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Anton Raichuk

dblp:228/6762 · DBLP profile ↗
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8ranked-venue papers
0as first author
6since 2021 · last 2024
—ORCID · unresolved

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

Artificial intelligence and machine learning · 7 · 5 since 2021Graphics, computer vision, multimedia, augmented reality and games · 1Applied, interdisciplinary, general and emerging computing · 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
6 papers
Reinforcement learning · 76% Optimization for machine learning · 15% Robot manipulation · 9%

Topics — the 11 heaviest of 12, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Machine learning › Reinforcement learning
imitation learning
1.232022
What Matters for Adversarial Imitation Learning? · NeurIPS 2021
Hyperparameter Selection for Imitation Learning · ICML 2021
Continuous Control with Action Quantization from Demonstrations · ICML 2022
Machine learning › Reinforcement learning
continuous control
0.932022
Continuous Control with Action Quantization from Demonstrations · ICML 2022
What Matters for Adversarial Imitation Learning? · NeurIPS 2021
Hyperparameter Selection for Imitation Learning · ICML 2021
Machine learning › Reinforcement learning › action space design
action space discretization
0.612022
Continuous Control with Action Quantization from Demonstrations · ICML 2022
Robotics › Robot manipulation
learning from demonstration
0.612022
Continuous Control with Action Quantization from Demonstrations · ICML 2022
Machine learning › Reinforcement learning
actor-critic methods
0.512021
What Matters for On-Policy Deep Actor-Critic Methods? A Large-Scale Study · ICLR 2021
Machine learning › Reinforcement learning › imitation learning › occupancy matching
adversarial imitation learning
0.512021
What Matters for Adversarial Imitation Learning? · NeurIPS 2021
Machine learning › Optimization for machine learning
hyperparameter optimization
0.512021
Hyperparameter Selection for Imitation Learning · ICML 2021
Machine learning › Optimization for machine learning › hyperparameter optimization
hyperparameter sensitivity
0.512021
What Matters for On-Policy Deep Actor-Critic Methods? A Large-Scale Study · ICLR 2021
Machine learning › Reinforcement learning
reinforcement learning environment
0.412020
Google Research Football: A Novel Reinforcement Learning Environment · AAAI 2020
Machine learning › Reinforcement learning
exploration
0.412019
Episodic Curiosity through Reachability · ICLR (Poster) 2019
Machine learning › Reinforcement learning › exploration
intrinsic motivation
0.412019
Episodic Curiosity through Reachability · ICLR (Poster) 2019

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

empirical study · 1.0discrete reinforcement learning · 0.6action quantization · 0.6proxy reward functions · 0.5large-scale empirical study · 0.5adversarial training · 0.5PPO · 0.4IMPALA · 0.4Ape-X DQN · 0.4reachability estimation · 0.4
YearPublicationVenuePosition
2024 PLANTED: A Dataset for Planted Forest Identification from Multi-Satellite Time Series
abstract
Protecting and restoring forest ecosystems is critical for bio-diversity conservation and climate change mitigation. Forest monitoring on a global scale is essential for prioritizing and assessing conservation efforts. Satellite-based remote sensing is the only viable solution for providing global coverage, but to date, large-scale forest monitoring is limited mostly to single modalities or single time points. In this paper, we present a dataset consisting of data from five public satellites for recognizing forest plantations and planted tree species across the globe. Each satellite modality consists of a multi-year time series. The dataset, named "Planted" includes over 2M examples of 64 tree label classes (46 genera and 40 distinctive species), distributed among 41 countries. This dataset is released to foster research in forest monitoring using multimodal, multi-scale, multi-temporal data sources. Additionally, we present initial baseline results and evaluate modality fusion and data augmentation approaches for this dataset.
Luis Miguel Pazos-Outón, Cristina Nader Vasconcelos, Anton Raichuk, Anurag Arnab, Dan Morris 0001, Maxim Neumann
IGARSS3
2022 Implicitly Regularized RL with Implicit Q-values
abstract
The $Q$-function is a central quantity in many Reinforcement Learning (RL) algorithms for which RL agents behave following a (soft)-greedy policy w.r.t. to $Q$. It is a powerful tool that allows action selection without a model of the environment and even without explicitly modeling the policy. Yet, this scheme can only be used in discrete action tasks, with small numbers of actions, as the softmax over actions cannot be computed exactly otherwise. More specifically, the usage of function approximation to deal with continuous action spaces in modern actor-critic architectures intrinsically prevents the exact computation of a softmax. We propose to alleviate this issue by parametrizing the $Q$-function implicitly, as the sum of a log-policy and a value function. We use the resulting parametrization to derive a practical off-policy deep RL algorithm, suitable for large action spaces, and that enforces the softmax relation between the policy and the $Q$-value. We provide a theoretical analysis of our algorithm: from an Approximate Dynamic Programming perspective, we show its equivalence to a regularized version of value iteration, accounting for both entropy and Kullback-Leibler regularization, and that enjoys beneficial error propagation results. We then evaluate our algorithm on classic control tasks, where its results compete with state-of-the-art methods.
Nino Vieillard, Marcin Andrychowicz, Anton Raichuk, Olivier Pietquin, Matthieu Geist
AISTATS3
2022 Continuous Control with Action Quantization from Demonstrations
abstract
In this paper, we propose a novel Reinforcement Learning (RL) framework for problems with continuous action spaces: Action Quantization from Demonstrations (AQuaDem). The proposed approach consists in learning a discretization of continuous action spaces from human demonstrations. This discretization returns a set of plausible actions (in light of the demonstrations) for each input state, thus capturing the priors of the demonstrator and their multimodal behavior. By discretizing the action space, any discrete action deep RL technique can be readily applied to the continuous control problem. Experiments show that the proposed approach outperforms state-of-the-art methods such as SAC in the RL setup, and GAIL in the Imitation Learning setup. We provide a website with interactive videos: https://google-research.github.io/aquadem/ and make the code available: https://github.com/google-research/google-research/tree/master/aquadem.
Robert Dadashi, Léonard Hussenot, Damien Vincent, Sertan Girgin, Anton Raichuk, Matthieu Geist, Olivier Pietquin
ICML5
2021 What Matters for On-Policy Deep Actor-Critic Methods? A Large-Scale Study
Marcin Andrychowicz, Anton Raichuk, Piotr Stanczyk, Manu Orsini, Sertan Girgin, Raphaël Marinier, Léonard Hussenot, Matthieu Geist, Olivier Pietquin, Marcin Michalski, Sylvain Gelly, Olivier Bachem
ICLR2
2021 Hyperparameter Selection for Imitation Learning
abstract
We address the issue of tuning hyperparameters (HPs) for imitation learning algorithms in the context of continuous-control, when the underlying reward function of the demonstrating expert cannot be observed at any time. The vast literature in imitation learning mostly considers this reward function to be available for HP selection, but this is not a realistic setting. Indeed, would this reward function be available, it could then directly be used for policy training and imitation would not be necessary. To tackle this mostly ignored problem, we propose a number of possible proxies to the external reward. We evaluate them in an extensive empirical study (more than 10’000 agents across 9 environments) and make practical recommendations for selecting HPs. Our results show that while imitation learning algorithms are sensitive to HP choices, it is often possible to select good enough HPs through a proxy to the reward function.
Léonard Hussenot, Marcin Andrychowicz, Damien Vincent, Robert Dadashi, Anton Raichuk, Sabela Ramos, Nikola Momchev, Sertan Girgin, Raphaël Marinier, Lukasz Stafiniak, Manu Orsini, Olivier Bachem, Matthieu Geist, Olivier Pietquin
ICML5
2021 What Matters for Adversarial Imitation Learning?
abstract
Adversarial imitation learning has become a popular framework for imitation in continuous control. Over the years, several variations of its components were proposed to enhance the performance of the learned policies as well as the sample complexity of the algorithm. In practice, these choices are rarely tested all together in rigorous empirical studies.It is therefore difficult to discuss and understand what choices, among the high-level algorithmic options as well as low-level implementation details, matter. To tackle this issue, we implement more than 50 of these choices in a generic adversarial imitation learning frameworkand investigate their impacts in a large-scale study (>500k trained agents) with both synthetic and human-generated demonstrations. We analyze the key results and highlight the most surprising findings.
Manu Orsini, Anton Raichuk, Léonard Hussenot, Damien Vincent, Robert Dadashi, Sertan Girgin, Matthieu Geist, Olivier Bachem, Olivier Pietquin, Marcin Andrychowicz
NeurIPS2
2020 Google Research Football: A Novel Reinforcement Learning Environment
abstract
Recent progress in the field of reinforcement learning has been accelerated by virtual learning environments such as video games, where novel algorithms and ideas can be quickly tested in a safe and reproducible manner. We introduce the Google Research Football Environment, a new reinforcement learning environment where agents are trained to play football in an advanced, physics-based 3D simulator. The resulting environment is challenging, easy to use and customize, and it is available under a permissive open-source license. In addition, it provides support for multiplayer and multi-agent experiments. We propose three full-game scenarios of varying difficulty with the Football Benchmarks and report baseline results for three commonly used reinforcement algorithms (IMPALA, PPO, and Ape-X DQN). We also provide a diverse set of simpler scenarios with the Football Academy and showcase several promising research directions.
Karol Kurach, Anton Raichuk, Piotr Stanczyk, Michal Zajac 0005, Olivier Bachem, Lasse Espeholt, Carlos Riquelme, Damien Vincent, Marcin Michalski, Olivier Bousquet, Sylvain Gelly
AAAI2
2019 Episodic Curiosity through Reachability
Nikolay Savinov, Anton Raichuk, Damien Vincent, Raphaël Marinier, Marc Pollefeys, Timothy P. Lillicrap, Sylvain Gelly
ICLR (Poster)2