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Daniel Furelos-Blanco

dblp:223/0191 · DBLP profile ↗
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10ranked-venue papers
5as first author
8since 2021 · last 2026
0000-0001-7461-1910ORCID · verified

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

Artificial intelligence and machine learning · 9 · 5 first-author · 7 since 2021Graphics, computer vision, multimedia, augmented reality and games · 3 · 3 first-author · 1 since 2021Databases, data management, data science and information retrieval · 1 · 1 since 2021Theory of computation · 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
7 papers
Reinforcement learning · 78% Learning paradigms · 12% Planning, search and constraint satisfaction · 5%
Theoretical computer science
2 papers
Mathematical optimization · 60% Automata and formal languages · 40%

Topics — the 13 heaviest of 14, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Machine learning › Reinforcement learning
hierarchical reinforcement learning
1.122023
Hierarchies of Reward Machines · ICML 2023
Induction of Subgoal Automata for Reinforcement Learning · AAAI 2020
Machine learning › Learning paradigms
curriculum learning
1.012026
Beyond Fixed Tasks: Unsupervised Environment Design for Task-Level Pairs · AAAI 2026
Machine learning › Reinforcement learning › reinforcement learning environment › environment design
unsupervised environment design
1.012026
Beyond Fixed Tasks: Unsupervised Environment Design for Task-Level Pairs · AAAI 2026
Machine learning › Reinforcement learning › reinforcement learning environment
benchmark environments
0.812024
Jumanji: a Diverse Suite of Scalable Reinforcement Learning Environments in JAX · ICLR 2024
Machine learning › Reinforcement learning
reinforcement learning environment
0.812024
Jumanji: a Diverse Suite of Scalable Reinforcement Learning Environments in JAX · ICLR 2024
Machine learning › Reinforcement learning › reward learning
reward machine learning
0.812024
Learning Robust Reward Machines from Noisy Labels · KR 2024
Machine learning › Reinforcement learning › hierarchical reinforcement learning
options framework
0.712023
Hierarchies of Reward Machines · ICML 2023
Machine learning › Reinforcement learning › reward design
reward machine
0.712023
Hierarchies of Reward Machines · ICML 2023
Mathematical optimization
combinatorial optimization
0.712023
Winner Takes It All: Training Performant RL Populations for Combinatorial Optimization · NeurIPS 2023
Automata and formal languages › grammatical inference
automata learning
0.412020
Induction of Subgoal Automata for Reinforcement Learning · AAAI 2020
Knowledge, reasoning and agents › Planning, search and constraint satisfaction
multi-agent planning
0.412019
Solving Multiagent Planning Problems with Concurrent Conditional Effects · AAAI 2019
Knowledge, reasoning and agents › Knowledge representation and reasoning › logic programming
inductive logic programming
0.212024
Learning Robust Reward Machines from Noisy Labels · KR 2024
Natural language and speech › Language models and text generation › test-time scaling
inference-time search
0.212023
Winner Takes It All: Training Performant RL Populations for Combinatorial Optimization · NeurIPS 2023

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

reward machines · 1.7reward shaping · 1.6inductive logic programming · 1.6beam search · 1.3policy training · 1.0bayesian posterior inference · 0.8actor-critic · 0.8JAX · 0.8stochastic sampling · 0.7reinforcement learning · 0.7options framework · 0.7curriculum learning · 0.7transfer learning · 0.4
YearPublicationVenuePosition
2026 Beyond Fixed Tasks: Unsupervised Environment Design for Task-Level Pairs
abstract
Training general agents to follow complex instructions (tasks) in intricate environments (levels) remains a core challenge in reinforcement learning. Random sampling of task-level pairs often produces unsolvable combinations, highlighting the need to co-design tasks and levels. While unsupervised environment design (UED) has proven effective at automatically designing level curricula, prior work has only considered a fixed task. We present ATLAS (Aligning Tasks and Levels for Autocurricula of Specifications), a novel method that generates joint autocurricula over tasks and levels. Our approach builds upon UED to automatically produce solvable yet challenging task-level pairs for policy training. To evaluate ATLAS and drive progress in the field, we introduce an evaluation suite that models tasks as reward machines in Minigrid levels. Experiments demonstrate that ATLAS vastly outperforms random sampling approaches, particularly when sampling solvable pairs is unlikely. We further show that mutations leveraging the structure of both tasks and levels accelerate convergence to performant policies.
Daniel Furelos-Blanco, Charles Pert, Frederik Kelbel, Alex F. Spies, Alessandra Russo
AAAI1
2025 FORM: Learning Expressive and Transferable First-Order Logic Reward Machines
Leo Ardon, Daniel Furelos-Blanco, Roko Parac, Alessandra Russo
AAMAS2
2024 TeamCollab: A Framework for Collaborative Perception-Cognition-Communication-Action
abstract
Teams of embodied AI-enabled agents are critical for applications in extreme and highly dynamic environments. Developing robust controllers for such agents requires a deep understanding of the challenges encountered when attempting to coordinate and synchronize their individual perception-cognition-communication-action (PCCA) loops for team-wide mission objectives. We introduce a framework to explore the coordination of the PCCA loops across multiple agents in a new simulated physical environment designed to explore collaboration in each PCCA stage. This environment tasks teams of agents with the correct disposal of dangerous objects in an area and forces careful coordination of sensing, communication, movement, and manipulation actions by providing spatially-bounded communication, incorporating situations that require concerted effort by groups of agents, and introducing uncertainty into agents’ sensing capabilities. We provide a set of heuristic controllers, an offline oracle model, and an initial exploration of a Reward Machine-based controller that learns its policies from training. Together these approaches serve to provide insights into the complexity of the multi-agent PCCA loop coordination problem. The multiagent PCCA simulation environment, which supports AI and human-controlled agents, and the code for various agent controllers are available at https://github.com/nesl/AI-Collab.
Julian de Gortari Briseno, Roko Parac, Leo Ardon, Marc Roig Vilamala, Daniel Furelos-Blanco, Lance M. Kaplan, Vinod K. Mishra, Federico Cerutti 0001, Alun D. Preece, Alessandra Russo, Mani Srivastava 0001
FUSION5
2024 Jumanji: a Diverse Suite of Scalable Reinforcement Learning Environments in JAX
abstract
Open-source reinforcement learning (RL) environments have played a crucial role in driving progress in the development of AI algorithms. In modern RL research, there is a need for simulated environments that are performant, scalable, and modular to enable their utilization in a wider range of potential real-world applications. Therefore, we present Jumanji, a suite of diverse RL environments specifically designed to be fast, flexible, and scalable. Jumanji provides a suite of environments focusing on combinatorial problems frequently encountered in industry, as well as challenging general decision-making tasks. By leveraging the efficiency of JAX and hardware accelerators like GPUs and TPUs, Jumanji enables rapid iteration of research ideas and large-scale experimentation, ultimately empowering more capable agents. Unlike existing RL environment suites, Jumanji is highly customizable, allowing users to tailor the initial state distribution and problem complexity to their needs. Furthermore, we provide actor-critic baselines for each environment, accompanied by preliminary findings on scaling and generalization scenarios. Jumanji aims to set a new standard for speed, adaptability, and scalability of RL environments.
Clément Bonnet, Daniel Luo, Donal Byrne, Shikha Surana, Sasha Abramowitz, Paul Duckworth, Vincent Coyette, Laurence Illing Midgley, Elshadai Tegegn, Tristan Kalloniatis, Omayma Mahjoub, Matthew Macfarlane, Andries P. Smit, Nathan Grinsztajn, Raphaël Boige, Cemlyn N. Waters, Mohamed A. Mimouni, Ulrich A. Mbou Sob, Ruan de Kock, Siddarth Singh, Daniel Furelos-Blanco, Victor Le, Arnu Pretorius, Alexandre Laterre
ICLR21
2024 Learning Robust Reward Machines from Noisy Labels
abstract
This paper presents PROB-IRM, an approach that learns robust reward machines (RMs) for reinforcement learning (RL) agents from noisy execution traces. The key aspect of RM-driven RL is the exploitation of a finite-state ma- chine that decomposes the agent’s task into different sub- tasks. PROB-IRM uses a state-of-the-art inductive logic pro- gramming framework robust to noisy examples to learn RMs from noisy traces using the Bayesian posterior degree of be- liefs, thus ensuring robustness against inconsistencies. Piv- otal for the results is the interleaving between RM learning and policy learning: a new RM is learned whenever the RL agent generates a trace that is believed not to be accepted by the current RM. To speed up the training of the RL agent, PROB-IRM employs a probabilistic formulation of reward shaping that uses the posterior Bayesian beliefs derived from the traces. Our experimental analysis shows that PROB-IRM can learn (potentially imperfect) RMs from noisy traces and exploit them to train an RL agent to solve its tasks success- fully. Despite the complexity of learning the RM from noisy traces, agents trained with PROB-IRM perform comparably to agents provided with handcrafted RMs.
Roko Parac, Lorenzo Nodari, Leo Ardon, Daniel Furelos-Blanco, Federico Cerutti 0001, Alessandra Russo
KR4
2023 Hierarchies of Reward Machines
abstract
Reward machines (RMs) are a recent formalism for representing the reward function of a reinforcement learning task through a finite-state machine whose edges encode subgoals of the task using high-level events. The structure of RMs enables the decomposition of a task into simpler and independently solvable subtasks that help tackle long-horizon and/or sparse reward tasks. We propose a formalism for further abstracting the subtask structure by endowing an RM with the ability to call other RMs, thus composing a hierarchy of RMs (HRM). We exploit HRMs by treating each call to an RM as an independently solvable subtask using the options framework, and describe a curriculum-based method to learn HRMs from traces observed by the agent. Our experiments reveal that exploiting a handcrafted HRM leads to faster convergence than with a flat HRM, and that learning an HRM is feasible in cases where its equivalent flat representation is not.
Daniel Furelos-Blanco, Mark Law, Anders Jonsson 0001, Krysia Broda, Alessandra Russo
ICML1
2023 Winner Takes It All: Training Performant RL Populations for Combinatorial Optimization
abstract
Applying reinforcement learning (RL) to combinatorial optimization problems is attractive as it removes the need for expert knowledge or pre-solved instances. However, it is unrealistic to expect an agent to solve these (often NP-)hard problems in a single shot at inference due to their inherent complexity. Thus, leading approaches often implement additional search strategies, from stochastic sampling and beam-search to explicit fine-tuning. In this paper, we argue for the benefits of learning a population of complementary policies, which can be simultaneously rolled out at inference. To this end, we introduce Poppy, a simple training procedure for populations. Instead of relying on a predefined or hand-crafted notion of diversity, Poppy induces an unsupervised specialization targeted solely at maximizing the performance of the population. We show that Poppy produces a set of complementary policies, and obtains state-of-the-art RL results on three popular NP-hard problems: traveling salesman, capacitated vehicle routing, and job-shop scheduling.
Nathan Grinsztajn, Daniel Furelos-Blanco, Shikha Surana, Clément Bonnet, Tom Barrett
NeurIPS2
2021 Induction and Exploitation of Subgoal Automata for Reinforcement Learning
abstract
In this paper we present ISA, an approach for learning and exploiting subgoals in episodic reinforcement learning (RL) tasks. ISA interleaves reinforcement learning with the induction of a subgoal automaton, an automaton whose edges are labeled by the task’s subgoals expressed as propositional logic formulas over a set of high-level events. A subgoal automaton also consists of two special states: a state indicating the successful completion of the task, and a state indicating that the task has finished without succeeding. A state-of-the-art inductive logic programming system is used to learn a subgoal automaton that covers the traces of high-level events observed by the RL agent. When the currently exploited automaton does not correctly recognize a trace, the automaton learner induces a new automaton that covers that trace. The interleaving process guarantees the induction of automata with the minimum number of states, and applies a symmetry breaking mechanism to shrink the search space whilst remaining complete. We evaluate ISA in several gridworld and continuous state space problems using different RL algorithms that leverage the automaton structures. We provide an in-depth empirical analysis of the automaton learning performance in terms of the traces, the symmetry breaking and specific restrictions imposed on the final learnable automaton. For each class of RL problem, we show that the learned automata can be successfully exploited to learn policies that reach the goal, achieving an average reward comparable to the case where automata are not learned but handcrafted and given beforehand.
Daniel Furelos-Blanco, Mark Law, Anders Jonsson 0001, Krysia Broda, Alessandra Russo
J. Artif. Intell. Res.1
2020 Induction of Subgoal Automata for Reinforcement Learning
abstract
In this work we present ISA, a novel approach for learning and exploiting subgoals in reinforcement learning (RL). Our method relies on inducing an automaton whose transitions are subgoals expressed as propositional formulas over a set of observable events. A state-of-the-art inductive logic programming system is used to learn the automaton from observation traces perceived by the RL agent. The reinforcement learning and automaton learning processes are interleaved: a new refined automaton is learned whenever the RL agent generates a trace not recognized by the current automaton. We evaluate ISA in several gridworld problems and show that it performs similarly to a method for which automata are given in advance. We also show that the learned automata can be exploited to speed up convergence through reward shaping and transfer learning across multiple tasks. Finally, we analyze the running time and the number of traces that ISA needs to learn an automata, and the impact that the number of observable events have on the learner's performance.
Daniel Furelos-Blanco, Mark Law, Alessandra Russo, Krysia Broda, Anders Jonsson 0001
AAAI1
2019 Solving Multiagent Planning Problems with Concurrent Conditional Effects
abstract
Comunicació presentada al 33rd AAAI Conference on Artificial Intelligence, AAAI 2019, 31st Innovative Applications of Artificial Intelligence Conference, IAAI 2019 and the 9th AAAI Symposium on Educational Advances in Artificial Intelligence, EAAI 2020, celebrat del 27 de gener a l'1 de febrer de 2019 a Palo Alta, EEUU.
Daniel Furelos-Blanco, Anders Jonsson 0001
AAAI1