. Technol.1
2023 Lost and Found: How Self-Supervised Learning Helps GPS Coordinates Find Their Way
Nicolas Bougie, Daria Vazhenina, Narimasa Watanabe
ACML1
2022 Hierarchical learning from human preferences and curiosity
abstract
Abstract Recent success in scaling deep reinforcement algorithms (DRL) to complex problems has been driven by well-designed extrinsic rewards, which limits their applicability to many real-world tasks where rewards are naturally extremely sparse. One solution to this problem is to introduce human guidance to drive the agent’s learning. Although low-level demonstrations is a promising approach, it was shown that such guidance may be difficult for experts to demonstrate since some tasks require a large amount of high-quality demonstrations. In this work, we explore human guidance in the form of high-level preferences between sub-goals, leading to drastic reductions in both human effort and cost of exploration. We design a novel hierarchical reinforcement learning method that introduces non-expert human preferences at the high-level, and curiosity to drastically speed up the convergence of subpolicies to reach any sub-goals. We further propose a strategy based on curiosity to automatically discover sub-goals. We evaluate the proposed method on 2D navigation tasks, robotic control tasks, and image-based video games (Atari 2600), which have high-dimensional observations, sparse rewards, and complex state dynamics. The experimental results show that the proposed method can learn significantly faster than traditional hierarchical RL methods and drastically reduces the amount of human effort required over standard imitation learning approaches.
Nicolas Bougie, Ryutaro Ichise
Appl. Intell.1
2021 Goal-driven active learning
abstract
Abstract Deep reinforcement learning methods have achieved significant successes in complex decision-making problems. In fact, they traditionally rely on well-designed extrinsic rewards, which limits their applicability to many real-world tasks where rewards are naturally sparse. While cloning behaviors provided by an expert is a promising approach to the exploration problem, learning from a fixed set of demonstrations may be impracticable due to lack of state coverage or distribution mismatch—when the learner’s goal deviates from the demonstrated behaviors. Besides, we are interested in learning how to reach a wide range of goals from the same set of demonstrations. In this work we propose a novel goal-conditioned method that leverages very small sets of goal-driven demonstrations to massively accelerate the learning process. Crucially, we introduce the concept of active goal-driven demonstrations to query the demonstrator only in hard-to-learn and uncertain regions of the state space. We further present a strategy for prioritizing sampling of goals where the disagreement between the expert and the policy is maximized. We evaluate our method on a variety of benchmark environments from the Mujoco domain. Experimental results show that our method outperforms prior imitation learning approaches in most of the tasks in terms of exploration efficiency and average scores.
Nicolas Bougie, Ryutaro Ichise
Auton. Agents Multi Agent Syst.1
2021 Fast and slow curiosity for high-level exploration in reinforcement learning
abstract
Abstract Deep reinforcement learning (DRL) algorithms rely on carefully designed environment rewards that are extrinsic to the agent. However, in many real-world scenarios rewards are sparse or delayed, motivating the need for discovering efficient exploration strategies. While intrinsically motivated agents hold promise of better local exploration, solving problems that require coordinated decisions over long-time horizons remains an open problem. We postulate that to discover such strategies, a DRL agent should be able to combine local and high-level exploration behaviors. To this end, we introduce the concept of fast and slow curiosity that aims to incentivize long-time horizon exploration. Our method decomposes the curiosity bonus into a fast reward that deals with local exploration and a slow reward that encourages global exploration. We formulate this bonus as the error in an agent’s ability to reconstruct the observations given their contexts. We further propose to dynamically weight local and high-level strategies by measuring state diversity. We evaluate our method on a variety of benchmark environments, including Minigrid, Super Mario Bros, and Atari games. Experimental results show that our agent outperforms prior approaches in most tasks in terms of exploration efficiency and mean scores.
Nicolas Bougie, Ryutaro Ichise
Appl. Intell.1
2020 Exploration via Progress-Driven Intrinsic Rewards
Nicolas Bougie, Ryutaro Ichise
ICANN (2)1
2020 Towards High-Level Intrinsic Exploration in Reinforcement Learning
abstract
Deep reinforcement learning (DRL) methods traditionally struggle with tasks where environment rewards are sparse or delayed, which entails that exploration remains one of the key challenges of DRL. Instead of solely relying on extrinsic rewards, many state-of-the-art methods use intrinsic curiosity as exploration signal. While they hold promise of better local exploration, discovering global exploration strategies is beyond the reach of current methods. We propose a novel end-to-end intrinsic reward formulation that introduces high-level exploration in reinforcement learning. Our curiosity signal is driven by a fast reward that deals with local exploration and a slow reward that incentivizes long-time horizon exploration strategies. We formulate curiosity as the error in an agent’s ability to reconstruct the observations given their contexts. Experimental results show that this high-level exploration enables our agents to outperform prior work in several Atari games.
Nicolas Bougie, Ryutaro Ichise
IJCAI1
2020 Skill-based curiosity for intrinsically motivated reinforcement learning
abstract
Abstract Reinforcement learning methods rely on rewards provided by the environment that are extrinsic to the agent. However, many real-world scenarios involve sparse or delayed rewards. In such cases, the agent can develop its own intrinsic reward function called curiosity to enable the agent to explore its environment in the quest of new skills. We propose a novel end-to-end curiosity mechanism for deep reinforcement learning methods, that allows an agent to gradually acquire new skills. Our method scales to high-dimensional problems, avoids the need of directly predicting the future, and, can perform in sequential decision scenarios. We formulate the curiosity as the ability of the agent to predict its own knowledge about the task. We base the prediction on the idea of skill learning to incentivize the discovery of new skills, and guide exploration towards promising solutions. To further improve data efficiency and generalization of the agent, we propose to learn a latent representation of the skills. We present a variety of sparse reward tasks in MiniGrid, MuJoCo, and Atari games. We compare the performance of an augmented agent that uses our curiosity reward to state-of-the-art learners. Experimental evaluation exhibits higher performance compared to reinforcement learning models that only learn by maximizing extrinsic rewards.
Nicolas Bougie, Ryutaro Ichise
Mach. Learn.1
2018 Abstracting Reinforcement Learning Agents with Prior Knowledge
Nicolas Bougie, Ryutaro Ichise
PRIMA1