Demonstration venue · read-only. Every page can be browsed; the buttons that would change it are switched off. Create an account to run TaxoReview on your own data. A simulation from public publication records: the people listed were not invited and did not agree to review.
? Tutorial for this page

Luis Pineda

dblp:239/5196 · DBLP profile ↗
← Back
7ranked-venue papers
2as first author
6since 2021 · last 2025
—ORCID · none

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

Artificial intelligence and machine learning · 6 · 1 first-author · 6 since 2021Systems, architecture and hardware · 1 · 1 since 2021Graphics, computer vision, multimedia, augmented reality and games · 1 · 1 first-authorApplied, interdisciplinary, general and emerging computing · 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
4 papers
Reinforcement learning · 30% Optimization for machine learning · 23% Multi-agent systems · 20%

Topics — the 8 heaviest of 9, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Machine learning › Reinforcement learning
multi-agent reinforcement learning
1.022021
K-level Reasoning for Zero-Shot Coordination in Hanabi · NeurIPS 2021
Off-Belief Learning · ICML 2021
Knowledge, reasoning and agents › Multi-agent systems › multi-agent coordination
zero-shot coordination
1.022021
K-level Reasoning for Zero-Shot Coordination in Hanabi · NeurIPS 2021
Off-Belief Learning · ICML 2021
Machine learning › Optimization for machine learning
differentiable optimization
0.612022
Theseus: A Library for Differentiable Nonlinear Optimization · NeurIPS 2022
Robotics › Robot navigation and mapping
SLAM
0.612022
Theseus: A Library for Differentiable Nonlinear Optimization · NeurIPS 2022
Robotics › Robot manipulation › tactile sensing › tactile perception › haptic exploration
active tactile exploration
0.512021
Active 3D Shape Reconstruction from Vision and Touch · NeurIPS 2021
Machine learning › Reinforcement learning › multi-agent reinforcement learning
self-play
0.512021
Off-Belief Learning · ICML 2021
Computer vision › 3D vision › structure from motion
bundle adjustment
0.212022
Theseus: A Library for Differentiable Nonlinear Optimization · NeurIPS 2022
Robotics › Robot manipulation › tactile sensing
vision-based tactile sensing
0.112021
Active 3D Shape Reconstruction from Vision and Touch · NeurIPS 2021

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

sparse solvers · 0.6lie group · 0.6implicit differentiation · 0.6direct loss minimization · 0.6GPU acceleration · 0.6self-play · 0.5k-level reasoning · 0.5fictitious transition mechanism · 0.5data-driven exploration · 0.5best response · 0.5
YearPublicationVenuePosition
2025 Geometric Retargeting: A Principled, Ultrafast Neural Hand Retargeting Algorithm
abstract
We introduce Geometric Retargeting (GeoRT), an ultrafast, and principled neural hand retargeting algorithm for teleoperation, developed as part of our recent Dexterity Gen (DexGen) system [1]. GeoRT converts human finger keypoints to robot hand keypoints at 1KHz, achieving state-of-the-art speed and accuracy with significantly fewer hyperparameters. This high-speed capability enables flexible postprocessing, such as leveraging a foundational controller for action correction like DexGen. GeoRT is trained in an unsupervised manner, eliminating the need for manual annotation of hand pairs. The core of GeoRT lies in novel geometric objective functions that capture the essence of retargeting: preserving motion fidelity, ensuring configuration space (C-space) coverage, maintaining uniform response through high flatness, pinch correspondence and preventing self-collisions. This approach is free from intensive test-time optimization, offering a more scalable and practical solution for real-time hand retargeting.
Zhao-Heng Yin, Luis Pineda, Chaithanya Krishna Bodduluri, Tingfan Wu, Pieter Abbeel, Mustafa Mukadam
IROS3
2022 Theseus: A Library for Differentiable Nonlinear Optimization
abstract
We present Theseus, an efficient application-agnostic open source library for differentiable nonlinear least squares (DNLS) optimization built on PyTorch, providing a common framework for end-to-end structured learning in robotics and vision. Existing DNLS implementations are application specific and do not always incorporate many ingredients important for efficiency. Theseus is application-agnostic, as we illustrate with several example applications that are built using the same underlying differentiable components, such as second-order optimizers, standard costs functions, and Lie groups. For efficiency, Theseus incorporates support for sparse solvers, automatic vectorization, batching, GPU acceleration, and gradient computation with implicit differentiation and direct loss minimization. We do extensive performance evaluation in a set of applications, demonstrating significant efficiency gains and better scalability when these features are incorporated. Project page: https://sites.google.com/view/theseus-ai/
Luis Pineda, Taosha Fan, Maurizio Monge, Shobha Venkataraman, Paloma Sodhi, Ricky T. Q. Chen, Joseph Ortiz, Daniel DeTone, Austin S. Wang, Jing Dong 0002, Brandon Amos, Mustafa Mukadam
NeurIPS1
2021 On the Importance of Hyperparameter Optimization for Model-based Reinforcement Learning
abstract
Model-based Reinforcement Learning (MBRL) is a promising framework for learning control in a data-efficient manner. MBRL algorithms can be fairly complex due to the separate dynamics modeling and the subsequent planning algorithm, and as a result, they often possess tens of hyperparameters and architectural choices. For this reason, MBRL typically requires significant human expertise before it can be applied to new problems and domains. To alleviate this problem, we propose to use automatic hyperparameter optimization (HPO). We demonstrate that this problem can be tackled effectively with automated HPO, which we demonstrate to yield significantly improved performance compared to human experts. In addition, we show that tuning of several MBRL hyperparameters dynamically, i.e. during the training itself, further improves the performance compared to using static hyperparameters which are kept fix for the whole training. Finally, our experiments provide valuable insights into the effects of several hyperparameters, such as plan horizon or learning rate and their influence on the stability of training and resulting rewards.
Baohe Zhang, Raghu Rajan, Luis Pineda, Nathan Lambert 0001, André Biedenkapp, Kurtland Chua, Frank Hutter, Roberto Calandra
AISTATS3
2021 Off-Belief Learning
abstract
The standard problem setting in Dec-POMDPs is self-play, where the goal is to find a set of policies that play optimally together. Policies learned through self-play may adopt arbitrary conventions and implicitly rely on multi-step reasoning based on fragile assumptions about other agents’ actions and thus fail when paired with humans or independently trained agents at test time. To address this, we present off-belief learning (OBL). At each timestep OBL agents follow a policy $\pi_1$ that is optimized assuming past actions were taken by a given, fixed policy ($\pi_0$), but assuming that future actions will be taken by $\pi_1$. When $\pi_0$ is uniform random, OBL converges to an optimal policy that does not rely on inferences based on other agents’ behavior (an optimal grounded policy). OBL can be iterated in a hierarchy, where the optimal policy from one level becomes the input to the next, thereby introducing multi-level cognitive reasoning in a controlled manner. Unlike existing approaches, which may converge to any equilibrium policy, OBL converges to a unique policy, making it suitable for zero-shot coordination (ZSC). OBL can be scaled to high-dimensional settings with a fictitious transition mechanism and shows strong performance in both a toy-setting and the benchmark human-AI & ZSC problem Hanabi.
Hengyuan Hu, Adam Lerer, Brandon Cui, Luis Pineda, Noam Brown, Jakob N. Foerster
ICML4
2021 K-level Reasoning for Zero-Shot Coordination in Hanabi
abstract
The standard problem setting in cooperative multi-agent settings is \emph{self-play} (SP), where the goal is to train a \emph{team} of agents that works well together. However, optimal SP policies commonly contain arbitrary conventions (``handshakes'') and are not compatible with other, independently trained agents or humans. This latter desiderata was recently formalized by \cite{Hu2020-OtherPlay} as the \emph{zero-shot coordination} (ZSC) setting and partially addressed with their \emph{Other-Play} (OP) algorithm, which showed improved ZSC and human-AI performance in the card game Hanabi. OP assumes access to the symmetries of the environment and prevents agents from breaking these in a mutually \emph{incompatible} way during training. However, as the authors point out, discovering symmetries for a given environment is a computationally hard problem. Instead, we show that through a simple adaption of k-level reasoning (KLR) \cite{Costa-Gomes2006-K-level}, synchronously training all levels, we can obtain competitive ZSC and ad-hoc teamplay performance in Hanabi, including when paired with a human-like proxy bot. We also introduce a new method, synchronous-k-level reasoning with a best response (SyKLRBR), which further improves performance on our synchronous KLR by co-training a best response.
Brandon Cui, Hengyuan Hu, Luis Pineda, Jakob N. Foerster
NeurIPS3
2021 Active 3D Shape Reconstruction from Vision and Touch
abstract
Humans build 3D understandings of the world through active object exploration, using jointly their senses of vision and touch. However, in 3D shape reconstruction, most recent progress has relied on static datasets of limited sensory data such as RGB images, depth maps or haptic readings, leaving the active exploration of the shape largely unexplored. In active touch sensing for 3D reconstruction, the goal is to actively select the tactile readings that maximize the improvement in shape reconstruction accuracy. However, the development of deep learning-based active touch models is largely limited by the lack of frameworks for shape exploration. In this paper, we focus on this problem and introduce a system composed of: 1) a haptic simulator leveraging high spatial resolution vision-based tactile sensors for active touching of 3D objects; 2) a mesh-based 3D shape reconstruction model that relies on tactile or visuotactile signals; and 3) a set of data-driven solutions with either tactile or visuotactile priors to guide the shape exploration. Our framework enables the development of the first fully data-driven solutions to active touch on top of learned models for object understanding. Our experiments show the benefits of such solutions in the task of 3D shape understanding where our models consistently outperform natural baselines. We provide our framework as a tool to foster future research in this direction.
Edward J. Smith, David Meger, Luis Pineda, Roberto Calandra, Jitendra Malik, Adriana Romero-Soriano, Michal Drozdzal
NeurIPS3
2020 Active MR k-space Sampling with Reinforcement Learning
Luis Pineda, Sumana Basu, Adriana Romero, Roberto Calandra, Michal Drozdzal
MICCAI (2)1