EDBT 2026 Demo / reviewers in the wild / expert
Matthew C. Fontaine
dblp:239/8516 · also Matthew Christopher Fontaine
· DBLP profile ↗
21ranked-venue papers
7as first author
18since 2021 · last 2025
0000-0002-9354-196XORCID · verified
Domains — the database's venue-derived domains; a paper can count in several
Artificial intelligence and machine learning · 19 · 6 first-author · 17 since 2021Graphics, computer vision, multimedia, augmented reality and games · 5 · 2 first-author · 4 since 2021Human-computer interaction and ubiquitous computing · 2 · 1 first-author · 1 since 2021
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2025 | Covariance Matrix Adaptation MAP-Annealing: Theory and ExperimentsabstractSingle-objective optimization algorithms search for the single highest quality solution with respect to an objective. Quality diversity (QD) optimization algorithms, such as Covariance Matrix Adaptation MAP-Elites (CMA-ME), search for a collection of solutions that are both high quality with respect to an objective and diverse with respect to specified measure functions. However, CMA-ME suffers from three major limitations highlighted by the QD community: prematurely abandoning the objective in favor of exploration, struggling to explore flat objectives, and having poor performance for low-resolution archives. We propose a new QD algorithm, CMA MAP-Annealing (CMA-MAE), and its differentiable QD variant, CMA-MAE via a Gradient Arborescence (CMA-MAEGA), that address all three limitations. We provide theoretical justifications for the new algorithm with respect to each limitation. Our theory informs our experiments, which support the theory and show that CMA-MAE achieves state-of-the-art performance and robustness on standard QD benchmark and reinforcement learning domains. Shihan Zhao, Bryon Tjanaka, Matthew C. Fontaine, Stefanos Nikolaidis |
ACM Trans. Evol. Learn. Optim. | 3 |
| 2024 | Quality-Diversity Generative Sampling for Learning with Synthetic DataabstractGenerative models can serve as surrogates for some real data sources by creating synthetic training datasets, but in doing so they may transfer biases to downstream tasks. We focus on protecting quality and diversity when generating synthetic training datasets. We propose quality-diversity generative sampling (QDGS), a framework for sampling data uniformly across a user-defined measure space, despite the data coming from a biased generator. QDGS is a model-agnostic framework that uses prompt guidance to optimize a quality objective across measures of diversity for synthetically generated data, without fine-tuning the generative model. Using balanced synthetic datasets generated by QDGS, we first debias classifiers trained on color-biased shape datasets as a proof-of-concept. By applying QDGS to facial data synthesis, we prompt for desired semantic concepts, such as skin tone and age, to create an intersectional dataset with a combined blend of visual features. Leveraging this balanced data for training classifiers improves fairness while maintaining accuracy on facial recognition benchmarks. Code available at: https://github.com/Cylumn/qd-generative-sampling. Allen Chang, Matthew C. Fontaine, Serena Booth, Maja J. Mataric, Stefanos Nikolaidis |
AAAI | 2 |
| 2024 | Density Descent for Diversity OptimizationabstractDiversity optimization seeks to discover a set of solutions that elicit diverse features. Prior work has proposed Novelty Search (NS), which, given a current set of solutions, seeks to expand the set by finding points in areas of low density in the feature space. However, to estimate density, NS relies on a heuristic that considers the k-nearest neighbors of the search point in the feature space, which yields a weaker stability guarantee. We propose Density Descent Search (DDS), an algorithm that explores the feature space via CMA-ES on a continuous density estimate of the feature space that also provides a stronger stability guarantee. We experiment with DDS and two density estimation methods: kernel density estimation (KDE) and continuous normalizing flow (CNF). On several standard diversity optimization benchmarks, DDS outperforms NS, the recently proposed MAP-Annealing algorithm, and other state-of-the-art baselines. Additionally, we prove that DDS with KDE provides stronger stability guarantees than NS, making it more suitable for adaptive optimizers. Furthermore, we prove that NS is a special case of DDS that descends a KDE of the feature space. David H. Lee, Anishalakshmi V. Palaparthi, Matthew C. Fontaine, Bryon Tjanaka, Stefanos Nikolaidis |
GECCO | 3 |
| 2024 | Proximal Policy Gradient Arborescence for Quality Diversity Reinforcement LearningabstractTraining generally capable agents that thoroughly explore their environment and
learn new and diverse skills is a long-term goal of robot learning. Quality Diversity
Reinforcement Learning (QD-RL) is an emerging research area that blends the
best aspects of both fields – Quality Diversity (QD) provides a principled form
of exploration and produces collections of behaviorally diverse agents, while
Reinforcement Learning (RL) provides a powerful performance improvement
operator enabling generalization across tasks and dynamic environments. Existing
QD-RL approaches have been constrained to sample efficient, deterministic off-
policy RL algorithms and/or evolution strategies and struggle with highly stochastic
environments. In this work, we, for the first time, adapt on-policy RL, specifically
Proximal Policy Optimization (PPO), to the Differentiable Quality Diversity (DQD)
framework and propose several changes that enable efficient optimization and
discovery of novel skills on high-dimensional, stochastic robotics tasks. Our new
algorithm, Proximal Policy Gradient Arborescence (PPGA), achieves state-of-
the-art results, including a 4x improvement in best reward over baselines on the
challenging humanoid domain. Sumeet Batra, Bryon Tjanaka, Matthew C. Fontaine, Aleksei Petrenko, Stefanos Nikolaidis, Gaurav S. Sukhatme |
ICLR | 3 |
| 2024 | Multi-Robot Coordination and Layout Design for Automated Warehousing (Extended Abstract)abstractWith the rapid progress in Multi-Agent Path Finding (MAPF), researchers have studied how MAPF algorithms can be deployed to coordinate hundreds of robots in large automated warehouses. While most works try to improve the throughput of such warehouses by developing better MAPF algorithms, we focus on improving the throughput by optimizing the warehouse layout. We show that, even with state-of-the-art MAPF algorithms, commonly used human-designed layouts can lead to congestion for warehouses with large numbers of robots and thus have limited scalability. We extend existing automatic scenario generation methods to optimize warehouse layouts. Results show that our optimized warehouse layouts (1) reduce traffic congestion and thus improve throughput, (2) improve the scalability of the automated warehouses by doubling the number of robots in some cases, and (3) are capable of generating layouts with user-specified diversity measures. We include the source code at: https://github.com/lunjohnzhang/warehouse_env_gen_public Yulun Zhang 0002, Matthew C. Fontaine, Varun Bhatt, Stefanos Nikolaidis, Jiaoyang Li 0001 |
SOCS | 2 |
| 2024 | Arbitrarily Scalable Environment Generators via Neural Cellular Automata (Extended Abstract)abstractWe study the problem of generating arbitrarily large environments to improve the throughput of multi-robot systems. Prior work proposes Quality Diversity (QD) algorithms as an effective method for optimizing the environments of automated warehouses. However, these approaches optimize only relatively small environments, falling short when it comes to replicating real-world warehouse sizes. The challenge arises from the exponential increase in the search space as the environment size increases. Additionally, the previous methods have only been tested with up to 350 robots in simulations, while practical warehouses could host thousands of robots. In this paper, instead of optimizing environments, we propose to optimize Neural Cellular Automata (NCA) environment generators via QD algorithms. We train a collection of NCA generators with QD algorithms in small environments and then generate arbitrarily large environments from the generators at test time. We show that NCA environment generators maintain consistent, regularized patterns regardless of environment size, significantly enhancing the scalability of multi-robot systems in two different domains with up to 2,350 robots. Additionally, we demonstrate that our method scales a single-agent reinforcement learning policy to arbitrarily large environments with similar patterns. We include the source code at https://github.com/lunjohnzhang/warehouse_env_gen_nca_public. Yulun Zhang 0002, Matthew C. Fontaine, Varun Bhatt, Stefanos Nikolaidis, Jiaoyang Li 0001 |
SOCS | 2 |
| 2023 | Covariance Matrix Adaptation MAP-AnnealingabstractSingle-objective optimization algorithms search for the single highestquality solution with respect to an objective.Quality diversity (QD) optimization algorithms, such as Covariance Matrix Adaptation MAP-Elites (CMA-ME), search for a collection of solutions that are both high-quality with respect to an objective and diverse with respect to specified measure functions.However, CMA-ME suffers from three major limitations highlighted by the QD community: prematurely abandoning the objective in favor of exploration, struggling to explore flat objectives, and having poor performance for lowresolution archives.We propose a new quality diversity algorithm, Covariance Matrix Adaptation MAP-Annealing (CMA-MAE), that addresses all three limitations.We provide theoretical justifications for the new algorithm with respect to each limitation.Our theory informs our experiments, which support the theory and show that CMA-MAE achieves state-of-the-art performance and robustness. Matthew C. Fontaine, Stefanos Nikolaidis |
GECCO | 1 |
| 2023 | pyribs: A Bare-Bones Python Library for Quality Diversity OptimizationabstractRecent years have seen a rise in the popularity of quality diversity (QD) optimization, a branch of optimization that seeks to find a collection of diverse, high-performing solutions to a given problem. To grow further, we believe the QD community faces two challenges: developing a framework to represent the field's growing array of algorithms, and implementing that framework in software that supports a range of researchers and practitioners. To address these challenges, we have developed pyribs, a library built on a highly modular conceptual QD framework. By replacing components in the conceptual framework, and hence in pyribs, users can compose algorithms from across the QD literature; equally important, they can identify unexplored algorithm variations. Furthermore, pyribs makes this framework simple, flexible, and accessible, with a user-friendly API supported by extensive documentation and tutorials. This paper overviews the creation of pyribs, focusing on the conceptual framework that it implements and the design principles that have guided the library's development. Pyribs is available at https://pyribs.org Bryon Tjanaka, Matthew C. Fontaine, David H. Lee, Yulun Zhang 0002, Nivedit Reddy Balam, Nathaniel Dennler, Sujay S. Garlanka, Nikitas Dimitri Klapsis, Stefanos Nikolaidis |
GECCO | 2 |
| 2023 | Multi-Robot Coordination and Layout Design for Automated WarehousingabstractWith the rapid progress in Multi-Agent Path Finding (MAPF), researchers have studied how MAPF algorithms can be deployed to coordinate hundreds of robots in large automated warehouses. While most works try to improve the throughput of such warehouses by developing better MAPF algorithms, we focus on improving the throughput by optimizing the warehouse layout. We show that, even with state-of-the-art MAPF algorithms, commonly used human-designed layouts can lead to congestion for warehouses with large numbers of robots and thus have limited scalability. We extend existing automatic scenario generation methods to optimize warehouse layouts. Results show that our optimized warehouse layouts (1) reduce traffic congestion and thus improve throughput, (2) improve the scalability of the automated warehouses by doubling the number of robots in some cases, and (3) are capable of generating layouts with user-specified diversity measures. Yulun Zhang 0002, Matthew C. Fontaine, Varun Bhatt, Stefanos Nikolaidis, Jiaoyang Li 0001 |
IJCAI | 2 |
| 2023 | Arbitrarily Scalable Environment Generators via Neural Cellular AutomataabstractWe study the problem of generating arbitrarily large environments to improve the throughput of multi-robot systems. Prior work proposes Quality Diversity (QD) algorithms as an effective method for optimizing the environments of automated warehouses. However, these approaches optimize only relatively small environments, falling short when it comes to replicating real-world warehouse sizes. The challenge arises from the exponential increase in the search space as the environment size increases. Additionally, the previous methods have only been tested with up to 350 robots in simulations, while practical warehouses could host thousands of robots. In this paper, instead of optimizing environments, we propose to optimize Neural Cellular Automata (NCA) environment generators via QD algorithms. We train a collection of NCA generators with QD algorithms in small environments and then generate arbitrarily large environments from the generators at test time. We show that NCA environment generators maintain consistent, regularized patterns regardless of environment size, significantly enhancing the scalability of multi-robot systems in two different domains with up to 2,350 robots. Additionally, we demonstrate that our method scales a single-agent reinforcement learning policy to arbitrarily large environments with similar patterns. We include the source code at https://github.com/lunjohnzhang/warehouse_env_gen_nca_public. Yulun Zhang 0002, Matthew C. Fontaine, Varun Bhatt, Stefanos Nikolaidis, Jiaoyang Li 0001 |
NeurIPS | 2 |
| 2022 | Towards Automating the Generation of Human-Robot Interaction ScenariosabstractMy work studies the problem of generating scenarios to evaluate interaction between humans and robots. I expect these interactions to grow in complexity as robots become more intelligent and enter our daily lives. However, evaluating such interactions only through user studies, which are the de facto evaluation method in human-robot interaction, will quickly become infeasible as the number of possible scenarios grows exponentially with scenario complexity. Therefore, I propose automatically generating scenarios in simulation to explore the diverse possibility space of scenarios to better understand interaction and avoid costly failures in real world settings. Matthew C. Fontaine |
AAAI | 1 |
| 2022 | Illuminating diverse neural cellular automata for level generationabstractWe present a method of generating diverse collections of neural cellular automata (NCA) to design video game levels. While NCAs have so far only been trained via supervised learning, we present a quality diversity (QD) approach to generating a collection of NCA level generators. By framing the problem as a QD problem, our approach can train diverse level generators, whose output levels vary based on aesthetic or functional criteria. To efficiently generate NCAs, we train generators via Covariance Matrix Adaptation MAP-Elites (CMA-ME), a quality diversity algorithm which specializes in continuous search spaces. We apply our new method to generate level generators for several 2D tile-based games: a maze game, Sokoban, and Zelda. Our results show that CMA-ME can generate small NCAs that are diverse yet capable, often satisfying complex solvability criteria for deterministic agents. We compare against a Compositional Pattern-Producing Network (CPPN) baseline trained to produce diverse collections of generators and show that the NCA representation yields a better exploration of level-space. Sam Earle, Justin Snider, Matthew C. Fontaine, Stefanos Nikolaidis, Julian Togelius |
GECCO | 3 |
| 2022 | Approximating gradients for differentiable quality diversity in reinforcement learningabstractConsider the problem of training robustly capable agents. One approach is to generate a diverse collection of agent polices. Training can then be viewed as a quality diversity (QD) optimization problem, where we search for a collection of performant policies that are diverse with respect to quantified behavior. Recent work shows that differentiable quality diversity (DQD) algorithms greatly accelerate QD optimization when exact gradients are available. However, agent policies typically assume that the environment is not differentiable. To apply DQD algorithms to training agent policies, we must approximate gradients for performance and behavior. We propose two variants of the current state-of-the-art DQD algorithm that compute gradients via approximation methods common in reinforcement learning (RL). We evaluate our approach on four simulated locomotion tasks. One variant achieves results comparable to the current state-of-the-art in combining QD and RL, while the other performs comparably in two locomotion tasks. These results provide insight into the limitations of current DQD algorithms in domains where gradients must be approximated. Source code is available at https://github.com/icaros-usc/dqd-rl Bryon Tjanaka, Matthew C. Fontaine, Julian Togelius, Stefanos Nikolaidis |
GECCO | 2 |
| 2022 | Deep surrogate assisted MAP-elites for automated hearthstone deckbuildingabstractWe study the problem of efficiently generating high-quality and diverse content in games. Previous work on automated deckbuilding in Hearthstone shows that the quality diversity algorithm MAP-Elites can generate a collection of high-performing decks with diverse strategic gameplay. However, MAP-Elites requires a large number of expensive evaluations to discover a diverse collection of decks. We propose assisting MAP-Elites with a deep surrogate model trained online to predict game outcomes with respect to candidate decks. MAP-Elites discovers a diverse dataset to improve the surrogate model accuracy while the surrogate model helps guide MAP-Elites towards promising new content. In a Hearthstone deck-building case study, we show that our approach improves the sample efficiency of MAP-Elites and outperforms a model trained offline with random decks, as well as a linear surrogate model baseline, setting a new state-of-the-art for quality diversity approaches in automated Hearthstone deckbuilding. We include the source code for all the experiments at: https://github.com/icaros-usc/EvoStone2. Yulun Zhang 0002, Matthew C. Fontaine, Amy K. Hoover, Stefanos Nikolaidis |
GECCO | 2 |
| 2022 | Deep Surrogate Assisted Generation of EnvironmentsabstractRecent progress in reinforcement learning (RL) has started producing generally capable agents that can solve a distribution of complex environments. These agents are typically tested on fixed, human-authored environments. On the other hand, quality diversity (QD) optimization has been proven to be an effective component of environment generation algorithms, which can generate collections of high-quality environments that are diverse in the resulting agent behaviors. However, these algorithms require potentially expensive simulations of agents on newly generated environments. We propose Deep Surrogate Assisted Generation of Environments (DSAGE), a sample-efficient QD environment generation algorithm that maintains a deep surrogate model for predicting agent behaviors in new environments. Results in two benchmark domains show that DSAGE significantly outperforms existing QD environment generation algorithms in discovering collections of environments that elicit diverse behaviors of a state-of-the-art RL agent and a planning agent. Our source code and videos are available at https://dsagepaper.github.io/. Varun Bhatt, Bryon Tjanaka, Matthew C. Fontaine, Stefanos Nikolaidis |
NeurIPS | 3 |
| 2022 | Evaluating Human-Robot Interaction Algorithms in Shared Autonomy via Quality Diversity Scenario GenerationabstractThe growth of scale and complexity of interactions between humans and robots highlights the need for new computational methods to automatically evaluate novel algorithms and applications. Exploring diverse scenarios of humans and robots interacting in simulation can improve understanding of the robotic system and avoid potentially costly failures in real-world settings. We formulate this problem as a quality diversity (QD) problem, of which the goal is to discover diverse failure scenarios by simultaneously exploring both environments and human actions. We focus on the shared autonomy domain, in which the robot attempts to infer the goal of a human operator, and adopt the QD algorithms CMA-ME and MAP-Elites to generate scenarios for two published algorithms in this domain: shared autonomy via hindsight optimization and linear policy blending. Some of the generated scenarios confirm previous theoretical findings, while others are surprising and bring about a new understanding of state-of-the-art implementations. Our experiments show that the QD algorithms CMA-ME and MAP-Elites outperform Monte-Carlo simulation and optimization-based methods in effectively searching the scenario space, highlighting their promise for automatic evaluation of algorithms in human–robot interaction. Matthew C. Fontaine, Stefanos Nikolaidis |
ACM Trans. Hum. Robot Interact. | 1 |
| 2021 | Illuminating Mario Scenes in the Latent Space of a Generative Adversarial NetworkabstractGenerative adversarial networks (GANs) are quickly becoming a ubiquitous approach to procedurally generating video game levels. While GAN generated levels are stylistically similar to human-authored examples, human designers often want to explore the generative design space of GANs to extract interesting levels. However, human designers find latent vectors opaque and would rather explore along dimensions the designer specifies, such as number of enemies or obstacles. We propose using state-of-the-art quality diversity algorithms designed to optimize continuous spaces, i.e. MAP-Elites with a directional variation operator and Covariance Matrix Adaptation MAP-Elites, to efficiently explore the latent space of a GAN to extract levels that vary across a set of specified gameplay measures. In the benchmark domain of Super Mario Bros, we demonstrate how designers may specify gameplay measures to our system and extract high-quality (playable) levels with a diverse range of level mechanics, while still maintaining stylistic similarity to human authored examples. An online user study shows how the different mechanics of the automatically generated levels affect subjective ratings of their perceived difficulty and appearance. Matthew C. Fontaine, Ahmed Khalifa 0001, Jignesh Modi, Julian Togelius, Amy K. Hoover, Stefanos Nikolaidis |
AAAI | 1 |
| 2021 | Differentiable Quality DiversityabstractQuality diversity (QD) is a growing branch of stochastic optimization research that studies the problem of generating an archive of solutions that maximize a given objective function but are also diverse with respect to a set of specified measure functions. However, even when these functions are differentiable, QD algorithms treat them as "black boxes", ignoring gradient information. We present the differentiable quality diversity (DQD) problem, a special case of QD, where both the objective and measure functions are first order differentiable. We then present MAP-Elites via a Gradient Arborescence (MEGA), a DQD algorithm that leverages gradient information to efficiently explore the joint range of the objective and measure functions. Results in two QD benchmark domains and in searching the latent space of a StyleGAN show that MEGA significantly outperforms state-of-the-art QD algorithms, highlighting DQD's promise for efficient quality diversity optimization when gradient information is available. Source code is available at https://github.com/icaros-usc/dqd. Matthew C. Fontaine, Stefanos Nikolaidis |
NeurIPS | 1 |
| 2020 | Covariance matrix adaptation for the rapid illumination of behavior spaceabstractWe focus on the challenge of finding a diverse collection of quality solutions on complex continuous domains. While quality diversity (QD) algorithms like Novelty Search with Local Competition (NSLC) and MAP-Elites are designed to generate a diverse range of solutions, these algorithms require a large number of evaluations for exploration of continuous spaces. Meanwhile, variants of the Covariance Matrix Adaptation Evolution Strategy (CMA-ES) are among the best-performing derivative-free optimizers in single-objective continuous domains. This paper proposes a new QD algorithm called Covariance Matrix Adaptation MAP-Elites (CMA-ME). Our new algorithm combines the self-adaptation techniques of CMA-ES with archiving and mapping techniques for maintaining diversity in QD. Results from experiments based on standard continuous optimization benchmarks show that CMA-ME finds better-quality solutions than MAP-Elites; similarly, results on the strategic game Hearthstone show that CMA-ME finds both a higher overall quality and broader diversity of strategies than both CMA-ES and MAP-Elites. Overall, CMA-ME more than doubles the performance of MAP-Elites using standard QD performance metrics. These results suggest that QD algorithms augmented by operators from state-of-the-art optimization algorithms can yield high-performing methods for simultaneously exploring and optimizing continuous search spaces, with significant applications to design, testing, and reinforcement learning among other domains. Matthew C. Fontaine, Julian Togelius, Stefanos Nikolaidis, Amy K. Hoover |
GECCO | 1 |
| 2019 | Evolving the Hearthstone MetaabstractBalancing an ever growing strategic game of high complexity, such as Hearthstone is a complex task. The target of making strategies diverse and customizable results in a delicate intricate system. Tuning over 2000 cards to generate the desired outcome without disrupting the existing environment becomes a laborious challenge. In this paper, we discuss the impacts that changes to existing cards can have on strategy in Hearthstone. By analyzing the win rate on match-ups across different decks, being played by different strategies, we propose to compare their performance before and after changes are made to improve or worsen different cards. Then, using an evolutionary algorithm, we search for a combination of changes to the card attributes that cause the decks to approach equal, 50% win rates. We then expand our evolutionary algorithm to a multi-objective solution to search for this result, while making the minimum amount of changes, and as a consequence disruption, to the existing cards. Lastly, we propose and evaluate metrics to serve as heuristics with which to decide which cards to target with balance changes. Rodrigo Canaan, Scott Lee, Matthew C. Fontaine, Julian Togelius, Amy K. Hoover |
CoG | 4 |
| 2019 | Mapping hearthstone deck spaces through MAP-elites with sliding boundariesabstractQuality diversity (QD) algorithms such as MAP-Elites have emerged as a powerful alternative to traditional single-objective optimization methods. They were initially applied to evolutionary robotics problems such as locomotion and maze navigation, but have yet to see widespread application. We argue that these algorithms are perfectly suited to the rich domain of video games, which contains many relevant problems with a multitude of successful strategies and often also multiple dimensions along which solutions can vary. Matthew C. Fontaine, Scott Lee, Lisa B. Soros, Julian Togelius, Amy K. Hoover |
GECCO | 1 |