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Scott Fujimoto

dblp:215/5503 · DBLP profile ↗
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13ranked-venue papers
8as first author
7since 2021 · last 2025
—ORCID · none

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

Artificial intelligence and machine learning · 13 · 8 first-author · 7 since 2021Systems, architecture and hardware · 1 · 1 since 2021

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
12 papers
Reinforcement learning · 79% 3D vision · 7% Representation and self-supervised learning · 6%
Computer graphics and multimedia
1 paper
Geometric modeling and processing · 100%

Topics — the 28 heaviest of 32, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Machine learning › Reinforcement learning
offline reinforcement learning
1.732025
Exploiting Structure in Offline Multi-Agent RL: The Benefits of Low Interaction Rank · ICLR 2025
A Minimalist Approach to Offline Reinforcement Learning · NeurIPS 2021
Off-Policy Deep Reinforcement Learning without Exploration · ICML 2019
Machine learning › Reinforcement learning
imitation learning
0.912025
Generalizable Imitation Learning Through Pre-Trained Representations · ICRA 2025
Machine learning › Reinforcement learning
model-free reinforcement learning
0.912025
Towards General-Purpose Model-Free Reinforcement Learning · ICLR 2025
Machine learning › Reinforcement learning
multi-agent reinforcement learning
0.912025
Exploiting Structure in Offline Multi-Agent RL: The Benefits of Low Interaction Rank · ICLR 2025
Robotics › Motion planning and robot control
robot learning
0.912025
Generalizable Imitation Learning Through Pre-Trained Representations · ICRA 2025
Machine learning › Reinforcement learning
value function approximation
0.912025
Towards General-Purpose Model-Free Reinforcement Learning · ICLR 2025
Computer vision › 3D vision
3d shape reconstruction
0.722019
GEOMetrics: Exploiting Geometric Structure for Graph-Encoded Objects · ICML 2019
Multi-View Silhouette and Depth Decomposition for High Resolution 3D Object Representation · NeurIPS 2018
Machine learning › Reinforcement learning
deep reinforcement learning
0.712023
For SALE: State-Action Representation Learning for Deep Reinforcement Learning · NeurIPS 2023
Machine learning › Reinforcement learning › function approximation › representation learning for reinforcement learning
state-action representation learning
0.712023
For SALE: State-Action Representation Learning for Deep Reinforcement Learning · NeurIPS 2023
Machine learning › Reinforcement learning › value function estimation
bellman error
0.612022
Why Should I Trust You, Bellman? The Bellman Error is a Poor Replacement for Value Error · ICML 2022
Machine learning › Reinforcement learning
value function estimation
0.612022
Why Should I Trust You, Bellman? The Bellman Error is a Poor Replacement for Value Error · ICML 2022
Machine learning › Reinforcement learning › imitation learning › offline imitation learning
behavior cloning
0.512021
A Minimalist Approach to Offline Reinforcement Learning · NeurIPS 2021
Machine learning › Reinforcement learning
off-policy evaluation
0.512021
A Deep Reinforcement Learning Approach to Marginalized Importance Sampling with the Successor Representation · ICML 2021
Machine learning › Reinforcement learning › off-policy evaluation
stationary distribution correction
0.512021
A Deep Reinforcement Learning Approach to Marginalized Importance Sampling with the Successor Representation · ICML 2021
Machine learning › Reinforcement learning › function approximation › representation learning for reinforcement learning
successor representation
0.512021
A Deep Reinforcement Learning Approach to Marginalized Importance Sampling with the Successor Representation · ICML 2021
Machine learning › Reinforcement learning › off-policy reinforcement learning
experience replay
0.412020
An Equivalence between Loss Functions and Non-Uniform Sampling in Experience Replay · NeurIPS 2020
Machine learning › Deep learning architectures and training
loss function design
0.412020
An Equivalence between Loss Functions and Non-Uniform Sampling in Experience Replay · NeurIPS 2020
Machine learning › Reinforcement learning › off-policy reinforcement learning › experience replay
prioritized experience replay
0.412020
An Equivalence between Loss Functions and Non-Uniform Sampling in Experience Replay · NeurIPS 2020
Machine learning › Reinforcement learning
continuous control
0.412019
Off-Policy Deep Reinforcement Learning without Exploration · ICML 2019
Computer vision › 3D vision › 3d reconstruction › surface reconstruction
mesh-based reconstruction
0.412019
GEOMetrics: Exploiting Geometric Structure for Graph-Encoded Objects · ICML 2019
Machine learning › Reinforcement learning
off-policy reinforcement learning
0.412019
Off-Policy Deep Reinforcement Learning without Exploration · ICML 2019
Geometric modeling and processing › mesh processing
mesh adaptation
0.412019
GEOMetrics: Exploiting Geometric Structure for Graph-Encoded Objects · ICML 2019
Geometric modeling and processing › surface reconstruction
mesh reconstruction
0.412019
GEOMetrics: Exploiting Geometric Structure for Graph-Encoded Objects · ICML 2019
Machine learning › Reinforcement learning
actor-critic methods
0.312018
Addressing Function Approximation Error in Actor-Critic Methods · ICML 2018
Machine learning › Reinforcement learning › value-based reinforcement learning › q-learning
double q-learning
0.312018
Addressing Function Approximation Error in Actor-Critic Methods · ICML 2018
Machine learning › Reinforcement learning
value-based reinforcement learning
0.312018
Addressing Function Approximation Error in Actor-Critic Methods · ICML 2018
Machine learning › Reinforcement learning
sample efficiency
0.312025
Exploiting Structure in Offline Multi-Agent RL: The Benefits of Low Interaction Rank · ICLR 2025
Machine learning › Representation and self-supervised learning › representation learning
visual representation learning
0.312025
Generalizable Imitation Learning Through Pre-Trained Representations · ICRA 2025

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

value decomposition · 0.9self-supervised vision transformer · 0.9patch-level embeddings · 0.9no-regret learning · 0.9model-based representations · 0.9low interaction rank · 0.9linear value function approximation · 0.9clustering · 0.9checkpointing · 0.7TD3 · 0.7graph convolutional network · 0.4
YearPublicationVenuePosition
2025 Towards General-Purpose Model-Free Reinforcement Learning
abstract
Reinforcement learning (RL) promises a framework for near-universal problem-solving. In practice however, RL algorithms are often tailored to specific benchmarks, relying on carefully tuned hyperparameters and algorithmic choices. Recently, powerful model-based RL methods have shown impressive general results across benchmarks but come at the cost of increased complexity and slow run times, limiting their broader applicability. In this paper, we attempt to find a unifying model-free deep RL algorithm that can address a diverse class of domains and problem settings. To achieve this, we leverage model-based representations that approximately linearize the value function, taking advantage of the denser task objectives used by model-based RL while avoiding the costs associated with planning or simulated trajectories. We evaluate our algorithm, MR.Q, on a variety of common RL benchmarks with a single set of hyperparameters and show a competitive performance against domain-specific and general baselines, providing a concrete step towards building general-purpose model-free deep RL algorithms.
Scott Fujimoto, Pierluca D'Oro, Amy Zhang 0001, Yuandong Tian, Michael G. Rabbat
ICLR1
2025 Exploiting Structure in Offline Multi-Agent RL: The Benefits of Low Interaction Rank
abstract
We study the problem of learning an approximate equilibrium in the offline multi-agent reinforcement learning (MARL) setting. We introduce a structural assumption---the interaction rank---and establish that functions with low interaction rank are significantly more robust to distribution shift compared to general ones. Leveraging this observation, we demonstrate that utilizing function classes with low interaction rank, when combined with regularization and no-regret learning, admits decentralized, computationally and statistically efficient learning in cooperative and competitive offline MARL. Our theoretical results are complemented by experiments that showcase the potential of critic architectures with low interaction rank in offline MARL, contrasting with commonly used single-agent value decomposition architectures.
Wenhao Zhan, Scott Fujimoto, Zheqing Zhu, Jason D. Lee, Daniel R. Jiang, Yonathan Efroni
ICLR2
2025 Generalizable Imitation Learning Through Pre-Trained Representations
abstract
In this paper, we leverage self-supervised vision transformer models and their emergent semantic abilities to improve the generalization abilities of imitation learning policies. We introduce DVK, an imitation learning algorithm that leverages rich pre-trained Visual Transformer patch-level embeddings to obtain better generalization when learning through demonstrations. Our learner sees the world by clustering appearance features into groups associated with semantic concepts, forming stable keypoints that generalize across a wide range of appearance variations and object types. We demonstrate how this representation enables generalized behaviour by evaluating imitation learning across a diverse dataset of object manipulation tasks. To facilitate further study of generalization in Imitation Learning, all of our code for the method and evaluation, as well as the dataset, is made available.
Wei-Di Chang, Francois Robert Hogan, Scott Fujimoto, David Meger, Gregory Dudek
ICRA3
2023 For SALE: State-Action Representation Learning for Deep Reinforcement Learning
abstract
In reinforcement learning (RL), representation learning is a proven tool for complex image-based tasks, but is often overlooked for environments with low-level states, such as physical control problems. This paper introduces SALE, a novel approach for learning embeddings that model the nuanced interaction between state and action, enabling effective representation learning from low-level states. We extensively study the design space of these embeddings and highlight important design considerations. We integrate SALE and an adaptation of checkpoints for RL into TD3 to form the TD7 algorithm, which significantly outperforms existing continuous control algorithms. On OpenAI gym benchmark tasks, TD7 has an average performance gain of 276.7% and 50.7% over TD3 at 300k and 5M time steps, respectively, and works in both the online and offline settings.
Scott Fujimoto, Wei-Di Chang, Edward J. Smith, Shixiang Gu, Doina Precup, David Meger
NeurIPS1
2022 Why Should I Trust You, Bellman? The Bellman Error is a Poor Replacement for Value Error
abstract
In this work, we study the use of the Bellman equation as a surrogate objective for value prediction accuracy. While the Bellman equation is uniquely solved by the true value function over all state-action pairs, we find that the Bellman error (the difference between both sides of the equation) is a poor proxy for the accuracy of the value function. In particular, we show that (1) due to cancellations from both sides of the Bellman equation, the magnitude of the Bellman error is only weakly related to the distance to the true value function, even when considering all state-action pairs, and (2) in the finite data regime, the Bellman equation can be satisfied exactly by infinitely many suboptimal solutions. This means that the Bellman error can be minimized without improving the accuracy of the value function. We demonstrate these phenomena through a series of propositions, illustrative toy examples, and empirical analysis in standard benchmark domains.
Scott Fujimoto, David Meger, Doina Precup, Ofir Nachum, Shixiang Gu
ICML1
2021 A Deep Reinforcement Learning Approach to Marginalized Importance Sampling with the Successor Representation
abstract
Marginalized importance sampling (MIS), which measures the density ratio between the state-action occupancy of a target policy and that of a sampling distribution, is a promising approach for off-policy evaluation. However, current state-of-the-art MIS methods rely on complex optimization tricks and succeed mostly on simple toy problems. We bridge the gap between MIS and deep reinforcement learning by observing that the density ratio can be computed from the successor representation of the target policy. The successor representation can be trained through deep reinforcement learning methodology and decouples the reward optimization from the dynamics of the environment, making the resulting algorithm stable and applicable to high-dimensional domains. We evaluate the empirical performance of our approach on a variety of challenging Atari and MuJoCo environments.
Scott Fujimoto, David Meger, Doina Precup
ICML1
2021 A Minimalist Approach to Offline Reinforcement Learning
abstract
Offline reinforcement learning (RL) defines the task of learning from a fixed batch of data. Due to errors in value estimation from out-of-distribution actions, most offline RL algorithms take the approach of constraining or regularizing the policy with the actions contained in the dataset. Built on pre-existing RL algorithms, modifications to make an RL algorithm work offline comes at the cost of additional complexity. Offline RL algorithms introduce new hyperparameters and often leverage secondary components such as generative models, while adjusting the underlying RL algorithm. In this paper we aim to make a deep RL algorithm work while making minimal changes. We find that we can match the performance of state-of-the-art offline RL algorithms by simply adding a behavior cloning term to the policy update of an online RL algorithm and normalizing the data. The resulting algorithm is a simple to implement and tune baseline, while more than halving the overall run time by removing the additional computational overheads of previous methods.
Scott Fujimoto, Shixiang Gu
NeurIPS1
2020 An Equivalence between Loss Functions and Non-Uniform Sampling in Experience Replay
abstract
Prioritized Experience Replay (PER) is a deep reinforcement learning technique in which agents learn from transitions sampled with non-uniform probability proportionate to their temporal-difference error. We show that any loss function evaluated with non-uniformly sampled data can be transformed into another uniformly sampled loss function with the same expected gradient. Surprisingly, we find in some environments PER can be replaced entirely by this new loss function without impact to empirical performance. Furthermore, this relationship suggests a new branch of improvements to PER by correcting its uniformly sampled loss function equivalent. We demonstrate the effectiveness of our proposed modifications to PER and the equivalent loss function in several MuJoCo and Atari environments.
Scott Fujimoto, David Meger, Doina Precup
NeurIPS1
2019 Off-Policy Deep Reinforcement Learning without Exploration
abstract
Many practical applications of reinforcement learning constrain agents to learn from a fixed batch of data which has already been gathered, without offering further possibility for data collection. In this paper, we demonstrate that due to errors introduced by extrapolation, standard off-policy deep reinforcement learning algorithms, such as DQN and DDPG, are incapable of learning with data uncorrelated to the distribution under the current policy, making them ineffective for this fixed batch setting. We introduce a novel class of off-policy algorithms, batch-constrained reinforcement learning, which restricts the action space in order to force the agent towards behaving close to on-policy with respect to a subset of the given data. We present the first continuous control deep reinforcement learning algorithm which can learn effectively from arbitrary, fixed batch data, and empirically demonstrate the quality of its behavior in several tasks.
Scott Fujimoto, David Meger, Doina Precup
ICML1
2019 GEOMetrics: Exploiting Geometric Structure for Graph-Encoded Objects
abstract
Mesh models are a promising approach for encoding the structure of 3D objects. Current mesh reconstruction systems predict uniformly distributed vertex locations of a predetermined graph through a series of graph convolutions, leading to compromises with respect to performance or resolution. In this paper, we argue that the graph representation of geometric objects allows for additional structure, which should be leveraged for enhanced reconstruction. Thus, we propose a system which properly benefits from the advantages of the geometric structure of graph-encoded objects by introducing (1) a graph convolutional update preserving vertex information; (2) an adaptive splitting heuristic allowing detail to emerge; and (3) a training objective operating both on the local surfaces defined by vertices as well as the global structure defined by the mesh. Our proposed method is evaluated on the task of 3D object reconstruction from images with the ShapeNet dataset, where we demonstrate state of the art performance, both visually and numerically, while having far smaller space requirements by generating adaptive meshes.
Edward J. Smith, Scott Fujimoto, Adriana Romero, David Meger
ICML2
2018 Addressing Function Approximation Error in Actor-Critic Methods
abstract
In value-based reinforcement learning methods such as deep Q-learning, function approximation errors are known to lead to overestimated value estimates and suboptimal policies. We show that this problem persists in an actor-critic setting and propose novel mechanisms to minimize its effects on both the actor and the critic. Our algorithm builds on Double Q-learning, by taking the minimum value between a pair of critics to limit overestimation. We draw the connection between target networks and overestimation bias, and suggest delaying policy updates to reduce per-update error and further improve performance. We evaluate our method on the suite of OpenAI gym tasks, outperforming the state of the art in every environment tested.
Scott Fujimoto, Herke van Hoof, David Meger
ICML1
2018 Sentiment Analysis: It's Complicated!
abstract
Sentiment analysis is used as a proxy to measure human emotion, where the objective is to categorize text according to some predefined notion of sentiment.Sentiment analysis datasets are typically constructed with gold-standard sentiment labels, assigned based on the results of manual annotations.When working with such annotations, it is common for dataset constructors to discard "noisy" or "controversial" data where there is significant disagreement on the proper label.In datasets constructed for the purpose of Twitter sentiment analysis (TSA), these controversial examples can compose over 30% of the originally annotated data.We argue that the removal of such data is a problematic trend because, when performing real-time sentiment classification of short-text, an automated system cannot know a priori which samples would fall into this category of disputed sentiment.We therefore propose the notion of a "complicated" class of sentiment to categorize such text, and argue that its inclusion in the short-text sentiment analysis framework will improve the quality of automated sentiment analysis systems as they are implemented in real-world settings.We motivate this argument by building and analyzing a new publicly available TSA dataset of over 7,000 tweets annotated with 5x coverage, named MTSA.Our analysis of classifier performance over our dataset offers insights into sentiment analysis dataset and model design, how current techniques would perform in the real world, and how researchers should handle difficult data.
Kian Kenyon-Dean, Eisha Ahmed, Scott Fujimoto, Jeremy Georges-Filteau, Christopher Glasz, Barleen Kaur, Auguste Lalande, Shruti Bhanderi, Robert Belfer, Nirmal Kanagasabai, Roman Sarrazingendron, Derek Ruths
NAACL-HLT3
2018 Multi-View Silhouette and Depth Decomposition for High Resolution 3D Object Representation
abstract
We consider the problem of scaling deep generative shape models to high-resolution. Drawing motivation from the canonical view representation of objects, we introduce a novel method for the fast up-sampling of 3D objects in voxel space through networks that perform super-resolution on the six orthographic depth projections. This allows us to generate high-resolution objects with more efficient scaling than methods which work directly in 3D. We decompose the problem of 2D depth super-resolution into silhouette and depth prediction to capture both structure and fine detail. This allows our method to generate sharp edges more easily than an individual network. We evaluate our work on multiple experiments concerning high-resolution 3D objects, and show our system is capable of accurately predicting novel objects at resolutions as large as 512x512x512 -- the highest resolution reported for this task. We achieve state-of-the-art performance on 3D object reconstruction from RGB images on the ShapeNet dataset, and further demonstrate the first effective 3D super-resolution method.
Edward J. Smith, Scott Fujimoto, David Meger
NeurIPS2